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1 files changed, 12 insertions, 5 deletions
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@@ -1,9 +1,15 @@
1In progress: go back to nissy-style BFS for eosep data computation
2 - (done) compute selfsim and cocsep representatives
3 - implement set_eo_fast for invcoord_h48 (with tests for set_eo_fast)
4 also: implement other set_stuff methods for fast cube representation
5 - in gendata_esep, compute representatives for esep inverse coordinate
6 - change to BFS
7
1TODO pruning tables: 8TODO pruning tables:
2 - go back to nissy-style BFS for both cocsep and eoesep
3 - compute selfsim and keep list of representatives
4 - four different ruotines for k=4,2,1 for eoesep 9 - four different ruotines for k=4,2,1 for eoesep
5 - try: do not compute CO, but use its binary representation 10 - try: do not compute CO, but use its binary representation
6 (x8 memory for cocsep) 11 (x8 memory for cocsep)
12 (isn't this already done?)
7 13
8 numbers so far (eoesep h=0, k=0): 14 numbers so far (eoesep h=0, k=0):
9 0 1 15 0 1
@@ -64,12 +70,13 @@ switch. Here NISS may be useful.
64 70
65## Optimizations 71## Optimizations
66 72
73* Moves: don't do full compose for U*, D*, *2 (I removed this because I
74 was using shuffle intructions wrong, should re-do it)
75* transform edges only for h48 coord calculation
76* ptable: since it is fully symmetric, do only U or U2 at depth 1
67* use threads: how to detect at runtime? what is sane number to default to? 77* use threads: how to detect at runtime? what is sane number to default to?
68 pthreads or threads.h? 78 pthreads or threads.h?
69* multisolve with adaptive threading 79* multisolve with adaptive threading
70* transform edges only for h48 coord calculation
71* Moves: don't do full compose for U*, D*, *2 (I removed this because I
72 was using shuffle intructions wrong, should re-do it)
73* Trans: don't do full compose, for some trans composing perm is enough. 80* Trans: don't do full compose, for some trans composing perm is enough.
74 Split out sumco() as a separate function and refactor, optimize. 81 Split out sumco() as a separate function and refactor, optimize.
75* Use multi-move (up to 4/5 moves at once) 82* Use multi-move (up to 4/5 moves at once)

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