efficient and readable way to isolate group of bits - bit-manipulation

Given offset OFF and length LEN, isolate a group of bits and shift it to the right. (Usage: int holding several smaller-range integers with given offsets and lengths). For example using offset 4 and length 4,
a = 110101011000
----^^^^---- this is the group
000000000101
^^^^ isolated and right-shifted here
I currently use
(a>>OFF)&((1<<(LEN+1))-1)
giving for the example above
a 110101011000
a>>OFF 000011010101
1<<(LEN+1) 000000010000
1<<(LEN+1)-1 000000001111
(a>>OFF)&((1<<(LEN+1))-1) 000000000101
Is there a more readable/efficient way?

There isn't a single correct answer in this case. What you did is fine - it's correct, and with some documentation it's also pretty clear.
If you want different ways, you can: try shifting a left and then right again (assuming a is unsigned - otherwise cast it first); or you can first create a mask (in your case: 000011110000), bitwise-and, and only then shift. However, these won't necessarily be prettier than what you already have.

110101011000
Shift left
010110000000
Shift right
000000000101
This is more readable..!

Related

Storing multiple int values into one variable - C++

I am doing an algorithmic contest, and I'm trying to optimize my code. Maybe what I want to do is stupid and impossible but I was wondering.
I have these requirements:
An inventory which can contains 4 distinct types of item. This inventory can't contain more than 10 items (all type included). Example of valid inventory: 1 / 1 / 1 / 0. Example of invalid inventories: 11 / 0 / 0 / 0 or 5 / 5 / 5 / 0
I have some recipe which consumes or adds items into my inventory. The recipe can't add or consume more than 10 items since the inventory can't have more than 10 items. Example of valid recipe: -1 / -2 / 3 /
0. Example of invalid recipe: -6 / -6 / +12 / 0
For now, I store the inventory and the recipe into 4 integers. Then I am able to perform some operations like:
ApplyRecepe: Inventory(1/1/1/0).Apply(Recepe(-1/1/0/0)) = Inventory(0/2/1/0)
CanAfford: Iventory(1/1/0/0).CanAfford(Recepe(-2/1/0/0)) = False
I would like to know if it is possible (and if yes, how) to store the 4 values of an inventory/recipe into one single integer and to performs previous operations on it that would be faster than comparing / adding the 4 integers as I'm doing now.
I thought of something like having the inventory like that:
int32: XXXX (number of items of the first type) - YYYY (number of items of the second type) - ZZZ (number of items of the third type) - WWW (number of item of the fourth type)
But I have two problems with that:
I don't know how to handle the possible negative values
It seems to me much slower than just adding the 4 integers since I have to bit shift the inventory and the recipe to get the value I want and then proceed with the addition.
Storing multiple int values into one variable
Here are two alternatives:
An array. The advantage of this is that you may iterate over the elements:
int variable[] {
1,
1,
1,
0,
};
Or a class. The advantage of this is the ability to name the members:
struct {
int X;
int Y;
int Z;
int W;
} variable {
1,
1,
1,
0,
};
Then I am able to perform some operations like:
Those look like SIMD vector operations (Single Instruction Multiple Data). The array is the way to go in this case. Since the number of operands appears to be constant and small in your description, an efficient way to perform them are vector operations on the CPU 1.
There is no standard way to use SIMD operations directly in C++. To give the compiler optimal opportunity to use them, these steps need to be followed:
Make sure that the CPU you use supports the operations that you need. AVX-2 instruction set and its expansions have wide support for integer vector operations.
Make sure that you tell the compiler that the program should be optimised for that architecture.
Make sure to tell the compiler to perform vectorisation optimisations.
Make sure that the integers are sufficiently aligned as required by the operations. This can be achieved with alignas.
Make sure that the number of integers is known at compile time.
If the prospect of relying on the optimiser worries you, then you may instead prefer to use vector extensions that may be provided by your compiler. The use of language extensions would come at the cost of portability to other compilers naturally. Here is an example with GCC:
constexpr int count = 4;
using v4si = int __attribute__ ((vector_size (sizeof(int) * count)));
#include <iostream>
int main()
{
v4si inventory { 1, 1, 1, 0};
v4si recepe {-1, 1, 0, 0};
v4si applied = inventory + recepe;
for (int i = 0; i < count; i++) {
std::cout << applied[i] << ", ";
}
}
1 If the number of operands were large, then specialised vector processor such as a GPU could be faster.
Especially if you're learning, it's not a bad opportunity to try implementing your own helper class for vectorization, and consequently deepen your understanding about data in C++, even if your use case might not warrant the technique.
The insight you want to exploit is that arithmetic operations seem invariant to bitshifts, if one considers the pesky carry-bit and effects of signage (e.g. two's complement). But precisely because of these latter factors, it's much better to use some standardized underlying type like an int8_t[], as #Botje suggests.
To begin, implement the following functions. (My C++ is rusty, consider this pseudocode.)
int8_t* add(int8_t[], int8_t[], size_t);
int8_t* multiply(int8_t[], int8_t[], size_t);
int8_t* zeroes(size_t); // additive identity
int8_t* ones(size_t); // multiplicative identity
Also considering:
How would you like to handle overflows and underflows? Let them be and ask the developer to be cautious? Or throw exceptions?
Maybe you'd like to pin down the size of the array and avoid having to deal with a dynamic size_t?
Maybe you'd like to go as far as overloading operators?
The end result of an exercise like this, but generalized and polished, is something like Armadillo. But you'll understand it on a whole different level by doing the exercise yourself first. Also, if all this makes sense so far, you can now take a look at How to vectorize my loop with g++?—even the compiler can vectorize for you in certain cases.
Bitpacking as #Botje mentions is another step beyond this. You won't even have the safety and convenience of an integer type like int8_t or int4_t. Which additionally means the code you write might stop being platform-independent. I recommend at least finishing the vectorization exercise before delving into this.
This will be something of a non-answer, just intended to show what you're up against if you do bitpacking.
Suppose, for simplicity's sake, that recipes can only remove from inventory, and only contain positive values (you could represent negative numbers using two's complement, but it would take more bits, and add much complexity to working with the bit-packed numbers).
You then have 11 possible values for an item, so you need 4 bits for each item. Four items can then be represented in one uint16.
So, say you have an inventory with 10,4,6,9 items; this would be uint16_t inv = 0b1010'0100'0110'1001.
Then, a recipe with 2,2,2,2 items or uint16_t rec = 0b0010'0010'0010'0010.
inv - rec would give 0b1000'0010'0100'0111 for 8,2,4,7 items.
So far, so good. No need here to shift and mask to get at the individual values before doing the calculation. Yay.
Now, a recipe with 6,6,6,6 items which would be 0b0110'0110'0110'0110, giving inv - rec = 0b0011'1110'0000'0011 for 3,14,0,3 items.
Oops.
The arithmetic will work, but only if you check beforehand that the individual 4-bit results don't go out of bounds; in this example this would mean that you know beforehand that there are enough items in the inventory to fill a recipe.
You could get at, say, the third item in the inventory by doing: (inv >> 4) & 0b1111 or (inv << 8) >> 12 for doing your checks.
For testing, you would then get expressions like:
if ((inv >> 4) & 0b1111 >= (rec >> 4) & 0b1111)
or, comparing the 4 bits "in place":
if (inv & 0b0000000011110000 >= rec & 0b0000000011110000)
for each 4-bit part.
All these things are doable, but do you want to? It probably won't be faster than what is suggested in the other answers after the compiler has done its job, and it certainly won't be more readable.
It becomes even more horrible when you allow negative numbers (two's complement or otherwise) in recipes, especially if you want to bit-shift them.
So, bitpacking is nice for storage, and in some rare cases you can even do math without unpacking the bits, but I wouldn't try to go there (unless you are very performance and memory constrained).
Having said that, it could be fun to try to get it to work; there's always that.

Is `reinterpret_cast<char*>(reinterpret_cast<uintptr_t>(&ch) + 1) == &ch +1` guaranteed?

I'm writing alignment-dependent code, and quite surprised that there's no standard function testing if a given pointer is aligned properly.
It seems that most code on the internet use (long)ptr or reinterpret_cast<uintptr_t>(ptr) to test the alignment and I also used them, but I wonder if using the casted pointer to integral type is standard-conformant.
Is there any system that fires the assertion here?
char ch[2];
assert(reinterpret_cast<char*>(reinterpret_cast<uintptr_t>(&ch[0]) + 1)
== &ch[1]);
To answer the question in the title: No.
Counter example: On the old Pr1me mini-computer, a normal pointer was two 16-bit words. First word was 12-bit segment number, 2 ring bits, and a flag bit (can't remember the 16th bit). Second word was a 16-bit word offset within a segment. A char* (and hence void*) needed a third word. If the flag bit was set, the third word was either 0 or 8 (being the bit offset within the addressed word). A uintptr_t for such a machine would need to be uint48_t or uint64_t. Either way, adding 1 to such an integer would not advance to the next character in memory.
A capability addressed machine is also likely to have pointers which are much larger than the address space, and there is no particular reason why the least significant part of the corresponding integer should be part of the "address" rather than part of the extra info.
In practise of course, nobody is writing C++ for a Pr1me, and capability addressed machines seem not to have appeared either. It will work on all real systems - but the standard doesn't guarantee it.

Explain Bit Test macro in C++

I'm trying to figure out how does this code work, but I can't manage to get a single answer.
#define testbit(x, y) ( ( ((const char*) & (x))[(y)>>3] & 0x80 >> ((y)&0x07)) >> (7-((y)&0x07) ) )
I'm new at pointers, so if you can figure out a way to explain this in simplified english, I would really appreciate it.
It belongs to a segment of code for an X-Plane Plug-in found at https://code.google.com/p/xplugins/source/browse/trunk/Xsaitekpanels/SwitchPanel.cpp?r=38 line=19
The macro tests the value of the y-th bit in x. You can't directly address bits, so the code starts by treating x as an array of bytes (the const char* cast).
It then looks up the byte where the bit lives. There are 8 bits in a byte, so it divides by 8. Chasing performance, instead of simply dividing by 8, the code uses the binary trick of shifting right 3 places. In general, for unsigned x and y, x >> y = x/2^y, and x << y = x*2^y.
At this point you need to test the bit within the byte, so you get the remainder of y/8. Yet another bit trick, using y & 7 instead of the clearer y % 8.
With this information you can make a mask, a single on bit, 0x80 and shift it into position to test the y%8-th bit. The mask is ANDed against the byte and a non-zero result here means the bit was set to 1, otherwise 0.
Completing #RhythmicFistman's answer
#RhythmicFistman's answer is missing one small part to it and that is the last step in the shifts.
The >> (7-((y)&0x07) step ensures that you only ever get a result of 1 or 0. With this code it is safe to do comparisons like:
if (testbit(varible, 6) == 1) {
// do something
}
Where without that step testbit would return a bit mask in which the 6th bit would be set to 1 or 0 and all the other bits are always set to 0. That is the intent but it is not implemented in what is considered a portable way, see Warning 3 below.
Possible issues with using this code
Now to add something to the other answers. The other answers have not pointed out some keywords that should be mentioned here and they are strict aliasing and shift arithmetic right. My elaboration will come in the form of warnings below.
Warning 1: Endianness
This code assumes that you are using a big endian architecture or only wish to get the correct bit from an array of chars.
The reason is that if you convert an int into an array of chars (bytes) you will get different results on a big endian machine vs a little endian machine.
Warning 2: Strict Aliasing
The macro makes use of a cast (const char*) &(x) which is designed to change the type, a.k.a. alias, of (x) so that it is easier to get to the correct bits.
This is dangerous and the reason why is explained beautifully in this SO answer. The short version is that if you compile this code with optimisations strange things can happen.
The wikipedia pages on Aliasing and Pointer Aliasing are also useful and should be read.
Warning 3: Shift Arithmetic Right
In addition to this there could be a potential issue with the way this code uses the right shift operator >>. This operator has two different behaviors depending on whether the variable it is operating on is signed or unsigned. So long as you never use negative numbers you will be safe but this code will not protect you against that mistake. I suspect though, that you're less likely to make such a mistake anyway so it should be ok to use it.
Also worth mentioning, you are using signed char and are shifting it right. Though this works I would prefer unsigned char which would improve portability because it will not risk generating an arithmetic shift right when char and int are the same width (which is almost never the case in practice, granted). This works because char is promoted to int for the shift, see this SO answer for an explanation.
What you see is a macro, that make the following job :
(In order)
Make a bit shift to y (value : 3)
That take the address of x and pick the character in position y (into the string x)
Make a binary operation between the selected char and 0x80
Make a bit shift to the previous result (value: result of binary operation between y and 0x7)
Make a bit shift ti the previous result (value: 7 - (result of binary operation between y and 0x7))
Well, this is help you? I don't think so!
Because this macro is clairly unproper, and kind of tricky.
Bit mask, Binary operation, Binary shift...
If you can explain more precisly what you want to understand in this, maybe i can be helpfull.

C++: I need some guidance in how to create dynamic sized bitmaps

I'm trying to create a simple DBMS and although I've read a lot about it and have already designed the system, I have some issues about the implementation.
I need to know what's the best method in C++ to use a series of bits whose length will be dynamic. This series of bits will be saved in order to figure out which pages in the files are free and not free. For a single file the number of pages used will be fixed, so I can probably use a bitset for that. However the number of records per page AND file will not be fixed. So I don't think bitset would be the best way to do this.
I thought maybe to just use a sequence of characters, since each character is 1 byte = 8 bits maybe if I use an array of them I would be able to create the bit map that I want.
I never had to manipulate bits at such a low level, so I don't really know if there is some other better method to do this, or even if this method would work at all.
thanks in advance
If you are just wanting the basics on the bit twiddling, the following is one way of doing it using an array of characters.
Assume you have an array for the bits (the length needs to be (totalitems / 8 )):
unsigned char *bits; // this of course needs to be allocated somewhere
You can compute the index into the array and the specific bit within that position as follows:
// compute array position
int pos = item / 8; // 8 bits per byte
// compute the bit within the byte. Could use "item & 7" for the same
// result, however modern compilers will typically already make
// that optimization.
int bit = item % 8;
And then you can check if a bit is set with the following (assumes zero-based indexing):
if ( bits[pos] & ( 1 << bit ))
return 1; // it is set
else
return 0; // it is not set
The following will set a specific bit:
bits[pos] |= ( 1 << bit );
And the following can be used to clear a specific bit:
bits[pos] &= ~( 1 << bit );
I would implement a wrapper class and simply store your bitmap in a linked list of chunks where each chunk would hold a fixed size array (I would use a stdint type like uint32_t to ensure a given number of bits) then you simply add links to your list to expand. I'll leave contracting as an exercise to the reader.

Mutually exclusive contiguous ranges from multiple bitfields

(This is not a CS class homework, even if it looks like one)
I'm using bitfields to represent ranges between 0 and 22. As an input, I have several different ranges, for example (order doesn't matter). I used . for 0 and X for 1 for better readability.
.....XXXXX..............
..XXXX..................
.....XXXXXXXXXXXXXXX....
........XXXXXXX.........
XXXXXXXXXXXXXXXXXXXXXXXX
The number of bitfield ranges is typically below 10, but can potentially become as high as 100. From that input, I want to calculate the mutually exclusive, contiguous ranges, like this:
XX......................
..XXX...................
.....X..................
......XX................
........XX..............
..........XXXXX.........
...............XXXXX....
....................XXXX
(again, the output order doesn't matter, they just need to be mutually exclusive and contiguous, i.e. they can't have holes in them. .....XXX.......XXXXX.... must be split up in two individual ranges).
I tried a couple of algorithms, but all of them ended up being rather complex and unelegant. What would help me immensely is a way to detect that .....XXX.......XXXXX.... has a hole and a way to determine the index of one of the bits in the hole.
Edit: The bitfield range represent zoomlevels on a map. They are intended to be used for outputting XML stylesheets for Mapnik (the tile rendering system that is, among others, used by OpenStreetMap).
I'm assuming the solution you're mentioning in the comment is something like this:
Start at the left or right (so index = 0), and scan which bits are set (upto 100 operations). Name that set x. Also set a variable block=0.
At index=1, repeat and store to set y. If x XOR y = 0, both are identical sets, so move on to index=2. If it x XOR y = z != 0, then range [block, index) is contiguous. Now set x = y, block = index, and continue.
If you have 100 bit-arrays of length 22 each, this takes something on the order of 2200 operations.
This is an optimum solution because the operation cannot be reduced further -- at each stage, your range is broken if another set doesn't match your set, so to check if the range is broken you must check all 100 bits.
I'll take a shot at your sub-problem, at least..
What would help me immensely is a way to detect that
.....XXX.......XXXXX.... has a hole and a way to determine the index
of one of the bits in the hole.
Finding the lowest and highest set ("1") bits in a bitmask is a pretty
solved problem; See, for example, ffs(3) in glibc, or see
e.g. http://en.wikipedia.org/wiki/Bit_array#Find_first_one
Given the first and last indexes of a bitmap, call them i, and j,
you can compute the bitmap that has all bits betweem i and j set
using M = ((1 << i) - 1) & (~((1 << j) - 1)) (apologies for any
off-by-one-errors).
You can then test if the original bitmap has a hole by comparing it to
M. If it doesn't match, you can take the input xor M to find the
holes and repeat.