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Vir Campestris <vir.campestris@invalid.invalid> writes:One C++ bit I did use was to template all my classes with the storetype, so I could run with 8, 32 or 64 bits. 64 was fastest. I didn't bother with 16. The store access is of course behind the hood a cache line.
On 22/05/2024 03:06, Tim Rentsch wrote:A few miscellaneous responses...
>Vir Campestris <vir.campestris@invalid.invalid> writes:>
>I've been playing with this. Has it really been this long? I>
ought to have more time than this... [...]
>
I missed Tim's Mod 30 trick, and that might well help. But I
think I'm bored with this. It would save a lot of memory, but
the extra computation might make it slower.
Two comments. Using the mod 30 encoding can be speed competitive
with simpler encodings. The second comment is, it isn't just
that less memory is used, but that more primes can be found.
Bonita brags about how fast some code is, but it's an apples
and oranges comparison - that code doesn't do the job because
it runs into a memory limit way sooner than using a mod 30
encoding, and trying to run past that limit would make the
code R E A L L Y S L O W.
>Maybe I'll try one day ;)>
I hope you do. If you have some difficulty seeing how to
avoid the seeming speed penalties, feel free to ask, I am
happy to help.
I think I've come to the end of what my code will do. [...]
Firstly the C++ bit:I simply used a static array, more accurately a union of
>
std::vector<bool> is much too slow to be any use.
[various alternatives]
two arrays (code here is approximate only):
#define LARGEST_N 2400000000000 // primes less than 2.4e12
union {
unsigned char bytes[ LARGEST_N / 30 ];
unsigned long long ulls[ LARGEST_N / 30 / 8 ];
} all;
That's the end of the on-topic part.Like I keep saying, keeping the bits in a mod 30 representation
>
I don't store even numbers. That's an optimisation, and is of course
equivalent to Tim's Mod 30 trick, but with mod 2 instead. And it
doesn't require an divide which may be slow.
doesn't need any divides (at least not in the main loop, where
multiples are being computed).
When I mask out just 3 I get a pattern like this:In a mod 30 representation, the multiples of 7 repeat after 7
>
2492492492492490
>
There is a single nybble at the end of that which is zero, but the
rest is a 3-nybble repeat. [similarly for 3 and 5, etc...]
bytes. If we replicate those 7 bytes 8 times, we get 7 unsigned
long longs. Those 7 ULLs can be combined with logic operations into
the all.ulls[] array. Similarly for 11, 13, etc, for as high as is
reasonable (I think I topped out at 29).
However I can build a mask from the ones for 3 and 5, which has aI thought about doing something along these lines but decided it
repeat of 15 (3*5)
6692cd259a4b3490,
96692cd259a4b349,496692cd259a4b34,3496692cd259a4b3,b3496692cd259a4b,
4b3496692cd259a4,a4b3496692cd259a,9a4b3496692cd259,59a4b3496692cd25,
259a4b3496692cd2,d259a4b3496692cd,cd259a4b3496692c,2cd259a4b3496692,
92cd259a4b349669,692cd259a4b34966,6692cd259a4b3496
>
and copy that.
>
In fact I can do that with any number of single prime masks I want.
[...]
was too much work. So I just did the blocks of 7*8 bytes, 11*8
bytes, 13*8 bytes, etc, up to some fairly small prime, then
switched to an alternate method where individual bytes are
addressed and modified.
Note that although this has been quite a fun thing to play with it'sRight. I used straight C, and I don't see any part of the
had almost no C++ content. In fact I found that to get best
performance I had to drop down to C type code.
program that would benefit from having C++.
I kept a class toI used static allocation for the big bitmap, and small local
manage my buffers though, it's much easier to drop an object that
manages a malloc-ed buffer than to remember exactly when I need to
call free. Correctness trumps speed.
arrays (less than 50 * 8 bytes) for the small temporaries.
No malloc()s or free()s to worry about. Initialized to zero
without any code needed.
Now Mod 30 - by storing the odd numbers only I'm halving the storage,By special casing each of the possibilities (there are 8*8 == 64 of
and I don't need to do an expensive divide. It's only shifts and ANDs.
>
If I use mod 30 (30 = 2*3*5) conveniently there are 8 candidate
numbers I need to store a mask for.
them), only multiplies and adds are needed, and no shifts -- masks
are evaluated to compile-time constants.
Sadly my computer likes 64 bitOnce the primes get above a fairly small number, the density of
operations better. But the required storage is now only 27% of the
original mask if all numbers are put in it.
places to zap is low enough so that working in bytes is okay.
In particular once we are looking at primes above 240 there is
less than one bit per 64 bit ULL, which makes using bytes
rather than ULLs less painful
I'm missing something.I can carry on with this, but the storage doesn't have any more niceYeah. It's a happy coincidence that mod 30 needs 8 bits
sizes. [...]
per block-of-30, and unfortunately no other nice size in
sight for larger prime-set mods.
Maybe I'll play with it. But the rain stopped, and I must get onNow you have something to look forward to the next time
with the weeding!
it rains. :)
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