private void UpdateMxSmall(long x1, long x2, int[] r)
        {
            for (var l = 0; l < r.Length; l++)
            {
                var i     = r[l];
                var x     = niSmall[i];
                var sqrt  = IntegerMath.FloorSquareRoot(x);
                var xover = Math.Min(sqrt * C3 / C4, x);
                xover = x / (x / xover);
                var s = (long)0;

                var jmin = UpToOdd(Math.Max(imax / i + 1, x / (x2 + 1) + 1));
                var jmax = DownToOdd(Math.Min(xover, x / x1));
                //s += JSumSmall1(x, jmin, ref jmax, x1);
                s += JSumSmall2(x, jmin, jmax, x1);

                var kmin = Math.Max(1, x1);
                var kmax = Math.Min(x / xover - 1, x2);
                s += KSumSmall1Mu(x, kmin, ref kmax, x1);
                //s += KSumSmall1M(x, kmin, ref kmax, x1);
                s += KSumSmall2(x, kmin, kmax, x1);

                mx[i] -= s;
            }
        }
        private void UpdateValue(long x1, long x2, long imin, long increment)
        {
            var s1 = (long)0;

            for (var i = imin; i <= imax; i += increment)
            {
                var mui = mu[i];
                if (mui == 0)
                {
                    continue;
                }

                var x     = n / i;
                var sqrt  = IntegerMath.FloorSquareRoot(x);
                var xover = Math.Min(sqrt * 7 / 5, x); // 7/5 ~= sqrt(2)
                xover = x / (x / xover);
                var s2 = (long)0;

                var jmin = UpToOdd(Math.Max(imax / i + 1, x / (x2 + 1) + 1));
                var jmax = DownToOdd(Math.Min(xover, x / x1));
                s2 += JSum1(x, jmin, ref jmax, x1);
                s2 += JSum2(x, jmin, jmax, x1);

                var kmin = Math.Max(1, x1);
                var kmax = Math.Min(x / xover - 1, x2);
                s2 += KSum1(x, kmin, ref kmax, x1);
                s2 += KSum2(x, kmin, kmax, x1);

                s1 += mui * s2;
            }
            Interlocked.Add(ref sum, s1);
        }
예제 #3
0
        public long Evaluate(long n)
        {
            if (n <= 0)
            {
                return(0);
            }
            if (n > nmax)
            {
                throw new ArgumentException("n");
            }
            sqrt = IntegerMath.FloorSquareRoot(n);
            var imax = Math.Max(1, n / u);
            var mx   = new long[imax + 1];

            ProcessBatch(mx, n, imax, mlo, 1, ulo);
            if (ulo < u)
            {
                var mhi = new int[maximumBatchSize];
                var m0  = mlo[ulo - 1];
                for (var x = ulo + 1; x <= u; x += maximumBatchSize)
                {
                    var xstart = x;
                    var xend   = Math.Min(xstart + maximumBatchSize - 1, u);
                    m0 = mobius.GetSums(xstart, xend + 1, mhi, m0);
                    ProcessBatch(mx, n, imax, mhi, xstart, xend);
                }
            }
            return(ComputeMx(mx, imax));
        }
예제 #4
0
 private void UpdateMx(long[] m, long x1, long x2)
 {
     // Add the contributions to each mx from all the small m values.
     for (var i = 1; i <= imax; i++)
     {
         var x    = xi[i];
         var sqrt = IntegerMath.FloorSquareRoot(x);
         var jmin = UpToOdd(Math.Max(3, x / (x2 + 1) + 1));
         var jmax = DownToOdd(Math.Min(sqrt, x / x1));
         var kmin = Math.Max(1, x1);
         var kmax = Math.Min(x2, x / sqrt - 1);
         var s    = (long)0;
         s += JSum(x, jmin, ref jmax, m, x1);
         for (var j = jmin; j <= jmax; j += 2)
         {
             s += m[x / j - x1];
         }
         s += KSum(x, kmin, ref kmax, m, x1);
         var current = T1Odd(x / kmin);
         for (var k = kmin; k <= kmax; k++)
         {
             var next = T1Odd(x / (k + 1));
             s      += (current - next) * m[k - x1];
             current = next;
         }
         Interlocked.Add(ref mx[i], -s);
     }
 }
        private int F2Small(UInt128 n, long x1, long x2)
        {
            var xmin = UpToOdd(Math.Max(1, x1));
            var xmax = DownToOdd(Math.Min((long)IntegerMath.FloorSquareRoot(n), x2));
            var s    = 0;
            var x    = xmax;
            var xx   = (ulong)x * (ulong)x;
            var dx   = 4 * (ulong)x - 4;

            while (x >= xmin)
            {
                Debug.Assert(xx == (ulong)x * (ulong)x);
                var mu = values[(x - x1) >> 1];
                if (mu > 0)
                {
                    s += T2Isolated(n / xx);
                }
                else if (mu < 0)
                {
                    s -= T2Isolated(n / xx);
                }
                xx -= dx;
                dx -= 8;
                x  -= 2;
            }
            return(s & 3);
        }
        public Integer Evaluate(Integer n)
        {
            var xmax = IntegerMath.FloorSquareRoot(n);
            var s    = Evaluate(n, 1, (long)xmax);

            return(2 * s - xmax * xmax);
        }
        private int F2SmallParallel(long x1, long x2)
        {
            var xmin = UpToOdd(Math.Max(1, x1));
            var xmax = DownToOdd(Math.Min((long)IntegerMath.FloorSquareRoot(n), x2));

            if (threads <= 1)
            {
                return(F2SmallParallel(0, xmin, xmax, x1, 2));
            }

            var xsmall = DownToOdd(Math.Max(xmin, Math.Min(smallCutoff, xmax)));
            var s      = 0;

            for (var x = xmin; x < xsmall; x += 2)
            {
                s += IntegerMath.Mobius(x) * T2Parallel(n / ((UInt128)x * (UInt128)x));
            }
            var tasks     = new Task <int> [threads];
            var increment = 2 * threads;

            for (var thread = 0; thread < threads; thread++)
            {
                var worker = thread;
                var offset = 2 * thread;
                tasks[thread] = Task.Factory.StartNew(() => F2SmallParallel(worker, xsmall + offset, xmax, x1, increment));
            }
            Task.WaitAll(tasks);
            s += tasks.Select(task => task.Result).Sum();
            return(s & 3);
        }
        public BigInteger Evaluate(BigInteger n)
        {
            this.n = n;
            sum    = 0;
            modsum = 0;
            var xmax = (long)IntegerMath.FloorSquareRoot(n);

            if (threads <= 1)
            {
                Evaluate(1, xmax);
            }
            else
            {
                EvaluateParallel(1, xmax);
            }
            if (odd)
            {
                var xmax2 = (xmax + 1) / 2;
                if (mod2)
                {
                    return((2 * (int)(modsum & 1) - (int)(xmax2 & 1)) & 3);
                }
                return(2 * (BigInteger)sum - (BigInteger)xmax2 * xmax2);
            }
            return(2 * (BigInteger)sum - (BigInteger)xmax * xmax);
        }
예제 #9
0
        public int TauSumInnerParallel(UInt128 y, out ulong sqrt)
        {
            sqrt = (ulong)IntegerMath.FloorSquareRoot((BigInteger)y);
            var sum = 0;

            // Create consumers.
            var queue     = new BlockingCollection <WorkItem>();
            var consumers = Math.Max(1, threads);
            var tasks     = new Task[consumers];

            for (var consumer = 0; consumer < consumers; consumer++)
            {
                var thread = consumer;
                tasks[consumer] = Task.Factory.StartNew(() => ConsumeTauInnerSumItems(thread, queue, y, ref sum));
            }

            // Produce work items.
            var slowLimit = (ulong)Math.Pow(sqrt, 0.8);

            TauSumInnerParallel(queue, 1, slowLimit);
            TauSumInnerParallel(queue, slowLimit, sqrt + 1);

            // Wait for completion.
            queue.CompleteAdding();
            Task.WaitAll(tasks);
            return(sum & 1);
        }
        private void UpdateMx(long x1, long x2, long offset, long increment)
        {
            // Add the contributions to each mx from all the small m values.
            for (var i = offset; i <= imax; i += increment)
            {
                var x    = xi[i];
                var sqrt = IntegerMath.FloorSquareRoot(x);
                var s    = (long)0;

                var jmin = UpToOdd(Math.Max(3, x / (x2 + 2) + 1));
                var jmax = DownToOdd(Math.Min(sqrt, x / x1));
                s += JSum(x, jmin, ref jmax, x1);
                for (var j = jmin; j <= jmax; j += 2)
                {
                    s += m[(x / j - x1) >> 1];
                }

                var kmin = Math.Max(1, x1);
                var kmax = Math.Min(x / sqrt - 1, x2 + 1);
                s += KSum(x, kmin, ref kmax, x1);
                var current = T1Odd(x / kmin);
                for (var k = kmin; k <= kmax; k++)
                {
                    var next = T1Odd(x / (k + 1));
                    s      += (current - next) * m[(k - x1) >> 1];
                    current = next;
                }

                mx[i] -= s;
            }
        }
        private void UpdateMx(long x1, long x2, int[] r)
        {
#if TIMER
            var timer = new ThreadStopwatch();
            timer.Restart();
#endif
            for (var l = 0; l < r.Length; l++)
            {
                var i     = r[l];
                var x     = n / i;
                var sqrt  = IntegerMath.FloorSquareRoot(x);
                var xover = Math.Min(sqrt * C3 / C4, x);
                xover = x / (x / xover);
                var s = (long)0;

                var jmin = UpToOdd(Math.Max(imax / i + 1, x / (x2 + 1) + 1));
                var jmax = DownToOdd(Math.Min(xover, x / x1));
                //s += JSum1(x, jmin, ref jmax, x1);
                s += JSum2(x, jmin, jmax, x1);

                var kmin = Math.Max(1, x1);
                var kmax = Math.Min(x / xover - 1, x2);
                s += KSum1(x, kmin, ref kmax, x1);
                s += KSum2(x, kmin, kmax, x1);

                mx[i] -= s;
            }
#if TIMER
            Console.WriteLine("x1 = {0:F3}, length = {1:F3}, elapsed = {2:F3} msec",
                              (double)x1, (double)(x2 - x1 + 1), (double)timer.ElapsedTicks / ThreadStopwatch.Frequency * 1000);
#endif
        }
예제 #12
0
        private void UpdateMx(long[] mx, long n, int[] m, long x1, long x2, long imin, long imax, long increment)
        {
            for (var i = imin; i <= imax; i += increment)
            {
                if (values[i - 1] == 0)
                {
                    continue;
                }

                var x    = n / i;
                var sqrt = IntegerMath.FloorSquareRoot(x);
                var s    = (long)0;

                var jmin = UpToOdd(Math.Max(imax / i + 1, x / (x2 + 1) + 1));
                var jmax = DownToOdd(Math.Min(sqrt, x / x1));
                s += JSum1(x, jmin, ref jmax, m, x1);
                s += JSum2(x, jmin, jmax, m, x1);

                var kmin = Math.Max(1, x1);
                var kmax = Math.Min(x / sqrt - 1, x2);
                s += KSum1(x, kmin, ref kmax, m, x1);
                s += KSum2(x, kmin, kmax, m, x1);

                mx[i] -= s;
            }
        }
        public ulong Evaluate(ulong n)
        {
            var xmax  = IntegerMath.FloorSquareRoot(n);
            var s     = Evaluate(n, 1, xmax);
            var xmax2 = T1(xmax);

            return(2 * s - (ulong)xmax2 * (ulong)xmax2);
        }
예제 #14
0
        private int SumTwoToTheOmega(BigInteger x)
        {
            // sum(2^w(d), d=[1,x]) mod 4 = sum(mu(d)TauSum(x/d^2), d=[1,floor(sqrt(x))]) mod 4
            var limit = IntegerMath.FloorSquareRoot(x);

            if (limit <= ulong.MaxValue)
            {
                return(SumTwoToTheOmega((UInt128)x, (ulong)limit));
            }
            throw new NotImplementedException();
        }
예제 #15
0
        private BigInteger T3Worker(BigInteger n, BigInteger root3, int worker, int workers)
        {
            var s = (BigInteger)0;

            for (var z = (BigInteger)1 + 2 * worker; z <= root3; z += 2 * workers)
            {
                var nz     = n / z;
                var sqrtnz = IntegerMath.FloorSquareRoot(nz);
                var t      = hyperbolicSum[worker].Evaluate(nz, (long)z + 2, (long)sqrtnz);
                s += 2 * t - IntegerMath.Power(T1(sqrtnz), 2) + T1(nz / z);
            }
            return(s);
        }
예제 #16
0
        public MertensRangeInverted(MobiusRange mobius, long nmax)
        {
            this.mobius = mobius;
            this.nmax   = nmax;
            threads     = mobius.Threads;

            sum2 = 0;
            var sqrt = IntegerMath.FloorSquareRoot(nmax);

            u      = Math.Max((long)IntegerMath.FloorPower((BigInteger)nmax, 2, 3) * C1 / C2, sqrt + 1);
            ulo    = Math.Max(Math.Min(u, maximumBatchSize), minimumLowSize);
            mlo    = new int[ulo];
            values = new sbyte[ulo];
            mobius.GetValuesAndSums(1, ulo + 1, values, mlo, 0);
        }
        public BigInteger T3Slow(BigInteger n)
        {
            //Console.WriteLine("T3({0})", n);
            var sum   = (BigInteger)0;
            var root3 = IntegerMath.FloorRoot(n, 3);

            if (threads == 0)
            {
                for (var z = (BigInteger)1; z <= root3; z++)
                {
                    var nz     = n / z;
                    var sqrtnz = IntegerMath.FloorSquareRoot(nz);
                    var t      = hyperbolicSum[0].Evaluate(nz, (long)z + 1, (long)sqrtnz);
                    sum += 2 * t - sqrtnz * sqrtnz + nz / z;
                }
            }
            else
            {
                var tasks = new Task[threads];
                for (var i = 0; i < threads; i++)
                {
                    var thread = i;
                    tasks[i] = new Task(() =>
                    {
                        var s = (BigInteger)0;
                        for (var z = (BigInteger)1 + thread; z <= root3; z += threads)
                        {
                            var nz     = n / z;
                            var sqrtnz = IntegerMath.FloorSquareRoot(nz);
                            var t      = hyperbolicSum[thread].Evaluate(nz, (long)z + 1, (long)sqrtnz);
                            s         += 2 * t - sqrtnz * sqrtnz + nz / z;
                        }
                        lock (this)
                        {
                            sum += s;
                        }
                    });
                    tasks[i].Start();
                }
                Task.WaitAll(tasks);
            }
            sum = 3 * sum + root3 * root3 * root3;
            return(sum);
        }
예제 #18
0
        private void UpdateMxSmall(long[] mx, long n, int[] m, long x1, long x2, long imax, long min, long increment)
        {
            var kmin = Math.Max(1, x1) + min;
            var kmax = Math.Min(sqrt, x2);
            var s1   = (long)0;

            for (var k = kmin; k <= kmax; k += increment)
            {
                var ilast = IntegerMath.Min(imax, n / (k * k));
                var nk1   = n / k;
                var nk2   = n / (k + 1);
                while (ilast > 0 && nk2 / ilast < IntegerMath.FloorSquareRoot(n / ilast))
                {
                    --ilast;
                }
                ilast = DownToOdd(ilast);
                var s2 = (long)0;
                s2 += ISum1(nk1, nk2, 1, ref ilast);
                s2 += ISum2(nk1, nk2, 1, ilast);
                s1 += m[k - x1] * s2;
            }
            Interlocked.Add(ref sum2, s1);
        }
예제 #19
0
 private BigInteger YTan(BigInteger a)
 {
     return(T1(IntegerMath.FloorSquareRoot(n / a)));
 }
        public int Evaluate(UInt128 n)
        {
            this.n = n;
            var sum = 0;

            sqrtn = (long)IntegerMath.FloorSquareRoot(n);
            kmax  = (int)IntegerMath.FloorLog(n, 2);
            imax  = (long)IntegerMath.FloorPower(n, 1, 5) * C1 / C2;
            xmax  = DownToOdd(imax != 0 ? Xi(imax) : sqrtn);
            xmed  = DownToOdd(Math.Min((long)(IntegerMath.FloorPower(n, 2, 7) * C3 / C4), xmax));
            var dmax = (long)IntegerMath.Min(n / IntegerMath.Square((UInt128)xmed) + 1, n);

            mobius   = new MobiusOddRangeAdditive((xmax + 2) | 1, threads);
            divisors = new DivisorOddRangeAdditive((dmax + 2) | 1, threads);
            xi       = new long[imax + 1];
            mx       = new long[imax + 1];

            // Initialize xi.
            for (var i = 1; i <= imax; i++)
            {
                xi[i] = Xi(i);
            }

            values = new sbyte[mobiusBatchSize >> 1];
            m      = new int[mobiusBatchSize >> 1];
            m0     = 0;
            dsums  = new ulong[divisorBatchSize >> 1];
            d1     = d2 = 1;

            // Process small x values.
            for (var x = (long)1; x <= xmed; x += mobiusBatchSize)
            {
                var xfirst = x;
                var xlast  = Math.Min(xmed, xfirst + mobiusBatchSize - 2);
                m0   = mobius.GetValuesAndSums(xfirst, xlast + 2, values, m, m0);
                sum += Pi2Small(xfirst, xlast);
                UpdateMx(xfirst, xlast);
            }

            // Process medium x values.
#if true
            for (var x = xmed + 2; x <= xmax; x += mobiusBatchSize)
            {
                var xfirst = x;
                var xlast  = Math.Min(xmax, xfirst + mobiusBatchSize - 2);
                m0   = mobius.GetValuesAndSums(xfirst, xlast + 2, values, m, m0);
                sum += Pi2Medium(xfirst, xlast);
                UpdateMx(xfirst, xlast);
            }
#else
            for (var x = xmax; x > xmed; x -= mobiusBatchSize)
            {
                var xlast  = x;
                var xfirst = Math.Max(xmed + 2, xlast - mobiusBatchSize + 2);
                m0   = mobius.GetValuesAndSums(xfirst, xlast + 2, values, m, m0);
                sum += Pi2Medium(xfirst, xlast);
                UpdateMx(xfirst, xlast);
            }
#endif

            // Process large x values.
            sum += Pi2Large();

            // Adjust for final parity of F2.
            sum -= IntegerMath.Mertens(kmax);

            // Compute final result.
            sum &= 3;
            Debug.Assert((sum & 1) == 0);
            sum >>= 1;
            return((sum + (n >= 2 ? 1 : 0)) % 2);
        }
 private long Xi(long i)
 {
     return((long)IntegerMath.FloorSquareRoot(n / (ulong)i));
 }
        private int F2Medium(UInt128 n, long x1, long x2)
        {
            var xmin      = UpToOdd(Math.Max(1, x1));
            var xmax      = DownToOdd(Math.Min((long)IntegerMath.FloorSquareRoot(n), x2));
            var s         = 0;
            var x         = xmax;
            var beta      = (long)(n / ((ulong)x + 2));
            var eps       = (long)(n % ((ulong)x + 2));
            var delta     = (long)(n / (ulong)x - (ulong)beta);
            var gamma     = (long)(2 * (UInt128)beta - (UInt128)x * (UInt128)delta);
            var alpha     = beta / (x + 2);
            var alphax    = (alpha + 1) * (x + 2);
            var lastalpha = (long)-1;
            var count     = 0;

            while (x >= xmin)
            {
                eps += gamma;
                if (eps >= x)
                {
                    ++delta;
                    gamma -= x;
                    eps   -= x;
                    if (eps >= x)
                    {
                        ++delta;
                        gamma -= x;
                        eps   -= x;
                        if (eps >= x)
                        {
                            break;
                        }
                    }
                }
                else if (eps < 0)
                {
                    --delta;
                    gamma += x;
                    eps   += x;
                }
                beta  += delta;
                gamma += delta << 2;

                alphax -= 2 * alpha + 2;
                if (alphax <= beta)
                {
                    ++alpha;
                    alphax += x;
                    if (alphax <= beta)
                    {
                        ++alpha;
                        alphax += x;
                        if (alphax <= beta)
                        {
                            break;
                        }
                    }
                }

                Debug.Assert(eps == (BigInteger)n % x);
                Debug.Assert(beta == (BigInteger)n / x);
                Debug.Assert(delta == beta - (BigInteger)n / (x + 2));
                Debug.Assert(gamma == 2 * beta - (BigInteger)(x - 2) * delta);
                Debug.Assert(alpha == n / ((BigInteger)x * x));

                var mu = values[(x - x1) >> 1];
                if (mu != 0)
                {
                    if (alpha != lastalpha)
                    {
                        count &= 3;
                        if (count != 0)
                        {
                            s    += count * T2Sequential(lastalpha);
                            count = 0;
                        }
                        lastalpha = alpha;
                    }
                    count += mu;
                }
                x -= 2;
            }
            count &= 3;
            if (count != 0)
            {
                s += count * T2Sequential(lastalpha);
            }
            var xx = (ulong)x * (ulong)x;
            var dx = 4 * (ulong)x - 4;

            while (x >= xmin)
            {
                Debug.Assert(xx == (ulong)x * (ulong)x);
                var mu = values[(x - x1) >> 1];
                if (mu > 0)
                {
                    s += T2Sequential((long)(n / xx));
                }
                else if (mu < 0)
                {
                    s -= T2Sequential((long)(n / xx));
                }
                xx -= dx;
                dx -= 8;
                x  -= 2;
            }
            return(s & 3);
        }
예제 #23
0
 public int TauSumInnerLarge(UInt128 y, out ulong sqrt)
 {
     sqrt = (ulong)IntegerMath.FloorSquareRoot((BigInteger)y);
     return(TauSumInnerWorkerLarge(y, 1, sqrt + 1));
 }
        private Integer ProcessRegion(Integer w, Integer h, Integer a1, Integer b1, Integer a2, Integer b2, Integer x0, Integer y0)
        {
            // The hyperbola is defined by H(x, y): x*y = n.
            // Line L0 has slope m0 = -a2/b2.
            // Line L1 has slope m1 = -a1/b1.
            // Both lines pass through P01 = (x0, y0).
            // The region is a parallelogram with the left side bounded L1,
            // the bottom bounded by L0, with width w (along L0) and height h
            // (along L1).  The lower-left corner is P01 (the intersection of
            // L0 and L1) and represents (u, v) = (0, 0).
            // Both w and h are counted in terms of lattice points, not length.

            // For the purposes of counting, the lattice points on lines L0 and L1
            // have already been counted.

            // Note that b2*a1 - a2*b1 = 1 because
            // m0 and m1 are Farey neighbors, e.g. 1 & 2 or 3/2 & 2 or 8/5 & 5/3

            // The equations that define (u, v) in terms of (x, y) are:
            // u = b1*(y-y0)+a1*(x-x0)
            // v = b2*(y-y0)+a2*(x-x0)

            // And therefore the equations that define (x, y) in terms of (u, v) are:
            // x = x0-b1*v+b2*u
            // y = y0+a1*v-a2*u

            // Since all parameters are integers and b2*a1 - a2*b1 = 1,
            // every lattice point in (x, y) is a lattice point in (u, v)
            // and vice-versa.

            // Geometrically, the UV coordinate system is the composition
            // of a translation and two shear mappings.  The UV-based hyperbola
            // is essentially a "mini" hyperbola that resembles the full
            // hyperbola in that:
            // - The equation is still a hyperbola (although it is now a quadratic in two variables)
            // - The endpoints of the curve are roughly tangent to the axes

            // We process the region by "lopping off" the maximal isosceles
            // right triangle in the lower-left corner and then processing
            // the two remaining "slivers" in the upper-left and lower-right,
            // which creates two smaller "micro" hyperbolas, which we then
            // process recursively.

            // When we are in the region of the original hyperbola where
            // the curvature is roughly constant, the deformed hyperbola
            // will in fact resemble a circular arc.

            // A line with -slope = 1 in UV-space has -slope = (a2+a1)/(b2+b1)
            // in XY-space.  We call this m2 and the line defining the third side
            // of the triangle as L2 contain point P2 tangent to the hyperbola.

            // This is all slightly complicated by the fact that diagonal that
            // defines the region that we "lop off" may be broken and shifted
            // up or down near the tangent point.  As a result we actually have
            // P2a and P2b and L2a and L2b.

            // We can measure work in units of X because it is the short
            // axis and it ranges from cbrt(n) to sqrt(n).  If we did one
            // unit of work for each X coordinate we would have an O(sqrt(n))
            // algorithm.  But because there is only one lattice point on a
            // line with slope m per the denominator of m in X and because
            // the denominator of m roughly doubles for each subdivision,
            // there will be less than one unit of work for each unit of X.

            // As a result, each iteration reduces the work by about
            // a factor of two resulting in 1 + 2 + 4 + ... + sqrt(r) steps
            // or O(sqrt(r)).  Since the sum of the sizes of the top-level
            // regions is O(sqrt(n)), this gives a O(n^(1/4)) algorithm for
            // nearly constant curvature.

            // However, since the hyperbola is increasingly non-circular for small
            // values of x, the subdivision is not nearly as beneficial (and
            // also not symmetric) so it is only worthwhile to use region
            // subdivision on regions where cubrt(n) < n < sqrt(n).

            // The sqrt(n) bound comes from symmetry and the Dirichlet
            // hyperbola method, which we also use.  The cubrt(n)
            // bound comes from the fact that the second deriviative H''(x)
            // exceeds one at (2n)^(1/3) ~= 1.26*cbrt(n).  Since we process
            // regions with adjacent integral slopes at the top level, by the
            // time we get to cbrt(n), the size of the region is at most
            // one, so we might as well process those values using the
            // naive approach of summing y = n/x.

            // Finally, at some point the region becomes small enough and we
            // can just count points under the hyperbola using whichever axis
            // is shorter.  This is quite a bit harder than computing y = n/x
            // because the transformations we are using result in a general
            // quadratic in two variables.  Nevertheless, with some
            // preliminary calculations, each value can be calculated with
            // a few additions, a square root and a division.

            // Sum the lattice points.
            var sum = (Integer)0;

            // Process regions on the stack.
            while (true)
            {
                // Process regions iteratively.
                while (true)
                {
                    // Nothing left process.
                    if (w <= 0 || h <= 0)
                    {
                        break;
                    }

                    // Check whether the point at (w, 1) is inside the hyperbola.
                    if ((b2 * w - b1 + x0) * (a1 - a2 * w + y0) <= n)
                    {
                        // Remove the first row.
                        sum += w;
                        x0  -= b1;
                        y0  += a1;
                        --h;
                        if (h == 0)
                        {
                            break;
                        }
                    }

                    // Check whether the point at (1, h) is inside the hyperbola.
                    if ((b2 - b1 * h + x0) * (a1 * h - a2 + y0) <= n)
                    {
                        // Remove the first column.
                        sum += h;
                        x0  += b2;
                        y0  -= a2;
                        --w;
                        if (w == 0)
                        {
                            break;
                        }
                    }

                    // Invariants for the remainder of the processing of the region:
                    // H(u,v) at v=h, 0 <= u < 1
                    // H(u,v) at u=w, 0 <= v < 1
                    // -du/dv at v=h >= 0
                    // -dv/du at u=w >= 0
                    // In other words: the hyperbola is less than one unit away
                    // from the axis at P0 and P1 and the distance from the axis
                    // to the hyperbola increases monotonically as you approach
                    // (u, v) = (0, 0).
                    Debug.Assert((b2 - b1 * h + x0) * (a1 * h - a2 + y0) > n);
                    Debug.Assert((b2 * w - b1 + x0) * (a1 - a2 * w + y0) > n);
                    Debug.Assert(b2 * a1 - a2 * b1 == 1);

                    // Find the pair of points (u2a, v2a) and (u2b, v2b) below H(u,v) where:
                    // -dv/du at u=u2a >= 1
                    // -dv/du at u=u2b <= 1
                    // u2b = u2a + 1
                    // Specifically, solve:
                    // (x0 - b1*v + b2*u)*(y0 + a1*v - a2*u) = n at dv/du = -1
                    // and solve for the line tan = u + v tangent passing through that point.
                    // Then u2a = floor(u) and u2b = u2a + 1.
                    // Finally compute v2a and v2b from u2a and u2b using the tangent line
                    // which may result in a value too small by at most one.
                    // Note that there are two solutions, one negative and one positive.
                    // We take the positive solution.

                    // We use the identities (a >= 0, b >= 0, c > 0; a, b, c elements of Z):
                    // floor(b*sqrt(a)/c) = floor(floor(sqrt(b^2*a))/c)
                    // floor(b*sqrt(a*c)/c) = floor(sqrt(b^2*a/c))
                    // to enable using integer arithmetic.

                    // Formulas:
                    // a3b3 = b3*a3, mxy1 = b1*y0+a1*x0, mxy2 = b3*y0+a3*x0
                    // u = floor((2*b1*a3+1)*sqrt(a3b3*n)/a3b3-mxy1)
                    // v = floor(-u+2*sqrt(a3b3*n)-mxy2)
                    var a3       = a1 + a2;
                    var b3       = b1 + b2;
                    var a3b3     = a3 * b3;
                    var mxy1     = a1 * x0 + b1 * y0;
                    var mxy2     = a3 * x0 + b3 * y0;
                    var sqrtcoef = 2 * b1 * a3 + 1;
                    var tan      = IntegerMath.FloorSquareRoot(2 * 2 * a3b3 * n) - mxy2;
                    var u2a      = IntegerMath.FloorSquareRoot(sqrtcoef * sqrtcoef * n / a3b3) - mxy1;
                    var v2a      = u2a != 0 ? tan - u2a : h;
                    var u2b      = u2a < w ? u2a + 1 : w;
                    var v2b      = tan - u2b;

                    // Check for under-estimate of v2a and/or v2b.
                    if (u2a != 0)
                    {
                        var v2aplus = v2a + 1;
                        if ((b2 * u2a - b1 * v2aplus + x0) * (a1 * v2aplus - a2 * u2a + y0) <= n)
                        {
                            ++v2a;
                        }
                    }
                    var v2bplus = v2b + 1;
                    if ((b2 * u2b - b1 * v2bplus + x0) * (a1 * v2bplus - a2 * u2b + y0) <= n)
                    {
                        ++v2b;
                    }

                    // Compute the V intercept of L2a and L2b.  Since the lines are diagonal the intercept
                    // is the same on both U and V axes and v12a = u02a and v12b = u02b.
                    var v12a = u2a + v2a;
                    var v12b = u2b + v2b;
                    Debug.Assert(IntegerMath.Abs(v12a - v12b) >= 0 && IntegerMath.Abs(v12a - v12b) <= 1);

                    // Count points horizontally or vertically if one axis collapses (or is below our cutoff)
                    // or if the triangle exceeds the bounds of the rectangle.
                    if (u2a <= smallRegionCutoff || v2b <= smallRegionCutoff || v12a > w || v12b > h)
                    {
                        if (h > w)
                        {
                            sum += CountPoints(true, w, a2, b2, a1, b1, x0, y0);
                        }
                        else
                        {
                            sum += CountPoints(false, h, a1, b1, a2, b2, x0, y0);
                        }
                        break;
                    }

                    // Add the triangle defined L0, L1, and smaller of L2a and L2b.
                    var v12 = IntegerMath.Min(v12a, v12b);
                    sum += v12 * (v12 - 1) / 2;

                    // Adjust for the difference (if any) between L2a and L2b.
                    if (v12a != v12b)
                    {
                        sum += v12a > v12b ? u2a : v2b;
                    }

                    // Push left region onto the stack.
                    stack.Push(new Region(u2a, h - v12a, a1, b1, a3, b3, x0 - b1 * v12a, y0 + a1 * v12a));

                    // Process right region iteratively (no change to a2 and b2).
                    w -= v12b;
                    h  = v2b;
                    a1 = a3;
                    b1 = b3;
                    x0 = x0 + b2 * v12b;
                    y0 = y0 - a2 * v12b;
                }

                // Any more regions to process?
                if (stack.Count == 0)
                {
                    break;
                }

                // Pop a region off the stack for processing.
                var region = stack.Pop();
                w  = region.w;
                h  = region.h;
                a1 = region.a1;
                b1 = region.b1;
                a2 = region.a2;
                b2 = region.b2;
                x0 = region.x0;
                y0 = region.y0;
            }

            // Return the sum of lattice points in this region.
            return(sum);
        }
        public Integer Evaluate(Integer n, BigInteger xfirst, BigInteger xlast)
        {
            this.n = n;

            // Count lattice points under the hyperbola x*y = n.
            var sum = (Integer)0;

            // Compute the range of values over which we will apply the
            // geometric algorithm.
            xmax = (Integer)xlast;
            xmin = IntegerMath.Max(xfirst, IntegerMath.Min(IntegerMath.FloorRoot(n, 3) * minimumMultiplier, xmax));

            // Calculate the line tangent to the hyperbola at the x = sqrt(n).
            var m0 = (Integer)1;
            var x0 = xmax;
            var y0 = n / x0;
            var r0 = y0 + m0 * x0;

            Debug.Assert(r0 - m0 * x0 == y0);

            // Add the bottom rectangle.
            var width = x0 - xfirst;

            sum += (width + 1) * y0;

            // Add the isosceles right triangle corresponding to the initial
            // line L0 with -slope = 1.
            sum += width * (width + 1) / 2;

            // Process regions between tangent lines with integral slopes 1 & 2,
            // 2 & 3, etc. until we reach xmin.  This provides a first
            // approximation to the hyperbola and accounts for the majority
            // of the lattice points between xmin and max.  The remainder of
            // the points are computed by processing the regions bounded
            // by the two tangent lines and the hyperbola itself.
            while (true)
            {
                // Find the largest point (x1a, y1a) where -H'(X) >= the new slope.
                var m1  = m0 + 1;
                var x1a = IntegerMath.FloorSquareRoot(n / m1);
                var y1a = n / x1a;
                var r1a = y1a + m1 * x1a;
                var x1b = x1a + 1;
                var y1b = n / x1b;
                var r1b = y1b + m1 * x1b;
                Debug.Assert(r1a - m1 * x1a == y1a);
                Debug.Assert(r1b - m1 * x1b == y1b);

                // Handle left-overs.
                if (x1a < xmin)
                {
                    // Remove all the points we added between xfirst and x0.
                    var rest = x0 - xfirst;
                    sum -= (r0 - m0 * x0) * rest + m0 * rest * (rest + 1) / 2;
                    xmin = x0;
                    break;
                }

                // Invariants:
                // The value before x1a along L1a is on or below the hyperbola.
                // The value after x1b along L2b is on or below the hyperbola.
                // The new slope is one greater than the old slope.
                Debug.Assert((x1a - 1) * (r1a - m1 * (x1a - 1)) <= n);
                Debug.Assert((x1b + 1) * (r1b - m1 * (x1b + 1)) <= n);
                Debug.Assert(m1 - m0 == 1);

                // Add the triangular wedge above the previous slope and below the new one
                // and bounded on the left by xfirst.
                var x0a = r1a - r0;
                width = x0a - xfirst;
                sum  += width * (width + 1) / 2;

                // Account for a drop or rise from L1a to L1b.
                if (r1a != r1b && x1a < x0a)
                {
                    // Remove the old triangle and add the new triangle.
                    // The formula is (ow+dr)*(ow+dr+1)/2 - ow*(ow+1)/2.
                    var ow = x1a - x0a;
                    var dr = r1a - r1b;
                    sum += dr * (2 * ow + dr + 1) / 2;
                }

                // Determine intersection of L0 and L1b.
                var x0b = r1b - r0;
                var y0b = r0 - m0 * x0b;
                Debug.Assert(r0 - m0 * x0b == r1b - m1 * x0b);

                // Calculate width and height of parallelogram counting only lattice points.
                var w = (y0 - y0b) + m1 * (x0 - x0b);
                var h = (y1b - y0b) + m0 * (x1b - x0b);

                // Process the hyperbolic region bounded by L1b and L0.
                sum += ProcessRegion(w, h, m1, 1, m0, 1, x0b, y0b);

                // Advance to the next region.
                m0 = m1;
                x0 = x1a;
                y0 = y1a;
                r0 = r1a;
            }

            // Process values from xfirst up to xmin.
            sum += manualAlgorithm.Evaluate(n, xfirst, xmin - 1);

            return(sum);
        }
예제 #26
0
        private Integer ProcessRegion(Integer w, Integer h, Integer a1, Integer b1, Integer a2, Integer b2, Integer x0, Integer y0)
        {
            // The hyperbola is defined by H(x, y): x*y = n.
            // Line L1 has -slope m1 = a1/b1.
            // Line L2 has -slope m2 = a2/b2.
            // Both lines pass through P0 = (x0, y0).
            // The region is a parallelogram with the left side bounded L1,
            // the bottom bounded by L2, with width w (along L2) and height h
            // (along L1).  The lower-left corner is P0 (the intersection of
            // L2 and L1) and represents (u, v) = (0, 0).
            // Both w and h are counted in terms of lattice points, not length.

            // For the purposes of counting, the lattice points on lines L1 and L2
            // have already been counted.

            // Note that a1*b2 - b1*a2 = 1 because
            // m2 and m1 are Farey neighbors, e.g. 1 & 2 or 3/2 & 2 or 8/5 & 5/3

            // The equations that define (u, v) in terms of (x, y) are:
            // u = b1*(y-y0)+a1*(x-x0)
            // v = b2*(y-y0)+a2*(x-x0)

            // And therefore the equations that define (x, y) in terms of (u, v) are:
            // x = x0-b1*v+b2*u
            // y = y0+a1*v-a2*u

            // Since all parameters are integers and a1*b2 - b1*a2 = 1,
            // every lattice point in (x, y) is a lattice point in (u, v)
            // and vice-versa.

            // Geometrically, the UV coordinate system is the composition
            // of a translation and two shear mappings.  The UV-based hyperbola
            // is essentially a "mini" hyperbola that resembles the full
            // hyperbola in that:
            // - The equation is still a hyperbola (although it is now a quadratic in two variables)
            // - The endpoints of the curve are roughly tangent to the axes

            // We process the region by "lopping off" the maximal isosceles
            // right triangle in the lower-left corner and then process
            // the two remaining "slivers" in the upper-left and lower-right,
            // which creates two smaller "micro" hyperbolas, which we then
            // process recursively.

            // When we are in the region of the original hyperbola where
            // the curvature is roughly constant, the deformed hyperbola
            // will in fact resemble a circular arc.

            // A line with -slope = 1 in UV-space has -slope = (a1+a2)/(b1+b2)
            // in XY-space.  We call this m3 and the line defining the third side
            // of the triangle as L3 containing point P3 tangent to the hyperbola.

            // This is all slightly complicated by the fact that diagonal that
            // defines the region that we "lop off" may be broken and shifted
            // up or down near the tangent point.  As a result we actually have
            // P3 and P4 and L3 and L4.

            // We can measure work in units of X because it is the short
            // axis and it ranges from cbrt(n) to sqrt(n).  If we did one
            // unit of work for each X coordinate we would have an O(sqrt(n))
            // algorithm.  But because there is only one lattice point on a
            // line with slope m per the denominator of m in X and because
            // the denominator of m roughly doubles for each subdivision,
            // there will be less than one unit of work for each unit of X.

            // As a result, each iteration reduces the work by about
            // a factor of two resulting in 1 + 2 + 4 + ... + sqrt(r) steps
            // or O(sqrt(r)).  Since the sum of the sizes of the top-level
            // regions is O(sqrt(n)), this gives a O(n^(1/4)) algorithm for
            // nearly constant curvature.

            // However, since the hyperbola is increasingly non-circular for small
            // values of x, the subdivision is not nearly as beneficial (and
            // also not symmetric) so it is only worthwhile to use region
            // subdivision on regions where cubrt(n) < n < sqrt(n).

            // The sqrt(n) bound comes from symmetry and the Dirichlet
            // hyperbola method (which we also use).  The cubrt(n)
            // bound comes from the fact that the second deriviative H''(x)
            // exceeds one at (2n)^(1/3) ~= 1.26*cbrt(n).  Since we process
            // regions with adjacent integral slopes at the top level, by the
            // time we get to cbrt(n), the size of the region is at most
            // one, so we might as well process those values using the
            // naive approach of summing y = n/x.

            // Finally, at some point the region becomes small enough and we
            // can just count points under the hyperbola using whichever axis
            // is shorter.  This is quite a bit harder than computing y = n/x
            // because the transformations we are using result in a general
            // quadratic in two variables.  Nevertheless, with some
            // preliminary calculations, each value can be calculated with
            // a few additions, a square root and a division.

            // Sum the lattice points.
            var sum = (Integer)0;

            // Process regions on the stack.
            while (true)
            {
                // Process regions iteratively.
                while (true)
                {
                    // Nothing left process.
                    if (w <= 0 || h <= 0)
                    {
                        break;
                    }

                    // Check whether the point at (w, 1) is inside the hyperbola.
                    if ((b2 * w - b1 + x0) * (a1 - a2 * w + y0) <= n)
                    {
                        // Remove the first row.
                        sum += w;
                        x0  -= b1;
                        y0  += a1;
                        --h;
                        if (h == 0)
                        {
                            break;
                        }
                    }

                    // Check whether the point at (1, h) is inside the hyperbola.
                    if ((b2 - b1 * h + x0) * (a1 * h - a2 + y0) <= n)
                    {
                        // Remove the first column.
                        sum += h;
                        x0  += b2;
                        y0  -= a2;
                        --w;
                        if (w == 0)
                        {
                            break;
                        }
                    }

                    // Invariants for the remainder of the processing of the region:
                    // H(u,v) at v=h, 0 <= u < 1
                    // H(u,v) at u=w, 0 <= v < 1
                    // -du/dv at v=h >= 0
                    // -dv/du at u=w >= 0
                    // In other words: the hyperbola is less than one unit away
                    // from the axis at P1 and P2 and the distance from the axis
                    // to the hyperbola increases monotonically as you approach
                    // (u, v) = (0, 0).
                    Debug.Assert((b2 - b1 * h + x0) * (a1 * h - a2 + y0) > n);
                    Debug.Assert((b2 * w - b1 + x0) * (a1 - a2 * w + y0) > n);
                    Debug.Assert(b2 * a1 - a2 * b1 == 1);

                    // Find the pair of points (u3, v3) and (u4, v4) below H(u,v) where:
                    // -dv/du at u=u3 >= 1
                    // -dv/du at u=u4 <= 1
                    // u4 = u3 + 1
                    // Specifically, solve:
                    // (a1*(v+c2)-a2*(u+c1))*(b2*(u+c1)-b1*(v+c2)) = n at dv/du = -1
                    // Then u3 = floor(u) and u4 = u3 + 1.
                    // Note that there are two solutions, one negative and one positive.
                    // We take the positive solution.

                    // We use the identity (a >= 0, b >= 0; a, b, elements of Z):
                    // floor(b*sqrt(a/c)) = floor(sqrt(floor(b^2*a/c)))
                    // to enable using integer arithmetic.

                    // Formula:
                    // u = (a1*b2+a2*b1+2*a1*b1)*sqrt(n/(a3*b3))-c1
                    var c1       = a1 * x0 + b1 * y0;
                    var c2       = a2 * x0 + b2 * y0;
                    var a3       = a1 + a2;
                    var b3       = b1 + b2;
                    var coef     = a1 * b2 + b1 * a2;
                    var denom    = 2 * a1 * b1;
                    var sqrtcoef = coef + denom;
                    var u3       = IntegerMath.FloorSquareRoot(sqrtcoef * sqrtcoef * n / (a3 * b3)) - c1;
                    var u4       = u3 + 1;

                    // Finally compute v3 and v4 from u3 and u4 by solving
                    // the hyperbola for v.
                    // Note that there are two solutions, both positive.
                    // We take the smaller solution (nearest the u axis).

                    // Formulas:
                    // v = ((a1*b2+a2*b1)*(u+c1)-sqrt((u+c1)^2-4*a1*b1*n))/(2*a1*b1)-c2
                    // u = ((a1*b2+a2*b1)*(v+c2)-sqrt((v+c2)^2-4*a2*b2*n))/(2*a2*b2)-c1
                    var uc1 = u3 + c1;
                    var a   = uc1 * uc1 - 2 * denom * n;
                    var b   = uc1 * coef;
                    var v3  = u3 != 0 ? (b - IntegerMath.CeilingSquareRoot(a)) / denom - c2 : h;
                    var v4  = (b + coef - IntegerMath.CeilingSquareRoot(a + 2 * uc1 + 1)) / denom - c2;
                    Debug.Assert(u3 < w);

                    // Compute the V intercept of L3 and L4.  Since the lines are diagonal the intercept
                    // is the same on both U and V axes and v13 = u03 and v14 = u04.
                    var r3 = u3 + v3;
                    var r4 = u4 + v4;
                    Debug.Assert(IntegerMath.Abs(r3 - r4) <= 1);

                    // Count points horizontally or vertically if one axis collapses (or is below our cutoff)
                    // or if the triangle exceeds the bounds of the rectangle.
                    if (u3 <= smallRegionCutoff || v4 <= smallRegionCutoff || r3 > h || r4 > w)
                    {
                        if (h > w)
                        {
                            sum += CountPoints(w, c1, c2, coef, denom);
                        }
                        else
                        {
                            sum += CountPoints(h, c2, c1, coef, 2 * a2 * b2);
                        }
                        break;
                    }

                    // Add the triangle defined L1, L2, and smaller of L3 and L4.
                    var size = IntegerMath.Min(r3, r4);
                    sum += size * (size - 1) / 2;

                    // Adjust for the difference (if any) between L3 and L4.
                    if (r3 != r4)
                    {
                        sum += r3 > r4 ? u3 : v4;
                    }

                    // Push left region onto the stack.
                    stack.Push(new Region(u3, h - r3, a1, b1, a3, b3, x0 - b1 * r3, y0 + a1 * r3));

                    // Process right region iteratively (no change to a2 and b2).
                    w -= r4;
                    h  = v4;
                    a1 = a3;
                    b1 = b3;
                    x0 = x0 + b2 * r4;
                    y0 = y0 - a2 * r4;
                }

                // Any more regions to process?
                if (stack.Count == 0)
                {
                    break;
                }

                // Pop a region off the stack for processing.
                var region = stack.Pop();
                w  = region.w;
                h  = region.h;
                a1 = region.a1;
                b1 = region.b1;
                a2 = region.a2;
                b2 = region.b2;
                x0 = region.x0;
                y0 = region.y0;
            }

            // Return the sum of lattice points in this region.
            return(sum);
        }
 private ulong YTan(ulong a)
 {
     return(T1(IntegerMath.FloorSquareRoot((n / a))));
 }
예제 #28
0
        public Integer Evaluate(Integer n)
        {
            this.n = n;

            // Count lattice points under the hyperbola x*y = n.
            var sum = (Integer)0;

            // Compute the range of values over which we will apply the
            // geometric algorithm.
            xmax = IntegerMath.FloorRoot(n, 2);
            xmin = IntegerMath.Min(IntegerMath.FloorRoot(n, 3) * minimumMultiplier, xmax);

            // Calculate the line tangent to the hyperbola at the x = sqrt(n).
            var m2    = (Integer)1;
            var x2    = xmax;
            var y2    = n / x2;
            var r2    = y2 + m2 * x2;
            var width = x2 - xmin;

            Debug.Assert(r2 - m2 * x2 == y2);

            // Add the bottom rectangle.
            sum += (width + 1) * y2;

            // Add the isosceles right triangle corresponding to the initial
            // line L2 with -slope = 1.
            sum += width * (width + 1) / 2;

            // Process regions between tangent lines with integral slopes 1 & 2,
            // 2 & 3, etc. until we reach xmin.  This provides a first
            // approximation to the hyperbola and accounts for the majority
            // of the lattice points between xmin and max.  The remainder of
            // the points are computed by processing the regions bounded
            // by the two tangent lines and the hyperbola itself.
            while (true)
            {
                // Find the pair of points (x3, y3) and (x1, y1) where:
                // -H'(x3) >= the new slope
                // -H'(x1) <= the new slope
                // x1 = x3 + 1
                var m1 = m2 + 1;
                var x3 = IntegerMath.FloorSquareRoot(n / m1);
                var y3 = n / x3;
                var r3 = y3 + m1 * x3;
                var x1 = x3 + 1;
                var y1 = n / x1;
                var r1 = y1 + m1 * x1;
                Debug.Assert(r3 - m1 * x3 == y3);
                Debug.Assert(r1 - m1 * x1 == y1);

                // Handle left-overs.
                if (x3 < xmin)
                {
                    // Process the last few values above xmin as the number of
                    // points above the last L2.
                    for (var x = xmin; x < x2; x++)
                    {
                        sum += n / x - (r2 - m2 * x);
                    }
                    break;
                }

                // Invariants:
                // The value before x3 along L3 is on or below the hyperbola.
                // The value after x1 along L1 is on or below the hyperbola.
                // The new slope is one greater than the old slope.
                Debug.Assert((x3 - 1) * (r3 - m1 * (x3 - 1)) <= n);
                Debug.Assert((x1 + 1) * (r1 - m1 * (x1 + 1)) <= n);
                Debug.Assert(m1 - m2 == 1);

                // Add the triangular wedge above the previous slope and below the new one
                // and bounded on the left by xmin.
                var x0 = r3 - r2;
                width = x0 - xmin;
                sum  += width * (width + 1) / 2;

                // Account for a drop or rise from L3 to L1.
                if (r3 != r1 && x3 < x0)
                {
                    // Remove the old triangle and add the new triangle.
                    // The formula is (ow+dr)*(ow+dr+1)/2 - ow*(ow+1)/2.
                    var ow = x3 - x0;
                    var dr = r3 - r1;
                    sum += dr * (2 * ow + dr + 1) / 2;
                }

                // Determine intersection of L2 and L1.
                x0 = r1 - r2;
                var y0 = r2 - m2 * x0;
                Debug.Assert(r2 - m2 * x0 == r1 - m1 * x0);

                // Calculate width and height of parallelogram counting only lattice points.
                var w = (y2 - y0) + m1 * (x2 - x0);
                var h = (y1 - y0) + m2 * (x1 - x0);

                // Process the hyperbolic region bounded by L1 and L2.
                sum += ProcessRegion(w, h, m1, 1, m2, 1, x0, y0);

                // Advance to the next region.
                m2 = m1;
                x2 = x3;
                y2 = y3;
                r2 = r3;
            }

            // Process values one up to xmin.
            for (var x = (Integer)1; x < xmin; x++)
            {
                sum += n / x;
            }

            // Account for sqrt(n) < x <= n using the Dirichlet hyperbola method.
            sum = 2 * sum - xmax * xmax;

            return(sum);
        }
예제 #29
0
 public BigInteger UTan(BigInteger ab1, BigInteger abba, BigInteger ab2, BigInteger a3b3, BigInteger c1)
 {
     return((ab1 + IntegerMath.FloorSquareRoot(IntegerMath.Square(abba + ab2) * n / a3b3) - (c1 << 1)) / 2);
 }