How fast calculate MODULUS for divisor greater than 8, 16, 32 - vb.net

I´m trying to make very fast MOD operations.
I saw in several pages we can do alternatively calculate the MOD using the AND operator with (Divisor-1). Eg.:
result = (100 mod 8) is the same as
result = (100 and 7)
It functions perfectly if the divisor is less than 8 bits, but if we calculate (1245 mod 67) we can see the result is different of (1245 and 66).
So, how can I calculate this faster than using the MOD operator provided by VB.NET language?
Thanks!

Using a bitwise AND only works for modulus powers of 2 (and only positive ones, at that). It does not work for other numbers. See this link
I think that the modulus operator built into the framework is fast and you probably won't be able to improve on it.

Well, 100 mod 8 = 100 and 7 works, because 7 is binary 111b.
Whatever number you have (100 decimal is 1100100b), the last 3 binary digits (bits) are kept due to the 111b. For 100, that would be 100b = 4.
Now consider what you did attempt with 1245 mod 67.
1245 is binary 10011011101b.
67 is binary 1000011b.
Can you see, why it's not working?

Related

Round to Integer in Smalltalk

I am currently building my first stuff on Smalltalk and I have hit an issue. I have to deal with a user-entered number, and I need to div it by 2 and still be an integer. If an user inputs 10, I will work with 5, if they input 11, I have to work with 6, but I will obviously get 5.5.
If I could get the mod of a number I could simply make sure mod = 0 else add 0.5 and it would do just as good, but I just can't find how to make a mod operation in SmallTalk, all my searches end up in unrelated stuff about actual social smalltalk, which is extremely frustrating.
So if you could tell me how to get the mod of a number it would be great, if you could tell me how to round up with a separate function, even better. Thanks for your help and time beforehand.
UPDATE: After some research, I tried to do it this way:
mod := par rem: 2.
mod = 0 ifFalse: [ par := par + 0.5 ].
where as "mod" is mod of the variable "par", and if it isn't 0, it should add up 0.5 to par.
My issue now is that trying to use par in a timesRepeat brings up a "BoxedFloat64 did not understand #timesRepeat" error. So I am still in the same issue, or just need a way to make a float into an integer.
There are a lot of ways. For example
Add 1 to entered number before div by 2 if entered number is odd
temp := enteredNumber.
temp odd ifTrue: [temp := temp + 1 ].
^temp / 2
Using ceiling method
^(enteredNumber / 2) ceiling
In Smalltalk, we have an operator for integer division (and even two operators):
11 / 2
would answer a Fraction, not a whole Integer
But:
11 // 2
would answer the quotient of division, rounded toward negative infinity
And the corresponding remainder will be:
11 \\ 2
The second operator quo: for quotient and rem: for remainder
The difference is only with negative receiver/operand: the later ones are truncating the quotient toward zero.
-11 // 4 = -3. "floored toward negative infinity"
-11 \\ 4 = 1.
(-11 quo: 4) = -2. "truncated toward zero"
(-11 rem: 4) = -3.
If you want to round the quotient upper (toward positive infinity), then you can write:
(anInteger + 1) // 2.
Or same without parenthesis if you are confident enough in binary operator precedence:
anInteger + 1 // 2.

32-bit fractional multiplication with cross-multiplication method (no 64-bit intermediate result)

I am programming a fixed-point speech enhancement algorithm on a 16-bit processor. At some point I need to do 32-bit fractional multiplication. I have read other posts about doing 32-bit multiplication byte by byte and I see why this works for Q0.31 formats. But I use different Q formats with varying number of fractional bits.
So I have found out that for fractional bits less than 16, this works:
(low*low >> N) + low*high + high*low + (high*high << N)
where N is the number of fractional bits. I have read that the low*low result should be unsigned as well as the low bytes themselves. In general this gives exactly the result I want in any Q format with less than 16 fractional bits.
Now it gets tricky when the fractional bits are more than 16. I have tried out several numbers of shifts, different shifts for low*low and high*high I have tried to put it on paper, but I can't figure it out.
I know it may be very simple but the whole idea eludes me and I would be grateful for some comments or guidelines!
It's the same formula. For N > 16, the shifts just mean you throw out a whole 16-bit word which would have over- or underflowed. low*low >> N means just shift N-16 bit in the high word of the 32-bit result of the multiply and add to the low word of the result. high * high << N means just use the low word of the multiply result shifted left N-16 and add to the high word of the result.
There are a few ideas at play.
First, multiplication of 2 shorter integers to produce a longer product. Consider unsigned multiplication of 2 32-bit integers via multiplications of their 16-bit "halves", each of which produces a 32-bit product and the total product is 64-bit:
a * b = (a_hi * 216 + a_lo) * (b_hi * 216 + b_lo) =
a_hi * b_hi * 232 + (a_hi * b_lo + a_lo * b_hi) * 216 + a_lo * b_lo.
Now, if you need a signed multiplication, you can construct it from unsigned multiplication (e.g. from the above).
Supposing a < 0 and b >= 0, a *signed b must be equal
264 - ((-a) *unsigned b), where
-a = 232 - a (because this is 2's complement)
IOW,
a *signed b =
264 - ((232 - a) *unsigned b) =
264 + (a *unsigned b) - (b * 232), where 264 can be discarded since we're using 64 bits only.
In exactly the same way you can calculate a *signed b for a >= 0 and b < 0 and must get a symmetric result:
(a *unsigned b) - (a * 232)
You can similarly show that for a < 0 and b < 0 the signed multiplication can be built on top of the unsigned multiplication this way:
(a *unsigned b) - ((a + b) * 232)
So, you multiply a and b as unsigned first, then if a < 0, you subtract b from the top 32 bits of the product and if b < 0, you subtract a from the top 32 bits of the product, done.
Now that we can multiply 32-bit signed integers and get 64-bit signed products, we can finally turn to the fractional stuff.
Suppose now that out of those 32 bits in a and b N bits are used for the fractional part. That means that if you look at a and b as at plain integers, they are going to be 2N times greater than what they really represent, e.g. 1.0 is going to look like 2N (or 1 << N).
So, if you multiply two such integers the product is going to be 2N*2N = 22*N times greater than what it should represent, e.g. 1.0 * 1.0 is going to look like 22*N (or 1 << (2*N)). IOW, plain integer multiplication is going to double the number of fractional bits. If you want the product to
have the same number of fractional bits as in the multiplicands, what do you do? You divide the product by 2N (or shift it arithmetically N positions right). Simple.
A few words of caution, just in case...
In C (and C++) you cannot legally shift a variable left or right by the same or greater number of bits contained in the variable. The code will compile, but not work as you may expect it to. So, if you want to shift a 32-bit variable, you can shift it by 0 through 31 positions left or right (31 is the max, not 32).
If you shift signed integers left, you cannot overflow the result legally. All signed overflows result in undefined behavior. So, you may want to stick to unsigned.
Right shifts of negative signed integers are implementation-specific. They can either do an arithmetic shift or a logical shift. Which one, it depends on the compiler. So, if you need one of the two you need to either ensure that your compiler just supports it directly
or implement it in some other ways.

How do you multiply two fixed point numbers?

I am currently trying to figure out how to multiply two numbers in fixed point representation.
Say my number representation is as follows:
[SIGN][2^0].[2^-1][2^-2]..[2^-14]
In my case, the number 10.01000000000000 = -0.25.
How would I for example do 0.25x0.25 or -0.25x0.25 etc?
Hope you can help!
You should use 2's complement representation instead of a seperate sign bit. It's much easier to do maths on that, no special handling is required. The range is also improved because there's no wasted bit pattern for negative 0. To multiply, just do as normal fixed-point multiplication. The normal Q2.14 format will store value x/214 for the bit pattern of x, therefore if we have A and B then
So you just need to multiply A and B directly then divide the product by 214 to get the result back into the form x/214 like this
AxB = ((int32_t)A*B) >> 14;
A rounding step is needed to get the nearest value. You can find the way to do it in Q number format#Math operations. The simplest way to round to nearest is just add back the bit that was last shifted out (i.e. the first fractional bit) like this
AxB = (int32_t)A*B;
AxB = (AxB >> 14) + ((AxB >> 13) & 1);
You might also want to read these
Fixed-point arithmetic.
Emulated Fixed Point Division/Multiplication
Fixed point math in c#?
With 2 bits you can represent the integer range of [-2, 1]. So using Q2.14 format, -0.25 would be stored as 11.11000000000000. Using 1 sign bit you can only represent -1, 0, 1, and it makes calculations more complex because you need to split the sign bit then combine it back at the end.
Multiply into a larger sized variable, and then right shift by the number of bits of fixed point precision.
Here's a simple example in C:
int a = 0.25 * (1 << 16);
int b = -0.25 * (1 << 16);
int c = (a * b) >> 16;
printf("%.2f * %.2f = %.2f\n", a / 65536.0, b / 65536.0 , c / 65536.0);
You basically multiply everything by a constant to bring the fractional parts up into the integer range, then multiply the two factors, then (optionally) divide by one of the constants to return the product to the standard range for use in future calculations. It's like multiplying prices expressed in fractional dollars by 100 and then working in cents (i.e. $1.95 * 100 cents/dollar = 195 cents).
Be careful not to overflow the range of the variable you are multiplying into. Your constant might need to be smaller to avoid overflow, like using 1 << 8 instead of 1 << 16 in the example above.

How to test a bit in a decimal number

I have a set of decimal numbers. I need to check if a specific bit is set in each of them. If the bit is set, I need to return 1, otherwise return 0.
I am looking for a simple and fast way to do that.
Say, for example, I am checking if the third bit is set. I can do (number AND (2^2)), it will return 4 if the bit is set, otherwise it will return 0. How do I make it to return 1 instead of 4?
Thank you!
if ((number AND (2^bitnumber) <> 0) then return 1 else return 0 end if
If you can change your return type to boolean then this is more elegant
return ((number AND (2^bitnumber)) <> 0)
While the division solution is a simple one, I would think a bit-shift operation would be more efficient. You'd have to test it to be sure, though. For instance, if you are using 1 based bit indexes, you could do this:
Dim oneOrZero As Integer = (k And 2 ^ (n - 1)) >> (n - 1)
(Where k is the number and n is the bit index). Of, if you are using 0 based bit indexes, you could just do this:
Dim oneOrZero As Integer = (k And 2 ^ n) >> n
Sorry, guys, I am too slow today.
To test a bit number "n" in a decimal number "k":
(k AND 2^(n-1))/(2^(n-1))
will return 1 if the bit is set, otherwise will return 0.
=====================================================
Hi again, guys!
I compared the performance of the three proposed solutions with zero-based indexes, and here are the results:
"bit-shift solution" - 8.31 seconds
"if...then solution" - 8.44 seconds
"division solution" - 9.41 seconds
The times are average of the four consecutive runs.
Surprisingly for me, the second solution outperformed the third one.
However, after I modified the "division solution" this way:
p = 2 ^ n : oneOrZero = (k And p) / p
it started to run in 7.48 seconds.
So, this is the fastest of the proposed solutions (despite of what Keith says :-).
Thanks everybody for the help!
I really don't know if it can help anyone more than the above, but, here we go.
When I need to fast check a bit in number I compare the decimal-value of this bit directly.
I mean, if I would need to see of the 6th bit is on (32), I check its decimal value, like this:
if x and 32 = 32 then "the bit is ON"
Try for instance check 38 with 32, 4 and 2... and the other bits.
You will see only the actual bits turned on.
I hope it can help.
Yes! Simply use a bit mask. I enumerate the bits, then AND the number with the bit value. Very little math on the PC side as it uses lookup tables instead. The AND basically shuts off all the other bits except the one you are interested in. Then you check it against itself to see if it's on/off.
Enum validate
bit1 = 1
bit2 = 2
bit3 = 4
bit4 = 8
bit5 = 16
bit6 = 32
bit7 = 64
bit8 = 128
End Enum
If num And validate.bit3 = validate.bit3 Then true

What's the fastest way to divide an integer by 3?

int x = n / 3; // <-- make this faster
// for instance
int a = n * 3; // <-- normal integer multiplication
int b = (n << 1) + n; // <-- potentially faster multiplication
The guy who said "leave it to the compiler" was right, but I don't have the "reputation" to mod him up or comment. I asked gcc to compile int test(int a) { return a / 3; } for an ix86 and then disassembled the output. Just for academic interest, what it's doing is roughly multiplying by 0x55555556 and then taking the top 32 bits of the 64 bit result of that. You can demonstrate this to yourself with eg:
$ ruby -e 'puts(60000 * 0x55555556 >> 32)'
20000
$ ruby -e 'puts(72 * 0x55555556 >> 32)'
24
$
The wikipedia page on Montgomery division is hard to read but fortunately the compiler guys have done it so you don't have to.
This is the fastest as the compiler will optimize it if it can depending on the output processor.
int a;
int b;
a = some value;
b = a / 3;
There is a faster way to do it if you know the ranges of the values, for example, if you are dividing a signed integer by 3 and you know the range of the value to be divided is 0 to 768, then you can multiply it by a factor and shift it to the left by a power of 2 to that factor divided by 3.
eg.
Range 0 -> 768
you could use shifting of 10 bits, which multiplying by 1024, you want to divide by 3 so your multiplier should be 1024 / 3 = 341,
so you can now use (x * 341) >> 10
(Make sure the shift is a signed shift if using signed integers), also make sure the shift is an actually shift and not a bit ROLL
This will effectively divide the value 3, and will run at about 1.6 times the speed as a natural divide by 3 on a standard x86 / x64 CPU.
Of course the only reason you can make this optimization when the compiler cant is because the compiler does not know the maximum range of X and therefore cannot make this determination, but you as the programmer can.
Sometime it may even be more beneficial to move the value into a larger value and then do the same thing, ie. if you have an int of full range you could make it an 64-bit value and then do the multiply and shift instead of dividing by 3.
I had to do this recently to speed up image processing, i needed to find the average of 3 color channels, each color channel with a byte range (0 - 255). red green and blue.
At first i just simply used:
avg = (r + g + b) / 3;
(So r + g + b has a maximum of 768 and a minimum of 0, because each channel is a byte 0 - 255)
After millions of iterations the entire operation took 36 milliseconds.
I changed the line to:
avg = (r + g + b) * 341 >> 10;
And that took it down to 22 milliseconds, its amazing what can be done with a little ingenuity.
This speed up occurred in C# even though I had optimisations turned on and was running the program natively without debugging info and not through the IDE.
See How To Divide By 3 for an extended discussion of more efficiently dividing by 3, focused on doing FPGA arithmetic operations.
Also relevant:
Optimizing integer divisions with Multiply Shift in C#
Depending on your platform and depending on your C compiler, a native solution like just using
y = x / 3
Can be fast or it can be awfully slow (even if division is done entirely in hardware, if it is done using a DIV instruction, this instruction is about 3 to 4 times slower than a multiplication on modern CPUs). Very good C compilers with optimization flags turned on may optimize this operation, but if you want to be sure, you are better off optimizing it yourself.
For optimization it is important to have integer numbers of a known size. In C int has no known size (it can vary by platform and compiler!), so you are better using C99 fixed-size integers. The code below assumes that you want to divide an unsigned 32-bit integer by three and that you C compiler knows about 64 bit integer numbers (NOTE: Even on a 32 bit CPU architecture most C compilers can handle 64 bit integers just fine):
static inline uint32_t divby3 (
uint32_t divideMe
) {
return (uint32_t)(((uint64_t)0xAAAAAAABULL * divideMe) >> 33);
}
As crazy as this might sound, but the method above indeed does divide by 3. All it needs for doing so is a single 64 bit multiplication and a shift (like I said, multiplications might be 3 to 4 times faster than divisions on your CPU). In a 64 bit application this code will be a lot faster than in a 32 bit application (in a 32 bit application multiplying two 64 bit numbers take 3 multiplications and 3 additions on 32 bit values) - however, it might be still faster than a division on a 32 bit machine.
On the other hand, if your compiler is a very good one and knows the trick how to optimize integer division by a constant (latest GCC does, I just checked), it will generate the code above anyway (GCC will create exactly this code for "/3" if you enable at least optimization level 1). For other compilers... you cannot rely or expect that it will use tricks like that, even though this method is very well documented and mentioned everywhere on the Internet.
Problem is that it only works for constant numbers, not for variable ones. You always need to know the magic number (here 0xAAAAAAAB) and the correct operations after the multiplication (shifts and/or additions in most cases) and both is different depending on the number you want to divide by and both take too much CPU time to calculate them on the fly (that would be slower than hardware division). However, it's easy for a compiler to calculate these during compile time (where one second more or less compile time plays hardly a role).
For 64 bit numbers:
uint64_t divBy3(uint64_t x)
{
return x*12297829382473034411ULL;
}
However this isn't the truncating integer division you might expect.
It works correctly if the number is already divisible by 3, but it returns a huge number if it isn't.
For example if you run it on for example 11, it returns 6148914691236517209. This looks like a garbage but it's in fact the correct answer: multiply it by 3 and you get back the 11!
If you are looking for the truncating division, then just use the / operator. I highly doubt you can get much faster than that.
Theory:
64 bit unsigned arithmetic is a modulo 2^64 arithmetic.
This means for each integer which is coprime with the 2^64 modulus (essentially all odd numbers) there exists a multiplicative inverse which you can use to multiply with instead of division. This magic number can be obtained by solving the 3*x + 2^64*y = 1 equation using the Extended Euclidean Algorithm.
What if you really don't want to multiply or divide? Here is is an approximation I just invented. It works because (x/3) = (x/4) + (x/12). But since (x/12) = (x/4) / 3 we just have to repeat the process until its good enough.
#include <stdio.h>
void main()
{
int n = 1000;
int a,b;
a = n >> 2;
b = (a >> 2);
a += b;
b = (b >> 2);
a += b;
b = (b >> 2);
a += b;
b = (b >> 2);
a += b;
printf("a=%d\n", a);
}
The result is 330. It could be made more accurate using b = ((b+2)>>2); to account for rounding.
If you are allowed to multiply, just pick a suitable approximation for (1/3), with a power-of-2 divisor. For example, n * (1/3) ~= n * 43 / 128 = (n * 43) >> 7.
This technique is most useful in Indiana.
I don't know if it's faster but if you want to use a bitwise operator to perform binary division you can use the shift and subtract method described at this page:
Set quotient to 0
Align leftmost digits in dividend and divisor
Repeat:
If that portion of the dividend above the divisor is greater than or equal to the divisor:
Then subtract divisor from that portion of the dividend and
Concatentate 1 to the right hand end of the quotient
Else concatentate 0 to the right hand end of the quotient
Shift the divisor one place right
Until dividend is less than the divisor:
quotient is correct, dividend is remainder
STOP
For really large integer division (e.g. numbers bigger than 64bit) you can represent your number as an int[] and perform division quite fast by taking two digits at a time and divide them by 3. The remainder will be part of the next two digits and so forth.
eg. 11004 / 3 you say
11/3 = 3, remaineder = 2 (from 11-3*3)
20/3 = 6, remainder = 2 (from 20-6*3)
20/3 = 6, remainder = 2 (from 20-6*3)
24/3 = 8, remainder = 0
hence the result 3668
internal static List<int> Div3(int[] a)
{
int remainder = 0;
var res = new List<int>();
for (int i = 0; i < a.Length; i++)
{
var val = remainder + a[i];
var div = val/3;
remainder = 10*(val%3);
if (div > 9)
{
res.Add(div/10);
res.Add(div%10);
}
else
res.Add(div);
}
if (res[0] == 0) res.RemoveAt(0);
return res;
}
If you really want to see this article on integer division, but it only has academic merit ... it would be an interesting application that actually needed to perform that benefited from that kind of trick.
Easy computation ... at most n iterations where n is your number of bits:
uint8_t divideby3(uint8_t x)
{
uint8_t answer =0;
do
{
x>>=1;
answer+=x;
x=-x;
}while(x);
return answer;
}
A lookup table approach would also be faster in some architectures.
uint8_t DivBy3LU(uint8_t u8Operand)
{
uint8_t ai8Div3 = [0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, ....];
return ai8Div3[u8Operand];
}