Scale an array of values with lightning speed - c++

I have an array of double with 12,000 entries. I need to scale each entry's value by a factor (e.g. 0.3345, or 6.78. whatever).
What I did was to loop each entry and perform the multiplication. As I am working on an PPC-based 100MHz embedded system, the large number of multiplication calls is slowing it down tremendously.
I there a way to do this faster. An analogy would be like initializing a block of memory -- one would use memset which is very fast. I wonder if there is an equivalent method.

I'd like to answer with a question: Do you really need to actually multiply each value?
Personally I would consider using a better data structure which hides the actual content of the array in a private variable and provides a scale-function which just updates a scale-field. The public access methods of the data structure can then simply scale the values according to the scale-field on a per-need basis.

There is a reason why memset can be very fast: there is no dependency on the previous value of the memory. This is not your case.
There are a few solutions for your problem. The first is to change the algorithm so you can prevent the multiplication in the first case. This is what I would be shooting for. An example is wrapping the array that multiplies an element when it is accessed.
If the multiplication in the data can not be avoided your best bet is to parallelize the multiplication, dividing the array in n parts (where n is equal to the amount of processors), where each part gets assigned to a thread for the multiplication. This is an example:
void multiply_block(double *array, const double val, const size_t len) {
int n = (len + 7) / 8;
/* duff's device */
switch (len % 8) {
case 0: do { *array++ *= val;
case 7: *array++ *= val;
case 6: *array++ *= val;
case 5: *array++ *= val;
case 4: *array++ *= val;
case 3: *array++ *= val;
case 2: *array++ *= val;
case 1: *array++ *= val;
} while(--n > 0);
}
}
void multiply_block_parallel(double *array, const double val, const size_t len) {
const int threads = get_num_processors();
int i = 0;
/* start all but the last thread */
while (i < (threads - 1)) {
start_thread(multiply_block,
array + i * (len / threads), val, len / threads);
i++;
}
/* start last thread with remaining data */
start_thread(multiply_block,
array + i * (len / threads), val, len - i * (len / threads));
}
In this example get_num_processors returns the amount of processors, and start_thread(func, args...) is a function that starts a new thread executing func with the arguments given. You should obviously replace those functions with real-life equivalents.

First of all I would suggest you to consider to go for fixed points if you can, it would greatly improve performance simplifying the task to integer multiplication.
In this case you could pre-calculate a "multiplication table". Thus, say you want to multiply a lot of x<256 numbers by 3, you would generate:
1 * 3 = 3
2 * 5 = 6
4 * 3 = 12
8 * 3 = 24
16 * 3 = 48
...
128 * 3 = 384
It's even very fast as you just have to shift the results to left by one. Then for each element you have to multiply you take the last bit, add the corresponding number to the result from the table and shift the value to right. This way you simplify multiplication to 8 additions.

Related

bit shift operation in parallel prefix sum

The code is to compute prefix sum parallelly from OpengGL-Superbible 10.
The shader shown has a local workgroup size of 1024, which means it will process arrays of 2048 elements, as each invocation computes two elements of the output array. The shared variable shared_data is used to store the data that is in flight. When execution starts, the shader loads two adjacent elements from the input arrays into the array. Next, it executes the barrier() function. This step ensures that all of the shader invocations have loaded their data into the shared array before the inner loop begins.
#version 450 core
layout (local_size_x = 1024) in;
layout (binding = 0) coherent buffer block1
{
float input_data[gl_WorkGroupSize.x];
};
layout (binding = 1) coherent buffer block2
{
float output_data[gl_WorkGroupSize.x];
};
shared float shared_data[gl_WorkGroupSize.x * 2];
void main(void)
{
uint id = gl_LocalInvocationID.x;
uint rd_id;
uint wr_id;
uint mask;// The number of steps is the log base 2 of the
// work group size, which should be a power of 2
const uint steps = uint(log2(gl_WorkGroupSize.x)) + 1;
uint step = 0;
// Each invocation is responsible for the content of
// two elements of the output array
shared_data[id * 2] = input_data[id * 2];
shared_data[id * 2 + 1] = input_data[id * 2 + 1];
// Synchronize to make sure that everyone has initialized
// their elements of shared_data[] with data loaded from
// the input arrays
barrier();
memoryBarrierShared();
// For each step...
for (step = 0; step < steps; step++)
{
// Calculate the read and write index in the
// shared array
mask = (1 << step) - 1;
rd_id = ((id >> step) << (step + 1)) + mask;
wr_id = rd_id + 1 + (id & mask);
// Accumulate the read data into our element
shared_data[wr_id] += shared_data[rd_id];
// Synchronize again to make sure that everyone
// has caught up with us
barrier();
memoryBarrierShared();
} // Finally write our data back to the output image
output_data[id * 2] = shared_data[id * 2];
output_data[id * 2 + 1] = shared_data[id * 2 + 1];
}
How to comprehend the bit shift operation of rd_id and wr_id intuitively? Why it works?
When we say something is "intuitive" we usually mean that our understanding is deep enough that we are not aware of our own thought processes, and "know the answer" without consciously thinking about it. Here the author is using the binary representation of integers within a CPU/GPU to make the code shorter and (probably) slightly faster. The code will only be "intuitive" for someone who is very familiar with such encodings and binary operations on integers. I'm not, so had to think about what is going on.
I would recommend working through this code since these kind of operations do occur in high performance graphics and other programming. If you find it interesting, it will eventually become intuitive. If not, that's OK as long as you can figure things out when necessary.
One approach is to just copy this code into a C/C++ program and print out the mask, rd_id, wr_id, etc. You wouldn't actually need the data arrays, or the calls to barrier() and memoryBarrierShared(). Make up values for invocation ID and workgroup size based on what the SuperBible example does. That might be enough for "Aha! I see."
If you aren't familiar with the << and >> shifts, I suggest writing some tiny programs and printing out the numbers that result. Python might actually be slightly easier, since
print("{:016b}".format(mask))
will show you the actual bits, whereas in C you can only print in hex.
To get you started, log2 returns the number of bits needed to represent an integer. log2(256) will be 8, log2(4096) 12, etc. (Don't take my word for it, write some code.)
x << n is multiplying x by 2 to the power n, so x << 1 is x * 2, x << 2 is x * 4, and so on. x >> n is dividing by 1, 2, 4, .. instead.
(Very important: only for non-negative integers! Again, write some code to find out what happens.)
The mask calculation is interesting. Try
mask = (1 << step);
first and see what values come out. This is a common pattern for selecting an individual bit. The extra -1 instead generates all the bits to the right.
Anding, the & operator, with a mask that has zeroes on the left and ones on the right is a faster way for an integer % a power of 2.
Finally rd_id and wr_id array indexes need to start from base positions in the array, from the invocation ID and workgroup size, and increment according to the pattern explained in the Super Bible text.

Problem with initialising 2D vector in C++

I was implementing a solution for this problem to get a feel for the language. My reasoning is as follows:
Notice that the pattern on the diagonal is 2*n+1.
The elements to the left and upwards are alternating arithmetic progressions or additions/subtractions of the elements from the diagonal to the boundary.
Create a 2D vector and instantiate all the diagonal elements. Then create a dummy variable to fill in the remaining parts by add/subtract the diagonal elements.
My code is as follows:
#include <vector>
using namespace std;
const long value = 1e9;
vector<vector<long>> spiral(value, vector<long> (value));
long temp;
void build(){
spiral[0][0] = 1;
for(int i = 1; i < 5e8; i++){
spiral[i][i]= 2*i+1;
temp = i;
long counter = temp;
while(counter){
if(temp % 2 ==0){
spiral[i][counter]++;
spiral[counter][i]--;
counter--;
temp--;
}else{
spiral[i][counter]--;
spiral[counter][i]++;
counter--;
temp--;
}
}
}
}
int main(){
spiral[0][0] = 1;
build();
int y, x;
cin >> y >> x;
cout << spiral[y][x] << endl;
}
The problem is that the programme doesn't output any thing. I can't figure out why my vector won't print any elements. I've tested it with spiral[1][1] and all I get is some obscure assembler message after waiting 5 or 10 minutes. What's wrong with my reasoning?
EDIT: Full output is:
and
A long is probably 4 or 8 bytes for you (e.g. commonly 4 bytes on Windows, 4 bytes on x86 Linux, and 8 bytes on x64 Linux), so lets assume 4. 1e9 * 4 is 4 gigabytes of continuous memory for each vector<long> (value).
Then the outer vector creates another 1e9 copies of that, which is 4 exabytes (or 4 million terabytes) given a 32bit long or double for 64bit and ignoring the overhead size of each std::vector. It is highly unlikely that you have that much memory and swapfile, and being a global this is attempted before main() is called.
So you are not going to be able to store all this data directly, you will need to think about what data actually needs to be stored to get the result you desire.
If you run under a debugger set to stop on exceptions, you might see a std::bad_alloc getting thrown, with the call stack indicating the cause (e.g. Visual Studio will display something like "dynamic initializer for 'spiral'" in the call stack), but it is possible on Linux the OS will just kill it first, as Linux can over-commit memory (so new etc. succeeds), then when some program goes to use memory (an actual read or write) it fails (over committed, nothing free) and it SIGKILL's something to free memory (this doesn't seem entirely predictable, I copy-pasted your code onto Ubuntu 18 and on command line got "terminate called after throwing an instance of 'std::bad_alloc'").
The problem actually asks you to find an analytical formula for the solution, not to simulate the pattern. All you need to do is to carefully analyze the pattern:
unsigned int get_n(unsigned int row, unsigned int col) {
assert(row >= 1 && col >= 1);
const auto n = std::max(row, col);
if (n % 2 == 0)
std::swap(row, col);
if (col == n)
return n * n + 1 - row;
else
return (n - 1) * (n - 1) + col;
}
Math is your friend, here, not std::vector. One of the constraints of this puzzle is a memory limit of 512MB, but a vector big enough for all the tests would require several GB of memory.
Consider how the square is filled. If you choose the maximum between the given x and y (call it w), you have "delimited" a square of size w2. Now you have to consider the outer edge of this square to find the actual index.
E.g. Take x = 6 and y = 3. The maximum is 6 (even, remember the zig zag pattern), so the number is (6 - 1)2 + 3 = 28
* * * * * 26
* * * * * 27
* * * * * [28]
* * * * * 29
* * * * * 30
36 35 34 33 32 31
Here, a proof of concept.

Efficiently randomly shuffling the bits of a sequence of words

Consider the following algorithm from the C++ standard library: std::shuffle that has the following signature:
template <class RandomIt, class URBG>
void shuffle(RandomIt first, RandomIt last, URBG&& g);
It reorders the elements in the given range [first, last) such that each possible permutation of those elements has equal probability of appearance.
I am trying to implement the same algorithms, but which works at the bit level, randomly shuffling the bits of the words of the input sequence. Considering a sequence of 64-bits words, I am trying to implement:
template <class URBG>
void bit_shuffle(std::uint64_t* first, std::uint64_t* last, URBG&& g)
Question: How to do that as efficiently as possible (using compiler intrinsics if necessary)? I am not necessarily looking for an entire implementation, but more for suggestions/directions of research, because it's really not clear to me if it's even feasible to implement that efficiently.
It's obvious that asymptotically, the speed is O(N), where N is number of bits. Our goal is to improve the constants involved in it.
Disclaimer: the description proposed algorithm is a rough sketch. There are a lot of stuffs needs to be added and, especially, a lot of details that needs to be cared of in order to make it work correctly. The approximated execution time will not be different from what is claimed here though.
Baseline Algorithm
The most obvious one is the textbook approach, which takes N operations, each of which involves calling the random_generator which takes R milliseconds, and accessing the bit's value of two different bits, and set new value to them in total of 4 * A milliseconds (A is time to read/write one bit). Suppose that the array lookup operations takes C milliseconds. So the total time of this algorithm is N * (R + 4 * A + 2 * C) milliseconds (approximately). It is also reasonable to assume that the random number generation takes more time, i.e. R >> A == C.
Proposed Algorithm
Suppose the bits are stored in a byte storage, i.e. we will work with blocks of bytes.
unsigned char bit_field[field_size = N / 8];
First, let's count the number of 1 bits in our bitset. For that, we can use a lookup-table and iterate through the bitset as byte array:
# Generate lookup-table, you may modify it with `constexpr`
# to make it run in compile time.
int bitcount_lookup[256];
for (int = 0; i < 256; ++i) {
bitcount_lookup[i] = 0;
for (int b = 0; b < 8; ++b)
bitcount_lookup[i] += (i >> b) & 1;
}
We can treat this as preprocessing overhead (as it may as well be calculated at compile-time) and say that it takes 0 milliseconds. Now, counting number of 1 bits is easy (the following will take (N / 8) * C milliseconds):
int bitcount = 0;
for (auto *it = bit_field; it != bit_field + field_size; ++it)
bitcount += bitcount_lookup[*it];
Now, we randomly generate N / 8 numbers (let's call the resulting array gencnt[N / 8]), each in the range [0..8], such that they sums up to bitcount. This is a bit tricky and kind of hard to do it uniformly (the "correct" algorithm to generate uniform distribution is quite slow comparing to the baseline algo). A quite uniform-ish but quick solution is roughly:
Fill the gencnt[N / 8] array with values v = bitcount / (N / 8).
Randomly choose N / 16 "black" cells. The rests are "white". The algorithm is similar to random permutation, but only of half of the array.
Generate N / 16 random numbers in the range [0..v]. Let's call them tmp[N / 16].
Increase "black" cells by tmp[i] values, and decrease "white" cells by tmp[i]. This will ensure that the overall sum is bitcount.
After that, we will have a uniform-ish random-ish array gencnt[N / 8], the value of which are the number of 1 bytes in a particular "cell". It was all generated in:
(N / 8) * C + (N / 16) * (4 * C) + (N / 16) * (R + 2 * C)
^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^
filling step random coloring filling
milliseconds (this estimation is done with a concrete implementation in my mind). Lastly, we can have a lookup table of the bytes with specified number of bits set to 1 (can be compiled overhead, or even in compile-time as constexpr, so let's assume that this takes 0 milliseconds):
std::vector<std::vector<unsigned char>> random_lookup(8);
for (int c = 0; c < 8; c++)
random_lookup[c] = { /* numbers with `c` bits set to `1` */ };
Then, we can fill our bit_field as follows (which takes roughly (N / 8) * (R + 3 * C) milliseconds):
for (int i = 0; i < field_size; i++) {
bit_field[i] = random_lookup[gencnt[i]][rand() % gencnt[i].size()];
Summing everything up, we have the total execution time:
T = (N / 8) * C +
(N / 8) * C + (N / 16) * (4 * C) + (N / 16) * (R + 2 * C) +
(N / 8) * (R + 3 * C)
= N * (C + (3/16) * R) < N * (R + 4 * A + 2 * C)
^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^
proposed algorithm naive baseline algo
Although it's not truly uniformly random, but it does spread the bits out quite evenly and randomly, and it's quite fast and hopefully gets the job done in your use-case.
Observing that actual shuffling bits, which involves swapping via Fisher-Yates, is not required for producing the exact equivalent, a random distribution of the bits.
#include <iostream>
#include <vector>
#include <random>
// shuffle a vector of bools. This requires only counting the number of trues in the vector
// followed by clearing the vector and inserting bool trues to produce an equivalent to
// a bit shuffle. This is cache line friendly and doesn't require swapping.
std::vector<bool> DistributeBitsRandomly(std::vector<bool> bvector)
{
std::random_device rd;
static std::mt19937 gen(rd()); //mersenne_twister_engine seeded with rd()
// count the number of set bits and clear bvector
int set_bits_count = 0;
for (int i=0; i < bvector.size(); i++)
if (bvector[i])
{
set_bits_count++;
bvector[i] = 0;
}
// set a bit if a random value in range bvector.size()-bit_loc-1 is
// less than the number of bits remaining to be placed. This produces exactly the same
// distribution as a random shuffle but only does an insertion of a 1 bit rather than
// a swap. It requires counting the number of 1 bits. There are efficient ways
// of doing this. See https://stackoverflow.com/questions/109023/how-to-count-the-number-of-set-bits-in-a-32-bit-integer
for (int bit_loc = 0; set_bits_count; bit_loc++)
{
std::uniform_int_distribution<int> dis(0, bvector.size()-bit_loc-1);
auto x = dis(gen);
if (x < set_bits_count)
{
bvector[bit_loc] = true;
set_bits_count--;
}
}
return bvector;
}
This performs the equivalent of shuffling the bools in a vector<bool> It is cache line friendly and involves no swapping. It's presented in executable, but simple algorithmic form as requested by the OP. Much can be done to optimize this such as improving the speed of bit counting and clearing the array.
This sets 4 bits out of 10, calls the "shuffle" routine 100,000 times, and prints the number of time a 1 bit occurs in each of the 10 locations. It should be around 40,000 in each position.
int main()
{
std::vector<bool> initial{ 1,1,1,1,0,0,0,0,0,0 };
std::vector<int> totals(initial.size());
for (int i = 0; i < 100000; i++)
{
auto a_distribution = DistributeBitsRandomly(initial);
for (int ii = 0; ii < totals.size(); ii++)
if (a_distribution[ii])
totals[ii]++;
}
for (auto cnt : totals)
std::cout << cnt << "\n";
}
Possible Output:
40116
39854
40045
39917
40105
40074
40214
39963
39946
39766

C++: What are some general ways to make code more efficient for use with large numbers?

Please when answering this question try to be as general as possible to help the wider community, rather than just specifically helping my issue (although helping my issue would be great too ;) )
I seem to be encountering this problem time and time again with the simple problems on Project Euler. Most commonly are the problems that require a computation of the prime numbers - these without fail always fail to terminate for numbers greater than about 60,000.
My most recent issue is with Problem 12:
The sequence of triangle numbers is generated by adding the natural numbers. So the 7th triangle number would be 1 + 2 + 3 + 4 + 5 + 6 + 7 = 28. The first ten terms would be:
1, 3, 6, 10, 15, 21, 28, 36, 45, 55, ...
Let us list the factors of the first seven triangle numbers:
1: 1
3: 1,3
6: 1,2,3,6
10: 1,2,5,10
15: 1,3,5,15
21: 1,3,7,21
28: 1,2,4,7,14,28
We can see that 28 is the first triangle number to have over five divisors.
What is the value of the first triangle number to have over five hundred divisors?
Here is my code:
#include <iostream>
#include <vector>
#include <cmath>
using namespace std;
int main() {
int numberOfDivisors = 500;
//I begin by looping from 1, with 1 being the 1st triangular number, 2 being the second, and so on.
for (long long int i = 1;; i++) {
long long int triangularNumber = (pow(i, 2) + i)/2
//Once I have the i-th triangular, I loop from 1 to itself, and add 1 to count each time I encounter a divisor, giving the total number of divisors for each triangular.
int count = 0;
for (long long int j = 1; j <= triangularNumber; j++) {
if (triangularNumber%j == 0) {
count++;
}
}
//If the number of divisors is 500, print out the triangular and break the code.
if (count == numberOfDivisors) {
cout << triangularNumber << endl;
break;
}
}
}
This code gives the correct answers for smaller numbers, and then either fails to terminate or takes an age to do so!
So firstly, what can I do with this specific problem to make my code more efficient?
Secondly, what are some general tips both for myself and other new C++ users for making code more efficient? (I.e. applying what we learn here in the future.)
Thanks!
The key problem is that your end condition is bad. You are supposed to stop when count > 500, but you look for an exact match of count == 500, therefore you are likely to blow past the correct answer without detecting it, and keep going ... maybe forever.
If you fix that, you can post it to code review. They might say something like this:
Break it down into separate functions for finding the next triangle number, and counting the factors of some number.
When you find the next triangle number, you execute pow. I perform a single addition.
For counting the number of factors in a number, a google search might help. (e.g. http://www.cut-the-knot.org/blue/NumberOfFactors.shtml ) You can build a list of prime numbers as you go, and use that to quickly find a prime factorization, from which you can compute the number of factors without actually counting them. When the numbers get big, that loop gets big.
Tldr: 76576500.
About your Euler problem, some math:
Preliminary 1:
Let's call the n-th triangle number T(n).
T(n) = 1 + 2 + 3 + ... + n = (n^2 + n)/2 (sometimes attributed to Gauss, sometimes someone else). It's not hard to figure it out:
1+2+3+4+5+6+7+8+9+10 =
(1+10) + (2+9) + (3+8) + (4+7) + (5+6) =
11 + 11 + 11 + 11 + 11 =
55 =
110 / 2 =
(10*10 + 10)/2
Because of its definition, it's trivial that T(n) + n + 1 = T(n+1), and that with a<b, T(a)<T(b) is true too.
Preliminary 2:
Let's call the divisor count D. D(1)=1, D(4)=3 (because 1 2 4).
For a n with c non-repeating prime factors (not just any divisors, but prime factors, eg. n = 42 = 2 * 3 * 7 has c = 3), D(n) is c^2: For each factor, there are two possibilites (use it or not). The 9 possibile divisors for the examples are: 1, 2, 3, 7, 6 (2*3), 14 (2*7), 21 (3*7), 42 (2*3*7).
More generally with repeating, the solution for D(n) is multiplying (Power+1) together. Example 126 = 2^1 * 3^2 * 7^1: Because it has two 3, the question is no "use 3 or not", but "use it 1 time, 2 times or not" (if one time, the "first" or "second" 3 doesn't change the result). With the powers 1 2 1, D(126) is 2*3*2=12.
Preliminary 3:
A number n and n+1 can't have any common prime factor x other than 1 (technically, 1 isn't a prime, but whatever). Because if both n/x and (n+1)/x are natural numbers, (n+1)/x - n/x has to be too, but that is 1/x.
Back to Gauss: If we know the prime factors for a certain n and n+1 (needed to calculate D(n) and D(n+1)), calculating D(T(n)) is easy. T(N) = (n^2 + n) / 2 = n * (n+1) / 2. As n and n+1 don't have common prime factors, just throwing together all factors and removing one 2 because of the "/2" is enough. Example: n is 7, factors 7 = 7^1, and n+1 = 8 = 2^3. Together it's 2^3 * 7^1, removing one 2 is 2^2 * 7^1. Powers are 2 1, D(T(7)) = 3*2 = 6. To check, T(7) = 28 = 2^2 * 7^1, the 6 possible divisors are 1 2 4 7 14 28.
What the program could do now: Loop through all n from 1 to something, always factorize n and n+1, use this to get the divisor count of the n-th triangle number, and check if it is >500.
There's just the tiny problem that there are no efficient algorithms for prime factorization. But for somewhat small numbers, todays computers are still fast enough, and keeping all found factorizations from 1 to n helps too for finding the next one (for n+1). Potential problem 2 are too large numbers for longlong, but again, this is no problem here (as can be found out with trying).
With the described process and the program below, I got
the 12375th triangle number is 76576500 and has 576 divisors
#include <iostream>
#include <vector>
#include <cstdint>
using namespace std;
const int limit = 500;
vector<uint64_t> knownPrimes; //2 3 5 7...
//eg. [14] is 1 0 0 1 ... because 14 = 2^1 * 3^0 * 5^0 * 7^1
vector<vector<uint32_t>> knownFactorizations;
void init()
{
knownPrimes.push_back(2);
knownFactorizations.push_back(vector<uint32_t>(1, 0)); //factors for 0 (dummy)
knownFactorizations.push_back(vector<uint32_t>(1, 0)); //factors for 1 (dummy)
knownFactorizations.push_back(vector<uint32_t>(1, 1)); //factors for 2
}
void addAnotherFactorization()
{
uint64_t number = knownFactorizations.size();
size_t len = knownPrimes.size();
for(size_t i = 0; i < len; i++)
{
if(!(number % knownPrimes[i]))
{
//dividing with a prime gets a already factorized number
knownFactorizations.push_back(knownFactorizations[number / knownPrimes[i]]);
knownFactorizations[number][i]++;
return;
}
}
//if this failed, number is a newly found prime
//because a) it has no known prime factors, so it must have others
//and b) if it is not a prime itself, then it's factors should've been
//found already (because they are smaller than the number itself)
knownPrimes.push_back(number);
len = knownFactorizations.size();
for(size_t s = 0; s < len; s++)
{
knownFactorizations[s].push_back(0);
}
knownFactorizations.push_back(knownFactorizations[0]);
knownFactorizations[number][knownPrimes.size() - 1]++;
}
uint64_t calculateDivisorCountOfN(uint64_t number)
{
//factors for number must be known
uint64_t res = 1;
size_t len = knownFactorizations[number].size();
for(size_t s = 0; s < len; s++)
{
if(knownFactorizations[number][s])
{
res *= (knownFactorizations[number][s] + 1);
}
}
return res;
}
uint64_t calculateDivisorCountOfTN(uint64_t number)
{
//factors for number and number+1 must be known
uint64_t res = 1;
size_t len = knownFactorizations[number].size();
vector<uint32_t> tmp(len, 0);
size_t s;
for(s = 0; s < len; s++)
{
tmp[s] = knownFactorizations[number][s]
+ knownFactorizations[number+1][s];
}
//remove /2
tmp[0]--;
for(s = 0; s < len; s++)
{
if(tmp[s])
{
res *= (tmp[s] + 1);
}
}
return res;
}
int main()
{
init();
uint64_t number = knownFactorizations.size() - 2;
uint64_t DTn = 0;
while(DTn <= limit)
{
number++;
addAnotherFactorization();
DTn = calculateDivisorCountOfTN(number);
}
uint64_t tn;
if(number % 2) tn = ((number+1)/2)*number;
else tn = (number/2)*(number+1);
cout << "the " << number << "th triangle number is "
<< tn << " and has " << DTn << " divisors" << endl;
return 0;
}
About your general question about speed:
1) Algorithms.
How to know them? For (relatively) simple problems, either reading a book/Wikipedia/etc. or figuring it out if you can. For harder stuff, learning more basic things and gaining experience is necessary before it's even possible to understand them, eg. studying CS and/or maths ... number theory helps a lot for your Euler problem. (It will help less to understand how a MP3 file is compressed ... there are many areas, it's not possible to know everything.).
2a) Automated compiler optimizations of frequently used code parts / patterns
2b) Manual timing what program parts are the slowest, and (when not replacing it with another algorithm) changing it in a way that eg. requires less data send to slow devices (HDD, hetwork...), less RAM memory access, less CPU cycles, works better together with OS scheduler and memory management strategies, uses the CPU pipeline/caches better etc.etc. ... this is both education and experience (and a big topic).
And because long variables have a limited size, sometimes it is necessary to use custom types that use eg. a byte array to store a single digit in each byte. That way, it's possible to use the whole RAM for a single number if you want to, but the downside is you/someone has to reimplement stuff like addition and so on for this kind of number storage. (Of course, libs for that exist already, without writing everything from scratch).
Btw., pow is a floating point function and may get you inaccurate results. It's not appropriate to use it in this case.

Counting numbers a AND s = a

I am writing a program to meet the following specifications:
You have a list of integers, initially the list is empty.
You have to process Q operations of three kinds:
add s: Add integer s to your list, note that an integer can exist
more than one time in the list
del s: Delete one copy of integer s from the list, it's guaranteed
that at least one copy of s will exist in the list.
cnt s: Count how many integers a are there in the list such that a
AND s = a , where AND is bitwise AND operator
Additional constraints:
1 ≤ Q ≤ 200000
0 ≤ s < 2 ^ 16
I have two approaches but both time out, as the constraints are quite large.
I used the fact that a AND s = a if and only if s has all the set bits of a, and the other bits can be arbitrarily assigned. So we can iterate over all these numbers and increase their count by one.
For example, if we have the number 10: 1010
Then the numbers 1011,1111,1110 will be such that when anded with 1010, they will give 1010. So we increase the count of 10,11,14 and 15 by 1. And for delete we delete one from their respective counts.
Is there a faster method? Should I use a different data structure?
Let's consider two ways to solve it that are two slow, and then merge them into one solution, that will be guaranteed to finish in milliseconds.
Approach 1 (slow)
Allocate an array v of size 2^16. Every time you add an element, do the following:
void add(int s) {
for (int i = 0; i < (1 << 16); ++ i) if ((s & i) == 0) {
v[s | i] ++;
}
}
(to delete do the same, but decrement instead of incrementing)
Then to answer cnt s you just need to return the value of v[s]. To see why, note that v[s] is incremented exactly once for every number a that is added such that a & s == a (I will leave it is an exercise to figure out why this is the case).
Approach 2 (slow)
Allocate an array v of size 2^16. When you add an element s, just increment v[s]. To query the count, do the following:
int cnt(int s) {
int ret = 0;
for (int i = 0; i < (1 << 16); ++ i) if ((s | i) == s) {
ret += v[s & ~i];
}
return ret;
}
(x & ~y is a number that has all the bits that are set in x that are not set in y)
This is a more straightforward approach, and is very similar to what you do, but is written in a slightly different fashion. You will see why I wrote it this way when we combine the two approaches.
Both these approaches are too slow, because in which of them one operation is constant, and one is O(s), so in the worst case, when the entire input consists of the slow operations, we spend O(Q * s), which is prohibitively slow. Now let's merge the two approaches using meet-in-the-middle to get a faster solution.
Fast approach
We will merge the two approaches in the following way: add will work similarly to the first approach, but instead of considering every number a such that a & s == a, we will only consider numbers, that differ from s only in the lowest 8 bits:
void add(int s) {
for (int i = 0; i < (1 << 8); ++ i) if ((i & s) == 0) {
v[s | i] ++;
}
}
For delete do the same, but instead of incrementing elements, decrement them.
For counts we will do something similar to the second approach, but we will account for the fact that each v[a] is already accumulated for all combinations of the lowest 8 bits, so we only need to iterate over all the combinations of the higher 8 bits:
int cnt(int s) {
int ret = 0;
for (int i = 0; i < (1 << 8); ++ i) if ((s | (i << 8)) == s) {
ret += v[s & ~(i << 8)];
}
return ret;
}
Now both add and cnt work in O(sqrt(s)), so the entire approach is O(Q * sqrt(s)), which for your constraints should be milliseconds.
Pay extra attention to overflows -- you didn't provide the upper bound on s, if it is too high, you might want to replace ints with long longs.
One of the ways to solve it is to break list of queries in blocks of about sqrt(S) queries each. This is a standard approach, usually called sqrt-decomposition.
You have to store separately:
Array A[v]: how much times s is present.
Array R[v]: sum of A[i] for all i supersets of v (i.e. result of cnt(v)).
List W of all changes (add, del operations) within current block of queries.
Note: arrays A and R are valid only for all the changes from the fully processed block of queries. All the changes that happened within the currently processed block of queries are stored in W and are not yet applied to A and R.
Now we process queries block by block, for each block of queries we do:
For each query within block:
add(v): store increment for v into W list.
del(v): store decrement for v into W list.
cnt(v): return R[v] + X(W), where X(W) is total changed calculated by trivial processing of all the changes in the list W.
Apply all the changes from W to array A, clear list W.
Recalculate completely array R from array A.
Note that add and del take O(1) time, and cnt takes O(|W|) = O(sqrt(S)) time. So step 1 takes O(Q sqrt(S)) time in total.
Step 2 takes O(|W|) time, which totals in O(Q) time overall.
The most important part is step 3. We need to implement it in O(S). Given that there are Q / sqrt(S) blocks, this would total in O(Q sqrt(S)) time as wanted.
Unfortunately, recalculating array S can be done in only O(S log S) time. That would mean O(Q sqrt(S) log (S)) time. If we choose block size O(sqrt(S log S)), then overall time is O(Q sqrt(S log S)). No perfect, but interesting nonetheless =)
Given the data structure that you described in one of the comments, you could try the following algorithm (I am giving it in pseudo-code):
count-how-many-integers(integer s) {
sum = 0
for i starting from s and increasing by 1 until s*2 {
if (i AND s) == i {
sum = sum + a[i]
}
}
return sum
}
More sophisticated optimizations should be possible in the inner loop to reduce the number of times the test is performed.