Fast implementation of a large integer counter (in C/C++) - c++

My goal is as the following,
Generate successive values, such that each new one was never generated before, until all possible values are generated. At this point, the counter start the same sequence again. The main point here is that, all possible values are generated without repetition (until the period is exhausted). It does not matter if the sequence is simple 0, 1, 2, 3,..., or in other order.
For example, if the range can be represented simply by an unsigned, then
void increment (unsigned &n) {++n;}
is enough. However, the integer range is larger than 64-bits. For example, in one place, I need to generated 256-bits sequence. A simple implementation is like the following, just to illustrate what I am trying to do,
typedef std::array<uint64_t, 4> ctr_type;
static constexpr uint64_t max = ~((uint64_t) 0);
void increment (ctr_type &ctr)
{
if (ctr[0] < max) {++ctr[0]; return;}
if (ctr[1] < max) {++ctr[1]; return;}
if (ctr[2] < max) {++ctr[2]; return;}
if (ctr[3] < max) {++ctr[3]; return;}
ctr[0] = ctr[1] = ctr[2] = ctr[3] = 0;
}
So if ctr start with all zeros, then first ctr[0] is increased one by one until it reach max, and then ctr[1], and so on. If all 256-bits are set, then we reset it to all zero, and start again.
The problem is that, such implementation is surprisingly slow. My current improved version is sort of equivalent to the following,
void increment (ctr_type &ctr)
{
std::size_t k = (!(~ctr[0])) + (!(~ctr[1])) + (!(~ctr[2])) + (!(~ctr[3]))
if (k < 4)
++ctr[k];
else
memset(ctr.data(), 0, 32);
}
If the counter is only manipulated with the above increment function, and always start with zero, then ctr[k] == 0 if ctr[k - 1] == 0. And thus the value k will be the index of the first element that is less than the maximum.
I expected the first to be faster, since branch mis-prediction shall happen only once in every 2^64 iterations. The second, though mis-predication only happen every 2^256 iterations, it shall not make a difference. And apart from the branching, it needs four bitwise negation, four boolean negation, and three addition. Which might cost much more than the first.
However, both clang, gcc, or intel icpc generate binaries that the second was much faster.
My main question is that does anyone know if there any faster way to implement such a counter? It does not matter if the counter start by increasing the first integers or if it is implemented as an array of integers at all, as long as the algorithm generate all 2^256 combinations of 256-bits.
What makes things more complicated, I also need non uniform increment. For example, each time the counter is incremented by K where K > 1, but almost always remain a constant. My current implementation is similar to the above.
To provide some more context, one place I am using the counters is using them as input to AES-NI aesenc instructions. So distinct 128-bits integer (loaded into __m128i), after going through 10 (or 12 or 14, depending on the key size) rounds of the instructions, a distinct 128-bits integer is generated. If I generate one __m128i integer at once, then the cost of increment matters little. However, since aesenc has quite a bit latency, I generate integers by blocks. For example, I might have 4 blocks, ctr_type block[4], initialized equivalent to the following,
block[0]; // initialized to zero
block[1] = block[0]; increment(block[1]);
block[2] = block[1]; increment(block[2]);
block[3] = block[2]; increment(block[3]);
And each time I need new output, I increment each block[i] by 4, and generate 4 __m128i output at once. By interleaving instructions, overall I was able to increase the throughput, and reduce the cycles per bytes of output (cpB) from 6 to 0.9 when using 2 64-bits integers as the counter and 8 blocks. However, if instead, use 4 32-bits integers as counter, the throughput, measured as bytes per sec is reduced to half. I know for a fact that on x86-64, 64-bits integers could be faster than 32-bits in some situations. But I did not expect such simple increment operation makes such a big difference. I have carefully benchmarked the application, and the increment is indeed the one slow down the program. Since the loading into __m128i and store the __m128i output into usable 32-bits or 64-bits integers are done through aligned pointers, the only difference between the 32-bits and 64-bits version is how the counter is incremented. I expected that the AES-NI expected, after loading the integers into __m128i, shall dominate the performance. But when using 4 or 8 blocks, it was clearly not the case.
So to summary, my main question is that, if anyone know a way to improve the above counter implementation.

It's not only slow, but impossible. The total energy of universe is insufficient for 2^256 bit changes. And that would require gray counter.
Next thing before optimization is to fix the original implementation
void increment (ctr_type &ctr)
{
if (++ctr[0] != 0) return;
if (++ctr[1] != 0) return;
if (++ctr[2] != 0) return;
++ctr[3];
}
If each ctr[i] was not allowed to overflow to zero, the period would be just 4*(2^32), as in 0-9, 19,29,39,49,...99, 199,299,... and 1999,2999,3999,..., 9999.
As a reply to the comment -- it takes 2^64 iterations to have the first overflow. Being generous, upto 2^32 iterations could take place in a second, meaning that the program should run 2^32 seconds to have the first carry out. That's about 136 years.
EDIT
If the original implementation with 2^66 states is really what is wanted, then I'd suggest to change the interface and the functionality to something like:
(*counter) += 1;
while (*counter == 0)
{
counter++; // Move to next word
if (counter > tail_of_array) {
counter = head_of_array;
memset(counter,0, 16);
break;
}
}
The point being, that the overflow is still very infrequent. Almost always there's just one word to be incremented.

If you're using GCC or compilers with __int128 like Clang or ICC
unsigned __int128 H = 0, L = 0;
L++;
if (L == 0) H++;
On systems where __int128 isn't available
std::array<uint64_t, 4> c[4]{};
c[0]++;
if (c[0] == 0)
{
c[1]++;
if (c[1] == 0)
{
c[2]++;
if (c[2] == 0)
{
c[3]++;
}
}
}
In inline assembly it's much easier to do this using the carry flag. Unfortunately most high level languages don't have means to access it directly. Some compilers do have intrinsics for adding with carry like __builtin_uaddll_overflow in GCC and __builtin_addcll
Anyway this is rather wasting time since the total number of particles in the universe is only about 1080 and you cannot even count up the 64-bit counter in your life

Neither of your counter versions increment correctly. Instead of counting up to UINT256_MAX, you are actually just counting up to UINT64_MAX 4 times and then starting back at 0 again. This is apparent from the fact that you do not bother to clear any of the indices that has reached the max value until all of them have reached the max value. If you are measuring performance based on how often the counter reaches all bits 0, then this is why. Thus your algorithms do not generate all combinations of 256 bits, which is a stated requirement.

You mention "Generate successive values, such that each new one was never generated before"
To generate a set of such values, look at linear congruential generators
the sequence x = (x*1 + 1) % (power_of_2), you thought about it, this are simply sequential numbers.
the sequence x = (x*13 + 137) % (power of 2) , this generates unique numbers with a predictable period (power_of_2 - 1) and the unique numbers look more "random", kind of pseudo-random. You need to resort to arbitrary precision arithmetic to get it working, and also all the trickeries of multiplications by constants. This will get you a nice way to start.
You also complain that your simple code is "slow"
At 4.2 GHz frequency, running 4 intructions per cycle and using AVX512 vectorizations, on a 64-core computer with a multithreaded version of your program doing nothing else than increments, you get only 64x8x4*232=8796093022208 increments per second, that is 264 increments reached in 25 days. This post is old, you might have reached 841632698362998292480 by now, running such a program on such a machine, and you will gloriously reach 1683265396725996584960 in 2 years time.
You also require "until all possible values are generated".
You can only generate a finite number of values, depending how much you are willing to pay for the energy to power your computers. As mentioned in the other responses, with 128 or 256-bit numbers, even being the richest man in the world, you will never wrap around before the first of these conditions occurs:
getting out of money
end of humankind (nobody will get the outcome of your software)
burning the energy from the last particles of the universe

Multi-word addition can easily be accomplished in portable fashion by using three macros that mimic three types of addition instructions found on many processors:
ADDcc adds two words, and sets the carry if their was unsigned overflow
ADDC adds two words plus carry (from a previous addition)
ADDCcc adds two words plus carry, and sets the carry if their was unsigned overflow
A multi-word addition with two words uses ADDcc of the least significant words followed by ADCC of the most significant words. A multi-word addition with more than two words forms sequence ADDcc, ADDCcc, ..., ADDC. The MIPS architecture is a processor architecture without conditions code and therefore without carry flag. The macro implementations shown below basically follow the techniques used on MIPS processors for multi-word additions.
The ISO-C99 code below shows the operation of a 32-bit counter and a 64-bit counter based on 16-bit "words". I chose arrays as the underlying data structure, but one might also use struct, for example. Use of a struct will be significantly faster if each operand only comprises a few words, as the overhead of array indexing is eliminated. One would want to use the widest available integer type for each "word" for best performance. In the example from the question that would likely be a 256-bit counter comprising four uint64_t components.
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#define ADDCcc(a,b,cy,t0,t1) \
(t0=(b)+cy, t1=(a), cy=t0<cy, t0=t0+t1, t1=t0<t1, cy=cy+t1, t0=t0)
#define ADDcc(a,b,cy,t0,t1) \
(t0=(b), t1=(a), t0=t0+t1, cy=t0<t1, t0=t0)
#define ADDC(a,b,cy,t0,t1) \
(t0=(b)+cy, t1=(a), t0+t1)
typedef uint16_t T;
/* increment a multi-word counter comprising n words */
void inc_array (T *counter, const T *increment, int n)
{
T cy, t0, t1;
counter [0] = ADDcc (counter [0], increment [0], cy, t0, t1);
for (int i = 1; i < (n - 1); i++) {
counter [i] = ADDCcc (counter [i], increment [i], cy, t0, t1);
}
counter [n-1] = ADDC (counter [n-1], increment [n-1], cy, t0, t1);
}
#define INCREMENT (10)
#define UINT32_ARRAY_LEN (2)
#define UINT64_ARRAY_LEN (4)
int main (void)
{
uint32_t count32 = 0, incr32 = INCREMENT;
T count_arr2 [UINT32_ARRAY_LEN] = {0};
T incr_arr2 [UINT32_ARRAY_LEN] = {INCREMENT};
do {
count32 = count32 + incr32;
inc_array (count_arr2, incr_arr2, UINT32_ARRAY_LEN);
} while (count32 < (0U - INCREMENT - 1));
printf ("count32 = %08x arr_count = %08x\n",
count32, (((uint32_t)count_arr2 [1] << 16) +
((uint32_t)count_arr2 [0] << 0)));
uint64_t count64 = 0, incr64 = INCREMENT;
T count_arr4 [UINT64_ARRAY_LEN] = {0};
T incr_arr4 [UINT64_ARRAY_LEN] = {INCREMENT};
do {
count64 = count64 + incr64;
inc_array (count_arr4, incr_arr4, UINT64_ARRAY_LEN);
} while (count64 < 0xa987654321ULL);
printf ("count64 = %016llx arr_count = %016llx\n",
count64, (((uint64_t)count_arr4 [3] << 48) +
((uint64_t)count_arr4 [2] << 32) +
((uint64_t)count_arr4 [1] << 16) +
((uint64_t)count_arr4 [0] << 0)));
return EXIT_SUCCESS;
}
Compiled with full optimization, the 32-bit example executes in about a second, while the 64-bit example runs for about a minute on a modern PC. The output of the program should look like so:
count32 = fffffffa arr_count = fffffffa
count64 = 000000a987654326 arr_count = 000000a987654326
Non-portable code that is based on inline assembly or proprietary extensions for wide integer types may execute about two to three times as fast as the portable solution presented here.

Related

Efficient equality test for bitstrings with arbitrary offsets

I have more than 1e7 sequences of tokens, where each token can only take one of four possible values.
In order to make this dataset fit into memory, I decided to encode each token in 2 bits, which allows to store 4 tokens in a byte instead of just one (when using a char for each token / std::string for a sequence). I store each sequence in a char array.
For some algorithm, I need to test arbitrary subsequences of two token sequences for exact equality. Each subsequence can have an arbitrary offset. The length is typically between 10 and 30 tokens (random) and is the same for the two subsequences.
My current method is to operate in chunks:
Copy up to 32 tokens (each having 2 bit) from each subsequences into an uint64_t. This is realized in a loop over the tokens that selects the correct char in the array and writes the bits into the correct position of the uint64_t.
Compare the two uint64_t. If they are not equal, return.
Repeat until all tokens in the subsequences have been processed.
#include <climits>
#include <cstdint>
using Block = char;
constexpr int BitsPerToken = 2;
constexpr int TokenPerBlock = sizeof(Block) * CHAR_BIT / BitsPerToken;
Block getTokenFromBlock(Block b, int nt) noexcept
{
return (b >> (nt * BitsPerToken)) & ((1UL << (BitsPerToken)) - 1);
}
bool seqEqual(Block const* seqA, int startA, int endA, Block const* seqB, int startB, int endB) noexcept
{
using CompareBlock = uint64_t;
constexpr int TokenPerCompareBlock = sizeof(CompareBlock) * CHAR_BIT / BitsPerToken;
const int len = endA - startA;
int posA = startA;
int posB = startB;
CompareBlock curA = 0;
CompareBlock curB = 0;
for (int i = 0; i < len; ++i, ++posA, ++posB)
{
const int cmpIdx = i % TokenPerBlock;
const int blockA = posA / TokenPerBlock;
const int idxA = posA % TokenPerBlock;
const int blockB = posB / TokenPerBlock;
const int idxB = posB % TokenPerBlock;
if ((i % TokenPerCompareBlock) == 0)
{
if (curA != curB)
return false;
curA = 0;
curB = 0;
}
curA += getTokenFromBlock(seqA[blockA], idxA) << (BitsPerToken * cmpIdx);
curB += getTokenFromBlock(seqB[blockB], idxB) << (BitsPerToken * cmpIdx);
}
if (curA != curB)
return false;
return true;
}
I figured that this should be quite fast (comparing 32 tokens simultaneously), but it is more than two times slower than using an std::string (with each token stored in a char) and its operator==.
I have looked into std::memcmp, but cannot use it because the subsequence might start somewhere within a byte (at a multiple of 2 bits, though).
Another candidate would be boost::dynamic_bitset, which basically implements the same storage format. However, it does not include equality tests.
How can I achieve fast equality tests using this compressed format?
First of all, this is the kind of computation where the target processor, RAM, compiler and compiler flags can drastically change the results. Unfortunately these critical information are not provided. Let's assume you use a quite recent mainstream x86-64 processor, a common DDR4-SDRAM, a compiler like Clang/GCC relatively up-to-date, and optimizations are enabled (ie. -O3 and possibly -march=native).
Clang and GCC use a fast comparison functions for comparing strings : respectively memcmp for GCC 12 and bcmp for Clang 15. The two functions are highly optimized on most platforms : they typically compare short strings by blocks of 8 bytes (uint64_t) and large strings by using SIMD instructions.
Your optimization is good to reduce the memory footprint but it introduces more computation and there is a high chance for the operation to be already compute-bound if the input buffer is already in the CPU cache. In addition, the computation is not SIMD-friendly due to the inner loop : the compiler will certainly not generate an efficient code due toe the bit-wise operations. The thing is scalar codes are slow. In fact, scalar byte-per-byte computations are generally so slow that they are usually far from being able to saturate the RAM bandwidth (at least the one achievable using only 1 core) as opposed to to memcmp. For example, a Skylake/Coffeelake processor at 4 GHz can only read 8 GiB/s from the L1 cache using a scalar byte-per-byte code while an AVX-2 SIMD code can read 256 GiB/s. For the write it is twice smaller : 4 GiB/s VS 128 GiB/s. A 1-channel DDR4-SDRAM # 3200MHz can theoretically reach ~24 GiB/s, that is, far more than a byte-per-byte scalar sequential code. The L3 cache have a much bigger bandwidth.
If you want a fast code for large sequences, then you need to either help your compiler so it can use SIMD instruction (not so easy in this case), to use non-portable SIMD intrinsics or possibly to use a relatively-portable SIMD library to generate quite-good SIMD code (though low-level platform-dependent intrinsics are more flexible/featureful).
I expect the main bottleneck to come from the "loop over the tokens that selects the correct char in the array and writes the bits into the correct position of the uint64_t". Indeed, this loop will likely generate a dependency chain of instructions (operating on the same uint64_t variable) that cannot be executed efficiently by the processor nor easily optimized by the compiler.
A typical solution would be to read blocks of 8 bytes (using memcpy to do it correctly, and hope the compiler optimize it properly). The bits can be reordered using a bswap instruction on x86-64 processors and it is not needed on big-endian processors. A shift+mask can be applied so to compare only the useful part. Here is an (untested) example to show the idea:
if(length >= 16)
{
uint64_t block1, block2;
uint64_t prev_block1 = 0, prev_block2 = 0;
unsigned int shift1 = (start1 % 4) * 2;
unsigned int shift2 = (start2 % 4) * 2;
uint64_t mask = 0xFFFFFFFFFFFFFF00ull;
// Read blocks 7 byte per 7 byte for sake of simplicity
for(size_t i=0; i<length-7 ; i+=7)
{
// Safe and cheap and GCC/Clang
memcpy(&block1, charArray1[i], 8);
memcpy(&block2, charArray2[i], 8);
// Architecture-dependent: reorder bytes on little-endian processors.
// There is a fast instruction for that on x86-64 processors: bswap.
// See: https://stackoverflow.com/questions/36497605
block1 = reorder_bytes(block1);
block2 = reorder_bytes(block2);
block1 = (block1 << shift1) & mask;
block2 = (block2 << shift2) & mask;
if(block1 != block2)
return false;
}
}
// TODO: compute the reminder part for the last block
This operation can be done using the SSE/AVX instruction set so to be faster for large sequences. Note you can perform a special optimization when shift1 == shift2 (especially when the both are equal to 0).
One should keep in mind that the bit-packing computation is pretty expensive, even using a SIMD code. It will certainly not be faster than a memcpy unless the operation is memory bound which is unlikely to be the case. For example, a Skylake/Coffeelake processor can load and compare 2 blocks of 32 bytes (ie. 32 tokens per block) in only 1 cycle (reciprocal throughput) using the AVX-2 SIMD instruction set, while there is no chance each iteration of the above bit-packing loop can take less than 2 cycles to compute 7 bytes (ie. 28 tokens). Using AVX-2 to optimize the above code is possible but the AVX lanes and the byte reordering results in several additional instructions being required so it will certainly be still slightly slower than just a basic very-fast comparisons (few cycles to compute ~120 tokens).
The only use-case where packing can help is when multiple core are used to do the computation. Indeed, in that case, the bit-packing code can scale well because it is likely compute-bound while the string-based version will quickly be limited by the speed of the RAM since it is likely memory-bound.
If there are only 10million tokens total, its 20Mbit or 2-3MB. If you keep their shifted versions in different arrays such as from 2 bit shifted to 30 bit shifted (assuming 4byte comparison at once, ignore 32 bit shift as it means just a different starting position), you can do a direct comparison (std::memcmp) with no shifting involved (fast) after selecting the right array with modulo of the arbitrary offset. But this requires the token sequence to be constant through many function calls (if not lifetime of program).
If these tokens are part of a much bigger data, you can put a caching layer (that caches fixed length chunks and joins them to get requested sub-sequence for A and B) just before the shifted initialization. Maybe LRU/LFU works fast enough if its token access pattern is cache-friendly. If its not cache friendly, then perhaps just reaching the arrays could be the bottleneck with or without shifting.
If you do checking per byte instead of per 4 bytes, it requires only 4 arrays instead of 16 and it shouldn't add too big requirement with caching.
You can also add an XOR result of fixed-length (like 50-100) sub-sequences for every offset as a way of quicker exiting. Again, this requires 4x more memory space. If XOR results of first tokens (+fixed length) are not equal, then they are not equal. This would reduce number of comparisons at least.
Another way is directly caching f(x,y)->bool like Python language does with its own caching. But this would be much worse than "fixed-length-chunked-caching & joining them" due to non-reusable parts & a lot of duplication.

Vectorized function to count numbers in an array when a number is a specified power

I am attempting to vectorize this fairly expensive function (Scaler Now working!):
template<typename N, typename POW>
inline constexpr bool isPower(const N n, const POW p) noexcept
{
double x = std::log(static_cast<double>(n)) / std::log(static_cast<double>(p));
return (x - std::trunc(x)) < 0.000001;
}//End of isPower
Here's what I have so far (for 32-bit int only):
template<typename RETURN_T>
inline RETURN_T count_powers_of(const std::vector<int32_t>& arr, const int32_t power)
{
RETURN_T cnt = 0;
const __m256 _MAGIC = _mm256_set1_ps(0.000001f);
const __m256 _POWER_D = _mm256_set1_ps(static_cast<float>(para));
const __m256 LOG_OF_POWER = _mm256_log_ps(_POWER_D);
__m256i _count = _mm256_setzero_si256();
__m256i _N_INT = _mm256_setzero_si256();
__m256 _N_DBL = _mm256_setzero_ps();
__m256 LOG_OF_N = _mm256_setzero_ps();
__m256 DIVIDE_LOG = _mm256_setzero_ps();
__m256 TRUNCATED = _mm256_setzero_ps();
__m256 CMP_MASK = _mm256_setzero_ps();
for (size_t i = 0uz; (i + 8uz) < end; i += 8uz)
{
//Set Values
_N_INT = _mm256_load_si256((__m256i*) &arr[i]);
_N_DBL = _mm256_cvtepi32_ps(_N_INT);
LOG_OF_N = _mm256_log_ps(_N_DBL);
DIVIDE_LOG = _mm256_div_ps(LOG_OF_N, LOG_OF_POWER);
TRUNCATED = _mm256_sub_ps(DIVIDE_LOG, _mm256_trunc_ps(DIVIDE_LOG));
CMP_MASK = _mm256_cmp_ps(TRUNCATED, _MAGIC, _CMP_LT_OQ);
_count = _mm256_sub_epi32(_count, _mm256_castps_si256(CMP_MASK));
}//End for
cnt = static_cast<RETURN_T>(util::_mm256_sum_epi32(_count));
}//End of count_powers_of
The scaler version runs in about 14.1 seconds.
The scaler version called from std::count_if with par_unseq runs in 4.5 seconds.
The vectorized version runs in just 155 milliseconds but produces the wrong result. Albeit vastly closer now.
Testing:
int64_t count = 0;
for (size_t i = 0; i < vec.size(); ++i)
{
if (isPower(vec[i], 4))
{
++count;
}//End if
}//End for
std::cout << "Counted " << count << " powers of 4.\n";//produces 4,996,215 powers of 4 in a vector of 1 billion 32-bit ints consisting of a uniform distribution of 0 to 1000
std::cout << "Counted " << count_powers_of<int32_t>(vec, 4) << " powers of 4.\n";//produces 4,996,865 powers of 4 on the same array
This new vastly simplified code often produces results that are either slightly off the correct number of powers found (usually higher). I think the problem is my reinterpret cast from __m256 to _m256i but when I try use a conversation (with floor) instead I get a number that's way off (in the billions again).
It could also be this sum function (based off of code by #PeterCordes ):
inline uint32_t _mm_sum_epi32(__m128i& x)
{
__m128i hi64 = _mm_unpackhi_epi64(x, x);
__m128i sum64 = _mm_add_epi32(hi64, x);
__m128i hi32 = _mm_shuffle_epi32(sum64, _MM_SHUFFLE(2, 3, 0, 1));
__m128i sum32 = _mm_add_epi32(sum64, hi32);
return _mm_cvtsi128_si32(sum32);
}
inline uint32_t _mm256_sum_epi32(__m256i& v)
{
__m128i sum128 = _mm_add_epi32(
_mm256_castsi256_si128(v),
_mm256_extracti128_si256(v, 1));
return _mm_sum_epi32(sum128);
}
I know this has got to be a floating-point precision/comparison issue; Is there a better way to approach this?
Thanks for all your insights and suggestions thus far.
A more sensible unit-test would be to non-random: Check all powers in a loop to make sure they're all true, like x *= base;, and count how many powers there are <= n. Then check all numbers from 0..n in a loop, once each to verify the right total. If both those checks succeed, that means it returned false in all the cases it should have, otherwise the count would be wrong.
Re: the original version:
This seems to depend on there being no floating-point rounding error. You do d == (N)d which (if N is an integral type) checks that the ratio of two logs is an exact integer; even 1 bit in the mantissa will make it unequal. Hardly surprising that a different log implementation would give different results, if one has different rounding error.
Except your scalar code at least is even more broken because it takes d = floor(log ratio) so it's already always an exact integer.
I just tried your scalar version for a testcase like return isPower(5, 4) to ask if 5 is a power of 4. It returns true: https://godbolt.org/z/aMT94ro6o . So yeah, your code is super broken, and is in fact only checking that n>0 or something. That would explain why 999 of 1000 of your "random" inputs from 0..999 were counted as powers of 4, which is obviously super broken.
I think it's impossible to achieve correctness with your FP log ratio idea: FP rounding error means you can't expect exact equality, but allowing a range would probably let in non-exact powers.
You might want to special-case integral N, power-of-2 pow. That can go vastly vaster by checking that n has a single bit set (n & (n-1) == 0) and that it's at a valid position. (e.g. for pow=4, n & 0b...10101010 != 0). You can construct the constant by multiplying and adding until overflow or something. Or 32/pow times? Anyway, one psubd/pand/pcmpeqd, pand/pcmpeqd, and pand/psubd per 8 elements, with maybe some room to optimize that further.
Otherwise, in the general case, you can brute-force check 32-bit integers one at a time against the 32 or fewer possible powers that fit in an int32_t. e.g. broadcast-load, 4x vpcmpeqd / vpsubd into multiple accumulators. (The smallest possible base, 2, can have exponents up to 2^31` and still fit in an unsigned int). log_3(2^31) is 19, so you'd only need three AVX2 vectors of powers. Or log_4(2^31) is 15.5 so you'd only need 2 vectors to hold every non-overflowing power.
That only handles 1 input element per vector instead of 4 doubles, but it's probably faster than your current FP attempt, as well as fixing the correctness problems. I could see that running more than 4x the throughput per iteration of what you're doing now, or even 8x, so it should be good for speed. And of course has the advantage that correctness is possible!!
Speed gets even better for bases of 4 or greater, only 2x compare/sub per input element, or 1x for bases of 16 or greater. (<= 8 elements to compare against can fit in one vector).
Implementation mistakes in the attempt to vectorize this probably-unfixable algorithm:
_mm256_rem_epi32 is slow library function, but you're using it with a constant divisor of 2! Integer mod 2 is just n & 1 for non-negative. Or if you need to handle negative remainders, you can use the tricks compilers use to implement int % 2: https://godbolt.org/z/b89eWqEzK where it shifts down the sign bit as a correction to do signed division.
Updated version using (x - std::trunc(x)) < 0.000001;
This might work, especially if you limit it to small n. I'd worry that with large n, the difference between an exact power and off-by-1 would be a small ratio. (I haven't really looked at the details, though.)
Your vectorization with __m256 vectors of single-precision float is doomed for large n, but could be ok for small n: float32 can't represent every int32_t, so large odd integers (above 2^24) get rounded to multiples of 2, or multiples of 4 above 2^25, etc.
float has less relative precision in general, so it might not have enough to spare for this algorithm. Or maybe there's something that could be fixed, IDK, I haven't looked closely since the update.
I'd still recommend trying a simple compare-for-equality against all possible powers in the range, broadcast-loading each element. That will definitely work exactly, and if it's as fast then there's no need to try to fix this version using FP logs.
__m256 _N_DBL = _mm256_setzero_ps(); is a confusing name; it's a vector of float, not double. (And it's not part of a standard library header so it shouldn't be using a leading underscore.)
Also, there's zero point initializing it with zero there, since it gets written unconditionally inside the loop. In fact it's only ever used inside the loop, so it could just be declared at that scope, when you're ready to give it a value. Only declare variables in outer scopes if you need them after a loop.

Specific binary permutation generating function

So I'm writing a program where I need to produce strings of binary numbers that are not only a specific length, but also have a specific number of 1's and 0's. In addition, theses strings that are produced are compared to a higher and lower value to see if they are in that specific range. The issue that I'm having is that I'm dealing with 64 bit unsigned integers. So sometimes, very large numbers that require al 64 bits produce a lot of permutations of binary strings for values which are not in the range at all and it's taking a ton of time.
I'm curious if it is possible for an algorithm to take in two bound values, a number of ones, and only produce binary strings in between the bound values with that specific number of ones.
This is what I have so far, but it's producing way to many numbers.
void generatePermutations(int no_ones, int length, uint64_t smaller, uint64_t larger, uint64_t& accum){
char charArray[length+1];
for(int i = length - 1; i > -1; i--){
if(no_ones > 0){
charArray[i] = '1';
no_ones--;
}else{
charArray[i] = '0';
}
}
charArray[length] = '\0';
do {
std::string val(charArray);
uint64_t num = convertToNum(val);
if(num >= smaller && num <= larger){
accum ++;
}
} while ( std::next_permutation(charArray, (charArray + length)));
}
(Note: The number of 1-bits in a binary value is generally called the population count -- popcount, for short -- or Hamming weight.)
There is a well-known bit-hack to cycle through all binary words with the same population count, which basically does the following:
Find the longest suffix of the word consisting of a 0, a non-empty sequence of 1s, and finally a possibly empty sequence of 0s.
Change the first 0 to a 1; the following 1 to a 0, and then shift all the others 1s (if any) to the end of the word.
Example:
00010010111100
^-------- beginning of the suffix
00010011 0 becomes 1
0 1 becomes 0
00111 remaining 1s right-shifted to the end
That can be done quite rapidly by using the fact that the lowest-order set bit in x is x & -x (where - represents the 2s-complement negative of x). To find the beginning of the suffix, it suffices to add the lowest-order set bit to the number, and then find the new lowest-order set bit. (Try this with a few numbers and you should see how it works.)
The biggest problem is performing the right shift, since we don't actually know the bit count. The traditional solution is to do the right-shift with a division (by the original low-order 1 bit), but it turns out that divide on modern hardware is really slow, relative to other operands. Looping a one-bit shift is generally faster than dividing, but in the code below I use gcc's __builtin_ffsll, which normally compiles into an appropriate opcode if one exists on the target hardware. (See man ffs for details; I use the builtin to avoid feature-test macros, but it's a bit ugly and limits the range of compilers you can use. OTOH, ffsll is also an extension.)
I've included the division-based solution as well for portability; however, it takes almost three times as long on my i5 laptop.
template<typename UInt>
static inline UInt last_one(UInt ui) { return ui & -ui; }
// next_with_same_popcount(ui) finds the next larger integer with the same
// number of 1-bits as ui. If there isn't one (within the range
// of the unsigned type), it returns 0.
template<typename UInt>
UInt next_with_same_popcount(UInt ui) {
UInt lo = last_one(ui);
UInt next = ui + lo;
UInt hi = last_one(next);
if (next) next += (hi >> __builtin_ffsll(lo)) - 1;
return next;
}
/*
template<typename UInt>
UInt next_with_same_popcount(UInt ui) {
UInt lo = last_one(ui);
UInt next = ui + lo;
UInt hi = last_one(next) >> 1;
if (next) next += hi/lo - 1;
return next;
}
*/
The only remaining problem is to find the first number with the correct popcount inside of the given range. To help with this, the following simple algorithm can be used:
Start with the first value in the range.
As long as the popcount of the value is too high, eliminate the last run of 1s by adding the low-order 1 bit to the number (using exactly the same x&-x trick as above). Since this works right-to-left, it cannot loop more than 64 times, once per bit.
While the popcount is too small, add the smallest possible bit by changing the low-order 0 bit to a 1. Since this adds a single 1-bit on each loop, it also cannot loop more than k times (where k is the target popcount), and it is not necessary to recompute the population count on each loop, unlike the first step.
In the following implementation, I again use a GCC builtin, __builtin_popcountll. This one doesn't have a corresponding Posix function. See the Wikipedia page for alternative implementations and a list of hardware which does support the operation. Note that it is possible that the value found will exceed the end of the range; also, the function might return a value less than the supplied argument, indicating that there is no appropriate value. So you need to check that the result is inside the desired range before using it.
// next_with_popcount_k returns the smallest integer >= ui whose popcnt
// is exactly k. If ui has exactly k bits set, it is returned. If there
// is no such value, returns the smallest integer with exactly k bits.
template<typename UInt>
UInt next_with_popcount_k(UInt ui, int k) {
int count;
while ((count = __builtin_popcountll(ui)) > k)
ui += last_one(ui);
for (int i = count; i < k; ++i)
ui += last_one(~ui);
return ui;
}
It's possible to make this slightly more efficient by changing the first loop to:
while ((count = __builtin_popcountll(ui)) > k) {
UInt lo = last_one(ui);
ui += last_one(ui - lo) - lo;
}
That shaved about 10% off of the execution time, but I doubt whether the function will be called often enough to make that worthwhile. Depending on how efficiently your CPU implements the POPCOUNT opcode, it might be faster to do the first loop with a single bit sweep in order to be able to track the popcount instead of recomputing it. That will almost certainly be the case on hardware without a POPCOUNT opcode.
Once you have those two functions, iterating over all k-bit values in a range becomes trivial:
void all_k_bits(uint64_t lo, uint64_t hi, int k) {
uint64_t i = next_with_popcount_k(lo, k);
if (i >= lo) {
for (; i > 0 && i < hi; i = next_with_same_popcount(i)) {
// Do what needs to be done
}
}
}

What's the fastest way to pack 32 0/1 values into the bits of a single 32-bit variable?

I'm working on an x86 or x86_64 machine. I have an array unsigned int a[32] all of whose elements have value either 0 or 1. I want to set the single variable unsigned int b so that (b >> i) & 1 == a[i] will hold for all 32 elements of a. I'm working with GCC on Linux (shouldn't matter much I guess).
What's the fastest way to do this in C?
The fastest way on recent x86 processors is probably to make use of the MOVMSKB family of instructions which extract the MSBs of a SIMD word and pack them into a normal integer register.
I fear SIMD intrinsics are not really my thing but something along these lines ought to work if you've got an AVX2 equipped processor:
uint32_t bitpack(const bool array[32]) {
__mm256i tmp = _mm256_loadu_si256((const __mm256i *) array);
tmp = _mm256_cmpgt_epi8(tmp, _mm256_setzero_si256());
return _mm256_movemask_epi8(tmp);
}
Assuming sizeof(bool) = 1. For older SSE2 systems you will have to string together a pair of 128-bit operations instead. Aligning the array on a 32-byte boundary and should save another cycle or so.
If sizeof(bool) == 1 then you can pack 8 bools at a time into 8 bits (more with 128-bit multiplications) using the technique discussed here in a computer with fast multiplication like this
inline int pack8b(bool* a)
{
uint64_t t = *((uint64_t*)a);
return (0x8040201008040201*t >> 56) & 0xFF;
}
int pack32b(bool* a)
{
return (pack8b(a + 0) << 24) | (pack8b(a + 8) << 16) |
(pack8b(a + 16) << 8) | (pack8b(a + 24) << 0);
}
Explanation:
Suppose the bools a[0] to a[7] have their least significant bits named a-h respectively. Treating those 8 consecutive bools as one 64-bit word and load them we'll get the bits in reversed order in a little-endian machine. Now we'll do a multiplication (here dots are zero bits)
| a7 || a6 || a4 || a4 || a3 || a2 || a1 || a0 |
.......h.......g.......f.......e.......d.......c.......b.......a
× 1000000001000000001000000001000000001000000001000000001000000001
────────────────────────────────────────────────────────────────
↑......h.↑.....g..↑....f...↑...e....↑..d.....↑.c......↑b.......a
↑.....g..↑....f...↑...e....↑..d.....↑.c......↑b.......a
↑....f...↑...e....↑..d.....↑.c......↑b.......a
+ ↑...e....↑..d.....↑.c......↑b.......a
↑..d.....↑.c......↑b.......a
↑.c......↑b.......a
↑b.......a
a
────────────────────────────────────────────────────────────────
= abcdefghxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
The arrows are added so it's easier to see the position of the set bits in the magic number. At this point 8 least significant bits has been put in the top byte, we'll just need to mask the remaining bits out
So by using the magic number 0b1000000001000000001000000001000000001000000001000000001000000001 or 0x8040201008040201 we have the above code
Of course you need to make sure that the bool array is correctly 8-byte aligned. You can also unroll the code and optimize it, like shift only once instead of shifting left 56 bits
Sorry I overlooked the question and saw doynax's bool array as well as misread "32 0/1 values" and thought they're 32 bools. Of course the same technique can also be used to pack multiple uint32_t or uint16_t values (or other distribution of bits) at the same time but it's a lot less efficient than packing bytes
On newer x86 CPUs with BMI2 the PEXT instruction can be used. The pack8b function above can be replaced with
_pext_u64(*((uint64_t*)a), 0x0101010101010101ULL);
And to pack 2 uint32_t as the question requires use
_pext_u64(*((uint64_t*)a), (1ULL << 32) | 1ULL);
Other answers contain an obvious loop implementation.
Here's a first variant:
unsigned int result=0;
for(unsigned i = 0; i < 32; ++i)
result = (result<<1) + a[i];
On modern x86 CPUs, I think shifts of any distance in a register is constant, and this solution won't be better. Your CPU might not be so nice; this code minimizes the cost of long-distance shifts; it does 32 1-bit shifts which every CPU can do (you can always add result to itself to get the same effect). The obvious loop implementation shown by others does about 900 (sum on 32) 1-bit shifts, by virtue of shifting a distance equal to the loop index. (See #Jongware's measurements of differences in comments; apparantly long shifts on x86 are not unit time).
Let us try something more radical.
Assume you can pack m booleans into an int somehow (trivially you can do this for m==1), and that you have two instance variables i1 and i2 containing such m packed bits.
Then the following code packs m*2 booleans into an int:
(i1<<m+i2)
Using this we can pack 2^n bits as follows:
unsigned int a2[16],a4[8],a8[4],a16[2], a32[1]; // each "aN" will hold N bits of the answer
a2[0]=(a1[0]<<1)+a2[1]; // the original bits are a1[k]; can be scalar variables or ints
a2[1]=(a1[2]<<1)+a1[3]; // yes, you can use "|" instead of "+"
...
a2[15]=(a1[30]<<1)+a1[31];
a4[0]=(a2[0]<<2)+a2[1];
a4[1]=(a2[2]<<2)+a2[3];
...
a4[7]=(a2[14]<<2)+a2[15];
a8[0]=(a4[0]<<4)+a4[1];
a8[1]=(a4[2]<<4)+a4[3];
a8[1]=(a4[4]<<4)+a4[5];
a8[1]=(a4[6]<<4)+a4[7];
a16[0]=(a8[0]<<8)+a8[1]);
a16[1]=(a8[2]<<8)+a8[3]);
a32[0]=(a16[0]<<16)+a16[1];
Assuming our friendly compiler resolves an[k] into a (scalar) direct memory access (if not, you can simply replace the variable an[k] with an_k), the above code does (abstractly) 63 fetches, 31 writes, 31 shifts and 31 adds. (There's an obvious extension to 64 bits).
On modern x86 CPUs, I think shifts of any distance in a register is constant. If not, this code minimizes the cost of long-distance shifts; it in effect does 64 1-bit shifts.
On an x64 machine, other than the fetches of the original booleans a1[k], I'd expect all the rest of the scalars to be schedulable by the compiler to fit in the registers, thus 32 memory fetches, 31 shifts and 31 adds. Its pretty hard to avoid the fetches (if the original booleans are scattered around) and the shifts/adds match the obvious simple loop. But there is no loop, so we avoid 32 increment/compare/index operations.
If the starting booleans are really in array, with each bit occupying the bottom bit of and otherwise zeroed byte:
bool a1[32];
then we can abuse our knowledge of memory layout to fetch several at a time:
a4[0]=((unsigned int)a1)[0]; // picks up 4 bools in one fetch
a4[1]=((unsigned int)a1)[1];
...
a4[7]=((unsigned int)a1)[7];
a8[0]=(a4[0]<<1)+a4[1];
a8[1]=(a4[2]<<1)+a4[3];
a8[2]=(a4[4]<<1)+a4[5];
a8[3]=(a8[6]<<1)+a4[7];
a16[0]=(a8[0]<<2)+a8[1];
a16[0]=(a8[2]<<2)+a8[3];
a32[0]=(a16[0]<<4)+a16[1];
Here our cost is 8 fetches of (sets of 4) booleans, 7 shifts and 7 adds. Again, no loop overhead. (Again there is an obvious generalization to 64 bits).
To get faster than this, you probably have to drop into assembler and use some of the many wonderful and wierd instrucions available there (the vector registers probably have scatter/gather ops that might work nicely).
As always, these solutions needed to performance tested.
I would probably go for this:
unsigned a[32] =
{
1, 0, 0, 1, 1, 1, 0 ,0, 1, 0, 0, 0, 1, 1, 0, 0
, 1, 1, 1, 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1
};
int main()
{
unsigned b = 0;
for(unsigned i = 0; i < sizeof(a) / sizeof(*a); ++i)
b |= a[i] << i;
printf("b: %u\n", b);
}
Compiler optimization may well unroll that but just in case you can always try:
int main()
{
unsigned b = 0;
b |= a[0];
b |= a[1] << 1;
b |= a[2] << 2;
b |= a[3] << 3;
// ... etc
b |= a[31] << 31;
printf("b: %u\n", b);
}
To determine what the fastest way is, time all of the various suggestions. Here is one that well may end up as "the" fastest (using standard C, no processor dependent SSE or the likes):
unsigned int bits[32][2] = {
{0,0x80000000},{0,0x40000000},{0,0x20000000},{0,0x10000000},
{0,0x8000000},{0,0x4000000},{0,0x2000000},{0,0x1000000},
{0,0x800000},{0,0x400000},{0,0x200000},{0,0x100000},
{0,0x80000},{0,0x40000},{0,0x20000},{0,0x10000},
{0,0x8000},{0,0x4000},{0,0x2000},{0,0x1000},
{0,0x800},{0,0x400},{0,0x200},{0,0x100},
{0,0x80},{0,0x40},{0,0x20},{0,0x10},
{0,8},{0,4},{0,2},{0,1}
};
unsigned int b = 0;
for (i=0; i< 32; i++)
b |= bits[i][a[i]];
The first value in the array is to be the leftmost bit: the highest possible value.
Testing proof-of-concept with some rough timings show this is indeed not magnitudes better than the straightforward loop with b |= (a[i]<<(31-i)):
Ira 3618 ticks
naive, unrolled 5620 ticks
Ira, 1-shifted 10044 ticks
Galik 10265 ticks
Jongware, using adds 12536 ticks
Jongware 12682 ticks
naive 13373 ticks
(Relative timings, with the same compiler options.)
(The 'adds' routine is mine with indexing replaced with a pointer-to and an explicit add for both indexed arrays. It is 10% slower, meaning my compiler is efficiently optimizing indexed access. Good to know.)
unsigned b=0;
for(int i=31; i>=0; --i){
b<<=1;
b|=a[i];
}
Your problem is a good opportunity to use -->, also called the downto operator:
unsigned int a[32];
unsigned int b = 0;
for (unsigned int i = 32; i --> 0;) {
b += b + a[i];
}
The advantage of using --> is it works with both signed and unsigned loop index types.
This approach is portable and readable, it might not produce the fastest code, but clang does unroll the loop and produce decent performance, see https://godbolt.org/g/6xgwLJ

Is there any alternative to using % (modulus) in C/C++?

I read somewhere once that the modulus operator is inefficient on small embedded devices like 8 bit micro-controllers that do not have integer division instruction. Perhaps someone can confirm this but I thought the difference is 5-10 time slower than with an integer division operation.
Is there another way to do this other than keeping a counter variable and manually overflowing to 0 at the mod point?
const int FIZZ = 6;
for(int x = 0; x < MAXCOUNT; x++)
{
if(!(x % FIZZ)) print("Fizz\n"); // slow on some systems
}
vs:
The way I am currently doing it:
const int FIZZ = 6;
int fizzcount = 1;
for(int x = 1; x < MAXCOUNT; x++)
{
if(fizzcount >= FIZZ)
{
print("Fizz\n");
fizzcount = 0;
}
}
Ah, the joys of bitwise arithmetic. A side effect of many division routines is the modulus - so in few cases should division actually be faster than modulus. I'm interested to see the source you got this information from. Processors with multipliers have interesting division routines using the multiplier, but you can get from division result to modulus with just another two steps (multiply and subtract) so it's still comparable. If the processor has a built in division routine you'll likely see it also provides the remainder.
Still, there is a small branch of number theory devoted to Modular Arithmetic which requires study if you really want to understand how to optimize a modulus operation. Modular arithmatic, for instance, is very handy for generating magic squares.
So, in that vein, here's a very low level look at the math of modulus for an example of x, which should show you how simple it can be compared to division:
Maybe a better way to think about the problem is in terms of number
bases and modulo arithmetic. For example, your goal is to compute DOW
mod 7 where DOW is the 16-bit representation of the day of the
week. You can write this as:
DOW = DOW_HI*256 + DOW_LO
DOW%7 = (DOW_HI*256 + DOW_LO) % 7
= ((DOW_HI*256)%7 + (DOW_LO % 7)) %7
= ((DOW_HI%7 * 256%7) + (DOW_LO%7)) %7
= ((DOW_HI%7 * 4) + (DOW_LO%7)) %7
Expressed in this manner, you can separately compute the modulo 7
result for the high and low bytes. Multiply the result for the high by
4 and add it to the low and then finally compute result modulo 7.
Computing the mod 7 result of an 8-bit number can be performed in a
similar fashion. You can write an 8-bit number in octal like so:
X = a*64 + b*8 + c
Where a, b, and c are 3-bit numbers.
X%7 = ((a%7)*(64%7) + (b%7)*(8%7) + c%7) % 7
= (a%7 + b%7 + c%7) % 7
= (a + b + c) % 7
since 64%7 = 8%7 = 1
Of course, a, b, and c are
c = X & 7
b = (X>>3) & 7
a = (X>>6) & 7 // (actually, a is only 2-bits).
The largest possible value for a+b+c is 7+7+3 = 17. So, you'll need
one more octal step. The complete (untested) C version could be
written like:
unsigned char Mod7Byte(unsigned char X)
{
X = (X&7) + ((X>>3)&7) + (X>>6);
X = (X&7) + (X>>3);
return X==7 ? 0 : X;
}
I spent a few moments writing a PIC version. The actual implementation
is slightly different than described above
Mod7Byte:
movwf temp1 ;
andlw 7 ;W=c
movwf temp2 ;temp2=c
rlncf temp1,F ;
swapf temp1,W ;W= a*8+b
andlw 0x1F
addwf temp2,W ;W= a*8+b+c
movwf temp2 ;temp2 is now a 6-bit number
andlw 0x38 ;get the high 3 bits == a'
xorwf temp2,F ;temp2 now has the 3 low bits == b'
rlncf WREG,F ;shift the high bits right 4
swapf WREG,F ;
addwf temp2,W ;W = a' + b'
; at this point, W is between 0 and 10
addlw -7
bc Mod7Byte_L2
Mod7Byte_L1:
addlw 7
Mod7Byte_L2:
return
Here's a liitle routine to test the algorithm
clrf x
clrf count
TestLoop:
movf x,W
RCALL Mod7Byte
cpfseq count
bra fail
incf count,W
xorlw 7
skpz
xorlw 7
movwf count
incfsz x,F
bra TestLoop
passed:
Finally, for the 16-bit result (which I have not tested), you could
write:
uint16 Mod7Word(uint16 X)
{
return Mod7Byte(Mod7Byte(X & 0xff) + Mod7Byte(X>>8)*4);
}
Scott
If you are calculating a number mod some power of two, you can use the bit-wise and operator. Just subtract one from the second number. For example:
x % 8 == x & 7
x % 256 == x & 255
A few caveats:
This only works if the second number is a power of two.
It's only equivalent if the modulus is always positive. The C and C++ standards don't specify the sign of the modulus when the first number is negative (until C++11, which does guarantee it will be negative, which is what most compilers were already doing). A bit-wise and gets rid of the sign bit, so it will always be positive (i.e. it's a true modulus, not a remainder). It sounds like that's what you want anyway though.
Your compiler probably already does this when it can, so in most cases it's not worth doing it manually.
There is an overhead most of the time in using modulo that are not powers of 2.
This is regardless of the processor as (AFAIK) even processors with modulus operators are a few cycles slower for divide as opposed to mask operations.
For most cases this is not an optimisation that is worth considering, and certainly not worth calculating your own shortcut operation (especially if it still involves divide or multiply).
However, one rule of thumb is to select array sizes etc. to be powers of 2.
so if calculating day of week, may as well use %7 regardless
if setting up a circular buffer of around 100 entries... why not make it 128. You can then write % 128 and most (all) compilers will make this & 0x7F
Unless you really need high performance on multiple embedded platforms, don't change how you code for performance reasons until you profile!
Code that's written awkwardly to optimize for performance is hard to debug and hard to maintain. Write a test case, and profile it on your target. Once you know the actual cost of modulus, then decide if the alternate solution is worth coding.
#Matthew is right. Try this:
int main() {
int i;
for(i = 0; i<=1024; i++) {
if (!(i & 0xFF)) printf("& i = %d\n", i);
if (!(i % 0x100)) printf("mod i = %d\n", i);
}
}
x%y == (x-(x/y)*y)
Hope this helps.
Do you have access to any programmable hardware on the embedded device? Like counters and such? If so, you might be able to write a hardware based mod unit, instead of using the simulated %. (I did that once in VHDL. Not sure if I still have the code though.)
Mind you, you did say that division was 5-10 times faster. Have you considered doing a division, multiplication, and subtraction to simulated the mod? (Edit: Misunderstood the original post. I did think it was odd that division was faster than mod, they are the same operation.)
In your specific case, though, you are checking for a mod of 6. 6 = 2*3. So you could MAYBE get some small gains if you first checked if the least significant bit was a 0. Something like:
if((!(x & 1)) && (x % 3))
{
print("Fizz\n");
}
If you do that, though, I'd recommend confirming that you get any gains, yay for profilers. And doing some commenting. I'd feel bad for the next guy who has to look at the code otherwise.
You should really check the embedded device you need. All the assembly language I have seen (x86, 68000) implement the modulus using a division.
Actually, the division assembly operation returns the result of the division and the remaining in two different registers.
In the embedded world, the "modulus" operations you need to do are often the ones that break down nicely into bit operations that you can do with &, | and sometimes >>.
#Jeff V: I see a problem with it! (Beyond that your original code was looking for a mod 6 and now you are essentially looking for a mod 8). You keep doing an extra +1! Hopefully your compiler optimizes that away, but why not just test start at 2 and go to MAXCOUNT inclusive? Finally, you are returning true every time that (x+1) is NOT divisible by 8. Is that what you want? (I assume it is, but just want to confirm.)
For modulo 6 you can change the Python code to C/C++:
def mod6(number):
while number > 7:
number = (number >> 3 << 1) + (number & 0x7)
if number > 5:
number -= 6
return number
Not that this is necessarily better, but you could have an inner loop which always goes up to FIZZ, and an outer loop which repeats it all some certain number of times. You've then perhaps got to special case the final few steps if MAXCOUNT is not evenly divisible by FIZZ.
That said, I'd suggest doing some research and performance profiling on your intended platforms to get a clear idea of the performance constraints you're under. There may be much more productive places to spend your optimisation effort.
The print statement will take orders of magnitude longer than even the slowest implementation of the modulus operator. So basically the comment "slow on some systems" should be "slow on all systems".
Also, the two code snippets provided don't do the same thing. In the second one, the line
if(fizzcount >= FIZZ)
is always false so "FIZZ\n" is never printed.