Count the number of set bits in a 32-bit integer - algorithm

8 bits representing the number 7 look like this:
00000111
Three bits are set.
What are the algorithms to determine the number of set bits in a 32-bit integer?

This is known as the 'Hamming Weight', 'popcount' or 'sideways addition'.
Some CPUs have a single built-in instruction to do it and others have parallel instructions which act on bit vectors. Instructions like x86's popcnt (on CPUs where it's supported) will almost certainly be fastest for a single integer. Some other architectures may have a slow instruction implemented with a microcoded loop that tests a bit per cycle (citation needed - hardware popcount is normally fast if it exists at all.).
The 'best' algorithm really depends on which CPU you are on and what your usage pattern is.
Your compiler may know how to do something that's good for the specific CPU you're compiling for, e.g. C++20 std::popcount(), or C++ std::bitset<32>::count(), as a portable way to access builtin / intrinsic functions (see another answer on this question). But your compiler's choice of fallback for target CPUs that don't have hardware popcnt might not be optimal for your use-case. Or your language (e.g. C) might not expose any portable function that could use a CPU-specific popcount when there is one.
Portable algorithms that don't need (or benefit from) any HW support
A pre-populated table lookup method can be very fast if your CPU has a large cache and you are doing lots of these operations in a tight loop. However it can suffer because of the expense of a 'cache miss', where the CPU has to fetch some of the table from main memory. (Look up each byte separately to keep the table small.) If you want popcount for a contiguous range of numbers, only the low byte is changing for groups of 256 numbers, making this very good.
If you know that your bytes will be mostly 0's or mostly 1's then there are efficient algorithms for these scenarios, e.g. clearing the lowest set with a bithack in a loop until it becomes zero.
I believe a very good general purpose algorithm is the following, known as 'parallel' or 'variable-precision SWAR algorithm'. I have expressed this in a C-like pseudo language, you may need to adjust it to work for a particular language (e.g. using uint32_t for C++ and >>> in Java):
GCC10 and clang 10.0 can recognize this pattern / idiom and compile it to a hardware popcnt or equivalent instruction when available, giving you the best of both worlds. (https://godbolt.org/z/qGdh1dvKK)
int numberOfSetBits(uint32_t i)
{
// Java: use int, and use >>> instead of >>. Or use Integer.bitCount()
// C or C++: use uint32_t
i = i - ((i >> 1) & 0x55555555); // add pairs of bits
i = (i & 0x33333333) + ((i >> 2) & 0x33333333); // quads
i = (i + (i >> 4)) & 0x0F0F0F0F; // groups of 8
return (i * 0x01010101) >> 24; // horizontal sum of bytes
}
For JavaScript: coerce to integer with |0 for performance: change the first line to i = (i|0) - ((i >> 1) & 0x55555555);
This has the best worst-case behaviour of any of the algorithms discussed, so will efficiently deal with any usage pattern or values you throw at it. (Its performance is not data-dependent on normal CPUs where all integer operations including multiply are constant-time. It doesn't get any faster with "simple" inputs, but it's still pretty decent.)
References:
https://graphics.stanford.edu/~seander/bithacks.html
https://catonmat.net/low-level-bit-hacks for bithack basics, like how subtracting 1 flips contiguous zeros.
https://en.wikipedia.org/wiki/Hamming_weight
http://gurmeet.net/puzzles/fast-bit-counting-routines/
http://aggregate.ee.engr.uky.edu/MAGIC/#Population%20Count%20(Ones%20Count)
How this SWAR bithack works:
i = i - ((i >> 1) & 0x55555555);
The first step is an optimized version of masking to isolate the odd / even bits, shifting to line them up, and adding. This effectively does 16 separate additions in 2-bit accumulators (SWAR = SIMD Within A Register). Like (i & 0x55555555) + ((i>>1) & 0x55555555).
The next step takes the odd/even eight of those 16x 2-bit accumulators and adds again, producing 8x 4-bit sums. The i - ... optimization isn't possible this time so it does just mask before / after shifting. Using the same 0x33... constant both times instead of 0xccc... before shifting is a good thing when compiling for ISAs that need to construct 32-bit constants in registers separately.
The final shift-and-add step of (i + (i >> 4)) & 0x0F0F0F0F widens to 4x 8-bit accumulators. It masks after adding instead of before, because the maximum value in any 4-bit accumulator is 4, if all 4 bits of the corresponding input bits were set. 4+4 = 8 which still fits in 4 bits, so carry between nibble elements is impossible in i + (i >> 4).
So far this is just fairly normal SIMD using SWAR techniques with a few clever optimizations. Continuing on with the same pattern for 2 more steps can widen to 2x 16-bit then 1x 32-bit counts. But there is a more efficient way on machines with fast hardware multiply:
Once we have few enough "elements", a multiply with a magic constant can sum all the elements into the top element. In this case byte elements. Multiply is done by left-shifting and adding, so a multiply of x * 0x01010101 results in x + (x<<8) + (x<<16) + (x<<24). Our 8-bit elements are wide enough (and holding small enough counts) that this doesn't produce carry into that top 8 bits.
A 64-bit version of this can do 8x 8-bit elements in a 64-bit integer with a 0x0101010101010101 multiplier, and extract the high byte with >>56. So it doesn't take any extra steps, just wider constants. This is what GCC uses for __builtin_popcountll on x86 systems when the hardware popcnt instruction isn't enabled. If you can use builtins or intrinsics for this, do so to give the compiler a chance to do target-specific optimizations.
With full SIMD for wider vectors (e.g. counting a whole array)
This bitwise-SWAR algorithm could parallelize to be done in multiple vector elements at once, instead of in a single integer register, for a speedup on CPUs with SIMD but no usable popcount instruction. (e.g. x86-64 code that has to run on any CPU, not just Nehalem or later.)
However, the best way to use vector instructions for popcount is usually by using a variable-shuffle to do a table-lookup for 4 bits at a time of each byte in parallel. (The 4 bits index a 16 entry table held in a vector register).
On Intel CPUs, the hardware 64bit popcnt instruction can outperform an SSSE3 PSHUFB bit-parallel implementation by about a factor of 2, but only if your compiler gets it just right. Otherwise SSE can come out significantly ahead. Newer compiler versions are aware of the popcnt false dependency problem on Intel.
https://github.com/WojciechMula/sse-popcount state-of-the-art x86 SIMD popcount for SSSE3, AVX2, AVX512BW, AVX512VBMI, or AVX512 VPOPCNT. Using Harley-Seal across vectors to defer popcount within an element. (Also ARM NEON)
Counting 1 bits (population count) on large data using AVX-512 or AVX-2
related: https://github.com/mklarqvist/positional-popcount - separate counts for each bit-position of multiple 8, 16, 32, or 64-bit integers. (Again, x86 SIMD including AVX-512 which is really good at this, with vpternlogd making Harley-Seal very good.)

Some languages portably expose the operation in a way that can use efficient hardware support if available, otherwise some library fallback that's hopefully decent.
For example (from a table by language):
C++ has std::bitset<>::count(), or C++20 std::popcount(T x)
Java has java.lang.Integer.bitCount() (also for Long or BigInteger)
C# has System.Numerics.BitOperations.PopCount()
Python has int.bit_count() (since 3.10)
Not all compilers / libraries actually manage to use HW support when it's available, though. (Notably MSVC, even with options that make std::popcount inline as x86 popcnt, its std::bitset::count still always uses a lookup table. This will hopefully change in future versions.)
Also consider the built-in functions of your compiler when the portable language doesn't have this basic bit operation. In GNU C for example:
int __builtin_popcount (unsigned int x);
int __builtin_popcountll (unsigned long long x);
In the worst case (no single-instruction HW support) the compiler will generate a call to a function (which in current GCC uses a shift/and bit-hack like this answer, at least for x86). In the best case the compiler will emit a cpu instruction to do the job. (Just like a * or / operator - GCC will use a hardware multiply or divide instruction if available, otherwise will call a libgcc helper function.) Or even better, if the operand is a compile-time constant after inlining, it can do constant-propagation to get a compile-time-constant popcount result.
The GCC builtins even work across multiple platforms. Popcount has almost become mainstream in the x86 architecture, so it makes sense to start using the builtin now so you can recompile to let it inline a hardware instruction when you compile with -mpopcnt or something that includes that (e.g. https://godbolt.org/z/Ma5e5a). Other architectures have had popcount for years, but in the x86 world there are still some ancient Core 2 and similar vintage AMD CPUs in use.
On x86, you can tell the compiler that it can assume support for popcnt instruction with -mpopcnt (also implied by -msse4.2). See GCC x86 options. -march=nehalem -mtune=skylake (or -march= whatever CPU you want your code to assume and to tune for) could be a good choice. Running the resulting binary on an older CPU will result in an illegal-instruction fault.
To make binaries optimized for the machine you build them on, use -march=native (with gcc, clang, or ICC).
MSVC provides an intrinsic for the x86 popcnt instruction, but unlike gcc it's really an intrinsic for the hardware instruction and requires hardware support.
Using std::bitset<>::count() instead of a built-in
In theory, any compiler that knows how to popcount efficiently for the target CPU should expose that functionality through ISO C++ std::bitset<>. In practice, you might be better off with the bit-hack AND/shift/ADD in some cases for some target CPUs.
For target architectures where hardware popcount is an optional extension (like x86), not all compilers have a std::bitset that takes advantage of it when available. For example, MSVC has no way to enable popcnt support at compile time, and it's std::bitset<>::count always uses a table lookup, even with /Ox /arch:AVX (which implies SSE4.2, which in turn implies the popcnt feature.) (Update: see below; that does get MSVC's C++20 std::popcount to use x86 popcnt, but still not its bitset<>::count. MSVC could fix that by updating their standard library headers to use std::popcount when available.)
But at least you get something portable that works everywhere, and with gcc/clang with the right target options, you get hardware popcount for architectures that support it.
#include <bitset>
#include <limits>
#include <type_traits>
template<typename T>
//static inline // static if you want to compile with -mpopcnt in one compilation unit but not others
typename std::enable_if<std::is_integral<T>::value, unsigned >::type
popcount(T x)
{
static_assert(std::numeric_limits<T>::radix == 2, "non-binary type");
// sizeof(x)*CHAR_BIT
constexpr int bitwidth = std::numeric_limits<T>::digits + std::numeric_limits<T>::is_signed;
// std::bitset constructor was only unsigned long before C++11. Beware if porting to C++03
static_assert(bitwidth <= std::numeric_limits<unsigned long long>::digits, "arg too wide for std::bitset() constructor");
typedef typename std::make_unsigned<T>::type UT; // probably not needed, bitset width chops after sign-extension
std::bitset<bitwidth> bs( static_cast<UT>(x) );
return bs.count();
}
See asm from gcc, clang, icc, and MSVC on the Godbolt compiler explorer.
x86-64 gcc -O3 -std=gnu++11 -mpopcnt emits this:
unsigned test_short(short a) { return popcount(a); }
movzx eax, di # note zero-extension, not sign-extension
popcnt rax, rax
ret
unsigned test_int(int a) { return popcount(a); }
mov eax, edi
popcnt rax, rax # unnecessary 64-bit operand size
ret
unsigned test_u64(unsigned long long a) { return popcount(a); }
xor eax, eax # gcc avoids false dependencies for Intel CPUs
popcnt rax, rdi
ret
PowerPC64 gcc -O3 -std=gnu++11 emits (for the int arg version):
rldicl 3,3,0,32 # zero-extend from 32 to 64-bit
popcntd 3,3 # popcount
blr
This source isn't x86-specific or GNU-specific at all, but only compiles well with gcc/clang/icc, at least when targeting x86 (including x86-64).
Also note that gcc's fallback for architectures without single-instruction popcount is a byte-at-a-time table lookup. This isn't wonderful for ARM, for example.
C++20 has std::popcount(T)
Current libstdc++ headers unfortunately define it with a special case if(x==0) return 0; at the start, which clang doesn't optimize away when compiling for x86:
#include <bit>
int bar(unsigned x) {
return std::popcount(x);
}
clang 11.0.1 -O3 -std=gnu++20 -march=nehalem (https://godbolt.org/z/arMe5a)
# clang 11
bar(unsigned int): # #bar(unsigned int)
popcnt eax, edi
cmove eax, edi # redundant: if popcnt result is 0, return the original 0 instead of the popcnt-generated 0...
ret
But GCC compiles nicely:
# gcc 10
xor eax, eax # break false dependency on Intel SnB-family before Ice Lake.
popcnt eax, edi
ret
Even MSVC does well with it, as long as you use -arch:AVX or later (and enable C++20 with -std:c++latest). https://godbolt.org/z/7K4Gef
int bar(unsigned int) PROC ; bar, COMDAT
popcnt eax, ecx
ret 0
int bar(unsigned int) ENDP ; bar

In my opinion, the "best" solution is the one that can be read by another programmer (or the original programmer two years later) without copious comments. You may well want the fastest or cleverest solution which some have already provided but I prefer readability over cleverness any time.
unsigned int bitCount (unsigned int value) {
unsigned int count = 0;
while (value > 0) { // until all bits are zero
if ((value & 1) == 1) // check lower bit
count++;
value >>= 1; // shift bits, removing lower bit
}
return count;
}
If you want more speed (and assuming you document it well to help out your successors), you could use a table lookup:
// Lookup table for fast calculation of bits set in 8-bit unsigned char.
static unsigned char oneBitsInUChar[] = {
// 0 1 2 3 4 5 6 7 8 9 A B C D E F (<- n)
// =====================================================
0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4, // 0n
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5, // 1n
: : :
4, 5, 5, 6, 5, 6, 6, 7, 5, 6, 6, 7, 6, 7, 7, 8, // Fn
};
// Function for fast calculation of bits set in 16-bit unsigned short.
unsigned char oneBitsInUShort (unsigned short x) {
return oneBitsInUChar [x >> 8]
+ oneBitsInUChar [x & 0xff];
}
// Function for fast calculation of bits set in 32-bit unsigned int.
unsigned char oneBitsInUInt (unsigned int x) {
return oneBitsInUShort (x >> 16)
+ oneBitsInUShort (x & 0xffff);
}
These rely on specific data type sizes so they're not that portable. But, since many performance optimisations aren't portable anyway, that may not be an issue. If you want portability, I'd stick to the readable solution.

From Hacker's Delight, p. 66, Figure 5-2
int pop(unsigned x)
{
x = x - ((x >> 1) & 0x55555555);
x = (x & 0x33333333) + ((x >> 2) & 0x33333333);
x = (x + (x >> 4)) & 0x0F0F0F0F;
x = x + (x >> 8);
x = x + (x >> 16);
return x & 0x0000003F;
}
Executes in ~20-ish instructions (arch dependent), no branching.Hacker's Delight is delightful! Highly recommended.

I think the fastest way—without using lookup tables and popcount—is the following. It counts the set bits with just 12 operations.
int popcount(int v) {
v = v - ((v >> 1) & 0x55555555); // put count of each 2 bits into those 2 bits
v = (v & 0x33333333) + ((v >> 2) & 0x33333333); // put count of each 4 bits into those 4 bits
return ((v + (v >> 4) & 0xF0F0F0F) * 0x1010101) >> 24;
}
It works because you can count the total number of set bits by dividing in two halves, counting the number of set bits in both halves and then adding them up. Also know as Divide and Conquer paradigm. Let's get into detail..
v = v - ((v >> 1) & 0x55555555);
The number of bits in two bits can be 0b00, 0b01 or 0b10. Lets try to work this out on 2 bits..
---------------------------------------------
| v | (v >> 1) & 0b0101 | v - x |
---------------------------------------------
0b00 0b00 0b00
0b01 0b00 0b01
0b10 0b01 0b01
0b11 0b01 0b10
This is what was required: the last column shows the count of set bits in every two bit pair. If the two bit number is >= 2 (0b10) then and produces 0b01, else it produces 0b00.
v = (v & 0x33333333) + ((v >> 2) & 0x33333333);
This statement should be easy to understand. After the first operation we have the count of set bits in every two bits, now we sum up that count in every 4 bits.
v & 0b00110011 //masks out even two bits
(v >> 2) & 0b00110011 // masks out odd two bits
We then sum up the above result, giving us the total count of set bits in 4 bits. The last statement is the most tricky.
c = ((v + (v >> 4) & 0xF0F0F0F) * 0x1010101) >> 24;
Let's break it down further...
v + (v >> 4)
It's similar to the second statement; we are counting the set bits in groups of 4 instead. We know—because of our previous operations—that every nibble has the count of set bits in it. Let's look an example. Suppose we have the byte 0b01000010. It means the first nibble has its 4bits set and the second one has its 2bits set. Now we add those nibbles together.
v = 0b01000010
(v >> 4) = 0b00000100
v + (v >> 4) = 0b01000010 + 0b00000100
It gives us the count of set bits in a byte, in the second nibble 0b01000110 and therefore we mask the first four bytes of all the bytes in the number (discarding them).
0b01000110 & 0x0F = 0b00000110
Now every byte has the count of set bits in it. We need to add them up all together. The trick is to multiply the result by 0b10101010 which has an interesting property. If our number has four bytes, A B C D, it will result in a new number with these bytes A+B+C+D B+C+D C+D D. A 4 byte number can have maximum of 32 bits set, which can be represented as 0b00100000.
All we need now is the first byte which has the sum of all set bits in all the bytes, and we get it by >> 24. This algorithm was designed for 32 bit words but can be easily modified for 64 bit words.

If you happen to be using Java, the built-in method Integer.bitCount will do that.

I got bored, and timed a billion iterations of three approaches. Compiler is gcc -O3. CPU is whatever they put in the 1st gen Macbook Pro.
Fastest is the following, at 3.7 seconds:
static unsigned char wordbits[65536] = { bitcounts of ints between 0 and 65535 };
static int popcount( unsigned int i )
{
return( wordbits[i&0xFFFF] + wordbits[i>>16] );
}
Second place goes to the same code but looking up 4 bytes instead of 2 halfwords. That took around 5.5 seconds.
Third place goes to the bit-twiddling 'sideways addition' approach, which took 8.6 seconds.
Fourth place goes to GCC's __builtin_popcount(), at a shameful 11 seconds.
The counting one-bit-at-a-time approach was waaaay slower, and I got bored of waiting for it to complete.
So if you care about performance above all else then use the first approach. If you care, but not enough to spend 64Kb of RAM on it, use the second approach. Otherwise use the readable (but slow) one-bit-at-a-time approach.
It's hard to think of a situation where you'd want to use the bit-twiddling approach.
Edit: Similar results here.

unsigned int count_bit(unsigned int x)
{
x = (x & 0x55555555) + ((x >> 1) & 0x55555555);
x = (x & 0x33333333) + ((x >> 2) & 0x33333333);
x = (x & 0x0F0F0F0F) + ((x >> 4) & 0x0F0F0F0F);
x = (x & 0x00FF00FF) + ((x >> 8) & 0x00FF00FF);
x = (x & 0x0000FFFF) + ((x >> 16)& 0x0000FFFF);
return x;
}
Let me explain this algorithm.
This algorithm is based on Divide and Conquer Algorithm. Suppose there is a 8bit integer 213(11010101 in binary), the algorithm works like this(each time merge two neighbor blocks):
+-------------------------------+
| 1 | 1 | 0 | 1 | 0 | 1 | 0 | 1 | <- x
| 1 0 | 0 1 | 0 1 | 0 1 | <- first time merge
| 0 0 1 1 | 0 0 1 0 | <- second time merge
| 0 0 0 0 0 1 0 1 | <- third time ( answer = 00000101 = 5)
+-------------------------------+

This is one of those questions where it helps to know your micro-architecture. I just timed two variants under gcc 4.3.3 compiled with -O3 using C++ inlines to eliminate function call overhead, one billion iterations, keeping the running sum of all counts to ensure the compiler doesn't remove anything important, using rdtsc for timing (clock cycle precise).
inline int pop2(unsigned x, unsigned y)
{
x = x - ((x >> 1) & 0x55555555);
y = y - ((y >> 1) & 0x55555555);
x = (x & 0x33333333) + ((x >> 2) & 0x33333333);
y = (y & 0x33333333) + ((y >> 2) & 0x33333333);
x = (x + (x >> 4)) & 0x0F0F0F0F;
y = (y + (y >> 4)) & 0x0F0F0F0F;
x = x + (x >> 8);
y = y + (y >> 8);
x = x + (x >> 16);
y = y + (y >> 16);
return (x+y) & 0x000000FF;
}
The unmodified Hacker's Delight took 12.2 gigacycles. My parallel version (counting twice as many bits) runs in 13.0 gigacycles. 10.5s total elapsed for both together on a 2.4GHz Core Duo. 25 gigacycles = just over 10 seconds at this clock frequency, so I'm confident my timings are right.
This has to do with instruction dependency chains, which are very bad for this algorithm. I could nearly double the speed again by using a pair of 64-bit registers. In fact, if I was clever and added x+y a little sooner I could shave off some shifts. The 64-bit version with some small tweaks would come out about even, but count twice as many bits again.
With 128 bit SIMD registers, yet another factor of two, and the SSE instruction sets often have clever short-cuts, too.
There's no reason for the code to be especially transparent. The interface is simple, the algorithm can be referenced on-line in many places, and it's amenable to comprehensive unit test. The programmer who stumbles upon it might even learn something. These bit operations are extremely natural at the machine level.
OK, I decided to bench the tweaked 64-bit version. For this one sizeof(unsigned long) == 8
inline int pop2(unsigned long x, unsigned long y)
{
x = x - ((x >> 1) & 0x5555555555555555);
y = y - ((y >> 1) & 0x5555555555555555);
x = (x & 0x3333333333333333) + ((x >> 2) & 0x3333333333333333);
y = (y & 0x3333333333333333) + ((y >> 2) & 0x3333333333333333);
x = (x + (x >> 4)) & 0x0F0F0F0F0F0F0F0F;
y = (y + (y >> 4)) & 0x0F0F0F0F0F0F0F0F;
x = x + y;
x = x + (x >> 8);
x = x + (x >> 16);
x = x + (x >> 32);
return x & 0xFF;
}
That looks about right (I'm not testing carefully, though). Now the timings come out at 10.70 gigacycles / 14.1 gigacycles. That later number summed 128 billion bits and corresponds to 5.9s elapsed on this machine. The non-parallel version speeds up a tiny bit because I'm running in 64-bit mode and it likes 64-bit registers slightly better than 32-bit registers.
Let's see if there's a bit more OOO pipelining to be had here. This was a bit more involved, so I actually tested a bit. Each term alone sums to 64, all combined sum to 256.
inline int pop4(unsigned long x, unsigned long y,
unsigned long u, unsigned long v)
{
enum { m1 = 0x5555555555555555,
m2 = 0x3333333333333333,
m3 = 0x0F0F0F0F0F0F0F0F,
m4 = 0x000000FF000000FF };
x = x - ((x >> 1) & m1);
y = y - ((y >> 1) & m1);
u = u - ((u >> 1) & m1);
v = v - ((v >> 1) & m1);
x = (x & m2) + ((x >> 2) & m2);
y = (y & m2) + ((y >> 2) & m2);
u = (u & m2) + ((u >> 2) & m2);
v = (v & m2) + ((v >> 2) & m2);
x = x + y;
u = u + v;
x = (x & m3) + ((x >> 4) & m3);
u = (u & m3) + ((u >> 4) & m3);
x = x + u;
x = x + (x >> 8);
x = x + (x >> 16);
x = x & m4;
x = x + (x >> 32);
return x & 0x000001FF;
}
I was excited for a moment, but it turns out gcc is playing inline tricks with -O3 even though I'm not using the inline keyword in some tests. When I let gcc play tricks, a billion calls to pop4() takes 12.56 gigacycles, but I determined it was folding arguments as constant expressions. A more realistic number appears to be 19.6gc for another 30% speed-up. My test loop now looks like this, making sure each argument is different enough to stop gcc from playing tricks.
hitime b4 = rdtsc();
for (unsigned long i = 10L * 1000*1000*1000; i < 11L * 1000*1000*1000; ++i)
sum += pop4 (i, i^1, ~i, i|1);
hitime e4 = rdtsc();
256 billion bits summed in 8.17s elapsed. Works out to 1.02s for 32 million bits as benchmarked in the 16-bit table lookup. Can't compare directly, because the other bench doesn't give a clock speed, but looks like I've slapped the snot out of the 64KB table edition, which is a tragic use of L1 cache in the first place.
Update: decided to do the obvious and create pop6() by adding four more duplicated lines. Came out to 22.8gc, 384 billion bits summed in 9.5s elapsed. So there's another 20% Now at 800ms for 32 billion bits.

Why not iteratively divide by 2?
count = 0
while n > 0
if (n % 2) == 1
count += 1
n /= 2
I agree that this isn't the fastest, but "best" is somewhat ambiguous. I'd argue though that "best" should have an element of clarity

The Hacker's Delight bit-twiddling becomes so much clearer when you write out the bit patterns.
unsigned int bitCount(unsigned int x)
{
x = ((x >> 1) & 0b01010101010101010101010101010101)
+ (x & 0b01010101010101010101010101010101);
x = ((x >> 2) & 0b00110011001100110011001100110011)
+ (x & 0b00110011001100110011001100110011);
x = ((x >> 4) & 0b00001111000011110000111100001111)
+ (x & 0b00001111000011110000111100001111);
x = ((x >> 8) & 0b00000000111111110000000011111111)
+ (x & 0b00000000111111110000000011111111);
x = ((x >> 16)& 0b00000000000000001111111111111111)
+ (x & 0b00000000000000001111111111111111);
return x;
}
The first step adds the even bits to the odd bits, producing a sum of bits in each two. The other steps add high-order chunks to low-order chunks, doubling the chunk size all the way up, until we have the final count taking up the entire int.

For a happy medium between a 232 lookup table and iterating through each bit individually:
int bitcount(unsigned int num){
int count = 0;
static int nibblebits[] =
{0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4};
for(; num != 0; num >>= 4)
count += nibblebits[num & 0x0f];
return count;
}
From http://ctips.pbwiki.com/CountBits

This can be done in O(k), where k is the number of bits set.
int NumberOfSetBits(int n)
{
int count = 0;
while (n){
++ count;
n = (n - 1) & n;
}
return count;
}

It's not the fastest or best solution, but I found the same question in my way, and I started to think and think. finally I realized that it can be done like this if you get the problem from mathematical side, and draw a graph, then you find that it's a function which has some periodic part, and then you realize the difference between the periods... so here you go:
unsigned int f(unsigned int x)
{
switch (x) {
case 0:
return 0;
case 1:
return 1;
case 2:
return 1;
case 3:
return 2;
default:
return f(x/4) + f(x%4);
}
}

I think the Brian Kernighan's method will be useful too...
It goes through as many iterations as there are set bits. So if we have a 32-bit word with only the high bit set, then it will only go once through the loop.
int countSetBits(unsigned int n) {
unsigned int n; // count the number of bits set in n
unsigned int c; // c accumulates the total bits set in n
for (c=0;n>0;n=n&(n-1)) c++;
return c;
}
Published in 1988, the C Programming Language 2nd Ed. (by Brian W. Kernighan and Dennis M. Ritchie) mentions this in exercise 2-9. On April 19, 2006 Don Knuth pointed out to me that this method "was first published by Peter Wegner in CACM 3 (1960), 322. (Also discovered independently by Derrick Lehmer and published in 1964 in a book edited by Beckenbach.)"

The function you are looking for is often called the "sideways sum" or "population count" of a binary number. Knuth discusses it in pre-Fascicle 1A, pp11-12 (although there was a brief reference in Volume 2, 4.6.3-(7).)
The locus classicus is Peter Wegner's article "A Technique for Counting Ones in a Binary Computer", from the Communications of the ACM, Volume 3 (1960) Number 5, page 322. He gives two different algorithms there, one optimized for numbers expected to be "sparse" (i.e., have a small number of ones) and one for the opposite case.

private int get_bits_set(int v)
{
int c; // 'c' accumulates the total bits set in 'v'
for (c = 0; v>0; c++)
{
v &= v - 1; // Clear the least significant bit set
}
return c;
}

Few open questions:-
If the number is negative then?
If the number is 1024 , then the "iteratively divide by 2" method will iterate 10 times.
we can modify the algo to support the negative number as follows:-
count = 0
while n != 0
if ((n % 2) == 1 || (n % 2) == -1
count += 1
n /= 2
return count
now to overcome the second problem we can write the algo like:-
int bit_count(int num)
{
int count=0;
while(num)
{
num=(num)&(num-1);
count++;
}
return count;
}
for complete reference see :
http://goursaha.freeoda.com/Miscellaneous/IntegerBitCount.html

I use the below code which is more intuitive.
int countSetBits(int n) {
return !n ? 0 : 1 + countSetBits(n & (n-1));
}
Logic : n & (n-1) resets the last set bit of n.
P.S : I know this is not O(1) solution, albeit an interesting solution.

What do you means with "Best algorithm"? The shorted code or the fasted code? Your code look very elegant and it has a constant execution time. The code is also very short.
But if the speed is the major factor and not the code size then I think the follow can be faster:
static final int[] BIT_COUNT = { 0, 1, 1, ... 256 values with a bitsize of a byte ... };
static int bitCountOfByte( int value ){
return BIT_COUNT[ value & 0xFF ];
}
static int bitCountOfInt( int value ){
return bitCountOfByte( value )
+ bitCountOfByte( value >> 8 )
+ bitCountOfByte( value >> 16 )
+ bitCountOfByte( value >> 24 );
}
I think that this will not more faster for a 64 bit value but a 32 bit value can be faster.

I wrote a fast bitcount macro for RISC machines in about 1990. It does not use advanced arithmetic (multiplication, division, %), memory fetches (way too slow), branches (way too slow), but it does assume the CPU has a 32-bit barrel shifter (in other words, >> 1 and >> 32 take the same amount of cycles.) It assumes that small constants (such as 6, 12, 24) cost nothing to load into the registers, or are stored in temporaries and reused over and over again.
With these assumptions, it counts 32 bits in about 16 cycles/instructions on most RISC machines. Note that 15 instructions/cycles is close to a lower bound on the number of cycles or instructions, because it seems to take at least 3 instructions (mask, shift, operator) to cut the number of addends in half, so log_2(32) = 5, 5 x 3 = 15 instructions is a quasi-lowerbound.
#define BitCount(X,Y) \
Y = X - ((X >> 1) & 033333333333) - ((X >> 2) & 011111111111); \
Y = ((Y + (Y >> 3)) & 030707070707); \
Y = (Y + (Y >> 6)); \
Y = (Y + (Y >> 12) + (Y >> 24)) & 077;
Here is a secret to the first and most complex step:
input output
AB CD Note
00 00 = AB
01 01 = AB
10 01 = AB - (A >> 1) & 0x1
11 10 = AB - (A >> 1) & 0x1
so if I take the 1st column (A) above, shift it right 1 bit, and subtract it from AB, I get the output (CD). The extension to 3 bits is similar; you can check it with an 8-row boolean table like mine above if you wish.
Don Gillies

if you're using C++ another option is to use template metaprogramming:
// recursive template to sum bits in an int
template <int BITS>
int countBits(int val) {
// return the least significant bit plus the result of calling ourselves with
// .. the shifted value
return (val & 0x1) + countBits<BITS-1>(val >> 1);
}
// template specialisation to terminate the recursion when there's only one bit left
template<>
int countBits<1>(int val) {
return val & 0x1;
}
usage would be:
// to count bits in a byte/char (this returns 8)
countBits<8>( 255 )
// another byte (this returns 7)
countBits<8>( 254 )
// counting bits in a word/short (this returns 1)
countBits<16>( 256 )
you could of course further expand this template to use different types (even auto-detecting bit size) but I've kept it simple for clarity.
edit: forgot to mention this is good because it should work in any C++ compiler and it basically just unrolls your loop for you if a constant value is used for the bit count (in other words, I'm pretty sure it's the fastest general method you'll find)

C++20 std::popcount
The following proposal has been merged http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p0553r4.html and should add it to a the <bit> header.
I expect the usage to be like:
#include <bit>
#include <iostream>
int main() {
std::cout << std::popcount(0x55) << std::endl;
}
I'll give it a try when support arrives to GCC, GCC 9.1.0 with g++-9 -std=c++2a still doesn't support it.
The proposal says:
Header: <bit>
namespace std {
// 25.5.6, counting
template<class T>
constexpr int popcount(T x) noexcept;
and:
template<class T>
constexpr int popcount(T x) noexcept;
Constraints: T is an unsigned integer type (3.9.1 [basic.fundamental]).
Returns: The number of 1 bits in the value of x.
std::rotl and std::rotr were also added to do circular bit rotations: Best practices for circular shift (rotate) operations in C++

You can do:
while(n){
n = n & (n-1);
count++;
}
The logic behind this is the bits of n-1 is inverted from rightmost set bit of n.
If n=6, i.e., 110 then 5 is 101 the bits are inverted from rightmost set bit of n.
So if we & these two we will make the rightmost bit 0 in every iteration and always go to the next rightmost set bit. Hence, counting the set bit. The worst time complexity will be O(log n) when every bit is set.

I'm particularly fond of this example from the fortune file:
#define BITCOUNT(x) (((BX_(x)+(BX_(x)>>4)) & 0x0F0F0F0F) % 255)
#define BX_(x) ((x) - (((x)>>1)&0x77777777)
- (((x)>>2)&0x33333333)
- (((x)>>3)&0x11111111))
I like it best because it's so pretty!

Java JDK1.5
Integer.bitCount(n);
where n is the number whose 1's are to be counted.
check also,
Integer.highestOneBit(n);
Integer.lowestOneBit(n);
Integer.numberOfLeadingZeros(n);
Integer.numberOfTrailingZeros(n);
//Beginning with the value 1, rotate left 16 times
n = 1;
for (int i = 0; i < 16; i++) {
n = Integer.rotateLeft(n, 1);
System.out.println(n);
}

I found an implementation of bit counting in an array with using of SIMD instruction (SSSE3 and AVX2). It has in 2-2.5 times better performance than if it will use __popcnt64 intrinsic function.
SSSE3 version:
#include <smmintrin.h>
#include <stdint.h>
const __m128i Z = _mm_set1_epi8(0x0);
const __m128i F = _mm_set1_epi8(0xF);
//Vector with pre-calculated bit count:
const __m128i T = _mm_setr_epi8(0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4);
uint64_t BitCount(const uint8_t * src, size_t size)
{
__m128i _sum = _mm128_setzero_si128();
for (size_t i = 0; i < size; i += 16)
{
//load 16-byte vector
__m128i _src = _mm_loadu_si128((__m128i*)(src + i));
//get low 4 bit for every byte in vector
__m128i lo = _mm_and_si128(_src, F);
//sum precalculated value from T
_sum = _mm_add_epi64(_sum, _mm_sad_epu8(Z, _mm_shuffle_epi8(T, lo)));
//get high 4 bit for every byte in vector
__m128i hi = _mm_and_si128(_mm_srli_epi16(_src, 4), F);
//sum precalculated value from T
_sum = _mm_add_epi64(_sum, _mm_sad_epu8(Z, _mm_shuffle_epi8(T, hi)));
}
uint64_t sum[2];
_mm_storeu_si128((__m128i*)sum, _sum);
return sum[0] + sum[1];
}
AVX2 version:
#include <immintrin.h>
#include <stdint.h>
const __m256i Z = _mm256_set1_epi8(0x0);
const __m256i F = _mm256_set1_epi8(0xF);
//Vector with pre-calculated bit count:
const __m256i T = _mm256_setr_epi8(0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4,
0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4);
uint64_t BitCount(const uint8_t * src, size_t size)
{
__m256i _sum = _mm256_setzero_si256();
for (size_t i = 0; i < size; i += 32)
{
//load 32-byte vector
__m256i _src = _mm256_loadu_si256((__m256i*)(src + i));
//get low 4 bit for every byte in vector
__m256i lo = _mm256_and_si256(_src, F);
//sum precalculated value from T
_sum = _mm256_add_epi64(_sum, _mm256_sad_epu8(Z, _mm256_shuffle_epi8(T, lo)));
//get high 4 bit for every byte in vector
__m256i hi = _mm256_and_si256(_mm256_srli_epi16(_src, 4), F);
//sum precalculated value from T
_sum = _mm256_add_epi64(_sum, _mm256_sad_epu8(Z, _mm256_shuffle_epi8(T, hi)));
}
uint64_t sum[4];
_mm256_storeu_si256((__m256i*)sum, _sum);
return sum[0] + sum[1] + sum[2] + sum[3];
}

A fast C# solution using a pre-calculated table of Byte bit counts with branching on the input size.
public static class BitCount
{
public static uint GetSetBitsCount(uint n)
{
var counts = BYTE_BIT_COUNTS;
return n <= 0xff ? counts[n]
: n <= 0xffff ? counts[n & 0xff] + counts[n >> 8]
: n <= 0xffffff ? counts[n & 0xff] + counts[(n >> 8) & 0xff] + counts[(n >> 16) & 0xff]
: counts[n & 0xff] + counts[(n >> 8) & 0xff] + counts[(n >> 16) & 0xff] + counts[(n >> 24) & 0xff];
}
public static readonly uint[] BYTE_BIT_COUNTS =
{
0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
4, 5, 5, 6, 5, 6, 6, 7, 5, 6, 6, 7, 6, 7, 7, 8
};
}

I always use this in competitive programming, and it's easy to write and is efficient:
#include <bits/stdc++.h>
using namespace std;
int countOnes(int n) {
bitset<32> b(n);
return b.count();
}

There are many algorithm to count the set bits; but i think the best one is the faster one!
You can see the detailed on this page:
Bit Twiddling Hacks
I suggest this one:
Counting bits set in 14, 24, or 32-bit words using 64-bit instructions
unsigned int v; // count the number of bits set in v
unsigned int c; // c accumulates the total bits set in v
// option 1, for at most 14-bit values in v:
c = (v * 0x200040008001ULL & 0x111111111111111ULL) % 0xf;
// option 2, for at most 24-bit values in v:
c = ((v & 0xfff) * 0x1001001001001ULL & 0x84210842108421ULL) % 0x1f;
c += (((v & 0xfff000) >> 12) * 0x1001001001001ULL & 0x84210842108421ULL)
% 0x1f;
// option 3, for at most 32-bit values in v:
c = ((v & 0xfff) * 0x1001001001001ULL & 0x84210842108421ULL) % 0x1f;
c += (((v & 0xfff000) >> 12) * 0x1001001001001ULL & 0x84210842108421ULL) %
0x1f;
c += ((v >> 24) * 0x1001001001001ULL & 0x84210842108421ULL) % 0x1f;
This method requires a 64-bit CPU with fast modulus division to be efficient. The first option takes only 3 operations; the second option takes 10; and the third option takes 15.

Related

Reconstructing input to encoder from output

I would like to understand how to solve the Codility ArrayRecovery challenge, but I don't even know what branch of knowledge to consult. Is it combinatorics, optimization, computer science, set theory, or something else?
Edit:
The branch of knowledge to consult is constraint programming, particularly constraint propagation. You also need some combinatorics to know that if you take k numbers at a time from the range [1..n], with the restriction that no number can be bigger than the one before it, that works out to be
(n+k-1)!/k!(n-1)! possible combinations
which is the same as the number of combinations with replacements of n things taken k at a time, which has the mathematical notation . You can read about why it works out like that here.
Peter Norvig provides an excellent example of how to solve this kind of problem with his Sudoku solver.
You can read the full description of the ArrayRecovery problem via the link above. The short story is that there is an encoder that takes a sequence of integers in the range 1 up to some given limit (say 100 for our purposes) and for each element of the input sequence outputs the most recently seen integer that is smaller than the current input, or 0 if none exists.
input 1, 2, 3, 4 => output 0, 1, 2, 3
input 2, 4, 3 => output 0, 2, 2
The full task is, given the output (and the range of allowable input), figure out how many possible inputs could have generated it. But before I even get to that calculation, I'm not confident about how to even approach formulating the equation. That is what I am asking for help with. (Of course a full solution would be welcome, too, if it is explained.)
I just look at some possible outputs and wonder. Here are some sample encoder outputs and the inputs I can come up with, with * meaning any valid input and something like > 4 meaning any valid input greater than 4. If needed, inputs are referred to as A1, A2, A3, ... (1-based indexing)
Edit #2
Part of the problem I was having with this challenge is that I did not manually generate the exactly correct sets of possible inputs for an output. I believe the set below is correct now. Look at this answer's edit history if you want to see my earlier mistakes.
output #1: 0, 0, 0, 4
possible inputs: [>= 4, A1 >= * >= 4, 4, > 4]
output #2: 0, 0, 0, 2, 3, 4 # A5 ↴ See more in discussion below
possible inputs: [>= 2, A1 >= * >=2, 2, 3, 4, > 4]
output #3: 0, 0, 0, 4, 3, 1
possible inputs: none # [4, 3, 1, 1 >= * > 4, 4, > 1] but there is no number 1 >= * > 4
The second input sequence is very tightly constrained compared to the first just by adding 2 more outputs. The third sequence is so constrained as to be impossible.
But the set of constraints on A5 in example #2 is a bit harder to articulate. Of course A5 > O5, that is the basic constraint on all the inputs. But any output > A4 and after O5 has to appear in the input after A4, so A5 has to be an element of the set of numbers that comes after A5 that is also > A4. Since there is only 1 such number (A6 == 4), A5 has to be it, but it gets more complicated if there is a longer string of numbers that follow. (Editor's note: actually it doesn't.)
As the output set gets longer, I worry these constraints just get more complicated and harder to get right. I cannot think of any data structures for efficiently representing these in a way that leads to efficiently calculating the number of possible combinations. I also don't quite see how to algorithmically add constraint sets together.
Here are the constraints I see so far for any given An
An > On
An <= min(Set of other possible numbers from O1 to n-1 > On). How to define the set of possible numbers greater than On?
Numbers greater than On that came after the most recent occurrence of On in the input
An >= max(Set of other possible numbers from O1 to n-1 < On). How to define the set of possible numbers less than On?
Actually this set is empty because On is, by definition, the largest possible number from the previous input sequence. (Which it not to say it is strictly the largest number from the previous input sequence.)
Any number smaller than On that came before the last occurrence of it in the input would be ineligible because of the "nearest" rule. No numbers smaller that On could have occurred after the most recent occurrence because of the "nearest" rule and because of the transitive property: if Ai < On and Aj < Ai then Aj < On
Then there is the set theory:
An must be an element of the set of unaccounted-for elements of the set of On+1 to Om, where m is the smallest m > n such that Om < On. Any output after such Om and larger than Om (which An is) would have to appear as or after Am.
An element is unaccounted-for if it is seen in the output but does not appear in the input in a position that is consistent with the rest of the output. Obviously I need a better definition than this in order to code and algorithm to calculate it.
It seems like perhaps some kind of set theory and/or combinatorics or maybe linear algebra would help with figuring out the number of possible sequences that would account for all of the unaccounted-for outputs and fit the other constraints. (Editor's note: actually, things never get that complicated.)
The code below passes all of Codility's tests. The OP added a main function to use it on the command line.
The constraints are not as complex as the OP thinks. In particular, there is never a situation where you need to add a restriction that an input be an element of some set of specific integers seen elsewhere in the output. Every input position has a well-defined minimum and maximum.
The only complication to that rule is that sometimes the maximum is "the value of the previous input" and that input itself has a range. But even then, all the values like that are consecutive and have the same range, so the number of possibilities can be calculated with basic combinatorics, and those inputs as a group are independent of the other inputs (which only serve to set the range), so the possibilities of that group can be combined with the possibilities of other input positions by simple multiplication.
Algorithm overview
The algorithm makes a single pass through the output array updating the possible numbers of input arrays after every span, which is what I am calling repetitions of numbers in the output. (You might say maximal subsequences of the output where every element is identical.) For example, for output 0,1,1,2 we have three spans: 0, 1,1 and 2. When a new span begins, the number of possibilities for the previous span is calculated.
This decision was based on a few observations:
For spans longer than 1 in length, the minimum value of the input
allowed in the first position is whatever the value is of the input
in the second position. Calculating the number of possibilities of a
span is straightforward combinatorics, but the standard formula
requires knowing the range of the numbers and the length of the span.
Every time the value of the
output changes (and a new span beings), that strongly constrains the value of the previous span:
When the output goes up, the only possible reason is that the previous input was the value of the new, higher output and the input corresponding to the position of the new, higher output, was even higher.
When an output goes down, new constraints are established, but those are a bit harder to articulate. The algorithm stores stairs (see below) in order to quantify the constraints imposed when the output goes down
The aim here was to confine the range of possible values for every span. Once we do that accurately, calculating the number of combinations is straightforward.
Because the encoder backtracks looking to output a number that relates to the input in 2 ways, both smaller and closer, we know we can throw out numbers that are larger and farther away. After a small number appears in the output, no larger number from before that position can have any influence on what follows.
So to confine these ranges of input when the output sequence decreased, we need to store stairs - a list of increasingly larger possible values for the position in the original array. E.g for 0,2,5,7,2,4 stairs build up like this: 0, 0,2, 0,2,5, 0,2,5,7, 0,2, 0,2,4.
Using these bounds we can tell for sure that the number in the position of the second 2 (next to last position in the example) must be in (2,5], because 5 is the next stair. If the input were greater than 5, a 5 would have been output in that space instead of a 2. Observe, that if the last number in the encoded array was not 4, but 6, we would exit early returning 0, because we know that the previous number couldn't be bigger than 5.
The complexity is O(n*lg(min(n,m))).
Functions
CombinationsWithReplacement - counts number of combinations with replacements of size k from n numbers. E.g. for (3, 2) it counts 3,3, 3,2, 3,1, 2,2, 2,1, 1,1, so returns 6 It is the same as choose(n - 1 + k, n - 1).
nextBigger - finds next bigger element in a range. E.g. for 4 in sub-array 1,2,3,4,5 it returns 5, and in sub-array 1,3 it returns its parameter Max.
countSpan (lambda) - counts how many different combinations a span we have just passed can have. Consider span 2,2 for 0,2,5,7,2,2,7.
When curr gets to the final position, curr is 7 and prev is the final 2 of the 2,2 span.
It computes maximum and minimum possible values of the prev span. At this point stairs consist of 2,5,7 then maximum possible value is 5 (nextBigger after 2 in the stair 2,5,7). A value of greater than 5 in this span would have output a 5, not a 2.
It computes a minimum value for the span (which is the minimum value for every element in the span), which is prev at this point, (remember curr at this moment equals to 7 and prev to 2). We know for sure that in place of the final 2 output, the original input has to have 7, so the minimum is 7. (This is a consequence of the "output goes up" rule. If we had 7,7,2 and curr would be 2 then the minimum for the previous span (the 7,7) would be 8 which is prev + 1.
It adjusts the number of combinations. For a span of length L with a range of n possibilities (1+max-min), there are possibilities, with k being either L or L-1 depending on what follows the span.
For a span followed by a larger number, like 2,2,7, k = L - 1 because the last position of the 2,2 span has to be 7 (the value of the first number after the span).
For a span followed by a smaller number, like 7,7,2, k = L because
the last element of 7,7 has no special constraints.
Finally, it calls CombinationsWithReplacement to find out the number of branches (or possibilities), computes new res partial results value (remainder values in the modulo arithmetic we are doing), and returns new res value and max for further handling.
solution - iterates over the given Encoder Output array. In the main loop, while in a span it counts the span length, and at span boundaries it updates res by calling countSpan and possibly updates the stairs.
If the current span consists of a bigger number than the previous one, then:
Check validity of the next number. E.g 0,2,5,2,7 is invalid input, becuase there is can't be 7 in the next-to-last position, only 3, or 4, or 5.
It updates the stairs. When we have seen only 0,2, the stairs are 0,2, but after the next 5, the stairs become 0,2,5.
If the current span consists of a smaller number then the previous one, then:
It updates stairs. When we have seen only 0,2,5, our stairs are 0,2,5, but after we have seen 0,2,5,2 the stairs become 0,2.
After the main loop it accounts for the last span by calling countSpan with -1 which triggers the "output goes down" branch of calculations.
normalizeMod, extendedEuclidInternal, extendedEuclid, invMod - these auxiliary functions help to deal with modulo arithmetic.
For stairs I use storage for the encoded array, as the number of stairs never exceeds current position.
#include <algorithm>
#include <cassert>
#include <vector>
#include <tuple>
const int Modulus = 1'000'000'007;
int CombinationsWithReplacement(int n, int k);
template <class It>
auto nextBigger(It begin, It end, int value, int Max) {
auto maxIt = std::upper_bound(begin, end, value);
auto max = Max;
if (maxIt != end) {
max = *maxIt;
}
return max;
}
auto solution(std::vector<int> &B, const int Max) {
auto res = 1;
const auto size = (int)B.size();
auto spanLength = 1;
auto prev = 0;
// Stairs is the list of numbers which could be smaller than number in the next position
const auto stairsBegin = B.begin();
// This includes first entry (zero) into stairs
// We need to include 0 because we can meet another zero later in encoded array
// and we need to be able to find in stairs
auto stairsEnd = stairsBegin + 1;
auto countSpan = [&](int curr) {
const auto max = nextBigger(stairsBegin, stairsEnd, prev, Max);
// At the moment when we switch from the current span to the next span
// prev is the number from previous span and curr from current.
// E.g. 1,1,7, when we move to the third position cur = 7 and prev = 1.
// Observe that, in this case minimum value possible in place of any of 1's can be at least 2=1+1=prev+1.
// But if we consider 7, then we have even more stringent condition for numbers in place of 1, it is 7
const auto min = std::max(prev + 1, curr);
const bool countLast = prev > curr;
const auto branchesCount = CombinationsWithReplacement(max - min + 1, spanLength - (countLast ? 0 : 1));
return std::make_pair(res * (long long)branchesCount % Modulus, max);
};
for (int i = 1; i < size; ++i) {
const auto curr = B[i];
if (curr == prev) {
++spanLength;
}
else {
int max;
std::tie(res, max) = countSpan(curr);
if (prev < curr) {
if (curr > max) {
// 0,1,5,1,7 - invalid because number in the fourth position lies in [2,5]
// and so in the fifth encoded position we can't something bigger than 5
return 0;
}
// It is time to possibly shrink stairs.
// E.g if we had stairs 0,2,4,9,17 and current value is 5,
// then we no more interested in 9 and 17, and we change stairs to 0,2,4,5.
// That's because any number bigger than 9 or 17 also bigger than 5.
const auto s = std::lower_bound(stairsBegin, stairsEnd, curr);
stairsEnd = s;
*stairsEnd++ = curr;
}
else {
assert(curr < prev);
auto it = std::lower_bound(stairsBegin, stairsEnd, curr);
if (it == stairsEnd || *it != curr) {
// 0,5,1 is invalid sequence because original sequence lloks like this 5,>5,>1
// and there is no 1 in any of the two first positions, so
// it can't appear in the third position of the encoded array
return 0;
}
}
spanLength = 1;
}
prev = curr;
}
res = countSpan(-1).first;
return res;
}
template <class T> T normalizeMod(T a, T m) {
if (a < 0) return a + m;
return a;
}
template <class T> std::pair<T, std::pair<T, T>> extendedEuclidInternal(T a, T b) {
T old_x = 1;
T old_y = 0;
T x = 0;
T y = 1;
while (true) {
T q = a / b;
T t = a - b * q;
if (t == 0) {
break;
}
a = b;
b = t;
t = x; x = old_x - x * q; old_x = t;
t = y; y = old_y - y * q; old_y = t;
}
return std::make_pair(b, std::make_pair(x, y));
}
// Returns gcd and Bezout's coefficients
template <class T> std::pair<T, std::pair<T, T>> extendedEuclid(T a, T b) {
if (a > b) {
if (b == 0) return std::make_pair(a, std::make_pair(1, 0));
return extendedEuclidInternal(a, b);
}
else {
if (a == 0) return std::make_pair(b, std::make_pair(0, 1));
auto p = extendedEuclidInternal(b, a);
std::swap(p.second.first, p.second.second);
return p;
}
}
template <class T> T invMod(T a, T m) {
auto p = extendedEuclid(a, m);
assert(p.first == 1);
return normalizeMod(p.second.first, m);
}
int CombinationsWithReplacement(int n, int k) {
int res = 1;
for (long long i = n; i < n + k; ++i) {
res = res * i % Modulus;
}
int denom = 1;
for (long long i = k; i > 0; --i) {
denom = denom * i % Modulus;
}
res = res * (long long)invMod(denom, Modulus) % Modulus;
return res;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Only the above is needed for the Codility challenge. Below is to run on the command line.
//
// Compile with: gcc -std=gnu++14 -lc++ -lstdc++ array_recovery.cpp
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include <string.h>
// Usage: 0 1 2,3, 4 M
// Last arg is M, the max value for an input.
// Remaining args are B (the output of the encoder) separated by commas and/or spaces
// Parentheses and brackets are ignored, so you can use the same input form as Codility's tests: ([1,2,3], M)
int main(int argc, char* argv[]) {
int Max;
std::vector<int> B;
const char* delim = " ,[]()";
if (argc < 2 ) {
printf("Usage: %s M 0 1 2,3, 4... \n", argv[0]);
return 1;
}
for (int i = 1; i < argc; i++) {
char* parse;
parse = strtok(argv[i], delim);
while (parse != NULL)
{
B.push_back(atoi(parse));
parse = strtok (NULL, delim);
}
}
Max = B.back();
B.pop_back();
printf("%d\n", solution(B, Max));
return 0;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Only the above is needed for the Codility challenge. Below is to run on the command line.
//
// Compile with: gcc -std=gnu++14 -lc++ -lstdc++ array_recovery.cpp
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include <string.h>
// Usage: M 0 1 2,3, 4
// first arg is M, the max value for an input.
// remaining args are B (the output of the encoder) separated by commas and/or spaces
int main(int argc, char* argv[]) {
int Max;
std::vector<int> B;
const char* delim = " ,";
if (argc < 3 ) {
printf("Usage: %s M 0 1 2,3, 4... \n", argv[0]);
return 1;
}
Max = atoi(argv[1]);
for (int i = 2; i < argc; i++) {
char* parse;
parse = strtok(argv[i], delim);
while (parse != NULL)
{
B.push_back(atoi(parse));
parse = strtok (NULL, delim);
}
}
printf("%d\n", solution(B, Max));
return 0;
}
Let's see an example:
Max = 5
Array is
0 1 3 0 1 1 3
1
1 2..5
1 3 4..5
1 3 4..5 1
1 3 4..5 1 2..5
1 3 4..5 1 2..5 >=..2 (sorry, for a cumbersome way of writing)
1 3 4..5 1 3..5 >=..3 4..5
Now count:
1 1 2 1 3 2 which amounts to 12 total.
Here's an idea. One known method to construct the output is to use a stack. We pop it while the element is greater or equal, then output the smaller element if it exists, then push the greater element onto the stack. Now what if we attempted to do this backwards from the output?
First we'll demonstrate the stack method using the c∅dility example.
[2, 5, 3, 7, 9, 6]
2: output 0, stack [2]
5: output 2, stack [2,5]
3: pop 5, output, 2, stack [2,3]
7: output 3, stack [2,3,7]
... etc.
Final output: [0, 2, 2, 3, 7, 3]
Now let's try reconstruction! We'll use stack both as the imaginary stack and as the reconstituted input:
(Input: [2, 5, 3, 7, 9, 6])
Output: [0, 2, 2, 3, 7, 3]
* Something >3 that reached 3 in the stack
stack = [3, 3 < *]
* Something >7 that reached 7 in the stack
but both of those would've popped before 3
stack = [3, 7, 7 < x, 3 < * <= x]
* Something >3, 7 qualifies
stack = [3, 7, 7 < x, 3 < * <= x]
* Something >2, 3 qualifies
stack = [2, 3, 7, 7 < x, 3 < * <= x]
* Something >2 and >=3 since 3 reached 2
stack = [2, 2 < *, 3, 7, 7 < x, 3 < * <= x]
Let's attempt your examples:
Example 1:
[0, 0, 0, 2, 3, 4]
* Something >4
stack = [4, 4 < *]
* Something >3, 4 qualifies
stack = [3, 4, 4 < *]
* Something >2, 3 qualifies
stack = [2, 3, 4, 4 < *]
* The rest is non-increasing with lowerbound 2
stack = [y >= x, x >= 2, 2, 3, 4, >4]
Example 2:
[0, 0, 0, 4]
* Something >4
stack [4, 4 < *]
* Non-increasing
stack = [z >= y, y >= 4, 4, 4 < *]
Calculating the number of combinations is achieved by multiplying together the possibilities for all the sections. A section is either a bounded single cell; or a bound, non-increasing subarray of one or more cells. To calculate the latter we use the multi-choose binomial, (n + k - 1) choose (k - 1). Consider that we can express the differences between the cells of a bound, non-increasing sequence of 3 cells as:
(ub - cell_3) + (cell_3 - cell_2) + (cell_2 - cell_1) + (cell_1 - lb) = ub - lb
Then the number of ways to distribute ub - lb into (x + 1) cells is
(n + k - 1) choose (k - 1)
or
(ub - lb + x) choose x
For example, the number of non-increasing sequences between
(3,4) in two cells is (4 - 3 + 2) choose 2 = 3: [3,3] [4,3] [4,4]
And the number of non-increasing sequences between
(3,4) in three cells is (4 - 3 + 3) choose 3 = 4: [3,3,3] [4,3,3] [4,4,3] [4,4,4]
(Explanation attributed to Brian M. Scott.)
Rough JavaScript sketch (the code is unreliable; it's only meant to illustrate the encoding. The encoder lists [lower_bound, upper_bound], or a non-increasing sequence as [non_inc, length, lower_bound, upper_bound]):
function f(A, M){
console.log(JSON.stringify(A), M);
let i = A.length - 1;
let last = A[i];
let s = [[last,last]];
if (A[i-1] == last){
let d = 1;
s.splice(1,0,['non_inc',d++,last,M]);
while (i > 0 && A[i-1] == last){
s.splice(1,0,['non_inc',d++,last,M]);
i--
}
} else {
s.push([last+1,M]);
i--;
}
if (i == 0)
s.splice(0,1);
for (; i>0; i--){
let x = A[i];
if (x < s[0][0])
s = [[x,x]].concat(s);
if (x > s[0][0]){
let [l, _l] = s[0];
let [lb, ub] = s[1];
s[0] = [x+1, M];
s[1] = [lb, x];
s = [[l,_l], [x,x]].concat(s);
}
if (x == s[0][0]){
let [l,_l] = s[0];
let [lb, ub] = s[1];
let d = 1;
s.splice(0,1);
while (i > 0 && A[i-1] == x){
s =
[['non_inc', d++, lb, M]].concat(s);
i--;
}
if (i > 0)
s = [[l,_l]].concat(s);
}
}
// dirty fix
if (s[0][0] == 0)
s.splice(0,1);
return s;
}
var a = [2, 5, 3, 7, 9, 6]
var b = [0, 2, 2, 3, 7, 3]
console.log(JSON.stringify(a));
console.log(JSON.stringify(f(b,10)));
b = [0,0,0,4]
console.log(JSON.stringify(f(b,10)));
b = [0,2,0,0,0,4]
console.log(JSON.stringify(f(b,10)));
b = [0,0,0,2,3,4]
console.log(JSON.stringify(f(b,10)));
b = [0,2,2]
console.log(JSON.stringify(f(b,4)));
b = [0,3,5,6]
console.log(JSON.stringify(f(b,10)));
b = [0,0,3,0]
console.log(JSON.stringify(f(b,10)));

The opposite of 2 ^ n

The function a = 2 ^ b can quickly be calculated for any b by doing a = 1 << b.
What about the other way round, getting the value of b for any given a? It should be relatively fast, so logs are out of the question. Anything that's not O(1) is also bad.
I'd be happy with can't be done too if its simply not possible to do without logs or a search type thing.
Build a look-up table. For 32-bit integers, there are only 32 entries so it is O(1).
Most architectures also have an instruction to find the position of the most significant bit of a number a, which is the value b. (gcc provides the __builtin_clz function for this.)
For a BigInt, it can be computed in O(log a) by repeatedly dividing by 2.
int b = -1;
while (a != 0) {
a >>= 1;
++ b;
}
For this sort of thing I usually refer to this page with bit hacks:
Bit Twiddling Hacks
For example:
Find the log base 2 of an integer with a lookup table:
static const char LogTable256[256] =
{
#define LT(n) n, n, n, n, n, n, n, n, n, n, n, n, n, n, n, n
-1, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
LT(4), LT(5), LT(5), LT(6), LT(6), LT(6), LT(6),
LT(7), LT(7), LT(7), LT(7), LT(7), LT(7), LT(7), LT(7)
};
unsigned int v; // 32-bit word to find the log of
unsigned r; // r will be lg(v)
register unsigned int t, tt; // temporaries
if (tt = v >> 16)
{
r = (t = tt >> 8) ? 24 + LogTable256[t] : 16 + LogTable256[tt];
}
else
{
r = (t = v >> 8) ? 8 + LogTable256[t] : LogTable256[v];
}
There are also a couple of O(log(n)) algorithms given on that page.
Some architectures have a "count leading zeros" instruction. For example, on ARM:
MOV R0,#0x80 # load R0 with (binary) 10000000
CLZ R1,R0 # R1 = number of leading zeros in R0, i.e. 7
This is O(1).
Or you can write:
while ((a >>= 1) > 0) b++;
This is O(1). One could imagine this to be expanded to:
b = (((a >> 1) > 0) ? 1 : 0) + (((a >> 2) > 0) ? 1 : 0) + ... + (((a >> 31) > 0) ? 1 : 0);
With a complier optimization, that once (a >> x) > 0) returns false, rest won't be calculated. Also comparing with 0 is faster then any other comparison. Also:
, where k is maximum of 32 and g is 1.
Reference: Big O notation
But in case you where using BigInteger, then my code example would look like:
int b = 0;
String numberS = "306180206916083902309240650087602475282639486413"
+ "866622577088471913520022894784390350900738050555138105"
+ "234536857820245071373614031482942161565170086143298589"
+ "738273508330367307539078392896587187265470464";
BigInteger a = new BigInteger(numberS);
while ((a = a.shiftRight(1)).compareTo(BigInteger.ZERO) > 0) b++;
System.out.println("b is: " + b);
If a is a double rather than an int then it will be represented as mantissa and exponent. The exponent is the part you are looking for, as this is the logarithm of the number.
If you can hack the binary representation then you can get the exponent out. Look up the IEEE standard to see where and how the exponent is stored.
For an integral value, if some method of getting the most significant bit position is not available then you can binary-search the bits for the upper-most 1 which is therefore O(log numbits). Doing this may well actually perform faster than converting to a double first.
In Java you can use Integer.numberOfLeadingZeros to compute the binary logarithm. It returns the number of leading zeros in the binary representation, so
floor(log2(x)) = 31 - numberOfLeadingZeros(x)
ceil(log2(x)) = 32 - numberOfLeadingZeros(x - 1)
It can't be done without testing the high bit, but most modern FPUs support log2 so all is not lost.

What is the fastest possible way to sort an array of 7 integers?

This is a part of a program that analyzes the odds of poker, specifically Texas Hold'em. I have a program I'm happy with, but it needs some small optimizations to be perfect.
I use this type (among others, of course):
type
T7Cards = array[0..6] of integer;
There are two things about this array that may be important when deciding how to sort it:
Every item is a value from 0 to 51. No other values are possible.
There are no duplicates. Never.
With this information, what is the absolutely fastest way to sort this array? I use Delphi, so pascal code would be the best, but I can read C and pseudo, albeit a bit more slowly :-)
At the moment I use quicksort, but the funny thing is that this is almost no faster than bubblesort! Possible because of the small number of items. The sorting counts for almost 50% of the total running time of the method.
EDIT:
Mason Wheeler asked why it's necessary to optimize. One reason is that the method will be called 2118760 times.
Basic poker information: All players are dealt two cards (the pocket) and then five cards are dealt to the table (the 3 first are called the flop, the next is the turn and the last is the river. Each player picks the five best cards to make up their hand)
If I have two cards in the pocket, P1 and P2, I will use the following loops to generate all possible combinations:
for C1 := 0 to 51-4 do
if (C1<>P1) and (C1<>P2) then
for C2 := C1+1 to 51-3 do
if (C2<>P1) and (C2<>P2) then
for C3 := C2+1 to 51-2 do
if (C3<>P1) and (C3<>P2) then
for C4 := C3+1 to 51-1 do
if (C4<>P1) and (C4<>P2) then
for C5 := C4+1 to 51 do
if (C5<>P1) and (C5<>P2) then
begin
//This code will be executed 2 118 760 times
inc(ComboCounter[GetComboFromCards([P1,P2,C1,C2,C3,C4,C5])]);
end;
As I write this I notice one thing more: The last five elements of the array will always be sorted, so it's just a question of putting the first two elements in the right position in the array. That should simplify matters a bit.
So, the new question is: What is the fastest possible way to sort an array of 7 integers when the last 5 elements are already sorted. I believe this could be solved with a couple (?) of if's and swaps :-)
For a very small set, insertion sort can usually beat quicksort because it has very low overhead.
WRT your edit, if you're already mostly in sort order (last 5 elements are already sorted), insertion sort is definitely the way to go. In an almost-sorted set of data, it'll beat quicksort every time, even for large sets. (Especially for large sets! This is insertion sort's best-case scenario and quicksort's worst case.)
Don't know how you are implementing this, but what you could do is have an array of 52 instead of 7, and just insert the card in its slot directly when you get it since there can never be duplicates, that way you never have to sort the array. This might be faster depending on how its used.
I don't know that much about Texas Hold'em: Does it matter what suit P1 and P2 are, or does it only matter if they are of the same suit or not? If only suit(P1)==suit(P2) matters, then you could separate the two cases, you have only 13x12/2 different possibilities for P1/P2, and you can easily precalculate a table for the two cases.
Otherwise, I would suggest something like this:
(* C1 < C2 < P1 *)
for C1:=0 to P1-2 do
for C2:=C1+1 to P1-1 do
Cards[0] = C1;
Cards[1] = C2;
Cards[2] = P1;
(* generate C3...C7 *)
(* C1 < P1 < C2 *)
for C1:=0 to P1-1 do
for C2:=P1+1 to 51 do
Cards[0] = C1;
Cards[1] = P1;
Cards[2] = C2;
(* generate C3...C7 *)
(* P1 < C1 < C2 *)
for C1:=P1+1 to 51 do
for C2:=C1+1 to 51 do
Cards[0] = P1;
Cards[1] = C1;
Cards[2] = C2;
(* generate C3...C7 *)
(this is just a demonstration for one card P1, you would have to expand that for P2, but I think that's straightforward. Although it'll be a lot of typing...)
That way, the sorting doesn't take any time at all. The generated permutations are already ordered.
There are only 5040 permutations of 7 elements. You can programmaticaly generate a program that finds the one represented by your input in a minimal number of comparisons. It will be a big tree of if-then-else instructions, each comparing a fixed pair of nodes, for example if (a[3]<=a[6]).
The tricky part is deciding which 2 elements to compare in a particular internal node. For this, you have to take into account the results of comparisons in the ancestor nodes from root to the particular node (for example a[0]<=a[1], not a[2]<=a[7], a[2]<=a[5]) and the set of possible permutations that satisfy the comparisons. Compare the pair of elements that splits the set into as equal parts as possible (minimize the size of the larger part).
Once you have the permutation, it is trivial to sort it in a minimal set of swaps.
Since the last 5 items are already sorted, the code can be written just to reposition the first 2 items. Since you're using Pascal, I've written and tested a sorting algorithm that can execute 2,118,760 times in about 62 milliseconds.
procedure SortT7Cards(var Cards: T7Cards);
const
CardsLength = Length(Cards);
var
I, J, V: Integer;
V1, V2: Integer;
begin
// Last 5 items will always be sorted, so we want to place the first two into
// the right location.
V1 := Cards[0];
V2 := Cards[1];
if V2 < V1 then
begin
I := V1;
V1 := V2;
V2 := I;
end;
J := 0;
I := 2;
while I < CardsLength do
begin
V := Cards[I];
if V1 < V then
begin
Cards[J] := V1;
Inc(J);
Break;
end;
Cards[J] := V;
Inc(J);
Inc(I);
end;
while I < CardsLength do
begin
V := Cards[I];
if V2 < V then
begin
Cards[J] := V2;
Break;
end;
Cards[J] := V;
Inc(J);
Inc(I);
end;
if J = (CardsLength - 2) then
begin
Cards[J] := V1;
Cards[J + 1] := V2;
end
else if J = (CardsLength - 1) then
begin
Cards[J] := V2;
end;
end;
Use min-sort. Search for minimal and maximal element at once and place them into resultant array. Repeat three times. (EDIT: No, I won't try to measure the speed theoretically :_))
var
cards,result: array[0..6] of integer;
i,min,max: integer;
begin
n=0;
while (n<3) do begin
min:=-1;
max:=52;
for i from 0 to 6 do begin
if cards[i]<min then min:=cards[i]
else if cards[i]>max then max:=cards[i]
end
result[n]:=min;
result[6-n]:=max;
inc(n);
end
for i from 0 to 6 do
if (cards[i]<52) and (cards[i]>=0) then begin
result[3] := cards[i];
break;
end
{ Result is sorted here! }
end
This is the fastest method: since the 5-card list is already sorted, sort the two-card list (a compare & swap), and then merge the two lists, which is O(k * (5+2). In this case (k) will normally be 5: the loop test(1), the compare(2), the copy(3), the input-list increment(4) and the output list increment(5). That's 35 + 2.5. Throw in loop initialization and you get 41.5 statements, total.
You could also unroll the loops which would save you maybe 8 statements or execution, but make the whole routine about 4-5 times longer which may mess with your instruction cache hit ratio.
Given P(0 to 2), C(0 to 5) and copying to H(0 to 6)
with C() already sorted (ascending):
If P(0) > P(1) Then
// Swap:
T = P(0)
P(0) = P(1)
P(1) = T
// 1stmt + (3stmt * 50%) = 2.5stmt
End
P(2), C(5) = 53 \\ Note these are end-of-list flags
k = 0 \\ P() index
J = 0 \\ H() index
i = 0 \\ C() index
// 4 stmt
Do While (j) < 7
If P(k) < C(I) then
H(j) = P(k)
k = k+1
Else
H(j) = C(i)
j = j+1
End if
j = j+1
// 5stmt * 7loops = 35stmt
Loop
And note that this is faster than the other algorithm that would be "fastest" if you had to truly sort all 7 cards: use a bit-mask(52) to map & bit-set all 7 cards into that range of all possible 52 cards (the bit-mask), and then scan the bit-mask in order looking for the 7 bits that are set. That takes 60-120 statements at best (but is still faster than any other sorting approach).
For seven numbers, the most efficient algorithm that exists with regards to the number of comparisons is Ford-Johnson's. In fact, wikipedia references a paper, easily found on google, that claims Ford-Johnson's the best for up to 47 numbers. Unfortunately, references to Ford-Johnson's aren't all that easy to found, and the algorithm uses some complex data structures.
It appears on The Art Of Computer Programming, Volume 3, by Donald Knuth, if you have access to that book.
There's a paper which describes FJ and a more memory efficient version here.
At any rate, because of the memory overhead of that algorithm, I doubt it would be worth your while for integers, as the cost of comparing two integers is rather cheap compared to the cost of allocating memory and manipulating pointers.
Now, you mentioned that 5 cards are already sorted, and you just need to insert two. You can do this with insertion sort most efficiently like this:
Order the two cards so that P1 > P2
Insert P1 going from the high end to the low end
(list) Insert P2 going from after P1 to the low end
(array) Insert P2 going from the low end to the high end
How you do that will depend on the data structure. With an array you'll be swapping each element, so place P1 at 1st, P2 and 7th (ordered high to low), and then swap P1 up, and then P2 down. With a list, you just need to fix the pointers as appropriate.
However once more, because of the particularity of your code, it really is best if you follow nikie suggestion and just generate the for loops apropriately for every variation in which P1 and P2 can appear in the list.
For example, sort P1 and P2 so that P1 < P2. Let's make Po1 and Po2 the position from 0 to 6, of P1 and P2 on the list. Then do this:
Loop Po1 from 0 to 5
Loop Po2 from Po1 + 1 to 6
If (Po2 == 1) C1start := P2 + 1; C1end := 51 - 4
If (Po1 == 0 && Po2 == 2) C1start := P1+1; C1end := P2 - 1
If (Po1 == 0 && Po2 > 2) C1start := P1+1; C1end := 51 - 5
If (Po1 > 0) C1start := 0; C1end := 51 - 6
for C1 := C1start to C1end
// Repeat logic to compute C2start and C2end
// C2 can begin at C1+1, P1+1 or P2+1
// C2 can finish at P1-1, P2-1, 51 - 3, 51 - 4 or 51 -5
etc
You then call a function passing Po1, Po2, P1, P2, C1, C2, C3, C4, C5, and have this function return all possible permutations based on Po1 and Po2 (that's 36 combinations).
Personally, I think that's the fastest you can get. You completely avoid having to order anything, because the data will be pre-ordered. You incur in some comparisons anyway to compute the starts and ends, but their cost is minimized as most of them will be on the outermost loops, so they won't be repeated much. And they can even be more optimized at the cost of more code duplication.
For 7 elements, there are only few options. You can easily write a generator that produces method to sort all possible combinations of 7 elements. Something like this method for 3 elements:
if a[1] < a[2] {
if a[2] < a[3] {
// nothing to do, a[1] < a[2] < a[3]
} else {
if a[1] < a[3] {
// correct order should be a[1], a[3], a[2]
swap a[2], a[3]
} else {
// correct order should be a[3], a[1], a[2]
swap a[2], a[3]
swap a[1], a[3]
}
}
} else {
// here we know that a[1] >= a[2]
...
}
Of course method for 7 elements will be bigger, but it's not that hard to generate.
The code below is close to optimal. It could be made better by composing a list to be traversed while making the tree, but I'm out of time right now. Cheers!
object Sort7 {
def left(i: Int) = i * 4
def right(i: Int) = i * 4 + 1
def up(i: Int) = i * 4 + 2
def value(i: Int) = i * 4 + 3
val a = new Array[Int](7 * 4)
def reset = {
0 until 7 foreach {
i => {
a(left(i)) = -1
a(right(i)) = -1
a(up(i)) = -1
a(value(i)) = scala.util.Random.nextInt(52)
}
}
}
def sortN(i : Int) {
var index = 0
def getNext = if (a(value(i)) < a(value(index))) left(index) else right(index)
var next = getNext
while(a(next) != -1) {
index = a(next)
next = getNext
}
a(next) = i
a(up(i)) = index
}
def sort = 1 until 7 foreach (sortN(_))
def print {
traverse(0)
def traverse(i: Int): Unit = {
if (i != -1) {
traverse(a(left(i)))
println(a(value(i)))
traverse(a(right(i)))
}
}
}
}
In pseudo code:
int64 temp = 0;
int index, bit_position;
for index := 0 to 6 do
temp |= 1 << cards[index];
for index := 0 to 6 do
begin
bit_position = find_first_set(temp);
temp &= ~(1 << bit_position);
cards[index] = bit_position;
end;
It's an application of bucket sort, which should generally be faster than any of the comparison sorts that were suggested.
Note: The second part could also be implemented by iterating over bits in linear time, but in practice it may not be faster:
index = 0;
for bit_position := 0 to 51 do
begin
if (temp & (1 << bit_position)) > 0 then
begin
cards[index] = bit_position;
index++;
end;
end;
Assuming that you need an array of cards at the end of it.
Map the original cards to bits in a 64 bit integer ( or any integer with >= 52 bits ).
If during the initial mapping the array is sorted, don't change it.
Partition the integer into nibbles - each will correspond to values 0x0 to 0xf.
Use the nibbles as indices to corresponding sorted sub-arrays. You'll need 13 sets of 16 sub-arrays ( or just 16 sub-arrays and use a second indirection, or do the bit ops rather than looking the answer up; what is faster will vary by platform ).
Concatenate the non-empty sub-arrays into the final array.
You could use larger than nibbles if you want; bytes would give 7 sets of 256 arrays and make it more likely that the non-empty arrays require concatenating.
This assumes that branches are expensive and cached array accesses cheap.
#include <stdio.h>
#include <stdbool.h>
#include <stdint.h>
// for general case of 7 from 52, rather than assuming last 5 sorted
uint32_t card_masks[16][5] = {
{ 0, 0, 0, 0, 0 },
{ 1, 0, 0, 0, 0 },
{ 2, 0, 0, 0, 0 },
{ 1, 2, 0, 0, 0 },
{ 3, 0, 0, 0, 0 },
{ 1, 3, 0, 0, 0 },
{ 2, 3, 0, 0, 0 },
{ 1, 2, 3, 0, 0 },
{ 4, 0, 0, 0, 0 },
{ 1, 4, 0, 0, 0 },
{ 2, 4, 0, 0, 0 },
{ 1, 2, 4, 0, 0 },
{ 3, 4, 0, 0, 0 },
{ 1, 3, 4, 0, 0 },
{ 2, 3, 4, 0, 0 },
{ 1, 2, 3, 4, 0 },
};
void sort7 ( uint32_t* cards) {
uint64_t bitset = ( ( 1LL << cards[ 0 ] ) | ( 1LL << cards[ 1LL ] ) | ( 1LL << cards[ 2 ] ) | ( 1LL << cards[ 3 ] ) | ( 1LL << cards[ 4 ] ) | ( 1LL << cards[ 5 ] ) | ( 1LL << cards[ 6 ] ) ) >> 1;
uint32_t* p = cards;
uint32_t base = 0;
do {
uint32_t* card_mask = card_masks[ bitset & 0xf ];
// you might remove this test somehow, as well as unrolling the outer loop
// having separate arrays for each nibble would save 7 additions and the increment of base
while ( *card_mask )
*(p++) = base + *(card_mask++);
bitset >>= 4;
base += 4;
} while ( bitset );
}
void print_cards ( uint32_t* cards ) {
printf ( "[ %d %d %d %d %d %d %d ]\n", cards[0], cards[1], cards[2], cards[3], cards[4], cards[5], cards[6] );
}
int main ( void ) {
uint32_t cards[7] = { 3, 9, 23, 17, 2, 42, 52 };
print_cards ( cards );
sort7 ( cards );
print_cards ( cards );
return 0;
}
Use a sorting network, like in this C++ code:
template<class T>
inline void sort7(T data) {
#define SORT2(x,y) {if(data##x>data##y)std::swap(data##x,data##y);}
//DD = Define Data, create a local copy of the data to aid the optimizer.
#define DD1(a) register auto data##a=*(data+a);
#define DD2(a,b) register auto data##a=*(data+a);register auto data##b=*(data+b);
//CB = Copy Back
#define CB1(a) *(data+a)=data##a;
#define CB2(a,b) *(data+a)=data##a;*(data+b)=data##b;
DD2(1,2) SORT2(1,2)
DD2(3,4) SORT2(3,4)
DD2(5,6) SORT2(5,6)
DD1(0) SORT2(0,2)
SORT2(3,5)
SORT2(4,6)
SORT2(0,1)
SORT2(4,5)
SORT2(2,6) CB1(6)
SORT2(0,4)
SORT2(1,5)
SORT2(0,3) CB1(0)
SORT2(2,5) CB1(5)
SORT2(1,3) CB1(1)
SORT2(2,4) CB1(4)
SORT2(2,3) CB2(2,3)
#undef CB1
#undef CB2
#undef DD1
#undef DD2
#undef SORT2
}
Use the function above if you want to pass it an iterator or a pointer and use the function below if you want to pass it the seven arguments one by one. BTW, using templates allows compilers to generate really optimized code so don't get ride of the template<> unless you want C code (or some other language's code).
template<class T>
inline void sort7(T& e0, T& e1, T& e2, T& e3, T& e4, T& e5, T& e6) {
#define SORT2(x,y) {if(data##x>data##y)std::swap(data##x,data##y);}
#define DD1(a) register auto data##a=e##a;
#define DD2(a,b) register auto data##a=e##a;register auto data##b=e##b;
#define CB1(a) e##a=data##a;
#define CB2(a,b) e##a=data##a;e##b=data##b;
DD2(1,2) SORT2(1,2)
DD2(3,4) SORT2(3,4)
DD2(5,6) SORT2(5,6)
DD1(0) SORT2(0,2)
SORT2(3,5)
SORT2(4,6)
SORT2(0,1)
SORT2(4,5)
SORT2(2,6) CB1(6)
SORT2(0,4)
SORT2(1,5)
SORT2(0,3) CB1(0)
SORT2(2,5) CB1(5)
SORT2(1,3) CB1(1)
SORT2(2,4) CB1(4)
SORT2(2,3) CB2(2,3)
#undef CB1
#undef CB2
#undef DD1
#undef DD2
#undef SORT2
}
Take a look at this:
http://en.wikipedia.org/wiki/Sorting_algorithm
You would need to pick one that will have a stable worst case cost...
Another option could be to keep the array sorted the whole time, so an addition of a card would keep the array sorted automatically, that way you could skip to sorting...
What JRL is referring to is a bucket sort. Since you have a finite discrete set of possible values, you can declare 52 buckets and just drop each element in a bucket in O(1) time. Hence bucket sort is O(n). Without the guarantee of a finite number of different elements, the fastest theoretical sort is O(n log n) which things like merge sort an quick sort are. It's just a balance of best and worst case scenarios then.
But long answer short, use bucket sort.
If you like the above mentioned suggestion to keep a 52 element array which always keeps your array sorted, then may be you could keep another list of 7 elements which would reference the 7 valid elements in the 52 element array. This way we can even avoid parsing the 52 element array.
I guess for this to be really efficient, we would need to have a linked list type of structure which be supports operations: InsertAtPosition() and DeleteAtPosition() and be efficient at that.
There are a lot of loops in the answers. Given his speed requirement and the tiny size of the data set I would not do ANY loops.
I have not tried it but I suspect the best answer is a fully unrolled bubble sort. It would also probably gain a fair amount of advantage from being done in assembly.
I wonder if this is the right approach, though. How are you going to analyze a 7 card hand?? I think you're going to end up converting it to some other representation for analysis anyway. Would not a 4x13 array be a more useful representation? (And it would render the sorting issue moot, anyway.)
Considering that last 5 elements are always sorted:
for i := 0 to 1 do begin
j := i;
x := array[j];
while (j+1 <= 6) and (array[j+1] < x) do begin
array[j] := array[j+1];
inc(j);
end;
array[j] := X;
end;
bubble sort is your friend. Other sorts have too many overhead codes and not suitable for small number of elements
Cheers
Here is your basic O(n) sort. I'm not sure how it compares to the others. It uses unrolled loops.
char card[7]; // the original table of 7 numbers in range 0..51
char table[52]; // workspace
// clear the workspace
memset(table, 0, sizeof(table));
// set the 7 bits corresponding to the 7 cards
table[card[0]] = 1;
table[card[1]] = 1;
...
table[card[6]] = 1;
// read the cards back out
int j = 0;
if (table[0]) card[j++] = 0;
if (table[1]) card[j++] = 1;
...
if (table[51]) card[j++] = 51;
If you are looking for a very low overhead, optimal sort, you should create a sorting network. You can generate the code for a 7 integer network using the Bose-Nelson algorithm.
This would guarentee a fixed number of compares and an equal number of swaps in the worst case.
The generated code is ugly, but it is optimal.
Your data is in a sorted array and I'll assume you swap the new two if needed so also sorted, so
a. if you want to keep it in place then use a form of insertion sort;
b. if you want to have it the result in another array do a merging by copying.
With the small numbers, binary chop is overkill, and ternary chop is appropriate anyway:
One new card will mostly like split into two and three, viz. 2+3 or 3+2,
two cards into singles and pairs, e.g. 2+1+2.
So the most time-space efficient approach to placing the smaller new card is to compare with a[1] (viz. skip a[0]) and then search left or right to find the card it should displace, then swap and move right (shifting rather than bubbling), comparing with the larger new card till you find where it goes. After this you'll be shifting forward by twos (two cards have been inserted).
The variables holding the new cards (and swaps) should be registers.
The look up approach would be faster but use more memory.

uninterlace bits from 16 bit value

I have a 16 bit value with its bits "interlaced".
I want to get an array of 8 items (values 0 to 3) that stores the bits in this order:
item 0: bits 7 and 15
item 1: bits 6 and 14
item 2: bits 5 and 13
...
item 7: bits 0 and 8
This is a trivial solution:
function uninterlace(n) {
return [((n>>7)&1)|((n>>14)&2), // bits 7 and 15
((n>>6)&1)|((n>>13)&2), // bits 6 and 14
((n>>5)&1)|((n>>12)&2), // bits 5 and 13
((n>>4)&1)|((n>>11)&2), // bits 4 and 12
((n>>3)&1)|((n>>10)&2), // bits 3 and 11
((n>>2)&1)|((n>> 9)&2), // bits 2 and 10
((n>>1)&1)|((n>> 8)&2), // bits 1 and 9
((n>>0)&1)|((n>> 7)&2)];// bits 0 and 8
}
Does anyone knows a better (faster) way of doing this?
Edit:
Notes:
Build a precalculated table is not an option.
Cannot use assembler or CPU-specific optimizations
Faster than a hand-written unrolled loop? I doubt it.
The code could be made less repetitive by using a for-loop, but that wouldn't make it run any faster.
def uninterlace(n) {
mask = 0x0101 // 0b0000_0001_0000_0001
slide = 0x7f // 0b0111_1111
return [(((n >> 0) & mask) + slide) >> 7,
(((n >> 1) & mask) + slide) >> 7,
(((n >> 2) & mask) + slide) >> 7,
(((n >> 3) & mask) + slide) >> 7,
(((n >> 4) & mask) + slide) >> 7,
(((n >> 5) & mask) + slide) >> 7,
(((n >> 6) & mask) + slide) >> 7,
(((n >> 7) & mask) + slide) >> 7]
}
This is only four operations per entry, instead of 5. The trick is in reusing the shifted value. The addition of slide moves the relevant bits adjacent to each other, and the shift by 7 puts them in the low-order position. The use of + might be a weakness.
A bigger weakness might be that each entry's operations must be done entirely in sequence, creating a latency of 4 instructions from entering a processor's pipeline to leaving it. These can be fully pipelined, but would still have some delay. The question's version exposes some instruction-level parallelism, and could potentially have a latency of only 3 instructions per entry, given sufficient execution resources.
It might be possible to combine multiple extractions into fewer operations, but I haven't seen a way to do it yet. The interlacing does, in fact, make that challenging.
Edit: a two-pass approach to treat the low and high order bits symmetrically, with interleaved 0's, shift them off from each other by one, and or the result could be much faster, and scalable to longer bitstrings.
Edited to correct the slide per Pedro's comment. Sorry to take up your time on my poor base-conversion skills. It was originally 0xef, which puts the 0 bit in the wrong place.
Ok, now with 3 operations per item (tested and works).
This is a variation of Novelocrat's answer. It uses variable masks and slides.
function uninterlace(n) {
return [((n & 0x8080) + 0x3FFF) >> 14,
((n & 0x4040) + 0x1FFF) >> 13,
((n & 0x2020) + 0x0FFF) >> 12,
((n & 0x1010) + 0x07FF) >> 11,
((n & 0x0808) + 0x03FF) >> 10,
((n & 0x0404) + 0x01FF) >> 9,
((n & 0x0202) + 0x00FF) >> 8,
((n & 0x0101) + 0x007F) >> 7];
}
How about a small precalculated table of 128 entries times 2?
int[128] b1 = { 2, 3, 3, .. 3};
int[128] b0 = { 0, 1, 1, .. 1};
function uninterlace(n) {
return [(n & 0x8000) ? b1 : b0)[n & 0x80],
(n & 0x4000) ? b1 : b0)[n & 0x40],
(n & 0x2000) ? b1 : b0)[n & 0x20],
(n & 0x1000) ? b1 : b0)[n & 0x10],
(n & 0x0800) ? b1 : b0)[n & 0x08],
(n & 0x0400) ? b1 : b0)[n & 0x04],
(n & 0x0200) ? b1 : b0)[n & 0x02],
(n & 0x0100) ? b1 : b0)[n & 0x01]
];
}
This uses bit masking and table lookup instead of shifts and additions and might be faster.

Counting, reversed bit pattern

I am trying to find an algorithm to count from 0 to 2n-1 but their bit pattern reversed. I care about only n LSB of a word. As you may have guessed I failed.
For n=3:
000 -> 0
100 -> 4
010 -> 2
110 -> 6
001 -> 1
101 -> 5
011 -> 3
111 -> 7
You get the idea.
Answers in pseudo-code is great. Code fragments in any language are welcome, answers without bit operations are preferred.
Please don't just post a fragment without even a short explanation or a pointer to a source.
Edit: I forgot to add, I already have a naive implementation which just bit-reverses a count variable. In a sense, this method is not really counting.
This is, I think easiest with bit operations, even though you said this wasn't preferred
Assuming 32 bit ints, here's a nifty chunk of code that can reverse all of the bits without doing it in 32 steps:
unsigned int i;
i = (i & 0x55555555) << 1 | (i & 0xaaaaaaaa) >> 1;
i = (i & 0x33333333) << 2 | (i & 0xcccccccc) >> 2;
i = (i & 0x0f0f0f0f) << 4 | (i & 0xf0f0f0f0) >> 4;
i = (i & 0x00ff00ff) << 8 | (i & 0xff00ff00) >> 8;
i = (i & 0x0000ffff) << 16 | (i & 0xffff0000) >> 16;
i >>= (32 - n);
Essentially this does an interleaved shuffle of all of the bits. Each time around half of the bits in the value are swapped with the other half.
The last line is necessary to realign the bits so that bin "n" is the most significant bit.
Shorter versions of this are possible if "n" is <= 16, or <= 8
At each step, find the leftmost 0 digit of your value. Set it, and clear all digits to the left of it. If you don't find a 0 digit, then you've overflowed: return 0, or stop, or crash, or whatever you want.
This is what happens on a normal binary increment (by which I mean it's the effect, not how it's implemented in hardware), but we're doing it on the left instead of the right.
Whether you do this in bit ops, strings, or whatever, is up to you. If you do it in bitops, then a clz (or call to an equivalent hibit-style function) on ~value might be the most efficient way: __builtin_clz where available. But that's an implementation detail.
This solution was originally in binary and converted to conventional math as the requester specified.
It would make more sense as binary, at least the multiply by 2 and divide by 2 should be << 1 and >> 1 for speed, the additions and subtractions probably don't matter one way or the other.
If you pass in mask instead of nBits, and use bitshifting instead of multiplying or dividing, and change the tail recursion to a loop, this will probably be the most performant solution you'll find since every other call it will be nothing but a single add, it would only be as slow as Alnitak's solution once every 4, maybe even 8 calls.
int incrementBizarre(int initial, int nBits)
// in the 3 bit example, this should create 100
mask=2^(nBits-1)
// This should only return true if the first (least significant) bit is not set
// if initial is 011 and mask is 100
// 3 4, bit is not set
if(initial < mask)
// If it was not, just set it and bail.
return initial+ mask // 011 (3) + 100 (4) = 111 (7)
else
// it was set, are we at the most significant bit yet?
// mask 100 (4) / 2 = 010 (2), 001/2 = 0 indicating overflow
if(mask / 2) > 0
// No, we were't, so unset it (initial-mask) and increment the next bit
return incrementBizarre(initial - mask, mask/2)
else
// Whoops we were at the most significant bit. Error condition
throw new OverflowedMyBitsException()
Wow, that turned out kinda cool. I didn't figure in the recursion until the last second there.
It feels wrong--like there are some operations that should not work, but they do because of the nature of what you are doing (like it feels like you should get into trouble when you are operating on a bit and some bits to the left are non-zero, but it turns out you can't ever be operating on a bit unless all the bits to the left are zero--which is a very strange condition, but true.
Example of flow to get from 110 to 001 (backwards 3 to backwards 4):
mask 100 (4), initial 110 (6); initial < mask=false; initial-mask = 010 (2), now try on the next bit
mask 010 (2), initial 010 (2); initial < mask=false; initial-mask = 000 (0), now inc the next bit
mask 001 (1), initial 000 (0); initial < mask=true; initial + mask = 001--correct answer
Here's a solution from my answer to a different question that computes the next bit-reversed index without looping. It relies heavily on bit operations, though.
The key idea is that incrementing a number simply flips a sequence of least-significant bits, for example from nnnn0111 to nnnn1000. So in order to compute the next bit-reversed index, you have to flip a sequence of most-significant bits. If your target platform has a CTZ ("count trailing zeros") instruction, this can be done efficiently.
Example in C using GCC's __builtin_ctz:
void iter_reversed(unsigned bits) {
unsigned n = 1 << bits;
for (unsigned i = 0, j = 0; i < n; i++) {
printf("%x\n", j);
// Compute a mask of LSBs.
unsigned mask = i ^ (i + 1);
// Length of the mask.
unsigned len = __builtin_ctz(~mask);
// Align the mask to MSB of n.
mask <<= bits - len;
// XOR with mask.
j ^= mask;
}
}
Without a CTZ instruction, you can also use integer division:
void iter_reversed(unsigned bits) {
unsigned n = 1 << bits;
for (unsigned i = 0, j = 0; i < n; i++) {
printf("%x\n", j);
// Find least significant zero bit.
unsigned bit = ~i & (i + 1);
// Using division to bit-reverse a single bit.
unsigned rev = (n / 2) / bit;
// XOR with mask.
j ^= (n - 1) & ~(rev - 1);
}
}
void reverse(int nMaxVal, int nBits)
{
int thisVal, bit, out;
// Calculate for each value from 0 to nMaxVal.
for (thisVal=0; thisVal<=nMaxVal; ++thisVal)
{
out = 0;
// Shift each bit from thisVal into out, in reverse order.
for (bit=0; bit<nBits; ++bit)
out = (out<<1) + ((thisVal>>bit) & 1)
}
printf("%d -> %d\n", thisVal, out);
}
Maybe increment from 0 to N (the "usual" way") and do ReverseBitOrder() for each iteration. You can find several implementations here (I like the LUT one the best).
Should be really quick.
Here's an answer in Perl. You don't say what comes after the all ones pattern, so I just return zero. I took out the bitwise operations so that it should be easy to translate into another language.
sub reverse_increment {
my($n, $bits) = #_;
my $carry = 2**$bits;
while($carry > 1) {
$carry /= 2;
if($carry > $n) {
return $carry + $n;
} else {
$n -= $carry;
}
}
return 0;
}
Here's a solution which doesn't actually try to do any addition, but exploits the on/off pattern of the seqence (most sig bit alternates every time, next most sig bit alternates every other time, etc), adjust n as desired:
#define FLIP(x, i) do { (x) ^= (1 << (i)); } while(0)
int main() {
int n = 3;
int max = (1 << n);
int x = 0;
for(int i = 1; i <= max; ++i) {
std::cout << x << std::endl;
/* if n == 3, this next part is functionally equivalent to this:
*
* if((i % 1) == 0) FLIP(x, n - 1);
* if((i % 2) == 0) FLIP(x, n - 2);
* if((i % 4) == 0) FLIP(x, n - 3);
*/
for(int j = 0; j < n; ++j) {
if((i % (1 << j)) == 0) FLIP(x, n - (j + 1));
}
}
}
How about adding 1 to the most significant bit, then carrying to the next (less significant) bit, if necessary. You could speed this up by operating on bytes:
Precompute a lookup table for counting in bit-reverse from 0 to 256 (00000000 -> 10000000, 10000000 -> 01000000, ..., 11111111 -> 00000000).
Set all bytes in your multi-byte number to zero.
Increment the most significant byte using the lookup table. If the byte is 0, increment the next byte using the lookup table. If the byte is 0, increment the next byte...
Go to step 3.
With n as your power of 2 and x the variable you want to step:
(defun inv-step (x n) ; the following is a function declaration
"returns a bit-inverse step of x, bounded by 2^n" ; documentation
(do ((i (expt 2 (- n 1)) ; loop, init of i
(/ i 2)) ; stepping of i
(s x)) ; init of s as x
((not (integerp i)) ; breaking condition
s) ; returned value if all bits are 1 (is 0 then)
(if (< s i) ; the loop's body: if s < i
(return-from inv-step (+ s i)) ; -> add i to s and return the result
(decf s i)))) ; else: reduce s by i
I commented it thoroughly as you may not be familiar with this syntax.
edit: here is the tail recursive version. It seems to be a little faster, provided that you have a compiler with tail call optimization.
(defun inv-step (x n)
(let ((i (expt 2 (- n 1))))
(cond ((= n 1)
(if (zerop x) 1 0)) ; this is really (logxor x 1)
((< x i)
(+ x i))
(t
(inv-step (- x i) (- n 1))))))
When you reverse 0 to 2^n-1 but their bit pattern reversed, you pretty much cover the entire 0-2^n-1 sequence
Sum = 2^n * (2^n+1)/2
O(1) operation. No need to do bit reversals
Edit: Of course original poster's question was about to do increment by (reversed) one, which makes things more simple than adding two random values. So nwellnhof's answer contains the algorithm already.
Summing two bit-reversal values
Here is one solution in php:
function RevSum ($a,$b) {
// loop until our adder, $b, is zero
while ($b) {
// get carry (aka overflow) bit for every bit-location by AND-operation
// 0 + 0 --> 00 no overflow, carry is "0"
// 0 + 1 --> 01 no overflow, carry is "0"
// 1 + 0 --> 01 no overflow, carry is "0"
// 1 + 1 --> 10 overflow! carry is "1"
$c = $a & $b;
// do 1-bit addition for every bit location at once by XOR-operation
// 0 + 0 --> 00 result = 0
// 0 + 1 --> 01 result = 1
// 1 + 0 --> 01 result = 1
// 1 + 1 --> 10 result = 0 (ignored that "1", already taken care above)
$a ^= $b;
// now: shift carry bits to the next bit-locations to be added to $a in
// next iteration.
// PHP_INT_MAX here is used to ensure that the most-significant bit of the
// $b will be cleared after shifting. see link in the side note below.
$b = ($c >> 1) & PHP_INT_MAX;
}
return $a;
}
Side note: See this question about shifting negative values.
And as for test; start from zero and increment value by 8-bit reversed one (10000000):
$value = 0;
$add = 0x80; // 10000000 <-- "one" as bit reversed
for ($count = 20; $count--;) { // loop 20 times
printf("%08b\n", $value); // show value as 8-bit binary
$value = RevSum($value, $add); // do addition
}
... will output:
00000000
10000000
01000000
11000000
00100000
10100000
01100000
11100000
00010000
10010000
01010000
11010000
00110000
10110000
01110000
11110000
00001000
10001000
01001000
11001000
Let assume number 1110101 and our task is to find next one.
1) Find zero on highest position and mark position as index.
11101010 (4th position, so index = 4)
2) Set to zero all bits on position higher than index.
00001010
3) Change founded zero from step 1) to '1'
00011010
That's it. This is by far the fastest algorithm since most of cpu's has instructions to achieve this very efficiently. Here is a C++ implementation which increment 64bit number in reversed patern.
#include <intrin.h>
unsigned __int64 reversed_increment(unsigned __int64 number)
{
unsigned long index, result;
_BitScanReverse64(&index, ~number); // returns index of the highest '1' on bit-reverse number (trick to find the highest '0')
result = _bzhi_u64(number, index); // set to '0' all bits at number higher than index position
result |= (unsigned __int64) 1 << index; // changes to '1' bit on index position
return result;
}
Its not hit your requirements to have "no bits" operations, however i fear there is now way how to achieve something similar without them.

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