/**CFile****************************************************************

  FileName    [giaSim.c]

  SystemName  [ABC: Logic synthesis and verification system.]

  PackageName [Scalable AIG package.]

  Synopsis    [Fast sequential simulator.]

  Author      [Alan Mishchenko]
  
  Affiliation [UC Berkeley]

  Date        [Ver. 1.0. Started - June 20, 2005.]

  Revision    [$Id: giaSim.c,v 1.00 2005/06/20 00:00:00 alanmi Exp $]

***********************************************************************/

#include "gia.h"
#include "misc/util/utilTruth.h"
#include "misc/extra/extra.h"
//#include <immintrin.h>
#include "aig/miniaig/miniaig.h"

ABC_NAMESPACE_IMPL_START


////////////////////////////////////////////////////////////////////////
///                        DECLARATIONS                              ///
////////////////////////////////////////////////////////////////////////


typedef struct Gia_SimRsbMan_t_ Gia_SimRsbMan_t;
struct Gia_SimRsbMan_t_
{
    Gia_Man_t *    pGia;
    Vec_Int_t *    vTfo;
    Vec_Int_t *    vCands;
    Vec_Int_t *    vFanins;
    Vec_Int_t *    vFanins2;
    Vec_Wrd_t *    vSimsObj;
    Vec_Wrd_t *    vSimsObj2;
    int            nWords;
    word *         pFunc[3];
};


typedef struct Gia_SimAbsMan_t_ Gia_SimAbsMan_t;
struct Gia_SimAbsMan_t_
{
    // problem formulation
    Gia_Man_t *    pGia;       // AIG manager
    word *         pSet[2];    // offset/onset truth tables
    int            nCands;     // candidate count
    int            nWords;     // word count
    Vec_Wrd_t *    vSims;      // candidate simulation info
    Vec_Int_t *    vResub;     // the result
    int            fVerbose;   // verbose
    // intermediate result
    Vec_Int_t *    vValues;       // function values in each pattern
    Vec_Int_t *    vPatPairs;     // used minterms
    int            nWordsTable;   // words of table data
    word *         pTableTemp;    // temporary table pattern
    Vec_Wrd_t *    vCoverTable;   // columns = minterms; rows = classes
    Vec_Int_t *    vTtMints;      // truth table minterms
};

////////////////////////////////////////////////////////////////////////
///                     FUNCTION DEFINITIONS                         ///
////////////////////////////////////////////////////////////////////////

/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimPatAssignInputs( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSimsIn )
{
    int i, Id;
    assert( Vec_WrdSize(vSims)   == nWords * Gia_ManObjNum(p) );
    assert( Vec_WrdSize(vSimsIn) == nWords * Gia_ManCiNum(p) );
    Gia_ManForEachCiId( p, Id, i )
        memcpy( Vec_WrdEntryP(vSims, Id*nWords), Vec_WrdEntryP(vSimsIn, i*nWords), sizeof(word)*nWords );
}
static inline void Gia_ManSimPatSimAnd( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
    word pComps[2] = { 0, ~(word)0 };
    word Diff0 = pComps[Gia_ObjFaninC0(pObj)];
    word Diff1 = pComps[Gia_ObjFaninC1(pObj)];
    word * pSims  = Vec_WrdArray(vSims);
    word * pSims0 = pSims + nWords*Gia_ObjFaninId0(pObj, i);
    word * pSims1 = pSims + nWords*Gia_ObjFaninId1(pObj, i);
    word * pSims2 = pSims + nWords*i; int w;
    if ( Gia_ObjIsXor(pObj) )
        for ( w = 0; w < nWords; w++ )
            pSims2[w] = (pSims0[w] ^ Diff0) ^ (pSims1[w] ^ Diff1);
    else
        for ( w = 0; w < nWords; w++ )
            pSims2[w] = (pSims0[w] ^ Diff0) & (pSims1[w] ^ Diff1);
}
static inline void Gia_ManSimPatSimPo( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
    word pComps[2] = { 0, ~(word)0 };
    word Diff0     = pComps[Gia_ObjFaninC0(pObj)];
    word * pSims   = Vec_WrdArray(vSims);
    word * pSims0  = pSims + nWords*Gia_ObjFaninId0(pObj, i);
    word * pSims2  = pSims + nWords*i; int w;
    for ( w = 0; w < nWords; w++ )
        pSims2[w]  = (pSims0[w] ^ Diff0);
}
static inline void Gia_ManSimPatSimNot( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
    word * pSims   = Vec_WrdArray(vSims) + nWords*i; int w;
    for ( w = 0; w < nWords; w++ )
        pSims[w]   = ~pSims[w];
}
Vec_Wrd_t * Gia_ManSimPatSim( Gia_Man_t * pGia )
{
    Gia_Obj_t * pObj;
    int i, nWords = Vec_WrdSize(pGia->vSimsPi) / Gia_ManCiNum(pGia);
    Vec_Wrd_t * vSims = Vec_WrdStart( Gia_ManObjNum(pGia) * nWords );
    assert( Vec_WrdSize(pGia->vSimsPi) % Gia_ManCiNum(pGia) == 0 );
    Gia_ManSimPatAssignInputs( pGia, nWords, vSims, pGia->vSimsPi );
    Gia_ManForEachAnd( pGia, pObj, i ) 
        Gia_ManSimPatSimAnd( pGia, i, pObj, nWords, vSims );
    Gia_ManForEachCo( pGia, pObj, i )
        Gia_ManSimPatSimPo( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
    return vSims;
}
Vec_Wrd_t * Gia_ManSimPatSimOut( Gia_Man_t * pGia, Vec_Wrd_t * vSimsPi, int fOuts )
{
    Gia_Obj_t * pObj;
    int i, nWords = Vec_WrdSize(vSimsPi) / Gia_ManCiNum(pGia);
    Vec_Wrd_t * vSimsCo = fOuts ? Vec_WrdStart( Gia_ManCoNum(pGia) * nWords ) : NULL;
    Vec_Wrd_t * vSims = Vec_WrdStart( Gia_ManObjNum(pGia) * nWords );
    assert( Vec_WrdSize(vSimsPi) % Gia_ManCiNum(pGia) == 0 );
    Gia_ManSimPatAssignInputs( pGia, nWords, vSims, vSimsPi );
    Gia_ManForEachAnd( pGia, pObj, i ) 
        Gia_ManSimPatSimAnd( pGia, i, pObj, nWords, vSims );
    Gia_ManForEachCo( pGia, pObj, i )
        Gia_ManSimPatSimPo( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
    if ( !fOuts )
        return vSims;
    Gia_ManForEachCo( pGia, pObj, i )
        memcpy( Vec_WrdEntryP(vSimsCo, i*nWords), Vec_WrdEntryP(vSims, Gia_ObjId(pGia, pObj)*nWords), sizeof(word)*nWords );
    Vec_WrdFree( vSims );
    return vSimsCo;
}
static inline void Gia_ManSimPatSimAnd3( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSimsC )
{
    word pComps[2] = { ~(word)0, 0 };
    word Diff0 = pComps[Gia_ObjFaninC0(pObj)];
    word Diff1 = pComps[Gia_ObjFaninC1(pObj)];
    word * pSims0 = Vec_WrdArray(vSims) + nWords*Gia_ObjFaninId0(pObj, i);
    word * pSims1 = Vec_WrdArray(vSims) + nWords*Gia_ObjFaninId1(pObj, i);
    word * pSims2 = Vec_WrdArray(vSims) + nWords*i; 
    word * pSimsC0 = Vec_WrdArray(vSimsC) + nWords*Gia_ObjFaninId0(pObj, i);
    word * pSimsC1 = Vec_WrdArray(vSimsC) + nWords*Gia_ObjFaninId1(pObj, i);
    word * pSimsC2 = Vec_WrdArray(vSimsC) + nWords*i; int w;
    if ( Gia_ObjIsXor(pObj) )
        for ( w = 0; w < nWords; w++ )
        {
            pSimsC0[w] |= pSimsC2[w];
            pSimsC1[w] |= pSimsC2[w];
        }
    else
        for ( w = 0; w < nWords; w++ )
        {
            pSimsC0[w] |= (pSims2[w] | (pSims0[w] ^ Diff0)) & pSimsC2[w];
            pSimsC1[w] |= (pSims2[w] | (pSims1[w] ^ Diff1)) & pSimsC2[w];
        }
}
Vec_Wrd_t * Gia_ManSimPatSimIn( Gia_Man_t * pGia, Vec_Wrd_t * vSims, int fIns, Vec_Int_t * vAnds )
{
    Gia_Obj_t * pObj;
    int i, Id, nWords = Vec_WrdSize(vSims) / Gia_ManObjNum(pGia);
    Vec_Wrd_t * vSimsCi = fIns ? Vec_WrdStart( Gia_ManCiNum(pGia) * nWords ) : NULL;
    Vec_Wrd_t * vSimsC  = Vec_WrdStart( Vec_WrdSize(vSims) );
    assert( Vec_WrdSize(vSims) % Gia_ManObjNum(pGia) == 0 );
    if ( vAnds )
        Vec_IntForEachEntry( vAnds, Id, i )
            memset( Vec_WrdEntryP(vSimsC, Id*nWords), 0xFF, sizeof(word)*nWords );
    else
        Gia_ManForEachCoDriverId( pGia, Id, i )
            memset( Vec_WrdEntryP(vSimsC, Id*nWords), 0xFF, sizeof(word)*nWords );
    Gia_ManForEachAndReverse( pGia, pObj, i ) 
        Gia_ManSimPatSimAnd3( pGia, i, pObj, nWords, vSims, vSimsC );
    if ( !fIns )
        return vSimsC;
    Gia_ManForEachCi( pGia, pObj, i )
        memcpy( Vec_WrdEntryP(vSimsCi, i*nWords), Vec_WrdEntryP(vSimsC, Gia_ObjId(pGia, pObj)*nWords), sizeof(word)*nWords );
    Vec_WrdFree( vSimsC );
    return vSimsCi;
}
void Gia_ManSimPatSimInTest( Gia_Man_t * pGia )
{
    int nWords = 10;
    Vec_Wrd_t * vSimsCi = Vec_WrdStartRandom( Gia_ManCiNum(pGia) * nWords );
    Vec_Wrd_t * vSims   = Gia_ManSimPatSimOut( pGia, vSimsCi, 0 );
    Vec_Wrd_t * vSims2  = Gia_ManSimPatSimIn( pGia, vSims, 0, NULL );
    int nOnes  = Abc_TtCountOnesVec( Vec_WrdArray(vSims2), Vec_WrdSize(vSims2) );
    int nTotal = 64*nWords*Gia_ManCandNum(pGia);
    printf( "Ratio = %6.2f %%\n", 100.0*nOnes/nTotal );
    Vec_WrdFree( vSims );
    Vec_WrdFree( vSims2 );
    Vec_WrdFree( vSimsCi );
}
static inline void Gia_ManSimPatSimAnd4( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSimsC )
{
    word pComps[2] = { ~(word)0, 0 };
    word Diff0 = pComps[Gia_ObjFaninC0(pObj)];
    word Diff1 = pComps[Gia_ObjFaninC1(pObj)];
    word * pSims0 = Vec_WrdArray(vSims) + nWords*Gia_ObjFaninId0(pObj, i);
    word * pSims1 = Vec_WrdArray(vSims) + nWords*Gia_ObjFaninId1(pObj, i);
    word * pSimsC0 = Vec_WrdArray(vSimsC) + nWords*Gia_ObjFaninId0(pObj, i);
    word * pSimsC1 = Vec_WrdArray(vSimsC) + nWords*Gia_ObjFaninId1(pObj, i);
    word * pSimsC2 = Vec_WrdArray(vSimsC) + nWords*i; int w;
    if ( Gia_ObjIsXor(pObj) )
        for ( w = 0; w < nWords; w++ )
            pSimsC2[w] = pSimsC0[w] & pSimsC1[w];
    else
        for ( w = 0; w < nWords; w++ )
            pSimsC2[w] = (pSimsC0[w] & pSimsC1[w]) | ((pSims0[w] ^ Diff0) & pSimsC0[w]) | ((pSims1[w] ^ Diff1) & pSimsC1[w]);
}
Vec_Wrd_t * Gia_ManSimPatSimC( Gia_Man_t * pGia, Vec_Wrd_t * vSims, Vec_Wrd_t * vSimsCiC )
{
    Gia_Obj_t * pObj;
    int i, Id, nWords = Vec_WrdSize(vSims) / Gia_ManObjNum(pGia);
    Vec_Wrd_t * vSimsC = Vec_WrdStart( Vec_WrdSize(vSims) );
    assert( Vec_WrdSize(vSims) % Gia_ManObjNum(pGia) == 0 );
    memset( Vec_WrdEntryP(vSimsC, 0), 0xFF, sizeof(word)*nWords );
    Gia_ManForEachCiId( pGia, Id, i )
        memmove( Vec_WrdEntryP(vSimsC, Id*nWords), Vec_WrdEntryP(vSimsCiC, i*nWords), sizeof(word)*nWords );
    Gia_ManForEachAnd( pGia, pObj, i ) 
        Gia_ManSimPatSimAnd4( pGia, i, pObj, nWords, vSims, vSimsC );
    return vSimsC;
}
void Gia_ManSimPatSimCTest( Gia_Man_t * pGia )
{
    int nWords = 10;
    Vec_Wrd_t * vSimsCi  = Vec_WrdStartRandom( Gia_ManCiNum(pGia) * nWords );
    Vec_Wrd_t * vSims    = Gia_ManSimPatSimOut( pGia, vSimsCi, 0 );
    Vec_Wrd_t * vSims2   = Gia_ManSimPatSimIn( pGia, vSims, 0, NULL );
    Vec_Wrd_t * vSimsCi2 = Gia_ManSimPatSimIn( pGia, vSims, 1, NULL );
    Vec_Wrd_t * vSims3   = Gia_ManSimPatSimC( pGia, vSims, vSimsCi2 );
    int nOnes2 = Abc_TtCountOnesVec( Vec_WrdArray(vSims2), Vec_WrdSize(vSims2) );
    int nOnes3 = Abc_TtCountOnesVec( Vec_WrdArray(vSims3), Vec_WrdSize(vSims3) );
    int nTotal = 64*nWords*Gia_ManCandNum(pGia);
    printf( "Ratio = %6.2f %%   Ratio = %6.2f %%\n", 100.0*nOnes2/nTotal, 100.0*nOnes3/nTotal );
    Vec_WrdFree( vSims );
    Vec_WrdFree( vSims2 );
    Vec_WrdFree( vSims3 );
    Vec_WrdFree( vSimsCi );
    Vec_WrdFree( vSimsCi2 );
}
void Gia_ManSimPatResim( Gia_Man_t * pGia, Vec_Int_t * vObjs, int nWords, Vec_Wrd_t * vSims )
{
    Gia_Obj_t * pObj; int i;
    Gia_ManForEachObjVec( vObjs, pGia, pObj, i )
        if ( i == 0 )
            Gia_ManSimPatSimNot( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
        else if ( Gia_ObjIsAnd(pObj) )
            Gia_ManSimPatSimAnd( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
        else if ( !Gia_ObjIsCo(pObj) ) assert(0);
}
void Gia_ManSimPatWrite( char * pFileName, Vec_Wrd_t * vSimsIn, int nWords )
{
    Vec_WrdDumpHex( pFileName, vSimsIn, nWords, 0 );
}


/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
word * Gia_ManDeriveFuncs( Gia_Man_t * p )
{
    int nVars2 = (Gia_ManCiNum(p) + 6)/2;
    int nVars3 = Gia_ManCiNum(p) - nVars2;
    int nWords = Abc_Truth6WordNum( Gia_ManCiNum(p) );
    int nWords2 = Abc_Truth6WordNum( nVars2 );
    word * pRes = ABC_ALLOC( word, Gia_ManCoNum(p) * nWords );
    Vec_Wrd_t * vSims = Vec_WrdStart( nWords2 * Gia_ManObjNum(p) );
    Vec_Ptr_t * vTruths = Vec_PtrAllocTruthTables( nVars2 );
    Gia_Obj_t * pObj; int i, v, m;
    Gia_ManForEachCi( p, pObj, i )
        assert( Gia_ObjId(p, pObj) == i+1 );
    for ( i = 0; i < nVars2; i++ )
        Abc_TtCopy( Vec_WrdEntryP(vSims, nWords2*(i+1)), (word *)Vec_PtrEntry(vTruths, i), nWords2, 0 );
    Vec_PtrFree( vTruths );
    for ( m = 0; m < (1 << nVars3); m++ )
    {
        for ( v = 0; v < nVars3; v++ )
            Abc_TtConst( Vec_WrdEntryP(vSims, nWords2*(nVars2+v+1)), nWords2, (m >> v) & 1 );
        Gia_ManForEachAnd( p, pObj, i ) 
            Gia_ManSimPatSimAnd( p, i, pObj, nWords2, vSims );
        Gia_ManForEachCo( p, pObj, i )
            Gia_ManSimPatSimPo( p, Gia_ObjId(p, pObj), pObj, nWords2, vSims );
        Gia_ManForEachCo( p, pObj, i )
            Abc_TtCopy( pRes + i*nWords + m*nWords2, Vec_WrdEntryP(vSims, nWords2*Gia_ObjId(p, pObj)), nWords2, 0 );
    }
    Vec_WrdFree( vSims );
    return pRes;
}
Gia_Man_t * Gia_ManPerformMuxDec( Gia_Man_t * p )
{
    extern int Gia_ManFindMuxTree_rec( Gia_Man_t * pNew, int * pCtrl, int nCtrl, Vec_Int_t * vData, int Shift );
    extern int Kit_TruthToGia( Gia_Man_t * pMan, unsigned * pTruth, int nVars, Vec_Int_t * vMemory, Vec_Int_t * vLeaves, int fHash );
    int nWords = Abc_Truth6WordNum( Gia_ManCiNum(p) );
    int nCofs = 1 << (Gia_ManCiNum(p) - 6);
    word * pRes = Gia_ManDeriveFuncs( p );
    Vec_Int_t * vMemory = Vec_IntAlloc( 1 << 16 );
    Vec_Int_t * vLeaves = Vec_IntAlloc( 6 );
    Vec_Int_t * vCtrls  = Vec_IntAlloc( nCofs );
    Vec_Int_t * vDatas  = Vec_IntAlloc( Gia_ManCoNum(p) );
    Gia_Man_t * pNew, * pTemp; int i, o;
    pNew = Gia_ManStart( Gia_ManObjNum(p) );
    pNew->pName = Abc_UtilStrsav( p->pName );
    pNew->pSpec = Abc_UtilStrsav( p->pSpec );
    Gia_ManConst0(p)->Value = 0;
    for ( i = 0; i < Gia_ManCiNum(p); i++ )
        Vec_IntPush( i < 6 ? vLeaves : vCtrls, Gia_ManAppendCi(pNew) );
    Gia_ManHashAlloc( pNew );
    for ( o = 0; o < Gia_ManCoNum(p); o++ )
    {
        Vec_IntClear( vDatas );
        for ( i = 0; i < nWords; i++ )
            Vec_IntPush( vDatas, Kit_TruthToGia(pNew, (unsigned *)(pRes+o*nWords+i), 6, vMemory, vLeaves, 1) );
        Gia_ManAppendCo( pNew, Gia_ManFindMuxTree_rec(pNew, Vec_IntArray(vCtrls), Vec_IntSize(vCtrls), vDatas, 0) );
    }
    Gia_ManHashStop( pNew );
    ABC_FREE( pRes );
    Vec_IntFree( vMemory );
    Vec_IntFree( vLeaves );
    Vec_IntFree( vCtrls );
    Vec_IntFree( vDatas );   
    Gia_ManSetRegNum( pNew, Gia_ManRegNum(p) );
    pNew = Gia_ManCleanup( pTemp = pNew );
    Gia_ManStop( pTemp );
    Gia_ManTransferTiming( pNew, p );
    return pNew;
}

/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
int Gia_ManComputeTfos_rec( Gia_Man_t * p, int iObj, int iRoot, Vec_Int_t * vNode )
{
    Gia_Obj_t * pObj;
    if ( Gia_ObjIsTravIdPreviousId(p, iObj) )
        return 1;
    if ( Gia_ObjIsTravIdCurrentId(p, iObj) )
        return 0;
    pObj = Gia_ManObj( p, iObj );
    if ( !Gia_ObjIsAnd(pObj) )
        return 0;
    if ( Gia_ManComputeTfos_rec( p, Gia_ObjFaninId0(pObj, iObj), iRoot, vNode ) |
         Gia_ManComputeTfos_rec( p, Gia_ObjFaninId1(pObj, iObj), iRoot, vNode ) )
    {
         Gia_ObjSetTravIdPreviousId(p, iObj);
         Vec_IntPush( vNode, iObj );
         return 1;
    }
    Gia_ObjSetTravIdCurrentId(p, iObj);
    return 0;
}
Vec_Wec_t * Gia_ManComputeTfos( Gia_Man_t * p )
{
    Vec_Wec_t * vNodes = Vec_WecStart( Gia_ManCiNum(p) );
    Vec_Int_t * vTemp = Vec_IntAlloc( 100 );
    int i, o, IdCi, IdCo;
    Gia_ManForEachCiId( p, IdCi, i )
    {
        Vec_Int_t * vNode = Vec_WecEntry( vNodes, i );
        Gia_ManIncrementTravId( p );
        Gia_ManIncrementTravId( p );
        Gia_ObjSetTravIdPreviousId(p, IdCi);
        Vec_IntPush( vNode, IdCi );
        Vec_IntClear( vTemp );
        Gia_ManForEachCoId( p, IdCo, o )
            if ( Gia_ManComputeTfos_rec( p, Gia_ObjFaninId0(Gia_ManObj(p, IdCo), IdCo), IdCi, vNode ) )
                Vec_IntPush( vTemp, Gia_ManObjNum(p) + (o >> 1) );
        Vec_IntUniqify( vTemp );
        Vec_IntAppend( vNode, vTemp );
    }
    Vec_IntFree( vTemp );
    Vec_WecSort( vNodes, 1 );
    //Vec_WecPrint( vNodes, 0 );
    //Gia_AigerWrite( p, "dump.aig", 0, 0, 0 );
    return vNodes;
}
int Gia_ManFindDividerVar( Gia_Man_t * p, int fVerbose )
{
    int iVar, Target = 1 << 28;
    for ( iVar = 6; iVar < Gia_ManCiNum(p); iVar++ )
        if ( (1 << (iVar-3)) * Gia_ManObjNum(p) > Target )
            break;
    if ( iVar == Gia_ManCiNum(p) )
        iVar = Gia_ManCiNum(p) - 1;
    if ( fVerbose )
        printf( "Split var = %d.  Rounds = %d.  Bytes per node = %d.  Total = %.2f MB.\n", iVar, 1 << (Gia_ManCiNum(p) - iVar), 1 << (iVar-3), 1.0*(1 << (iVar-3)) * Gia_ManObjNum(p)/(1<<20) );
    return iVar;
}
int Gia_ManComparePair( Gia_Man_t * p, Vec_Wrd_t * vSims, int iOut, int nWords2 )
{
    Gia_Obj_t * pObj0 = Gia_ManCo( p, 2*iOut+0 );
    Gia_Obj_t * pObj1 = Gia_ManCo( p, 2*iOut+1 );
    word * pSim0 = Vec_WrdEntryP( vSims, nWords2*Gia_ObjId(p, pObj0) );
    word * pSim1 = Vec_WrdEntryP( vSims, nWords2*Gia_ObjId(p, pObj1) );
    Gia_ManSimPatSimPo( p, Gia_ObjId(p, pObj0), pObj0, nWords2, vSims );
    Gia_ManSimPatSimPo( p, Gia_ObjId(p, pObj1), pObj1, nWords2, vSims );
    return Abc_TtEqual( pSim0, pSim1, nWords2 );
}
int Gia_ManCheckSimEquiv( Gia_Man_t * p, int fVerbose )
{
    abctime clk = Abc_Clock(); int fWarning = 0;
    //int nVars2  = (Gia_ManCiNum(p) + 6)/2;
    int nVars2  = Gia_ManFindDividerVar( p, fVerbose );
    int nVars3  = Gia_ManCiNum(p) - nVars2;
    int nWords2 = Abc_Truth6WordNum( nVars2 );
    Vec_Wrd_t * vSims = Vec_WrdStart( nWords2 * Gia_ManObjNum(p) );
    Vec_Wec_t * vNodes = Gia_ManComputeTfos( p );
    Vec_Ptr_t * vTruths = Vec_PtrAllocTruthTables( nVars2 );
    Gia_Obj_t * pObj; Vec_Int_t * vNode; int i, m, iObj;
    Vec_WecForEachLevelStop( vNodes, vNode, i, nVars2 )
        Abc_TtCopy( Vec_WrdEntryP(vSims, nWords2*Vec_IntEntry(vNode,0)), (word *)Vec_PtrEntry(vTruths, i), nWords2, 0 );
    Vec_PtrFree( vTruths );
    Gia_ManForEachAnd( p, pObj, i )
        Gia_ManSimPatSimAnd( p, i, pObj, nWords2, vSims );
    for ( i = 0; i < Gia_ManCoNum(p)/2; i++ )
    {
        if ( !Gia_ManComparePair( p, vSims, i, nWords2 ) )
        {
            printf( "Miter is asserted for output %d.\n", i );
            Vec_WecFree( vNodes );
            Vec_WrdFree( vSims );
            return 0;
        }
    }
    for ( m = 0; m < (1 << nVars3); m++ )
    {
        int iVar = m ? Abc_TtSuppFindFirst( m ^ (m >> 1) ^ (m-1) ^ ((m-1) >> 1) ) : 0;
        vNode = Vec_WecEntry( vNodes, nVars2+iVar );
        Abc_TtNot( Vec_WrdEntryP(vSims, nWords2*Vec_IntEntry(vNode,0)), nWords2 );
        Vec_IntForEachEntryStart( vNode, iObj, i, 1 )
        {
            if ( iObj < Gia_ManObjNum(p) )
            {
                pObj = Gia_ManObj( p, iObj );
                assert( Gia_ObjIsAnd(pObj) );
                Gia_ManSimPatSimAnd( p, iObj, pObj, nWords2, vSims );
            }
            else if ( !Gia_ManComparePair( p, vSims, iObj - Gia_ManObjNum(p), nWords2 ) )
            {
                printf( "Miter is asserted for output %d.\n", iObj - Gia_ManObjNum(p) );
                Vec_WecFree( vNodes );
                Vec_WrdFree( vSims );
                return 0;
            }
        }
        //for ( i = 0; i < Gia_ManObjNum(p); i++ )
        //    printf( "%3d : ", i), Extra_PrintHex2( stdout, (unsigned *)Vec_WrdEntryP(vSims, i), 6 ), printf( "\n" );
        if ( !fWarning && Abc_Clock() > clk + 5*CLOCKS_PER_SEC )
            printf( "The computation is expected to take about %.2f sec.\n", 5.0*(1 << nVars3)/m ), fWarning = 1;
        //if ( (m & 0x3F) == 0x3F )
        if ( fVerbose && (m & 0xFF) == 0xFF )
        printf( "Finished %6d (out of %6d)...\n", m, 1 << nVars3 );
    }
    Vec_WecFree( vNodes );
    Vec_WrdFree( vSims );
    return 1;
}

/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimPatAssignInputs2( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSimsIn )
{
    int i, Id;
    assert( Vec_WrdSize(vSims)   == 2 * nWords * Gia_ManObjNum(p) );
    assert( Vec_WrdSize(vSimsIn) ==     nWords * Gia_ManCiNum(p) );
    Gia_ManForEachCiId( p, Id, i )
    {
        Abc_TtCopy( Vec_WrdEntryP(vSims, 2*Id*nWords+0), Vec_WrdEntryP(vSimsIn, i*nWords), nWords, 0 );
        Abc_TtCopy( Vec_WrdEntryP(vSims, 2*Id*nWords+1), Vec_WrdEntryP(vSimsIn, i*nWords), nWords, 1 );
    }
}
static inline void Gia_ManSimPatSimAnd2( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
    word * pSims  = Vec_WrdArray(vSims);
    word * pSims0 = pSims + nWords*Gia_ObjFaninLit0(pObj, i);
    word * pSims1 = pSims + nWords*Gia_ObjFaninLit1(pObj, i);
    word * pSims2 = pSims + nWords*(2*i+0); 
    word * pSims3 = pSims + nWords*(2*i+1); int w;
    assert( !Gia_ObjIsXor(pObj) );
//    if ( Gia_ObjIsXor(pObj) )
//        for ( w = 0; w < nWords; w++ )
//            pSims2[w] = pSims0[w] ^ pSims1[w];
//    else
    for ( w = 0; w < nWords; w++ )
    {
        pSims2[w] = pSims0[w] & pSims1[w];
        pSims3[w] = ~pSims2[w];
    }
    //_mm256_storeu_ps( (float *)pSims2, _mm256_and_ps(_mm256_loadu_ps((float *)pSims0), _mm256_loadu_ps((float *)pSims1)) );
}
static inline void Gia_ManSimPatSimPo2( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
    word * pSims   = Vec_WrdArray(vSims);
    word * pSims0  = pSims + nWords*Gia_ObjFaninLit0(pObj, i);
    word * pSims2  = pSims + nWords*i; int w;
    for ( w = 0; w < nWords; w++ )
        pSims2[w] = pSims0[w];
}
Vec_Wrd_t * Gia_ManSimPatSim2( Gia_Man_t * pGia )
{
    Gia_Obj_t * pObj;
    int i, nWords = Vec_WrdSize(pGia->vSimsPi) / Gia_ManCiNum(pGia);
    Vec_Wrd_t * vSims = Vec_WrdStart( Gia_ManObjNum(pGia) * nWords * 2 );
    assert( Vec_WrdSize(pGia->vSimsPi) % Gia_ManCiNum(pGia) == 0 );
    Gia_ManSimPatAssignInputs2( pGia, nWords, vSims, pGia->vSimsPi );
    Gia_ManForEachAnd( pGia, pObj, i ) 
        Gia_ManSimPatSimAnd2( pGia, i, pObj, nWords, vSims );
    Gia_ManForEachCo( pGia, pObj, i )
        Gia_ManSimPatSimPo2( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
    return vSims;
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimPatValuesDerive( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vValues )
{
    int i, Id;
    assert( Vec_WrdSize(vSims)   == nWords * Gia_ManObjNum(p) );
    assert( Vec_WrdSize(vValues) == nWords * Gia_ManCoNum(p)  );
    Gia_ManForEachCoId( p, Id, i )
        memcpy( Vec_WrdEntryP(vValues, nWords * i), Vec_WrdEntryP(vSims, nWords * Id), sizeof(word)* nWords );
}
Vec_Wrd_t * Gia_ManSimPatValues( Gia_Man_t * p )
{
    int i, Id, nWords   = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    Vec_Wrd_t * vSims   = Gia_ManSimPatSim( p ); 
    Vec_Wrd_t * vValues = Vec_WrdStart( Gia_ManCoNum(p)  * nWords ); 
    assert( Vec_WrdSize(p->vSimsPi) == nWords * Gia_ManCiNum(p)  );
    assert( Vec_WrdSize(vValues)    == nWords * Gia_ManCoNum(p)  );
    assert( Vec_WrdSize(vSims)      == nWords * Gia_ManObjNum(p) );
    Gia_ManForEachCoId( p, Id, i )
        memcpy( Vec_WrdEntryP(vValues, nWords * i), Vec_WrdEntryP(vSims, nWords * Id), sizeof(word)* nWords );
    Vec_WrdFree( vSims );
    return vValues;
}


/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Wrd_t * Gia_ManSimCombine( int nInputs, Vec_Wrd_t * vBase, Vec_Wrd_t * vAddOn, int nWordsUse )
{
    int nWordsBase  = Vec_WrdSize(vBase)  / nInputs;
    int nWordsAddOn = Vec_WrdSize(vAddOn) / nInputs; int i, w;
    Vec_Wrd_t * vSimsIn = Vec_WrdAlloc( nInputs * (nWordsBase + nWordsUse) );
    assert( Vec_WrdSize(vBase)  % nInputs == 0 );
    assert( Vec_WrdSize(vAddOn) % nInputs == 0 );
    assert( nWordsUse <= nWordsAddOn );
    for ( i = 0; i < nInputs; i++ )
    {
        word * pSimsB = nWordsBase  ? Vec_WrdEntryP( vBase,  i * nWordsBase )  : NULL;
        word * pSimsA = nWordsAddOn ? Vec_WrdEntryP( vAddOn, i * nWordsAddOn ) : NULL;
        for ( w = 0; w < nWordsBase; w++ )
            Vec_WrdPush( vSimsIn, pSimsB[w] );
        for ( w = 0; w < nWordsUse; w++ )
            Vec_WrdPush( vSimsIn, pSimsA[w] );
    }
    assert( Vec_WrdSize(vSimsIn) == Vec_WrdCap(vSimsIn) || Vec_WrdSize(vSimsIn) < 16 );
    return vSimsIn;
}
int Gia_ManSimBitPackOne( int nWords, Vec_Wrd_t * vSimsIn, Vec_Wrd_t * vSimsCare, int iPat, int * pLits, int nLits )
{
    word * pSimsI, * pSimsC; int i, k;
    for ( i = 0; i < iPat; i++ )
    {
        for ( k = 0; k < nLits; k++ )
        {
            int iVar = Abc_Lit2Var( pLits[k] );
            pSimsI = Vec_WrdEntryP( vSimsIn,   nWords * iVar );
            pSimsC = Vec_WrdEntryP( vSimsCare, nWords * iVar );
            if ( Abc_TtGetBit(pSimsC, i) && (Abc_TtGetBit(pSimsI, i) == Abc_LitIsCompl(pLits[k])) )
                break;
        }
        if ( k == nLits )
            break;
    }
    for ( k = 0; k < nLits; k++ )
    {
        int iVar = Abc_Lit2Var( pLits[k] );
        pSimsI = Vec_WrdEntryP( vSimsIn,   nWords * iVar );
        pSimsC = Vec_WrdEntryP( vSimsCare, nWords * iVar );
        if ( !Abc_TtGetBit(pSimsC, i) && Abc_TtGetBit(pSimsI, i) == Abc_LitIsCompl(pLits[k]) )
            Abc_TtXorBit( pSimsI, i );
        Abc_TtSetBit( pSimsC, i );
        assert( Abc_TtGetBit(pSimsC, i) && (Abc_TtGetBit(pSimsI, i) != Abc_LitIsCompl(pLits[k])) );
    }
    return (int)(i == iPat);
}
Vec_Wrd_t * Gia_ManSimBitPacking( Gia_Man_t * p, Vec_Int_t * vCexStore, int nCexes, int nUnDecs )
{
    int c, iCur = 0, iPat = 0;
    int nWordsMax = Abc_Bit6WordNum( nCexes ); 
    Vec_Wrd_t * vSimsIn   = Vec_WrdStartRandom( Gia_ManCiNum(p) * nWordsMax );
    Vec_Wrd_t * vSimsCare = Vec_WrdStart( Gia_ManCiNum(p) * nWordsMax );
    Vec_Wrd_t * vSimsRes  = NULL;
    for ( c = 0; c < nCexes + nUnDecs; c++ )
    {
        int Out  = Vec_IntEntry( vCexStore, iCur++ );
        int Size = Vec_IntEntry( vCexStore, iCur++ );
        if ( Size == -1 )
            continue;
        iPat += Gia_ManSimBitPackOne( nWordsMax, vSimsIn, vSimsCare, iPat, Vec_IntEntryP(vCexStore, iCur), Size );
        iCur += Size;
        assert( iPat <= nCexes + nUnDecs );
        Out = 0;
    }
    assert( iCur == Vec_IntSize(vCexStore) );
    vSimsRes = Gia_ManSimCombine( Gia_ManCiNum(p), p->vSimsPi, vSimsIn, Abc_Bit6WordNum(iPat+1) );
    printf( "Compressed %d CEXes into %d patterns and added %d words to available %d words.\n", 
        nCexes, iPat, Abc_Bit6WordNum(iPat+1), Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p) );
    Vec_WrdFree( vSimsIn );
    Vec_WrdFree( vSimsCare );
    return vSimsRes;
}

/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
int Gia_ManSimPatHashPatterns( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int * pnC0, int * pnC1 )
{
    Gia_Obj_t * pObj; 
    int i, nUnique;
    Vec_Mem_t * vStore;
    vStore = Vec_MemAlloc( nWords, 12 ); // 2^12 N-word entries per page
    Vec_MemHashAlloc( vStore, 1 << 12 );
    Gia_ManForEachCand( p, pObj, i )
    {
        word * pSim = Vec_WrdEntryP(vSims, i*nWords);
        if ( pnC0 && Abc_TtIsConst0(pSim, nWords) )
            (*pnC0)++;
        if ( pnC1 && Abc_TtIsConst1(pSim, nWords) )
            (*pnC1)++;
        Vec_MemHashInsert( vStore, pSim );
    }
    nUnique = Vec_MemEntryNum( vStore );
    Vec_MemHashFree( vStore );
    Vec_MemFree( vStore );
    return nUnique;
}
Gia_Man_t * Gia_ManSimPatGenMiter( Gia_Man_t * p, Vec_Wrd_t * vSims )
{
    Gia_Man_t * pNew;
    Gia_Obj_t * pObj;
    int i, nWords = Vec_WrdSize(vSims) / Gia_ManObjNum(p);
    pNew = Gia_ManStart( Gia_ManObjNum(p) + Gia_ManCoNum(p) );
    Gia_ManHashStart( pNew );
    Gia_ManConst0(p)->Value = 0;
    Gia_ManForEachCi( p, pObj, i )
        pObj->Value = Gia_ManAppendCi( pNew );
    Gia_ManForEachAnd( p, pObj, i )
        pObj->Value = Gia_ManHashAnd( pNew, Gia_ObjFanin0Copy(pObj), Gia_ObjFanin1Copy(pObj) );
    Gia_ManForEachAnd( p, pObj, i )
    {
        word * pSim = Vec_WrdEntryP(vSims, i*nWords);
        if ( Abc_TtIsConst0(pSim, nWords) )
            Gia_ManAppendCo( pNew, Abc_LitNotCond(pObj->Value, 0) );
        if ( Abc_TtIsConst1(pSim, nWords) )
            Gia_ManAppendCo( pNew, Abc_LitNotCond(pObj->Value, 1) );
    }
    Gia_ManHashStop( pNew );
    return pNew;
}



/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimProfile( Gia_Man_t * pGia )
{
    Vec_Wrd_t * vSims = Gia_ManSimPatSim( pGia );
    int nWords = Vec_WrdSize(vSims) / Gia_ManObjNum(pGia);
    int nC0s = 0, nC1s = 0, nUnique = Gia_ManSimPatHashPatterns( pGia, nWords, vSims, &nC0s, &nC1s );
    printf( "Simulating %d patterns leads to %d unique objects (%.2f %% out of %d). Const0 = %d. Const1 = %d.\n", 
        64*nWords, nUnique, 100.0*nUnique/Gia_ManCandNum(pGia), Gia_ManCandNum(pGia), nC0s, nC1s );
    Vec_WrdFree( vSims );
}
void Gia_ManPatSatImprove( Gia_Man_t * p, int nWords0, int fVerbose )
{
    extern Vec_Int_t * Cbs2_ManSolveMiterNc( Gia_Man_t * pAig, int nConfs, Vec_Str_t ** pvStatus, int fVerbose );
    int i, Status, Counts[3] = {0};
    Gia_Man_t * pGia;
    Vec_Wrd_t * vSimsIn = NULL;
    Vec_Str_t * vStatus = NULL;
    Vec_Int_t * vCexStore = NULL;
    Vec_Wrd_t * vSims = Gia_ManSimPatSim( p );
    //Gia_ManSimProfile( p );
    pGia  = Gia_ManSimPatGenMiter( p, vSims );
    vCexStore = Cbs2_ManSolveMiterNc( pGia, 1000, &vStatus, 0 );
    Gia_ManStop( pGia );
    Vec_StrForEachEntry( vStatus, Status, i )
    {
        assert( Status >= -1 && Status <= 1 );
        Counts[Status+1]++;
    }
    if ( fVerbose )
        printf( "Total = %d : SAT = %d.  UNSAT = %d.  UNDEC = %d.\n", Counts[1]+Counts[2]+Counts[0], Counts[1], Counts[2], Counts[0] );
    if ( Counts[1] == 0 )
        printf( "There are no counter-examples.  No need for more simulation.\n" );
    else
    {
        vSimsIn = Gia_ManSimBitPacking( p, vCexStore, Counts[1], Counts[0] );
        Vec_WrdFreeP( &p->vSimsPi );
        p->vSimsPi = vSimsIn;
        //Gia_ManSimProfile( p );
    }
    Vec_StrFree( vStatus );
    Vec_IntFree( vCexStore );
    Vec_WrdFree( vSims );
}




/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Gia_SimRsbMan_t * Gia_SimRsbAlloc( Gia_Man_t * pGia )
{
    Gia_SimRsbMan_t * p = ABC_CALLOC( Gia_SimRsbMan_t, 1 );
    p->pGia      = pGia;
    p->nWords    = Vec_WrdSize(pGia->vSimsPi) / Gia_ManCiNum(pGia); assert( Vec_WrdSize(pGia->vSimsPi) % Gia_ManCiNum(pGia) == 0 );
    p->pFunc[0]  = ABC_CALLOC( word, p->nWords );
    p->pFunc[1]  = ABC_CALLOC( word, p->nWords );
    p->pFunc[2]  = ABC_CALLOC( word, p->nWords );
    p->vTfo      = Vec_IntAlloc( 1000 );
    p->vCands    = Vec_IntAlloc( 1000 );
    p->vFanins   = Vec_IntAlloc( 10 );
    p->vFanins2  = Vec_IntAlloc( 10 );
    p->vSimsObj  = Gia_ManSimPatSim( pGia );
    p->vSimsObj2 = Vec_WrdStart( Vec_WrdSize(p->vSimsObj) );
    assert( p->nWords == Vec_WrdSize(p->vSimsObj) / Gia_ManObjNum(pGia) );
    Gia_ManStaticFanoutStart( pGia );
    return p;
}
void Gia_SimRsbFree( Gia_SimRsbMan_t * p )
{
    Gia_ManStaticFanoutStop( p->pGia );
    Vec_IntFree( p->vTfo );
    Vec_IntFree( p->vCands );
    Vec_IntFree( p->vFanins );
    Vec_IntFree( p->vFanins2 );
    Vec_WrdFree( p->vSimsObj );
    Vec_WrdFree( p->vSimsObj2 );
    ABC_FREE( p->pFunc[0] );
    ABC_FREE( p->pFunc[1] );
    ABC_FREE( p->pFunc[2] );
    ABC_FREE( p );
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_SimRsbTfo_rec( Gia_Man_t * p, int iObj, int iFanout, Vec_Int_t * vTfo )
{
    int i, iFan;
    if ( Gia_ObjIsTravIdCurrentId(p, iObj) )
        return;
    Gia_ObjSetTravIdCurrentId(p, iObj);
    Gia_ObjForEachFanoutStaticId( p, iObj, iFan, i )
        if ( iFanout == -1 || iFan == iFanout )
            Gia_SimRsbTfo_rec( p, iFan, -1, vTfo );
    Vec_IntPush( vTfo, iObj );
}
Vec_Int_t * Gia_SimRsbTfo( Gia_SimRsbMan_t * p, int iObj, int iFanout )
{
    assert( iObj > 0 );
    Vec_IntClear( p->vTfo );
    Gia_ManIncrementTravId( p->pGia );
    Gia_SimRsbTfo_rec( p->pGia, iObj, iFanout, p->vTfo );
    assert( Vec_IntEntryLast(p->vTfo) == iObj );
    Vec_IntPop( p->vTfo );
    Vec_IntReverseOrder( p->vTfo );
    Vec_IntSort( p->vTfo, 0 );
    return p->vTfo;
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
word * Gia_SimRsbFunc( Gia_SimRsbMan_t * p, int iObj, Vec_Int_t * vFanins, int fOnSet )
{
    int nTruthWords = Abc_Truth6WordNum( Vec_IntSize(vFanins) );
    word * pTruth   = ABC_CALLOC( word, nTruthWords ); 
    word * pFunc    = Vec_WrdEntryP( p->vSimsObj, p->nWords*iObj );
    word * pFanins[16] = {NULL};  int s, b, iMint, i, iFanin;
    assert( Vec_IntSize(vFanins) <= 16 );
    Vec_IntForEachEntry( vFanins, iFanin, i )
        pFanins[i] = Vec_WrdEntryP( p->vSimsObj, p->nWords*iFanin );
    for ( s = 0; s < 64*p->nWords; s++ )
    {
        if ( !Abc_TtGetBit(p->pFunc[2], s) || Abc_TtGetBit(pFunc, s) != fOnSet )
            continue;
        iMint = 0;
        for ( b = 0; b < Vec_IntSize(vFanins); b++ )
            if ( Abc_TtGetBit(pFanins[b], s) )
                iMint |= 1 << b;
        Abc_TtSetBit( pTruth, iMint );
    }
    return pTruth;
}
int Gia_SimRsbResubVerify( Gia_SimRsbMan_t * p, int iObj, Vec_Int_t * vFanins )
{
    word * pTruth0 = Gia_SimRsbFunc( p, iObj, p->vFanins, 0 );
    word * pTruth1 = Gia_SimRsbFunc( p, iObj, p->vFanins, 1 );
    int Res = !Abc_TtIntersect( pTruth0, pTruth1, p->nWords, 0 );
    ABC_FREE( pTruth0 );
    ABC_FREE( pTruth1 );
    return Res;
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
static inline void Gia_SimRsbSimAndCareSet( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSims2 )
{
    word pComps[2] = { 0, ~(word)0 };
    word Diff0 = pComps[Gia_ObjFaninC0(pObj)];
    word Diff1 = pComps[Gia_ObjFaninC1(pObj)];
    Vec_Wrd_t * vSims0 = Gia_ObjIsTravIdCurrentId(p, Gia_ObjFaninId0(pObj, i)) ? vSims2 : vSims;
    Vec_Wrd_t * vSims1 = Gia_ObjIsTravIdCurrentId(p, Gia_ObjFaninId1(pObj, i)) ? vSims2 : vSims;
    word * pSims0 = Vec_WrdEntryP( vSims0, nWords*Gia_ObjFaninId0(pObj, i) );
    word * pSims1 = Vec_WrdEntryP( vSims1, nWords*Gia_ObjFaninId1(pObj, i) );
    word * pSims2 = Vec_WrdEntryP( vSims2, nWords*i ); int w;
    if ( Gia_ObjIsXor(pObj) )
        for ( w = 0; w < nWords; w++ )
            pSims2[w] = (pSims0[w] ^ Diff0) ^ (pSims1[w] ^ Diff1);
    else
        for ( w = 0; w < nWords; w++ )
            pSims2[w] = (pSims0[w] ^ Diff0) & (pSims1[w] ^ Diff1);
}
word * Gia_SimRsbCareSet( Gia_SimRsbMan_t * p, int iObj, Vec_Int_t * vTfo )
{
    word * pSims  = Vec_WrdEntryP( p->vSimsObj,  p->nWords*iObj );
    word * pSims2 = Vec_WrdEntryP( p->vSimsObj2, p->nWords*iObj );  int iNode, i;
    Abc_TtCopy( pSims2, pSims, p->nWords, 1 );
    Abc_TtClear( p->pFunc[2], p->nWords );
    Vec_IntForEachEntry( vTfo, iNode, i )
    {
        Gia_Obj_t * pNode = Gia_ManObj(p->pGia, iNode);
        if ( Gia_ObjIsAnd(pNode) )
            Gia_SimRsbSimAndCareSet( p->pGia, iNode, pNode, p->nWords, p->vSimsObj, p->vSimsObj2 );
        else if ( Gia_ObjIsCo(pNode) )
        {
            word * pSimsA = Vec_WrdEntryP( p->vSimsObj,  p->nWords*Gia_ObjFaninId0p(p->pGia, pNode) );
            word * pSimsB = Vec_WrdEntryP( p->vSimsObj2, p->nWords*Gia_ObjFaninId0p(p->pGia, pNode) );
            Abc_TtOrXor( p->pFunc[2], pSimsA, pSimsB, p->nWords );
        }
        else assert( 0 );
    }
    return p->pFunc[2];
}


/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ObjSimCollect( Gia_SimRsbMan_t * p )
{
    int i, k, iTemp, iFanout;
    Vec_IntClear( p->vFanins2 );
    assert( Vec_IntSize(p->vFanins) > 0 );
    Vec_IntForEachEntry( p->vFanins, iTemp, i )
    {
        Gia_Obj_t * pObj = Gia_ManObj( p->pGia, iTemp );
        if ( Gia_ObjIsAnd(pObj) && !Gia_ObjIsTravIdCurrentId( p->pGia, Gia_ObjFaninId0(pObj, iTemp) ) )
            Vec_IntPush( p->vFanins2, Gia_ObjFaninId0(pObj, iTemp) );
        if ( Gia_ObjIsAnd(pObj) && !Gia_ObjIsTravIdCurrentId( p->pGia, Gia_ObjFaninId1(pObj, iTemp) ) )
            Vec_IntPush( p->vFanins2, Gia_ObjFaninId1(pObj, iTemp) );
        Gia_ObjForEachFanoutStaticId( p->pGia, iTemp, iFanout, k )
            if ( Gia_ObjIsAnd(Gia_ManObj(p->pGia, iFanout)) && !Gia_ObjIsTravIdCurrentId( p->pGia, iFanout ) )
                Vec_IntPush( p->vFanins2, iFanout );
    }
}
Vec_Int_t * Gia_ObjSimCands( Gia_SimRsbMan_t * p, int iObj, int nCands )
{
    assert( iObj > 0 );
    assert( Gia_ObjIsAnd(Gia_ManObj(p->pGia, iObj)) );
    Vec_IntClear( p->vCands );
    Vec_IntFill( p->vFanins, 1, iObj );
    while ( Vec_IntSize(p->vFanins) > 0 && Vec_IntSize(p->vCands) < nCands )
    {
        int i, iTemp;
        Vec_IntForEachEntry( p->vFanins, iTemp, i )
            Gia_ObjSetTravIdCurrentId( p->pGia, iTemp );
        Gia_ObjSimCollect( p ); // p->vFanins -> p->vFanins2
        Vec_IntAppend( p->vCands, p->vFanins2 );
        ABC_SWAP( Vec_Int_t *, p->vFanins, p->vFanins2 );
    }
    assert( Vec_IntSize(p->vFanins) == 0 || Vec_IntSize(p->vCands) >= nCands );
    if ( Vec_IntSize(p->vCands) > nCands )
        Vec_IntShrink( p->vCands, nCands );
    return p->vCands;
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
int Gia_ObjSimRsb( Gia_SimRsbMan_t * p, int iObj, int nCands, int fVerbose, int * pnBufs, int * pnInvs )
{
    int i, iCand, RetValue = 0;
    Vec_Int_t * vTfo   = Gia_SimRsbTfo( p, iObj, -1 );
    word * pCareSet    = Gia_SimRsbCareSet( p, iObj, vTfo );
    word * pFunc       = Vec_WrdEntryP( p->vSimsObj, p->nWords*iObj );
    Vec_Int_t * vCands = Gia_ObjSimCands( p, iObj, nCands );
    Abc_TtAndSharp( p->pFunc[0], pCareSet, pFunc, p->nWords, 1 );
    Abc_TtAndSharp( p->pFunc[1], pCareSet, pFunc, p->nWords, 0 );

/*
printf( "Considering node %d with %d candidates:\n", iObj, Vec_IntSize(vCands) );
Vec_IntPrint( vTfo );
Vec_IntPrint( vCands );
Extra_PrintBinary( stdout, (unsigned *)pCareSet,    64 );  printf( "\n" );
Extra_PrintBinary( stdout, (unsigned *)pFunc,       64 );  printf( "\n" );
Extra_PrintBinary( stdout, (unsigned *)p->pFunc[0], 64 );  printf( "\n" );
Extra_PrintBinary( stdout, (unsigned *)p->pFunc[1], 64 );  printf( "\n" );
*/
    Vec_IntForEachEntry( vCands, iCand, i )
    {
        word * pDiv = Vec_WrdEntryP( p->vSimsObj, p->nWords*iCand );
        if ( !Abc_TtIntersect(pDiv, p->pFunc[0], p->nWords, 0) &&
             !Abc_TtIntersect(pDiv, p->pFunc[1], p->nWords, 1) )
            { (*pnBufs)++; if ( fVerbose ) printf( "Level %3d : %d = buf(%d)\n", Gia_ObjLevelId(p->pGia, iObj), iObj, iCand ); RetValue = 1; }
        if ( !Abc_TtIntersect(pDiv, p->pFunc[0], p->nWords, 1) &&
             !Abc_TtIntersect(pDiv, p->pFunc[1], p->nWords, 0) )
            { (*pnInvs)++; if ( fVerbose ) printf( "Level %3d : %d = inv(%d)\n", Gia_ObjLevelId(p->pGia, iObj), iObj, iCand ); RetValue = 1; }
    }
    return RetValue;
}

int Gia_ManSimRsb( Gia_Man_t * pGia, int nCands, int fVerbose )
{
    abctime clk = Abc_Clock();
    Gia_Obj_t * pObj; int iObj, nCount = 0, nBufs = 0, nInvs = 0;
    Gia_SimRsbMan_t * p = Gia_SimRsbAlloc( pGia );
    assert( pGia->vSimsPi != NULL );
    Gia_ManLevelNum( pGia );
    Gia_ManForEachAnd( pGia, pObj, iObj )
        //if ( iObj == 6 )
        nCount += Gia_ObjSimRsb( p, iObj, nCands, fVerbose, &nBufs, &nInvs );
    printf( "Can resubstitute %d nodes (%.2f %% out of %d) (Bufs = %d Invs = %d)  ", 
        nCount, 100.0*nCount/Gia_ManAndNum(pGia), Gia_ManAndNum(pGia), nBufs, nInvs );
    Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
    Gia_SimRsbFree( p );
    return nCount;
}




/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimRelAssignInputs( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int nWordsIn, Vec_Wrd_t * vSimsIn )
{
    int i, m, Id, nMints = nWords / nWordsIn;
    assert( Vec_WrdSize(vSims)   == nWords   * Gia_ManObjNum(p) );
    assert( Vec_WrdSize(vSimsIn) == nWordsIn * Gia_ManCiNum(p) );
    Gia_ManForEachCiId( p, Id, i )
        for ( m = 0; m < nMints; m++ )
            memcpy( Vec_WrdEntryP(vSims, Id * nWords + nWordsIn * m), 
                    Vec_WrdEntryP(vSimsIn, i * nWordsIn), sizeof(word) * nWordsIn );
}
int Gia_ManSimRelCompare( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int nWordsOut, Vec_Wrd_t * vSimsOut, int iPat, int iMint )
{
    int i, Id;
    Gia_ManForEachCoId( p, Id, i )
    {
        word * pSim    = Vec_WrdEntryP( vSims, nWords * Id + iMint * nWordsOut );
        word * pSimOut = Vec_WrdEntryP( vSimsOut, nWordsOut * i );
/*
        int k;
        for ( k = 0; k < 64*nWordsOut; k++ )
            printf( "%d", Abc_TtGetBit( pSim, k ) );
        printf( "\n" );
        for ( k = 0; k < 64*nWordsOut; k++ )
            printf( "%d", Abc_TtGetBit( pSimOut, k ) );
        printf( "\n\n" );
*/
        if ( Abc_TtGetBit(pSim, iPat) != Abc_TtGetBit(pSimOut, iPat) )
            return 0;
    }
    return 1;
}
int Gia_ManSimRelCollectOutputs( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int nWordsOut, Vec_Wrd_t * vSimsOut, Vec_Wrd_t * vRel )
{
    int i, m, nMints = nWords / nWordsOut, Count = 0;
    assert( Vec_WrdSize(vSims)    == nWords   * Gia_ManObjNum(p) );
    assert( Vec_WrdSize(vSimsOut) == nWordsOut * Gia_ManCoNum(p) );
    assert( Vec_WrdSize(vRel)     == nWordsOut * nMints );
    for ( i = 0; i < 64 * nWordsOut; i++ )
    {
        int CountMints = 0;
        for ( m = 0; m < nMints; m++ )
            if ( Gia_ManSimRelCompare(p, nWords, vSims, nWordsOut, vSimsOut, i, m) )
                Abc_TtSetBit( Vec_WrdArray(vRel), i*nMints+m ), CountMints++;
        Count += CountMints == 0;
    }
    if ( Count )
        printf( "The relation is not well-defined for %d (out of %d) patterns.\n", Count, 64 * nWordsOut );
    return Count;
}
Vec_Wrd_t * Gia_ManSimRel( Gia_Man_t * p, Vec_Int_t * vObjs, Vec_Wrd_t * vVals )
{
    int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    int nMints = 1 << Vec_IntSize(vObjs), i, m, iObj;
    Gia_Obj_t * pObj;
    Vec_Wrd_t * vRel  = Vec_WrdStart( nWords * nMints );
    Vec_Wrd_t * vSims = Vec_WrdStart( Gia_ManObjNum(p) * nWords * nMints );
    Gia_ManSimRelAssignInputs( p, nWords * nMints, vSims, nWords, p->vSimsPi );
    Vec_IntForEachEntry( vObjs, iObj, i )
        for ( m = 0; m < nMints; m++ )
            if ( (m >> i) & 1 )
                memset( Vec_WrdEntryP(vSims, iObj*nMints*nWords + nWords*m), 0xFF, sizeof(word)*nWords );    
            else
                memset( Vec_WrdEntryP(vSims, iObj*nMints*nWords + nWords*m), 0x00, sizeof(word)*nWords );    
    Gia_ManCleanPhase( p );
    Gia_ManForEachObjVec( vObjs, p, pObj, i )
        pObj->fPhase = 1;
    Gia_ManForEachAnd( p, pObj, i ) 
        if ( !pObj->fPhase )
            Gia_ManSimPatSimAnd( p, i, pObj, nWords * nMints, vSims );
    Gia_ManForEachCo( p, pObj, i )
        if ( !pObj->fPhase )
            Gia_ManSimPatSimPo( p, Gia_ObjId(p, pObj), pObj, nWords * nMints, vSims );
    Gia_ManForEachObjVec( vObjs, p, pObj, i )
        pObj->fPhase = 0;
    if ( Gia_ManSimRelCollectOutputs( p, nWords * nMints, vSims, nWords, vVals, vRel ) )
        Vec_WrdFreeP( &vRel );
    Vec_WrdFree( vSims );
    return vRel;
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimRelCheckFuncs( Gia_Man_t * p, Vec_Wrd_t * vRel, int nOuts, Vec_Wrd_t * vFuncs )
{
    int i, k, m, Values[32], nErrors = 0, nMints = 1 << nOuts, nWords = Vec_WrdSize(vRel) / nMints;
    assert( Vec_WrdSize(vFuncs) == 2 * nOuts * nWords );
    assert( nOuts <= 32 );
    for ( i = 0; i < 64 * nWords; i++ )
    {
        for ( k = 0; k < nOuts; k++ )
        {
            int Value0 = Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i );
            int Value1 = Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i );
            if ( Value0 && !Value1 )
                Values[k] = 1;
            else if ( !Value0 && Value1 )
                Values[k] = 2;
            else if ( !Value0 && !Value1 )
                Values[k] = 3;
            else assert( 0 );
        }
        for ( m = 0; m < nMints; m++ )
        {
            for ( k = 0; k < nOuts; k++ )
                if ( ((Values[k] >> ((m >> k) & 1)) & 1) == 0 )
                    break;
            if ( k < nOuts )
                continue;
            if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) )
                continue;
            if ( nErrors++ == 0 )
                printf( "For pattern %d, minterm %d produced by function is not in the relation.\n", i, m );
        }
    }
    if ( nErrors )    
        printf( "Total number of similar errors = %d.\n", nErrors );
    else
        printf( "The function agrees with the relation.\n" );
}
Vec_Wrd_t * Gia_ManSimRelDeriveFuncs( Gia_Man_t * p, Vec_Wrd_t * vRel, int nOuts )
{
    int i, k, m, Count = 0, nMints = 1 << nOuts, nWords = Vec_WrdSize(vRel) / nMints;
    Vec_Wrd_t * vFuncs = Vec_WrdStart( 2 * nOuts * nWords );
    assert( Vec_WrdSize(vRel) % nMints == 0 );
    for ( i = 0; i < 64 * nWords; i++ )
    {
        for ( m = 0; m < nMints; m++ )
            if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) )
                break;
        Count += m == nMints;
        for ( k = 0; k < nOuts; k++ )
            if ( (m >> k) & 1 )
                Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i );
            else
                Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i );
    }
    if ( Count )
        printf( "The relation is not well-defined for %d (out of %d) patterns.\n", Count, 64 * nWords );
    else
        printf( "The relation was successfully determized without don't-cares for %d patterns.\n", 64 * nWords );
    Gia_ManSimRelCheckFuncs( p, vRel, nOuts, vFuncs );
    return vFuncs;
}
Vec_Wrd_t * Gia_ManSimRelDeriveFuncs2( Gia_Man_t * p, Vec_Wrd_t * vRel, int nOuts )
{
    int i, k, m, nDCs[32] = {0}, Count = 0, nMints = 1 << nOuts, nWords = Vec_WrdSize(vRel) / nMints;
    Vec_Wrd_t * vFuncs = Vec_WrdStart( 2 * nOuts * nWords );
    assert( Vec_WrdSize(vRel) % nMints == 0 );
    assert( nOuts <= 32 );
    for ( i = 0; i < 64 * nWords; i++ )
    {
        for ( m = 0; m < nMints; m++ )
            if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) )
                break;
        Count += m == nMints;
        for ( k = 0; k < nOuts; k++ )
        {
            if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+(m^(1<<k)) ) )
            {
                nDCs[k]++;
                continue;
            }
            if ( (m >> k) & 1 )
                Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i );
            else
                Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i );
        }
        if ( 0 )
        {
            for ( m = 0; m < nMints; m++ )
                printf( "%d", Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) );
            printf( " " );
            for ( k = 0; k < nOuts; k++ )
            {
                if ( Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i ) )
                    printf( "0" );
                else if ( Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i ) )
                    printf( "1" );
                else
                    printf( "-" );
            }
            printf( "\n" );
        }
    }
    if ( Count )
        printf( "The relation is not well-defined for %d (out of %d) patterns.\n", Count, 64 * nWords );
    else
    {
        printf( "The relation was successfully determized with don't-cares for %d patterns.\n", 64 * nWords );
        for ( k = 0; k < nOuts; k++ )
        {
            int nOffs = Abc_TtCountOnesVec( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), nWords );
            int nOns  = Abc_TtCountOnesVec( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), nWords );
            printf( "%4d : Off = %6d  On = %6d  Dc = %6d (%6.2f %%)\n", k, nOffs, nOns, nDCs[k], 100.0*nDCs[k]/(64*nWords) );
        }
        printf( "\n" );
    }
    Gia_ManSimRelCheckFuncs( p, vRel, nOuts, vFuncs );
    return vFuncs;
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimRelPrint( Gia_Man_t * p, Vec_Wrd_t * vRel, Vec_Int_t * vOutMints )
{
    int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    int nMints = Vec_WrdSize(vRel) / nWords; 
    int i, m, Count;
/*
    for ( i = 0; i < 64 * nWords; i++ )
    {
        int k;
        for ( k = 0; k < Gia_ManCiNum(p); k++ )
            printf( "%d", Abc_TtGetBit( Vec_WrdEntryP(p->vSimsPi, k), i ) );
        printf( " " );
        Count = 0;
        for ( m = 0; m < nMints; m++ )
        {
            printf( "%d", Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) );
            Count += Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m );
        }
        printf( "  Count = %2d ", Count );
        if ( vOutMints )
        {
            printf( "   %3d ", Vec_IntEntry(vOutMints, i) );
            if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+Vec_IntEntry(vOutMints, i) ) )
                printf( "yes" );
            else
                printf( "no" );
        }
        printf( "\n" );
    }
*/
/*
    for ( i = 0; i < 64 * nWords; i++ )
    {
        Count = 0;
        for ( m = 0; m < nMints; m++ )
            Count += Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m );
        printf( "%d ", Count );
    }
    printf( "\n" );
*/
    for ( i = 0; i < 64 * nWords; i++ )
    {
        Count = 0;
        for ( m = 0; m < nMints; m++ )
        {
            printf( "%d", Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) );
            Count += Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m );
        }
        printf( "  Count = %2d \n", Count );
    }
}
Vec_Int_t * Gia_ManSimPatStart( int nItems )
{
    Vec_Int_t * vValues = Vec_IntAlloc( nItems );
    Vec_IntPush( vValues, 17 );
    Vec_IntPush( vValues, 39 );
    Vec_IntPush( vValues, 56 );
    Vec_IntPush( vValues, 221 );
    return vValues;
}
void Gia_ManSimRelTest( Gia_Man_t * p )
{
    //int nWords        = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    Vec_Int_t * vObjs = Gia_ManSimPatStart( 4 ); // can be CI/AND/CO
    Vec_Wrd_t * vVals = Gia_ManSimPatValues( p );
    Vec_Wrd_t * vRel  = Gia_ManSimRel( p, vObjs, vVals );
    assert( p->vSimsPi != NULL );
    Gia_ManSimRelPrint( p, vRel, NULL );
    Vec_IntFree( vObjs );
    Vec_WrdFree( vVals );
    Vec_WrdFree( vRel );
}



/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Int_t * Gia_Sim5CollectValues( word * pOffSet, word * pOnSet, int nWords )
{
    Vec_Int_t * vBits = Vec_IntAlloc( 64*nWords ); int i, Count[2] = {0};
    for ( i = 0; i < 64*nWords; i++ )
        if ( Abc_TtGetBit( pOffSet, i ) )
            Vec_IntPush( vBits, 0 ), Count[0]++;
        else if ( Abc_TtGetBit( pOnSet, i ) )
            Vec_IntPush( vBits, 1 ), Count[1]++;
        else
            Vec_IntPush( vBits, -1 );
    //printf( "Offset = %d.  Onset = %d.  Dcset = %d.\n", Count[0], Count[1], 64*nWords - Count[0] - Count[1] );
    return vBits;
}
Gia_SimAbsMan_t * Gia_SimAbsAlloc( Gia_Man_t * pGia, word * pOffSet, word * pOnSet, Vec_Wrd_t * vSims, int nWords, Vec_Int_t * vResub, int fVerbose )
{
    Gia_SimAbsMan_t * p = ABC_CALLOC( Gia_SimAbsMan_t, 1 );
    p->pGia      = pGia;
    p->pSet[0]   = pOffSet;
    p->pSet[1]   = pOnSet;
    p->nCands    = Vec_WrdSize(vSims)/nWords;
    p->nWords    = nWords;
    p->vSims     = vSims;
    p->vResub    = vResub;
    p->fVerbose  = fVerbose;
    p->vValues      = Gia_Sim5CollectValues( pOffSet, pOnSet, nWords );
    p->vPatPairs    = Vec_IntAlloc( 100 );
    p->vCoverTable  = Vec_WrdAlloc( 10000 );
    p->vTtMints     = Vec_IntAlloc( 100 );
    assert( Vec_WrdSize(vSims) % nWords == 0 );
    return p;
}
void Gia_SimAbsFree( Gia_SimAbsMan_t * p )
{
    Vec_IntFree( p->vValues );
    Vec_IntFree( p->vPatPairs );
    Vec_WrdFree( p->vCoverTable );
    Vec_IntFree( p->vTtMints );
    ABC_FREE( p );
}


/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_SimAbsCheckSolution( Gia_SimAbsMan_t * p )
{
    int x, y, z, w, fFound = 0;
    assert( Vec_WrdSize(p->vCoverTable) == p->nWordsTable * (p->nCands+1) );

    Abc_TtClear( p->pTableTemp, p->nWordsTable );
    for ( x = 0; x < Vec_IntSize(p->vPatPairs)/2; x++ )
        Abc_TtXorBit( p->pTableTemp, x );

    for ( x =   0; x < p->nCands; x++ )
    {
        word * pSimTableX = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * x );
        for ( w = 0; w < p->nWordsTable; w++ )
            if ( p->pTableTemp[w] != pSimTableX[w] )
                break;
        if ( w == p->nWordsTable )
        {
            printf( "Found solution { %d }\n", x );
            fFound = 1;
        }
    }
    if ( fFound )
        return;

    for ( x =   0; x < p->nCands; x++ )
    for ( y =   0; y < x;         y++ )
    {
        word * pSimTableX = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * x );
        word * pSimTableY = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * y );
        for ( w = 0; w < p->nWordsTable; w++ )
            if ( p->pTableTemp[w] != (pSimTableX[w] | pSimTableY[w]) )
                break;
        if ( w == p->nWordsTable )
        {
            printf( "Found solution { %d %d }\n", y, x );
            fFound = 1;
        }
    }
    if ( fFound )
        return;

    for ( x =   0; x < p->nCands; x++ )
    for ( y =   0; y < x;         y++ )
    for ( z =   0; z < y;         z++ )
    {
        word * pSimTableX = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * x );
        word * pSimTableY = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * y );
        word * pSimTableZ = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * z );
        for ( w = 0; w < p->nWordsTable; w++ )
            if ( p->pTableTemp[w] != (pSimTableX[w] | pSimTableY[w] | pSimTableZ[w]) )
                break;
        if ( w == p->nWordsTable )
            printf( "Found solution { %d %d %d }\n", z, y, x );
    }
}

void Gia_SimAbsSolve( Gia_SimAbsMan_t * p )
{
    abctime clk = Abc_Clock();
    int i, k, iPat, iPat2;
/*
    Vec_Int_t * vSimPats = Vec_IntDup( p->vPatPairs );
    Vec_IntUniqify( vSimPats );
    printf( "Selected %d pattern pairs contain %d unique patterns.\n", Vec_IntSize(p->vPatPairs)/2, Vec_IntSize(vSimPats) );
    Vec_IntFree( vSimPats );
*/
    // set up the covering problem
    p->nWordsTable = Abc_Bit6WordNum( Vec_IntSize(p->vPatPairs)/2 );
    Vec_WrdFill( p->vCoverTable, p->nWordsTable * (p->nCands + 1), 0 );
    p->pTableTemp = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * p->nCands );
    for ( i = 0; i < p->nCands; i++ )
    {
        word * pSimCand  = Vec_WrdEntryP( p->vSims, p->nWords * i );
        word * pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * i );
        //printf( "%4d : ", i );
        //Extra_PrintBinary( stdout, (word *)pSimCand, p->nCands );  printf( "\n" );
        Vec_IntForEachEntryDouble( p->vPatPairs, iPat, iPat2, k )
        {
            assert( Vec_IntEntry(p->vValues, iPat)  == 0 );
            assert( Vec_IntEntry(p->vValues, iPat2) == 1 );
            if ( Abc_TtGetBit(pSimCand, iPat) != Abc_TtGetBit(pSimCand, iPat2) )
                Abc_TtXorBit(pSimTable, k/2);
        }
        assert( k == Vec_IntSize(p->vPatPairs) );
    }

    if ( 0 )
    {
        printf( "                  " );
        for ( i = 0; i < p->nCands; i++ )
            printf( "%d", i % 10 );
        printf( "\n" );

        Vec_IntForEachEntryDouble( p->vPatPairs, iPat, iPat2, i )
        {
            printf( "%4d  ", i/2 );
            printf( "%4d  ", iPat );
            printf( "%4d  ", iPat2 );
            for ( k = 0; k < p->nCands; k++ )
            {
                word * pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * k );
                printf( "%c", Abc_TtGetBit(pSimTable, i/2) ? '*' : ' ' );
            }
            printf( "\n" );
        }
    }

    //Gia_SimAbsCheckSolution(p);

    Vec_IntClear( p->vResub );
    Abc_TtClear( p->pTableTemp, p->nWordsTable );
    for ( i = 0; i < Vec_IntSize(p->vPatPairs)/2; i++ )
        Abc_TtXorBit( p->pTableTemp, i );

    while ( !Abc_TtIsConst0(p->pTableTemp, p->nWordsTable) )
    {
        word * pSimTable;
        int iArgMax = -1, CostThis, CostMax = -1;
        // compute the cost of each column
        for ( i = 0; i < p->nCands; i++ )
        {
            pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * i );
            CostThis = Abc_TtCountOnesVecMask( pSimTable, p->pTableTemp, p->nWordsTable, 0 );
            if ( CostMax >= CostThis )
                continue;
            CostMax = CostThis;
            iArgMax = i;
        }
        // find the best column
        Vec_IntPush( p->vResub, iArgMax );
        // delete values of this column
        pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * iArgMax );
        Abc_TtSharp( p->pTableTemp, p->pTableTemp, pSimTable, p->nWordsTable );
    }
    if ( p->fVerbose )
    {
        printf( "Solution %2d for covering problem [%5d x %5d]: ", Vec_IntSize(p->vResub), Vec_IntSize(p->vPatPairs)/2, p->nCands );
        Vec_IntForEachEntry( p->vResub, iPat, i )
            printf( "%6d ", iPat );
        for ( ; i < 12; i++ )
            printf( "       " );
        printf( "   " );
        Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
    }
}
int Gia_SimAbsRefine( Gia_SimAbsMan_t * p )
{
    int i, b, Value, iPat, iMint, iObj, Count = 0;
    word ** pFanins = ABC_ALLOC( word *, Vec_IntSize(p->vResub) );
    assert( Vec_IntSize(p->vResub) > 0 );
    Vec_IntForEachEntry( p->vResub, iObj, b )
        pFanins[b] = Vec_WrdEntryP( p->vSims, p->nWords * iObj );
    Vec_IntFill( p->vTtMints, 1 << Vec_IntSize(p->vResub), -1 );
    Vec_IntForEachEntry( p->vValues, Value, i )
    {
        if ( Value == -1 )
            continue;
        iMint = 0;
        for ( b = 0; b < Vec_IntSize(p->vResub); b++ )
            if ( Abc_TtGetBit(pFanins[b], i) )
                iMint |= 1 << b;
        iPat = Vec_IntEntry( p->vTtMints, iMint );
        if ( iPat == -1 )
        {
            Vec_IntWriteEntry( p->vTtMints, iMint, i );
            continue;
        }
        assert( Abc_TtGetBit(p->pSet[Value], i) );
        if ( Abc_TtGetBit(p->pSet[Value], iPat) )
            continue;
        assert( Abc_TtGetBit(p->pSet[!Value], iPat) );
        Vec_IntPushTwo( p->vPatPairs, Value ? iPat : i, Value ? i : iPat );
        //printf( "iPat1 = %d  iPat2 = %d   Mint = %d\n", Value ? iPat : i, Value ? i : iPat, iMint );
        Count++;
        if ( Count == 64 )
        {
            ABC_FREE( pFanins );
            return 1;
        }
    }
    //printf( "Refinement added %d minterm pairs.\n", Count );
    ABC_FREE( pFanins );
    return Count != 0;
}
Vec_Int_t * Gia_SimAbsFind( Vec_Int_t * vValues, int Value )
{
    Vec_Int_t * vSubset = Vec_IntAlloc( 100 ); int i, Entry;
    Vec_IntForEachEntry( vValues, Entry, i )
        if ( Entry == Value )
            Vec_IntPush( vSubset, i );
    return vSubset;
}
void Gia_SimAbsInit( Gia_SimAbsMan_t * p )
{
    int n, nPairsInit = 64;
    Vec_Int_t * vValue0 = Gia_SimAbsFind( p->vValues, 0 );
    Vec_Int_t * vValue1 = Gia_SimAbsFind( p->vValues, 1 );
    Vec_IntClear( p->vPatPairs );
    printf( "There are %d offset and %d onset minterms (%d pairs) and %d divisors.\n", 
        Vec_IntSize(vValue0), Vec_IntSize(vValue1), Vec_IntSize(vValue0)*Vec_IntSize(vValue1), p->nCands );
    Abc_Random( 1 );
    assert( Vec_IntSize(vValue0) > 0 );
    assert( Vec_IntSize(vValue1) > 0 );
    for ( n = 0; n < nPairsInit; n++ )
        Vec_IntPushTwo( p->vPatPairs, 
            Vec_IntEntry(vValue0, Abc_Random(0) % Vec_IntSize(vValue0)), 
            Vec_IntEntry(vValue1, Abc_Random(0) % Vec_IntSize(vValue1)) );
    Vec_IntFree( vValue0 );
    Vec_IntFree( vValue1 );
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Int_t * Gia_SimAbsPerformOne( Gia_Man_t * pGia, word * pOffSet, word * pOnSet, Vec_Wrd_t * vSimsCands, int nWords, int fVerbose )
{
    abctime clk = Abc_Clock();
    Vec_Int_t * vResub  = Vec_IntAlloc( 10 );
    Gia_SimAbsMan_t * p = Gia_SimAbsAlloc( pGia, pOffSet, pOnSet, vSimsCands, nWords, vResub, fVerbose );
    Gia_SimAbsInit( p );
    while ( 1 )
    {
        Gia_SimAbsSolve( p );
        if ( !Gia_SimAbsRefine( p ) )
            break;
    }
    Gia_SimAbsFree( p );
    Abc_PrintTime( 1, "Resubstitution time", Abc_Clock() - clk );
    return vResub;
}



/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/

typedef struct Gia_RsbMan_t_ Gia_RsbMan_t;
struct Gia_RsbMan_t_
{
    Gia_Man_t *    pGia;
    word *         pOffSet;
    word *         pOnSet;
    int            nWords;
    int            nWordsT;
    Vec_Wrd_t *    vSims;
    Vec_Wrd_t *    vSimsT;
    Vec_Int_t *    vCands;
    Vec_Int_t *    vObjs;
    Vec_Int_t *    vObjs2;
    Vec_Wec_t *    vSets[2];
    word *         pSet[3];
    Vec_Int_t *    vActive;
};
Gia_RsbMan_t * Gia_RsbAlloc( Gia_Man_t * pGia, word * pOffSet, word * pOnSet, Vec_Wrd_t * vSims, int nWords, Vec_Wrd_t * vSimsT, int nWordsT, Vec_Int_t * vCands )
{
    int i, iObj;
    Gia_RsbMan_t * p = ABC_CALLOC( Gia_RsbMan_t, 1 );
    assert( nWords <= 1024 );
    assert( Vec_WrdSize(vSims) == 64 * nWords * nWordsT );
    assert( Vec_WrdSize(vSims) == Vec_WrdSize(vSimsT) );
    p->pGia      = pGia;
    p->pOffSet   = pOffSet;
    p->pOnSet    = pOnSet;
    p->nWords    = nWords;
    p->nWordsT   = nWordsT;
    p->vSims     = vSims;
    p->vSimsT    = vSimsT;
    p->vCands    = vCands;
    p->vObjs     = Vec_IntAlloc( 100 );
    p->vObjs2    = Vec_IntAlloc( 100 );
    p->vSets[0]  = Vec_WecAlloc( 1024 );
    p->vSets[1]  = Vec_WecAlloc( 1024 );
    p->pSet[0]   = ABC_CALLOC( word, nWordsT );
    p->pSet[1]   = ABC_CALLOC( word, nWordsT );
    p->pSet[2]   = ABC_CALLOC( word, nWordsT );
    p->vActive   = Vec_IntAlloc( 100 );
    Vec_IntForEachEntry( vCands, iObj, i )
    {
        assert( iObj < nWordsT * 64 );
        Abc_TtSetBit( p->pSet[0], iObj );
    }
    Vec_WecPushLevel( p->vSets[0] );
    Vec_WecPushLevel( p->vSets[1] );
    for ( i = 0; i < 64*nWords; i++ )
    {
        int Value0 = Abc_TtGetBit( pOffSet, i );
        int Value1 = Abc_TtGetBit( pOnSet,  i );
        if ( Value0 && !Value1 )
            Vec_WecPush( p->vSets[0], 0, i );
        else if ( !Value0 && Value1 )
            Vec_WecPush( p->vSets[1], 0, i );
        else assert( !Value0 || !Value1 );
    }
    assert( Vec_WecSize(p->vSets[0]) == 1 );
    assert( Vec_WecSize(p->vSets[1]) == 1 );
    Abc_Random( 1 );
    //Extra_PrintBinary2( stdout, (unsigned*)pOffSet, 64*nWords ); printf( "\n" );
    //Extra_PrintBinary2( stdout, (unsigned*)pOnSet,  64*nWords ); printf( "\n" );
    return p;
}
void Gia_RsbFree( Gia_RsbMan_t * p )
{
    Vec_IntFree( p->vActive );
    Vec_IntFree( p->vObjs );
    Vec_IntFree( p->vObjs2 );
    Vec_WecFree( p->vSets[0] );
    Vec_WecFree( p->vSets[1] );
    ABC_FREE( p->pSet[0] );
    ABC_FREE( p->pSet[1] );
    ABC_FREE( p->pSet[2] );
    ABC_FREE( p );
}


int Gia_RsbCost( Gia_RsbMan_t * p )
{
    Vec_Int_t * vLevel[2]; int i, Cost = 0;
    Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], i )
        Cost += Vec_IntSize(vLevel[0]) * Vec_IntSize(vLevel[1]);
    return Cost;
}
void Gia_RsbPrint( Gia_RsbMan_t * p )
{
    Vec_Int_t * vLevel[2]; 
    int n, i, nLeaves = 1 << Vec_IntSize(p->vObjs);
    assert( Vec_WecSize(p->vSets[0]) == nLeaves );
    assert( Vec_WecSize(p->vSets[1]) == nLeaves );
    printf( "Database for %d objects and cost %d:\n", Vec_IntSize(p->vObjs), Gia_RsbCost(p) );
    Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], i )
    {
        for ( n = 0; n < 2; n++ )
        {
            printf( "%5d : ", i );
            Extra_PrintBinary2( stdout, (unsigned*)&i, Vec_IntSize(p->vObjs) ); printf( " %d ", n );
            Vec_IntPrint( vLevel[n] );
        }
    }    
}
void Gia_RsbUpdateAdd( Gia_RsbMan_t * p, int iObj )
{
    int n, i, nLeaves = 1 << Vec_IntSize(p->vObjs);
    assert( Vec_WecSize(p->vSets[0]) == nLeaves );
    assert( Vec_WecSize(p->vSets[1]) == nLeaves );
    for ( i = 0; i < nLeaves; i++ )
    {
        for ( n = 0; n < 2; n++ )
        {
            Vec_Int_t * vLevelN = Vec_WecPushLevel(p->vSets[n]);  
            Vec_Int_t * vLevel  = Vec_WecEntry(p->vSets[n], i);
            int iMint, j, k = 0;
            Vec_IntForEachEntry( vLevel, iMint, j )
            {
                if ( Abc_TtGetBit(Vec_WrdEntryP(p->vSims, p->nWords*iObj), iMint) )
                    Vec_IntPush( vLevelN, iMint );
                else
                    Vec_IntWriteEntry( vLevel, k++, iMint );
            }
            Vec_IntShrink( vLevel, k );
        }
    }
    Vec_IntPush( p->vObjs, iObj );
    assert( Vec_WecSize(p->vSets[0]) == 2*nLeaves );
    assert( Vec_WecSize(p->vSets[1]) == 2*nLeaves );
}
void Gia_RsbUpdateRemove( Gia_RsbMan_t * p, int Index )
{
    Vec_Int_t * vLevel[2], * vTemp[2][2];
    int k = 0, m, m2, nLeaves = 1 << Vec_IntSize(p->vObjs);
    assert( Index < Vec_IntSize(p->vObjs) );
    assert( Vec_WecSize(p->vSets[0]) == nLeaves );
    assert( Vec_WecSize(p->vSets[1]) == nLeaves );
    for ( m = 0; m < nLeaves; m++ )
    {
        if ( m & (1 << Index) )
            continue;
        m2 = m ^ (1 << Index);
        vTemp[0][0] = Vec_WecEntry(p->vSets[0], m);
        vTemp[0][1] = Vec_WecEntry(p->vSets[1], m);
        vTemp[1][0] = Vec_WecEntry(p->vSets[0], m2);
        vTemp[1][1] = Vec_WecEntry(p->vSets[1], m2);
        Vec_IntAppend( vTemp[0][0], vTemp[1][0] );
        Vec_IntAppend( vTemp[0][1], vTemp[1][1] );
        Vec_IntClear( vTemp[1][0] );
        Vec_IntClear( vTemp[1][1] );
    }
    Vec_IntDrop( p->vObjs, Index );
    Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], m )
    {
        if ( m & (1 << Index) )
            continue;
        ABC_SWAP( Vec_Int_t, Vec_WecArray(p->vSets[0])[k], Vec_WecArray(p->vSets[0])[m] );
        ABC_SWAP( Vec_Int_t, Vec_WecArray(p->vSets[1])[k], Vec_WecArray(p->vSets[1])[m] );
        k++;
    }
    assert( k == nLeaves/2 );
    Vec_WecShrink( p->vSets[0], k );
    Vec_WecShrink( p->vSets[1], k );
}
int Gia_RsbRemovalCost( Gia_RsbMan_t * p, int Index )
{
    Vec_Int_t * vTemp[2][2];
    //unsigned Mask = Abc_InfoMask( Index );
    int m, m2, Cost = 0, nLeaves = 1 << Vec_IntSize(p->vObjs);
    assert( Vec_WecSize(p->vSets[0]) == (1 << Vec_IntSize(p->vObjs)) );
    assert( Vec_WecSize(p->vSets[1]) == (1 << Vec_IntSize(p->vObjs)) );
    for ( m = 0; m < nLeaves; m++ )
    {
        if ( m & (1 << Index) )
            continue;
        m2 = m ^ (1 << Index);
        vTemp[0][0] = Vec_WecEntry(p->vSets[0], m);
        vTemp[0][1] = Vec_WecEntry(p->vSets[1], m);
        vTemp[1][0] = Vec_WecEntry(p->vSets[0], m2);
        vTemp[1][1] = Vec_WecEntry(p->vSets[1], m2);
        Cost += (Vec_IntSize(vTemp[0][0]) + Vec_IntSize(vTemp[1][0])) * (Vec_IntSize(vTemp[0][1]) + Vec_IntSize(vTemp[1][1]));
    }
    return Cost;
}
int Gia_RsbFindNodeToRemove( Gia_RsbMan_t * p, int * pMinCost )
{
    int i, iObj, iMin = -1, CostMin = ABC_INFINITY;
    Vec_IntForEachEntry( p->vObjs, iObj, i )
    {
        int Cost = Gia_RsbRemovalCost( p, i );
        if ( CostMin > Cost )
        {
            CostMin = Cost;
            iMin = i;
        }
    }
    if ( pMinCost )
        *pMinCost = CostMin;
    return iMin;
}

void Gia_RsbFindMints( Gia_RsbMan_t * p, int * pMint0, int * pMint1 )
{
    int iSetI = Abc_Random(0) % Vec_IntSize(p->vActive);
    int iSet  = Vec_IntEntry( p->vActive, iSetI );
    Vec_Int_t * vArray0 = Vec_WecEntry(p->vSets[0], iSet);
    Vec_Int_t * vArray1 = Vec_WecEntry(p->vSets[1], iSet);
    int iMint0i = Abc_Random(0) % Vec_IntSize(vArray0);
    int iMint1i = Abc_Random(0) % Vec_IntSize(vArray1);
    int iMint0 = Vec_IntEntry( vArray0, iMint0i );
    int iMint1 = Vec_IntEntry( vArray1, iMint1i );
    *pMint0 = iMint0;
    *pMint1 = iMint1;
}
int Gia_RsbFindNode( Gia_RsbMan_t * p )
{
    int i, iObj, nNodes, nNodesNew = -1, nNodesOld = -1, Mint0, Mint1, Shift;
    Abc_TtCopy( p->pSet[1], p->pSet[0], p->nWordsT, 0 );
    Vec_IntForEachEntry( p->vObjs, iObj, i )
    {
        assert( Abc_TtGetBit(p->pSet[1], iObj) );
        Abc_TtXorBit(p->pSet[1], iObj);
    }
    Abc_TtCopy( p->pSet[2], p->pSet[1], p->nWordsT, 0 );
    Gia_RsbFindMints( p, &Mint0, &Mint1 );
    nNodes = Abc_TtAndXorSum( p->pSet[1], Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint0), Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint1), p->nWordsT );
    for ( i = 0; i < 5 && nNodes > 1; i++ )
    {
        nNodesOld = nNodes;
        Abc_TtCopy( p->pSet[2], p->pSet[1], p->nWordsT, 0 );
        Gia_RsbFindMints( p, &Mint0, &Mint1 );
        nNodesNew = Abc_TtAndXorSum( p->pSet[1], Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint0), Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint1), p->nWordsT );
        assert( nNodesNew <= nNodes );
        if ( nNodesNew < nNodes )
            i = 0;
        nNodes = nNodesNew;
    }
    Shift = Abc_Random(0) % (64*p->nWordsT);
    for ( i = 0; i < 64*p->nWordsT; i++ )
    {
        int Index = (i+Shift) % (64*p->nWordsT);
        if ( Abc_TtGetBit( p->pSet[2], Index ) )
            return Index;
    }
    assert( 0 );      
    return -1;
}
int Gia_RsbCollectValid( Gia_RsbMan_t * p )
{
    Vec_Int_t * vLevel[2]; int i;
    Vec_IntClear( p->vActive );
    assert( Vec_WecSize(p->vSets[0]) == Vec_WecSize(p->vSets[1]) );
    Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], i )
        if ( Vec_IntSize(vLevel[0]) && Vec_IntSize(vLevel[1]) )
            Vec_IntPush( p->vActive, i );
    if ( Vec_IntSize(p->vActive) == 0 )
        return 0;
    return 1;
}
Vec_Int_t * Gia_RsbSolve( Gia_RsbMan_t * p )
{
    int i, iMin;
    Vec_IntClear( p->vObjs );
    while ( Gia_RsbCollectValid(p) )
        Gia_RsbUpdateAdd( p, Gia_RsbFindNode(p) );
    for ( i = 0; i < 100; i++ )
    {
        int k, nUndo = 1 + Abc_Random(0) % Vec_IntSize(p->vObjs);
        for ( k = 0; k < nUndo; k++ )
        {
            iMin = Gia_RsbFindNodeToRemove( p, NULL );// &MinCost );
            Gia_RsbUpdateRemove( p, iMin );
        }
        while ( Gia_RsbCollectValid(p) )
            Gia_RsbUpdateAdd( p, Gia_RsbFindNode(p) );
        if ( Vec_IntSize(p->vObjs2) == 0 || Vec_IntSize(p->vObjs2) > Vec_IntSize(p->vObjs) )
        {
            Vec_IntClear( p->vObjs2 );
            Vec_IntAppend( p->vObjs2, p->vObjs );
        }
    }
    //Gia_RsbPrint( p );
    return Vec_IntDup( p->vObjs2 );
}
Vec_Int_t * Gia_RsbSetFind( word * pOffSet, word * pOnSet, Vec_Wrd_t * vSims, int nWords, Vec_Wrd_t * vSimsT, int nWordsT, Vec_Int_t * vCands )
{
    Gia_RsbMan_t * p  = Gia_RsbAlloc( NULL, pOffSet, pOnSet, vSims, nWords, vSimsT, nWordsT, vCands );
    Vec_Int_t * vObjs = Gia_RsbSolve( p );
    Gia_RsbFree( p );
    Vec_IntSort( vObjs, 0 );
    return vObjs;
}

/**Function*************************************************************

  Synopsis    [Improving quality of simulation patterns.]

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Int_t * Gia_SimQualityOne( Gia_Man_t * p, Vec_Int_t * vPat, int fPoOnly )
{
    int i, Id, Value, nWords = Abc_Bit6WordNum( 1+Gia_ManCiNum(p) );
    Vec_Wrd_t * vTemp, * vSims, * vSimsPi = Vec_WrdStart( Gia_ManCiNum(p) * nWords );
    Vec_Int_t * vRes;
    assert( Vec_IntSize(vPat) == Gia_ManCiNum(p) );
    Vec_IntForEachEntry( vPat, Value, i )
    {
        word * pSim = Vec_WrdEntryP( vSimsPi, i*nWords );
        if ( Value )
            Abc_TtFill( pSim, nWords );
        Abc_TtXorBit( pSim, i+1 );
    }
    vTemp = p->vSimsPi;
    p->vSimsPi = vSimsPi;
    vSims = Gia_ManSimPatSim( p );
    p->vSimsPi = vTemp;
    if ( fPoOnly )
    {
        vRes = Vec_IntStart( Gia_ManCoNum(p) );
        Gia_ManForEachCoId( p, Id, i )
        {
            word * pSim = Vec_WrdEntryP( vSims, Id*nWords );
            if ( pSim[0] & 1 )
                Abc_TtNot( pSim, nWords );
            Vec_IntWriteEntry( vRes, i, Abc_TtCountOnesVec(pSim, nWords) );
        }
        assert( Vec_IntSize(vRes) == Gia_ManCoNum(p) );
    }
    else
    {
        vRes = Vec_IntStart( Gia_ManObjNum(p) );
        Gia_ManForEachAndId( p, Id )
        {
            word * pSim = Vec_WrdEntryP( vSims, Id*nWords );
            if ( pSim[0] & 1 )
                Abc_TtNot( pSim, nWords );
            Vec_IntWriteEntry( vRes, Id, Abc_TtCountOnesVec(pSim, nWords) );
        }
        assert( Vec_IntSize(vRes) == Gia_ManObjNum(p) );
    }
    Vec_WrdFree( vSims );
    Vec_WrdFree( vSimsPi );
    return vRes;
}
void Gia_SimQualityTest( Gia_Man_t * p )
{
    Vec_Int_t * vPat, * vRes;
    int k, m, nMints = (1 << Gia_ManCiNum(p));
    assert( Gia_ManCiNum(p) <= 10 );
    for ( m = 0; m < nMints; m++ )
    {
        printf( "%d : ", m );
        Extra_PrintBinary( stdout, (unsigned*)&m, Gia_ManCiNum(p) );
        printf( " " );
        vPat = Vec_IntAlloc( Gia_ManCiNum(p) );
        for ( k = 0; k < Gia_ManCiNum(p); k++ )
            Vec_IntPush( vPat, (m >> k) & 1 );
        vRes = Gia_SimQualityOne( p, vPat, 1 );
        printf( "%d ", Vec_IntSum(vRes) );
        Vec_IntFree( vRes );
        Vec_IntFree( vPat );
        printf( "\n" );
    }
}
Vec_Int_t * Gia_SimGenerateStats( Gia_Man_t * p )
{
    Vec_Int_t * vTotal = Vec_IntStart( Gia_ManObjNum(p) );
    Vec_Int_t * vRes, * vPat;
    int i, k, Value;
    Abc_Random(1);
    for ( i = 0; i < 1000; i++ )
    {
        vPat = Vec_IntAlloc( Gia_ManCiNum(p) );
        for ( k = 0; k < Gia_ManCiNum(p); k++ )
            Vec_IntPush( vPat, Abc_Random(0) & 1 );
        vRes = Gia_SimQualityOne( p, vPat, 0 );
        assert( Vec_IntSize(vRes) == Gia_ManObjNum(p) );
        Vec_IntForEachEntry( vRes, Value, k )
            Vec_IntAddToEntry( vTotal, k, Value );
        Vec_IntFree( vRes );
        Vec_IntFree( vPat );
    }
    //Vec_IntPrint( vTotal );
    return vTotal;
}   
double Gia_SimComputeScore( Gia_Man_t * p, Vec_Int_t * vTotal, Vec_Int_t * vThis )
{
    double TotalScore = 0;
    int i, Total, This; 
    assert( Vec_IntSize(vTotal) == Vec_IntSize(vThis) );
    Vec_IntForEachEntryTwo( vTotal, vThis, Total, This, i )
    {
        if ( Total == 0 ) 
            Total = 1;
        TotalScore += 1000.0*This/Total;
    }
    return TotalScore == 0 ? 1.0 : TotalScore/Gia_ManAndNum(p);
}
int Gia_SimQualityPatternsMax( Gia_Man_t * p, Vec_Int_t * vPat, int Iter, int fVerbose, Vec_Int_t * vStats )
{
    int k, MaxIn = -1;
    Vec_Int_t * vTries = Vec_IntAlloc( 100 );
    Vec_Int_t * vRes = Gia_SimQualityOne( p, vPat, 0 );
    double Value, InitValue, MaxValue = InitValue = Gia_SimComputeScore( p, vStats, vRes );
    Vec_IntFree( vRes );

    if ( fVerbose )
        printf( "Iter %5d : Init = %6.3f  ", Iter, InitValue );

    for ( k = 0; k < Gia_ManCiNum(p); k++ )
    {
        Vec_IntArray(vPat)[k] ^= 1;
        //Vec_IntPrint( vPat );

        vRes = Gia_SimQualityOne( p, vPat, 0 );
        Value = Gia_SimComputeScore( p, vStats, vRes );
        if ( MaxValue <= Value )
        {
            if ( MaxValue < Value )
                Vec_IntClear( vTries );
            Vec_IntPush( vTries, k );
            MaxValue = Value;
            MaxIn = k;
        }
        Vec_IntFree( vRes );

        Vec_IntArray(vPat)[k] ^= 1;
    }
    MaxIn = Vec_IntSize(vTries) ? Vec_IntEntry( vTries, rand()%Vec_IntSize(vTries) ) : -1;
    if ( fVerbose )
    {
        printf( "Final = %6.3f  Ratio = %4.2f  Tries = %5d  ", MaxValue, MaxValue/InitValue, Vec_IntSize(vTries) );
        printf( "Choosing %5d\r", MaxIn );
    }
    Vec_IntFree( vTries );
    return MaxIn;
}
Vec_Int_t * Gia_ManPatCollectOne( Gia_Man_t * p, Vec_Wrd_t * vPatterns, int n, int nWords )
{
    Vec_Int_t * vPat = Vec_IntAlloc( Gia_ManCiNum(p) ); int k;
    for ( k = 0; k < Gia_ManCiNum(p); k++ )
        Vec_IntPush( vPat, Abc_TtGetBit( Vec_WrdEntryP(vPatterns, k*nWords), n ) );
    return vPat;
}
void Gia_ManPatUpdateOne( Gia_Man_t * p, Vec_Wrd_t * vPatterns, int n, int nWords, Vec_Int_t * vPat )
{
    int k, Value;
    Vec_IntForEachEntry( vPat, Value, k )
    {
        word * pSim = Vec_WrdEntryP( vPatterns, k*nWords );
        if ( Abc_TtGetBit(pSim, n) != Value )
            Abc_TtXorBit( pSim, n );
    }
}
void Gia_ManPatDistImprove( Gia_Man_t * p, int fVerbose )
{
    int n, k, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    double InitValue, InitTotal = 0, FinalValue, FinalTotal = 0;
    Vec_Int_t * vPat, * vRes, * vStats = Gia_SimGenerateStats( p );
    Vec_Wrd_t * vPatterns = p->vSimsPi; p->vSimsPi = NULL;
    Abc_Random(1);
    for ( n = 0; n < 64*nWords; n++ )
    {
        abctime clk = Abc_Clock();
//        if ( n == 32 )
//            break;

        vPat = Gia_ManPatCollectOne( p, vPatterns, n, nWords );
        vRes = Gia_SimQualityOne( p, vPat, 0 );
        InitValue = Gia_SimComputeScore(p, vStats, vRes);
        InitTotal += InitValue;
        Vec_IntFree( vRes );

        for ( k = 0; k < 100; k++ )
        {
            int MaxIn = Gia_SimQualityPatternsMax( p, vPat, k, fVerbose, vStats );
            if ( MaxIn == -1 )
                break;
            assert( MaxIn >= 0 && MaxIn < Gia_ManCiNum(p) );
            Vec_IntArray(vPat)[MaxIn] ^= 1;            
        }
        //Vec_IntPrint( vPat );

        vRes = Gia_SimQualityOne( p, vPat, 0 );
        FinalValue = Gia_SimComputeScore(p, vStats, vRes);
        FinalTotal += FinalValue;
        Vec_IntFree( vRes );

        if ( fVerbose )
        {
            printf( "Pat %5d : Tries = %5d  InitValue = %6.3f  FinalValue = %6.3f  Ratio = %4.2f  ", 
                n, k, InitValue, FinalValue, FinalValue/InitValue );
            Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
        }

        Gia_ManPatUpdateOne( p, vPatterns, n, nWords, vPat );
        Vec_IntFree( vPat );
    }
    Vec_IntFree( vStats );
    if ( fVerbose )
        printf( "\n" );
    printf( "Improved %d patterns with average init value %.2f and average final value %.2f.\n", 
        64*nWords, 1.0*InitTotal/(64*nWords), 1.0*FinalTotal/(64*nWords) );
    p->vSimsPi = vPatterns;
}

/**Function*************************************************************

  Synopsis    [Improving quality of simulation patterns.]

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Int_t * Gia_SimCollectRare( Gia_Man_t * p, Vec_Wrd_t * vPatterns, int RareLimit )
{
    Vec_Int_t * vRareCounts = Vec_IntAlloc( 100 );  // (node, rare_count) pairs
    int Id, nWords = Vec_WrdSize(vPatterns) / Gia_ManCiNum(p), TotalBits = 64*nWords;
    Vec_Wrd_t * vSims, * vTemp = p->vSimsPi;
    assert( Vec_WrdSize(vPatterns) % Gia_ManCiNum(p) == 0 );
    p->vSimsPi = vPatterns;
    vSims = Gia_ManSimPatSim( p );
    p->vSimsPi = vTemp;
    Gia_ManForEachAndId( p, Id )
    {
        word * pSim   = Vec_WrdEntryP( vSims, Id*nWords );
        int Count     = Abc_TtCountOnesVec( pSim, nWords );
        int fRareOne  = Count < TotalBits/2; // fRareOne is 1 if rare value is 1
        int CountRare = fRareOne ? Count : TotalBits - Count;
        assert( CountRare <= TotalBits/2 );
        if ( CountRare <= RareLimit )
            Vec_IntPushTwo( vRareCounts, Abc_Var2Lit(Id, fRareOne), CountRare );
    }
    Vec_WrdFree( vSims );
    return vRareCounts;
}
Vec_Flt_t * Gia_SimQualityImpact( Gia_Man_t * p, Vec_Int_t * vPat, Vec_Int_t * vRareCounts )
{
    Vec_Flt_t * vQuoIncs = Vec_FltStart( Gia_ManCiNum(p) );
    int nWordsNew = Abc_Bit6WordNum( 1+Gia_ManCiNum(p) );
    Vec_Wrd_t * vSimsPiNew = Vec_WrdStart( Gia_ManCiNum(p) * nWordsNew );
    Vec_Wrd_t * vTemp, * vSims;
    int i, k, Value, RareLit, RareCount;
    assert( Vec_IntSize(vPat) == Gia_ManCiNum(p) );
    Vec_IntForEachEntry( vPat, Value, i )
    {
        word * pSim = Vec_WrdEntryP( vSimsPiNew, i*nWordsNew );
        if ( Value )
            Abc_TtFill( pSim, nWordsNew );
        Abc_TtXorBit( pSim, i+1 );
    }
    vTemp = p->vSimsPi;
    p->vSimsPi = vSimsPiNew;
    vSims = Gia_ManSimPatSim( p );
    p->vSimsPi = vTemp;
    Vec_IntForEachEntryDouble( vRareCounts, RareLit, RareCount, i )
    {
        float Incrm = (float)1.0/(RareCount+1);
        int RareObj = Abc_Lit2Var(RareLit);
        int RareVal = Abc_LitIsCompl(RareLit);
        word * pSim = Vec_WrdEntryP( vSims, RareObj*nWordsNew );
        int OrigVal = pSim[0] & 1;
        if ( OrigVal )
            Abc_TtNot( pSim, nWordsNew );
        for ( k = 0; k < Gia_ManCiNum(p); k++ )
            if ( Abc_TtGetBit(pSim, k+1) ) // value changed
                Vec_FltAddToEntry( vQuoIncs, k, OrigVal != RareVal ? Incrm : -Incrm );
    }
    Vec_WrdFree( vSims );
    Vec_WrdFree( vSimsPiNew );
    return vQuoIncs;
}
Vec_Int_t * Gia_SimCollectBest( Vec_Flt_t * vQuo )
{
    Vec_Int_t * vRes; int i;
    float Value, ValueMax = Vec_FltFindMax( vQuo );
    if ( ValueMax <= 0 )
        return NULL;
    vRes = Vec_IntAlloc( 100 );  // variables with max quo
    Vec_FltForEachEntry( vQuo, Value, i )
        if ( Value == ValueMax )
            Vec_IntPush( vRes, i );
    return vRes;
}
float Gia_ManPatGetQuo( Gia_Man_t * p, Vec_Int_t * vRareCounts, Vec_Wrd_t * vSims, int n, int nWords )
{
    float Quality = 0;
    int RareLit, RareCount, i; 
    assert( Vec_WrdSize(vSims) == Gia_ManObjNum(p) );
    Vec_IntForEachEntryDouble( vRareCounts, RareLit, RareCount, i )
    {
        float Incrm = (float)1.0/(RareCount+1);
        int RareObj = Abc_Lit2Var(RareLit);
        int RareVal = Abc_LitIsCompl(RareLit);
        word * pSim = Vec_WrdEntryP( vSims, RareObj*nWords );
        if ( Abc_TtGetBit(pSim, n) == RareVal )
            Quality += Incrm;
    }
    return Quality;
}
float Gia_ManPatGetTotalQuo( Gia_Man_t * p, int RareLimit, Vec_Wrd_t * vPatterns, int nWords )
{
    float Total = 0; int n;
    Vec_Int_t * vRareCounts = Gia_SimCollectRare( p, vPatterns, RareLimit );
    Vec_Wrd_t * vSims, * vTemp = p->vSimsPi;
    p->vSimsPi = vPatterns;
    vSims = Gia_ManSimPatSim( p );
    p->vSimsPi = vTemp;
    for ( n = 0; n < 64*nWords; n++ )
        Total += Gia_ManPatGetQuo( p, vRareCounts, vSims, n, nWords );
    Vec_IntFree( vRareCounts );
    Vec_WrdFree( vSims );
    return Total;
}
float Gia_ManPatGetOneQuo( Gia_Man_t * p, int RareLimit, Vec_Wrd_t * vPatterns, int nWords, int n )
{
    float Total = 0; 
    Vec_Int_t * vRareCounts = Gia_SimCollectRare( p, vPatterns, RareLimit );
    Vec_Wrd_t * vSims, * vTemp = p->vSimsPi;
    p->vSimsPi = vPatterns;
    vSims = Gia_ManSimPatSim( p );
    p->vSimsPi = vTemp;
    Total += Gia_ManPatGetQuo( p, vRareCounts, vSims, n, nWords );
    Vec_IntFree( vRareCounts );
    Vec_WrdFree( vSims );
    return Total;
}
void Gia_ManPatRareImprove( Gia_Man_t * p, int RareLimit, int fVerbose )
{
    abctime clk = Abc_Clock();
    float FinalTotal, InitTotal;
    int n, nRares = 0, nChanges = 0, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    Vec_Wrd_t * vPatterns = p->vSimsPi; p->vSimsPi = NULL;
    InitTotal = Gia_ManPatGetTotalQuo( p, RareLimit, vPatterns, nWords );
    for ( n = 0; n < 64*nWords; n++ )
    {
        abctime clk = Abc_Clock();
        Vec_Int_t * vRareCounts = Gia_SimCollectRare( p, vPatterns, RareLimit );
        Vec_Int_t * vPat        = Gia_ManPatCollectOne( p, vPatterns, n, nWords );
        Vec_Flt_t * vQuoIncs    = Gia_SimQualityImpact( p, vPat, vRareCounts );
        Vec_Int_t * vBest       = Gia_SimCollectBest( vQuoIncs );
        if ( fVerbose )
        {
            float PatQuo = Gia_ManPatGetOneQuo( p, RareLimit, vPatterns, nWords, n );
            printf( "Pat %5d : Rare = %4d  Cands = %3d  Value = %8.3f  Change = %8.3f  ", 
                n, Vec_IntSize(vRareCounts)/2, vBest ? Vec_IntSize(vBest) : 0, 
                PatQuo, vBest ? Vec_FltEntry(vQuoIncs, Vec_IntEntry(vBest,0)) : 0 );
            Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
        }
        if ( vBest != NULL )
        {
            int VarBest = Vec_IntEntry( vBest, rand()%Vec_IntSize(vBest) );
            Abc_TtXorBit( Vec_WrdEntryP(vPatterns, VarBest*nWords), n );
            nChanges++;
        }
        nRares = Vec_IntSize(vRareCounts)/2;
        Vec_IntFree( vRareCounts );
        Vec_IntFree( vPat );
        Vec_FltFree( vQuoIncs );
        Vec_IntFreeP( &vBest );
    }
    if ( fVerbose )
        printf( "\n" );
    FinalTotal = Gia_ManPatGetTotalQuo( p, RareLimit, vPatterns, nWords );
    p->vSimsPi = vPatterns;

    printf( "Improved %d out of %d patterns using %d rare nodes: %.2f -> %.2f.  ", 
        nChanges, 64*nWords, nRares, InitTotal, FinalTotal );
    Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
}

/**Function*************************************************************

  Synopsis    [Trying vectorized simulation.]

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimTest( Gia_Man_t * pGia )
{
    int n, nWords = 4;
    Vec_Wrd_t * vSim1, * vSim2;
    Vec_Wrd_t * vSim0 = Vec_WrdStartRandom( Gia_ManCiNum(pGia) * nWords );
    abctime clk = Abc_Clock();

    pGia->vSimsPi = vSim0;
    for ( n = 0; n < 20; n++ )
    {
        vSim1 = Gia_ManSimPatSim( pGia );
        Vec_WrdFree( vSim1 );
    }
    Abc_PrintTime( 1, "Time1", Abc_Clock() - clk );

    clk = Abc_Clock();
    for ( n = 0; n < 20; n++ )
    {
        vSim2 = Gia_ManSimPatSim2( pGia );
        Vec_WrdFree( vSim2 );
    }
    Abc_PrintTime( 1, "Time2", Abc_Clock() - clk );

    pGia->vSimsPi = NULL;
    Vec_WrdFree( vSim0 );
}

/**Function*************************************************************

  Synopsis    [Trying compiled simulation.]

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSimGen( Gia_Man_t * pGia )
{
    int nWords = 4;
    Gia_Obj_t * pObj;
    Vec_Wrd_t * vSim0 = Vec_WrdStartRandom( Gia_ManCiNum(pGia) * nWords );
    FILE * pFile = fopen( "comp_sim.c", "wb" );
    int i, k, Id;
    fprintf( pFile, "#include <stdio.h>\n" );
    fprintf( pFile, "#include <stdlib.h>\n" );
    fprintf( pFile, "#include <time.h>\n" );
    fprintf( pFile, "int main()\n" );
    fprintf( pFile, "{\n" );
    fprintf( pFile, "  clock_t clkThis = clock();\n" );
    fprintf( pFile, "  unsigned long Res = 0;\n" );
    fprintf( pFile, "  int i;\n" );
    fprintf( pFile, "  srand(time(NULL));\n" );
    fprintf( pFile, "  for ( i = 0; i < 2000; i++ )\n" );
    fprintf( pFile, "  {\n" );
    for ( k = 0; k < nWords; k++ )
        fprintf( pFile, "  unsigned long s%07d_%d = 0x%08x%08x;\n", 0, k, 0, 0 );
    Gia_ManForEachCiId( pGia, Id, i )
    {
        //word * pSim = Vec_WrdEntryP(vSim0, i*nWords);
        //unsigned * pSimU = (unsigned *)pSim;
        for ( k = 0; k < nWords; k++ )
            fprintf( pFile, "  unsigned long s%07d_%d = ((unsigned long)rand() << 48) | ((unsigned long)rand() << 32) | ((unsigned long)rand() << 16) | (unsigned long)rand();\n", Id, k );
    }
    Gia_ManForEachAnd( pGia, pObj, Id )
    {
        for ( k = 0; k < nWords; k++ )
            fprintf( pFile, "  unsigned long s%07d_%d = %cs%07d_%d & %cs%07d_%d;\n", Id, k, 
                Gia_ObjFaninC0(pObj) ? '~' : ' ', Gia_ObjFaninId0(pObj, Id), k, 
                Gia_ObjFaninC1(pObj) ? ' ' : '~', Gia_ObjFaninId1(pObj, Id), k );
    }
    Gia_ManForEachCoId( pGia, Id, i )
    {
        pObj = Gia_ManObj(pGia, Id);
        for ( k = 0; k < nWords; k++ )
            fprintf( pFile, "  Res ^= %cs%07d_%d;\n", Gia_ObjFaninC0(pObj) ? '~' : ' ', Gia_ObjFaninId0(pObj, Id), k );
    }
    Vec_WrdFree( vSim0 );
    fprintf( pFile, "  }\n" );
    fprintf( pFile, "  printf( \"Res = 0x%%08x    \", (unsigned)Res );\n" );
    fprintf( pFile, "  printf( \"Time = %%6.2f sec\\n\", (float)(clock() - clkThis)/CLOCKS_PER_SEC );\n" );
    fprintf( pFile, "  return 1;\n" );
    fprintf( pFile, "}\n" );
    fclose( pFile );
}


/**Function*************************************************************

  Synopsis    [Trying vectorized simulation.]

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
int Gia_ManSimTwo( Gia_Man_t * p0, Gia_Man_t * p1, int nWords, int nRounds, int TimeLimit, int fVerbose )
{
    Vec_Wrd_t * vSim0, * vSim1, * vSim2;
    abctime clk = Abc_Clock();
    int n, i, RetValue = 1;
    int TimeStop  = TimeLimit ? TimeLimit * CLOCKS_PER_SEC + Abc_Clock() : 0; // in CPU ticks
    printf( "Simulating %d round with %d machine words.\n", nRounds, nWords );
    Abc_RandomW(0);
    for ( n = 0; RetValue && n < nRounds; n++ )
    {
        if ( TimeStop && Abc_Clock() > TimeStop )
        {
            printf( "Computation timed out after %d seconds and %d rounds.\n", TimeLimit, n );
            break;
        }
        vSim0 = Vec_WrdStartRandom( Gia_ManCiNum(p0) * nWords );
        p0->vSimsPi = vSim0;
        p1->vSimsPi = vSim0;
        vSim1 = Gia_ManSimPatSim( p0 );
        vSim2 = Gia_ManSimPatSim( p1 );
        for ( i = 0; i < Gia_ManCoNum(p0); i++ )
        {
            word * pSim1 = Vec_WrdEntryP(vSim1, Gia_ObjId(p0, Gia_ManCo(p0, i))*nWords);
            word * pSim2 = Vec_WrdEntryP(vSim2, Gia_ObjId(p1, Gia_ManCo(p1, i))*nWords);
            if ( memcmp(pSim1, pSim2, sizeof(word)*nWords) )
            {
                printf( "Output %d failed simulation at round %d.  ", i, n );
                RetValue = 0;
                break;
            }
        }
        Vec_WrdFree( vSim1 );
        Vec_WrdFree( vSim2 );
        Vec_WrdFree( vSim0 );
        p0->vSimsPi = NULL;
        p1->vSimsPi = NULL;
    }
    if ( RetValue == 1 )
        printf( "Simulation did not detect a bug.  " );
    Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
    return RetValue;
}

/**Function*************************************************************

  Synopsis    [Serialization.]

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManSim2ArrayOne( Vec_Wrd_t * vSimsPi, Vec_Int_t * vRes )
{
    word * pInfo = Vec_WrdArray(vSimsPi); int w, i;
    word * pCare = pInfo + Vec_WrdSize(vSimsPi);
    Vec_IntClear( vRes );
    for ( w = 0; w < Vec_WrdSize(vSimsPi); w++ )
        if ( pCare[w] )
            for ( i = 0; i < 64; i++ )
                if ( Abc_TtGetBit(pCare, w*64+i) )
                    Vec_IntPush( vRes, Abc_Var2Lit(w*64+i, Abc_TtGetBit(pInfo, w*64+i)) );
    Vec_IntPush( vRes, Vec_WrdSize(vSimsPi) );
}
Vec_Wec_t * Gia_ManSim2Array( Vec_Ptr_t * vSims )
{
    Vec_Wec_t * vRes = Vec_WecStart( Vec_PtrSize(vSims) );
    Vec_Int_t * vLevel; int i;
    Vec_WecForEachLevel( vRes, vLevel, i )
        Gia_ManSim2ArrayOne( (Vec_Wrd_t *)Vec_PtrEntry(vSims, i), vLevel );
    return vRes;
}

Vec_Wrd_t * Gia_ManArray2SimOne( Vec_Int_t * vRes )
{
    int i, iLit, nWords = Vec_IntEntryLast(vRes);
    Vec_Wrd_t * vSimsPi = Vec_WrdStart( 2*nWords );
    word * pInfo = Vec_WrdArray(vSimsPi);
    word * pCare = pInfo + nWords;
    Vec_IntPop( vRes );
    Vec_IntForEachEntry( vRes, iLit, i )
    {
        Abc_TtXorBit( pCare, Abc_Lit2Var(iLit) );
        if ( Abc_LitIsCompl(iLit) )
            Abc_TtXorBit( pInfo, Abc_Lit2Var(iLit) );
    }
    Vec_IntPush( vRes, nWords );
    Vec_WrdShrink( vSimsPi, Vec_WrdSize(vSimsPi)/2 );
    return vSimsPi;
}
Vec_Ptr_t * Gia_ManArray2Sim( Vec_Wec_t * vRes )
{
    Vec_Ptr_t * vSims = Vec_PtrAlloc( Vec_WecSize(vRes) );
    Vec_Int_t * vLevel; int i;
    Vec_WecForEachLevel( vRes, vLevel, i )
        Vec_PtrPush( vSims, Gia_ManArray2SimOne(vLevel) );
    return vSims;
}

void Gia_ManSimArrayTest( Vec_Wrd_t * vSimsPi )
{
    Vec_Ptr_t * vTemp = Vec_PtrAlloc( 2 );
    Vec_PtrPushTwo( vTemp, vSimsPi, vSimsPi );
    {
        Vec_Wec_t * vRes = Gia_ManSim2Array( vTemp );
        Vec_WecDumpBin( "temp.sims", vRes, 1 );
        {
            Vec_Wec_t * vRes = Vec_WecReadBin( "temp.sims", 1 );
            Vec_Ptr_t * vTemp2 = Gia_ManArray2Sim( vRes );
            Vec_Wrd_t * vSimsPi2 = (Vec_Wrd_t *)Vec_PtrEntry( vTemp2, 0 );
            Vec_Wrd_t * vSimsPi3 = (Vec_Wrd_t *)Vec_PtrEntry( vTemp2, 1 );

            Abc_TtAnd( Vec_WrdArray(vSimsPi), Vec_WrdArray(vSimsPi), Vec_WrdArray(vSimsPi)+Vec_WrdSize(vSimsPi), Vec_WrdSize(vSimsPi), 0 );

            vSimsPi->nSize *= 2;
            vSimsPi2->nSize *= 2;
            vSimsPi3->nSize *= 2;
            Vec_WrdDumpHex( "test1.hex", vSimsPi,  1, 1 );
            Vec_WrdDumpHex( "test2.hex", vSimsPi2, 1, 1 );
            Vec_WrdDumpHex( "test3.hex", vSimsPi3, 1, 1 );
            vSimsPi->nSize /= 2;
            vSimsPi2->nSize /= 2;
            vSimsPi3->nSize /= 2;

            if ( Vec_WrdEqual( vSimsPi, vSimsPi2 ) )
                printf( "Success.\n" );
            else
                printf( "Failure.\n" );
            if ( Vec_WrdEqual( vSimsPi, vSimsPi3 ) )
                printf( "Success.\n" );
            else
                printf( "Failure.\n" );
            Vec_WrdFree( vSimsPi2 );
            Vec_WrdFree( vSimsPi3 );
            Vec_PtrFree( vTemp2 );
            Vec_WecFree( vRes );
        }
        Vec_WecFree( vRes );
    }
    Vec_PtrFree( vTemp );
}


/**Function*************************************************************

  Synopsis    [Serialization.]

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManPtrWrdDumpBin( char * pFileName, Vec_Ptr_t * p, int fVerbose )
{
    Vec_Wrd_t * vLevel;
    int i, nSize, RetValue;
    FILE * pFile = fopen( pFileName, "wb" );
    if ( pFile == NULL )
    {
        printf( "Cannot open file \"%s\" for writing.\n", pFileName );
        return;
    }
    nSize = Vec_PtrSize(p);
    RetValue = fwrite( &nSize, 1, sizeof(int), pFile );
    Vec_PtrForEachEntry( Vec_Wrd_t *, p, vLevel, i )
    {
        nSize = Vec_WrdSize(vLevel);
        RetValue += fwrite( &nSize, 1, sizeof(int), pFile );
        RetValue += fwrite( Vec_WrdArray(vLevel), 1, sizeof(word)*nSize, pFile );
    }
    fclose( pFile );
    if ( fVerbose )
        printf( "Written %d arrays into file \"%s\".\n", Vec_PtrSize(p), pFileName );
}
Vec_Ptr_t * Gia_ManPtrWrdReadBin( char * pFileName, int fVerbose )
{
    Vec_Ptr_t * p = NULL; Vec_Wrd_t * vLevel; int i, nSize, RetValue;
    FILE * pFile = fopen( pFileName, "rb" );
    if ( pFile == NULL )
    {
        printf( "Cannot open file \"%s\" for reading.\n", pFileName );
        return NULL;
    }
    fseek( pFile, 0, SEEK_END );
    nSize = ftell( pFile );
    if ( nSize == 0 )
    {
        printf( "The input file is empty.\n" );
        fclose( pFile );
        return NULL;
    }
    if ( nSize % (int)sizeof(int) > 0 )
    {
        printf( "Cannot read file with integers because it is not aligned at 4 bytes (remainder = %d).\n", nSize % (int)sizeof(int) );
        fclose( pFile );
        return NULL;
    }
    rewind( pFile );
    RetValue = fread( &nSize, 1, sizeof(int), pFile );
    assert( RetValue == 4 );
    p = Vec_PtrAlloc( nSize );
    for ( i = 0; i < nSize; i++ )
        Vec_PtrPush( p, Vec_WrdAlloc(100) );
    Vec_PtrForEachEntry( Vec_Wrd_t *, p, vLevel, i )
    {
        RetValue = fread( &nSize, 1, sizeof(int), pFile );
        assert( RetValue == 4 );
        Vec_WrdFill( vLevel, nSize, 0 );
        RetValue = fread( Vec_WrdArray(vLevel), 1, sizeof(word)*nSize, pFile );
        assert( RetValue == 8*nSize );
    }
    fclose( pFile );
    if ( fVerbose )
        printf( "Read %d arrays from file \"%s\".\n", Vec_PtrSize(p), pFileName );
    return p;
}

/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Int_t * Gia_ManProcessBuffs( Gia_Man_t * pHie, Vec_Wrd_t * vSimsH, int nWords, Vec_Mem_t * vStore, Vec_Int_t * vLabels )
{
    Vec_Int_t * vPoSigs = Vec_IntAlloc( Gia_ManBufNum(pHie) );
    Vec_Int_t * vMap;
    Vec_Wec_t * vNodes = Vec_WecStart( Gia_ManBufNum(pHie) );
    Gia_Obj_t * pObj; int i, Sig, Value;
    Gia_ManForEachBuf( pHie, pObj, i )
    {
        word * pSim = Vec_WrdEntryP(vSimsH, Gia_ObjId(pHie, pObj)*nWords);
        int fCompl = pSim[0] & 1;
        if ( fCompl )
            Abc_TtNot( pSim, nWords );
        Vec_IntPush( vPoSigs, Vec_MemHashInsert(vStore, pSim) );
        if ( fCompl )
            Abc_TtNot( pSim, nWords );
    }
    Vec_IntPrint( vPoSigs );
    vMap = Vec_IntStartFull( Vec_MemEntryNum(vStore) );
    Vec_IntForEachEntry( vPoSigs, Sig, i )
    {
        assert( Vec_IntEntry(vMap, Sig) == -1 );
        Vec_IntWriteEntry( vMap, Sig, i );
    }
    Vec_IntForEachEntry( vLabels, Sig, i )
    {
        if ( Sig < 0 )
            continue;
        Value = Vec_IntEntry(vMap, Sig);
        if ( Value == -1 )
            continue;
        assert( Value >= 0 && Value < Gia_ManBufNum(pHie) );
        Vec_WecPush( vNodes, Value, i );
    }
    Vec_WecPrint( vNodes, 0 );
    Vec_WecFree( vNodes );
    Vec_IntFree( vMap );
    Vec_IntFree( vPoSigs );
    return NULL;
}

/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManUpdateCoPhase( Gia_Man_t * pNew, Gia_Man_t * pOld )
{
    Gia_Obj_t * pObj; int i;
    Gia_ManSetPhase( pNew );
    Gia_ManSetPhase( pOld );
    Gia_ManForEachCo( pNew, pObj, i )
        if ( pObj->fPhase ^ Gia_ManCo(pOld, i)->fPhase )
        {
            printf( "Updating out %d.\n", i );
            Gia_ObjFlipFaninC0( pObj );
        }
}

/**Function*************************************************************

  Synopsis    []

  Description []
               
  SideEffects []

  SeeAlso     []

***********************************************************************/
void Gia_ManCompareSims( Gia_Man_t * pHie, Gia_Man_t * pFlat, int nWords, int fVerbose )
{
    abctime clk = Abc_Clock();
    Vec_Wrd_t * vSims  = pFlat->vSimsPi = pHie->vSimsPi = Vec_WrdStartRandom( Gia_ManCiNum(pFlat) * nWords );
    Vec_Wrd_t * vSims0 = Gia_ManSimPatSim( pFlat );
    Vec_Wrd_t * vSims1 = Gia_ManSimPatSim( pHie );
    Vec_Int_t * vLabels = Vec_IntStartFull( Gia_ManObjNum(pFlat) );
    Gia_Obj_t * pObj; int fCompl, Value, * pSpot, * pSpot2, i, nC0s = 0, nC1s = 0, nUnique = 0, nFound[3] = {0}, nBoundary = 0, nMatched = 0;
    Vec_Mem_t * vStore = Vec_MemAlloc( nWords, 12 ); // 2^12 N-word entries per page
    pFlat->vSimsPi = NULL;
    pHie->vSimsPi = NULL;
    Vec_WrdFree( vSims );

    printf( "Comparing two AIGs using %d simulation words.\n", nWords );
    printf( "Hierarchical: " ); Gia_ManPrintStats( pHie, NULL );
    printf( "Flat:         " ); Gia_ManPrintStats( pFlat, NULL );

    Vec_MemHashAlloc( vStore, 1 << 12 );
    Gia_ManForEachCand( pFlat, pObj, i )
    {
        word * pSim = Vec_WrdEntryP(vSims0, i*nWords);
        nC0s += Abc_TtIsConst0(pSim, nWords);
        nC1s += Abc_TtIsConst1(pSim, nWords);
        fCompl = pSim[0] & 1;
        if ( fCompl )
            Abc_TtNot( pSim, nWords );
        Value = Vec_MemHashInsert( vStore, pSim );
        if ( fCompl )
            Abc_TtNot( pSim, nWords );
        Vec_IntWriteEntry( vLabels, i, Value );
    }
    nUnique = Vec_MemEntryNum( vStore );
    printf( "Simulating %d patterns through the second (flat) AIG leads to %d unique objects (%.2f %% out of %d). Const0 = %d. Const1 = %d.\n", 
        64*nWords, nUnique, 100.0*nUnique/Gia_ManCandNum(pFlat), Gia_ManCandNum(pFlat), nC0s, nC1s );

    assert( Gia_ManCiNum(pFlat) == Gia_ManCiNum(pHie) );
    Gia_ManForEachCand( pHie, pObj, i ) 
    {
        word * pSim = Vec_WrdEntryP(vSims1, i*nWords);
        pSpot  = Vec_MemHashLookup( vStore, pSim );
        Abc_TtNot( pSim, nWords );
        pSpot2 = Vec_MemHashLookup( vStore, pSim );
        Abc_TtNot( pSim, nWords );
        nBoundary += Gia_ObjIsBuf(pObj);
        if ( *pSpot != -1 || *pSpot2 != -1 )
        {
            nMatched++;
            continue;
        }
        //Extra_PrintBinary( stdout, (unsigned *)pSim, 64*nWords ); printf("\n");
        nFound[1] += Gia_ObjIsBuf(pObj);
        nFound[2]++;
        //if ( Gia_ObjIsBuf(pObj) )
        //    printf( "%d(%d) ", i, nBoundary-1 );
    }
    Gia_ManProcessBuffs( pHie, vSims1, nWords, vStore, vLabels );
    Vec_MemHashFree( vStore );
    Vec_MemFree( vStore );
    Vec_WrdFree( vSims0 );
    Vec_WrdFree( vSims1 );
    Vec_IntFree( vLabels );

    printf( "The first (hierarchical) AIG has %d (%.2f %%) matches, %d (%.2f %%) mismatches, including %d (%.2f %%) on the boundary.  ", 
        nMatched,  100.0*nMatched /Abc_MaxInt(1, Gia_ManCandNum(pHie)), 
        nFound[2], 100.0*nFound[2]/Abc_MaxInt(1, Gia_ManCandNum(pHie)), 
        nFound[1], 100.0*nFound[1]/Abc_MaxInt(1, nBoundary) );
    Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Wec_t * Gia_ManRelTfos( Gia_Man_t * p, Vec_Int_t * vObjs )
{
    Gia_Obj_t * pObj; 
    Vec_Wec_t * vNodes = Vec_WecStart( Vec_IntSize(vObjs)+1 );
    Vec_Int_t * vSigns = Vec_IntStart( Gia_ManObjNum(p) ); 
    int n, k, i, iObj, * pSigns = Vec_IntArray(vSigns); 
    assert( Vec_IntSize(vObjs) < 32 );
    Vec_IntForEachEntry( vObjs, iObj, i )
        pSigns[iObj] |= 1 << i;
    Gia_ManForEachAnd( p, pObj, i )
    {
        if ( pSigns[i] == 0 )
            for ( n = 0; n < 2; n++ )
                pSigns[i] |= pSigns[Gia_ObjFaninId(pObj, i, n)];
        if ( pSigns[i] == 0 )
            continue;
        Vec_WecPush( vNodes, Vec_IntSize(vObjs), i );
        for ( k = 0; k < Vec_IntSize(vObjs); k++ )
            if ( (pSigns[i] >> k) & 1 )
                Vec_WecPush( vNodes, k, i );
    }
    Vec_IntFree( vSigns );
    return vNodes;
}
Vec_Wrd_t * Gia_ManRelDerive( Gia_Man_t * p, Vec_Int_t * vObjs, Vec_Wrd_t * vSims )
{
    int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p); Gia_Obj_t * pObj;
    int i, m, iVar, iMint = 0, nMints = 1 << Vec_IntSize(vObjs); 
    Vec_Wrd_t * vCopy  = Vec_WrdDup(vSims);  Vec_Int_t * vLevel;
    Vec_Wrd_t * vRel   = Vec_WrdStart( Gia_ManCoNum(p) * nWords * nMints );
    Vec_Wec_t * vNodes = Gia_ManRelTfos( p, vObjs );
    Vec_WecPrint( vNodes, 0 );
    Gia_ManForEachAnd( p, pObj, i )
        assert( pObj->fPhase == 0 );
    Gia_ManForEachObjVec( vObjs, p, pObj, i )
        pObj->fPhase = 1;
    vLevel = Vec_WecEntry( vNodes, Vec_IntSize(vObjs) );
    Gia_ManForEachObjVec( vLevel, p, pObj, i )
        if ( pObj->fPhase )
            Abc_TtClear( Vec_WrdEntryP(vCopy, Gia_ObjId(p, pObj)*nWords), nWords );
        else
            Gia_ManSimPatSimAnd( p, Gia_ObjId(p, pObj), pObj, nWords, vCopy );
    for ( m = 0; m < nMints; m++ )
    {
        Gia_ManForEachCo( p, pObj, i )
        {
            word * pSimO = Vec_WrdEntryP(vCopy, Gia_ObjId(p, pObj)*nWords);
            word * pSimF = Vec_WrdEntryP(vCopy, Gia_ObjFaninId0p(p, pObj)*nWords);
            word * pSimR = Vec_WrdEntryP(vRel, (iMint*Gia_ManCoNum(p) + i)*nWords);
            Abc_TtXor( pSimR, pSimF, pSimO, nWords, Gia_ObjFaninC0(pObj) );
        }
        if ( m == nMints-1 )
            break;
        iVar = Abc_TtSuppFindFirst( (m+1) ^ ((m+1) >> 1) ^ (m) ^ ((m) >> 1) );
        vLevel = Vec_WecEntry( vNodes, iVar );
        assert( Vec_IntEntry(vLevel, 0) == Vec_IntEntry(vObjs, iVar) );
        Abc_TtNot( Vec_WrdEntryP(vCopy, Vec_IntEntry(vObjs, iVar)*nWords), nWords );
        Gia_ManForEachObjVec( vLevel, p, pObj, i )
            if ( !pObj->fPhase )
                Gia_ManSimPatSimAnd( p, Gia_ObjId(p, pObj), pObj, nWords, vCopy );
        iMint ^= 1 << iVar;
    }
    Gia_ManForEachObjVec( vObjs, p, pObj, i )
        pObj->fPhase = 0;
    Vec_WrdFree( vCopy );
    Vec_WecFree( vNodes );
    return vRel;
}
Vec_Wrd_t * Gia_ManRelDerive2( Gia_Man_t * p, Vec_Int_t * vObjs, Vec_Wrd_t * vSims )
{
    int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p); Gia_Obj_t * pObj;
    int i, Id, m, Index, nMints = 1 << Vec_IntSize(vObjs); 
    Vec_Wrd_t * vPos, * vRel = Vec_WrdStart( Gia_ManCoNum(p) * nWords * nMints );
    for ( m = 0; m < nMints; m++ )
    {
        Gia_Man_t * pNew = Gia_ManDup( p ); 
        Gia_ManForEachAnd( pNew, pObj, i )
        {
            if ( (Index = Vec_IntFind(vObjs, Gia_ObjFaninId0(pObj, i))) >= 0 )
                pObj->iDiff0 = i, pObj->fCompl0 ^= (m >> Index) & 1;
            if ( (Index = Vec_IntFind(vObjs, Gia_ObjFaninId1(pObj, i))) >= 0 )
                pObj->iDiff1 = i, pObj->fCompl1 ^= (m >> Index) & 1;
        }
        vPos = Gia_ManSimPatSimOut( pNew, p->vSimsPi, 1 );
        Gia_ManForEachCoId( p, Id, i )
            Abc_TtXor( Vec_WrdEntryP(vRel, (m*Gia_ManCoNum(p) + i)*nWords), Vec_WrdEntryP(vPos, i*nWords), Vec_WrdEntryP(vSims, Id*nWords), nWords, 0 );
        Vec_WrdFree( vPos );
        Gia_ManStop( pNew );
    }
    return vRel;
}
void Gia_ManRelPrint( Gia_Man_t * p, Vec_Int_t * vObjs, Vec_Wrd_t * vSims, Vec_Wrd_t * vRel )
{
    int w, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    int i, Id, m, nMints = 1 << Vec_IntSize(vObjs);
    printf( "Relation has %d inputs and %d outputs:\n", Gia_ManCiNum(p), Vec_IntSize(vObjs) );
    for ( w = 0; w < 64*nWords; w++ )
    {
        Gia_ManForEachCiId( p, Id, i )
            printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vSims, Id*nWords), w) );
        printf( " " );
        Vec_IntForEachEntry( vObjs, Id, i )
            printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vSims, Id*nWords), w) );
        printf( " " );
        Gia_ManForEachCoId( p, Id, i )
            printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vSims, Id*nWords), w) );
        printf( " " );
        for ( m = 0; m < nMints; m++ )
        {
            printf( " " );
            for ( i = 0; i < Vec_IntSize(vObjs); i++ )
                printf( "%d", (m >> i) & 1 );
            printf( "=" );
            Gia_ManForEachCoId( p, Id, i )
                printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vRel, (m*Gia_ManCoNum(p)+i)*nWords), w) );
        }
        printf( "\n" );
    }
}
void Gia_ManRelPrint2( Gia_Man_t * p, Vec_Int_t * vObjs, Vec_Wrd_t * vSims, Vec_Wrd_t * vRel )
{
    int w, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    int i, Id, m, nMints = 1 << Vec_IntSize(vObjs);
    int nWordsM = Abc_Truth6WordNum(Vec_IntSize(vObjs));
    Vec_Wrd_t * vRes = Vec_WrdStart( 64*nWords * nWordsM );
    printf( "Relation has %d inputs and %d outputs:\n", Gia_ManCiNum(p), Vec_IntSize(vObjs) );
    for ( w = 0; w < 64*nWords; w++ )
    {
        int iMint = 0;
        int nValid = 0;
        Gia_ManForEachCiId( p, Id, i )
            printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vSims, Id*nWords), w) );
        printf( " " );
        Vec_IntForEachEntry( vObjs, Id, i )
        {
            printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vSims, Id*nWords), w) );
            if ( Abc_TtGetBit(Vec_WrdEntryP(vSims, Id*nWords), w) )
                iMint |= 1 << i;
        }
        printf( " " );
        Gia_ManForEachCoId( p, Id, i )
            printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vSims, Id*nWords), w) );
        printf( " " );
        for ( m = 0; m < nMints; m++ )
        {
            int Count = 0;
            Gia_ManForEachCoId( p, Id, i )
                Count += Abc_TtGetBit(Vec_WrdEntryP(vRel, (m*Gia_ManCoNum(p)+i)*nWords), w);
            printf( "%d", Count == 0 );
            nValid += Count > 0;
            if ( Count == 0 )
                Abc_TtSetBit( Vec_WrdEntryP(vRes, w*nWordsM), m );
        }
        printf( " " );
        for ( m = 0; m < nMints; m++ )
            printf( "%d", Abc_TtGetBit(Vec_WrdEntryP(vRes, w*nWordsM), m) );
        printf( " " );
        assert( Abc_TtGetBit(Vec_WrdEntryP(vRes, w*nWordsM), iMint) );
        for ( i = 0; i < Vec_IntSize(vObjs); i++ )
            if ( Abc_TtGetBit(Vec_WrdEntryP(vRes, w*nWordsM), iMint ^ (1 << i)) )
                printf( "-" );
            else
                printf( "%d", (iMint >> i) & 1 );
        printf( " %d", nMints-nValid );
        printf( "\n" );
    }
    Vec_WrdFree( vRes );
}
Vec_Int_t * Gia_ManRelInitObjs()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    /*
    Vec_IntPush( vRes, 33 );
    Vec_IntPush( vRes, 52 );
    Vec_IntPush( vRes, 53 );
    Vec_IntPush( vRes, 65 );
    Vec_IntPush( vRes, 79 );
    Vec_IntPush( vRes, 81 );
    */
    /*
    Vec_IntPush( vRes, 60 );
    Vec_IntPush( vRes, 61 );
    Vec_IntPush( vRes, 71 );
    Vec_IntPush( vRes, 72 );
    */
    /*
    Vec_IntPush( vRes, 65 );
    Vec_IntPush( vRes, 79 );
    Vec_IntPush( vRes, 81 );
    */
    Vec_IntPush( vRes, 52 );
    Vec_IntPush( vRes, 54 );
    Vec_IntPrint( vRes );
    return vRes;
}
void Gia_ManRelDeriveTest2( Gia_Man_t * p )
{
    Vec_Int_t * vObjs = Gia_ManRelInitObjs();
    Vec_Wrd_t * vSims, * vRel, * vRel2; int nWords;
    Vec_WrdFreeP( &p->vSimsPi );
    p->vSimsPi = Vec_WrdStartTruthTables( Gia_ManCiNum(p) );
    nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    vSims  = Gia_ManSimPatSim( p );
    vRel   = Gia_ManRelDerive( p, vObjs, vSims );
    vRel2  = Gia_ManRelDerive2( p, vObjs, vSims );
    //assert( !memcmp(vRel2->pArray, vRel->pArray, sizeof(word)*Vec_WrdSize(vRel)) );
    Gia_ManRelPrint2( p, vObjs, vSims, vRel );
    Vec_WrdFree( vRel2 );
    Vec_WrdFree( vRel );
    Vec_WrdFree( vSims );
    Vec_IntFree( vObjs );
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Int_t * Gia_ManRelInitIns()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 12 );
    Vec_IntPush( vRes, 18 );
    Vec_IntPush( vRes, 21 );
    Vec_IntPush( vRes, 34 );
    Vec_IntPush( vRes, 45 );
    Vec_IntPush( vRes, 59 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitOuts()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 65 );
    Vec_IntPush( vRes, 66 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitMffc( Gia_Man_t * p, Vec_Int_t * vOuts )
{
    Gia_Obj_t * pObj; int i;
    Vec_Int_t * vRes = Vec_IntAlloc( 100 );
    Vec_IntSort( vOuts, 0 );
    Gia_ManIncrementTravId( p );
    Gia_ManForEachObjVec( vOuts, p, pObj, i )
        Gia_ObjSetTravIdCurrent( p, pObj );
    Gia_ManIncrementTravId( p );
    Gia_ManForEachCo( p, pObj, i )
        if ( !Gia_ObjIsTravIdPrevious(p, Gia_ObjFanin0(pObj)) )
            Gia_ObjSetTravIdCurrent( p, Gia_ObjFanin0(pObj) );
    Gia_ManForEachAndReverse( p, pObj, i )
        if ( Gia_ObjIsTravIdPrevious(p, pObj) )
            continue;
        else if ( Gia_ObjIsTravIdCurrent(p, pObj) )
        {
            if ( !Gia_ObjIsTravIdPrevious(p, Gia_ObjFanin0(pObj)) )
                Gia_ObjSetTravIdCurrent( p, Gia_ObjFanin0(pObj) );
            if ( !Gia_ObjIsTravIdPrevious(p, Gia_ObjFanin1(pObj)) )
                Gia_ObjSetTravIdCurrent( p, Gia_ObjFanin1(pObj) );
        }
    Gia_ManForEachAnd( p, pObj, i )
        if ( !Gia_ObjIsTravIdCurrent(p, pObj) )
            Vec_IntPush( vRes, i );
    printf( "MFFC: " );
    Vec_IntPrint( vRes );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitDivs( Gia_Man_t * p, Vec_Int_t * vIns, Vec_Int_t * vOuts )
{
    Gia_Obj_t * pObj; int i; 
    Vec_Int_t * vMffc = Gia_ManRelInitMffc( p, vOuts );
    Vec_Int_t * vRes = Vec_IntAlloc( 100 ); 
    Vec_IntSort( vIns, 0 );

    Gia_ManIncrementTravId( p );
    Gia_ManForEachObjVec( vMffc, p, pObj, i )
        Gia_ObjSetTravIdCurrent( p, pObj );
    Vec_IntFree( vMffc );

    Vec_IntPush( vRes, 0 );
    Vec_IntAppend( vRes, vIns );

    Gia_ManIncrementTravId( p );
    Gia_ManForEachObjVec( vIns, p, pObj, i )
        Gia_ObjSetTravIdCurrent( p, pObj );

    Gia_ManForEachAnd( p, pObj, i )
        if ( Gia_ObjIsTravIdCurrent(p, pObj) )
            continue;
        else if ( Gia_ObjIsTravIdCurrent(p, Gia_ObjFanin0(pObj)) && Gia_ObjIsTravIdCurrent(p, Gia_ObjFanin1(pObj)) )
        {
            if ( !Gia_ObjIsTravIdPrevious(p, pObj) )
                Vec_IntPush( vRes, i );
            Gia_ObjSetTravIdCurrent( p, pObj );
        }
    printf( "Divisors: " );
    Vec_IntPrint( vRes );
    return vRes;
}

Vec_Int_t * Gia_ManRelDeriveSimple( Gia_Man_t * p, Vec_Wrd_t * vSims, Vec_Int_t * vIns, Vec_Int_t * vOuts )
{
    Vec_Int_t * vRes = Vec_IntStartFull( 1 << Vec_IntSize(vIns) );
    int w, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    for ( w = 0; w < 64*nWords; w++ )
    {
        int i, iObj, iMint = 0, iMint2 = 0;
        Vec_IntForEachEntry( vIns, iObj, i )
            if ( Abc_TtGetBit(Vec_WrdEntryP(vSims, iObj*nWords), w) )
                iMint |= 1 << i;
        if ( Vec_IntEntry(vRes, iMint) >= 0 )
            continue;
        Vec_IntForEachEntry( vOuts, iObj, i )
            if ( Abc_TtGetBit(Vec_WrdEntryP(vSims, iObj*nWords), w) )
                iMint2 |= 1 << i;
        Vec_IntWriteEntry( vRes, iMint, iMint2 );
    }
    return vRes;
}

void Gia_ManRelSolve( Gia_Man_t * p, Vec_Wrd_t * vSims, Vec_Int_t * vIns, Vec_Int_t * vOuts, Vec_Int_t * vRel, Vec_Int_t * vDivs )
{
    extern Mini_Aig_t * Exa4_ManGenTest( Vec_Wrd_t * vSimsIn, Vec_Wrd_t * vSimsOut, int nIns, int nDivs, int nOuts, int nNodes, int TimeOut, int fOnlyAnd, int fFancy, int fOrderNodes, int fUniqFans, int fVerbose );

    int i, m, iObj, Entry, iMint = 0, nMints = Vec_IntSize(vRel) - Vec_IntCountEntry(vRel, -1);
    Vec_Wrd_t * vSimsIn  = Vec_WrdStart( nMints );
    Vec_Wrd_t * vSimsOut = Vec_WrdStart( nMints );
    int Entry0 = Vec_IntEntry( vRel, 0 );

    word Value, Phase = 0;
    int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    Vec_IntForEachEntry( vDivs, iObj, i )
        if ( Vec_WrdEntry(vSims, iObj*nWords) & 1 )
            Phase |= 1 << i;

    assert( Entry0 >= 0 );
    printf( "Entry0 = %d\n", Entry0 );
    Entry0 ^= 1;
//    for ( m = 0; m < nMints; m++ )
    Vec_IntForEachEntry( vRel, Entry, m )
    {
        if ( Entry == -1 )
            continue;
        Abc_TtSetBit( Vec_WrdEntryP(vSimsOut, iMint), Entry0 ^ Entry );

        Value = 0;
        Vec_IntForEachEntry( vDivs, iObj, i )
            if ( Abc_TtGetBit(Vec_WrdEntryP(vSims, iObj*nWords), m) )
                Abc_TtSetBit( &Value, i );
        Vec_WrdEntryP(vSimsOut, iMint)[0] = Value ^ Phase;

        iMint++;
    }
    assert( iMint == nMints );
    printf( "Created %d minterms.\n", iMint );
    Exa4_ManGenTest( vSimsIn, vSimsOut, Vec_IntSize(vIns), Vec_IntSize(vDivs), Vec_IntSize(vOuts), 10, 0, 0, 0, 0, 0, 1 );
    Vec_WrdFree( vSimsIn );
    Vec_WrdFree( vSimsOut );
}
void Gia_ManRelDeriveTest( Gia_Man_t * p )
{
    Vec_Int_t * vIns  = Gia_ManRelInitIns();
    Vec_Int_t * vOuts = Gia_ManRelInitOuts();
    Vec_Wrd_t * vSims; Vec_Int_t * vRel, * vDivs; int nWords;
    Vec_WrdFreeP( &p->vSimsPi );
    p->vSimsPi = Vec_WrdStartTruthTables( Gia_ManCiNum(p) );
    nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    vSims  = Gia_ManSimPatSim( p );
    vRel   = Gia_ManRelDeriveSimple( p, vSims, vIns, vOuts );
    vDivs  = Gia_ManRelInitDivs( p, vIns, vOuts );
    //printf( "Neg = %d\n", Vec_IntCountEntry(vRel, -1) );

    Gia_ManRelSolve( p, vSims, vIns, vOuts, vRel, vDivs );

    Vec_IntFree( vDivs );
    Vec_IntPrint( vRel );
    Vec_IntFree( vRel );
    Vec_WrdFree( vSims );
    Vec_IntFree( vIns );
    Vec_IntFree( vOuts );
}


/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
int Gia_ManRelOutsTfo_rec( Gia_Man_t * p, Gia_Obj_t * pObj, Vec_Int_t * vTfo )
{
    if ( Gia_ObjIsTravIdPrevious(p, pObj) )
        return 1;
    if ( Gia_ObjIsTravIdCurrent(p, pObj) )
        return 0;
    if ( pObj->fPhase )
    {
        Gia_ObjSetTravIdPrevious(p, pObj);
        return 1;
    }
    if ( Gia_ObjIsAnd(pObj) )
    {
        int Val0 = Gia_ManRelOutsTfo_rec( p, Gia_ObjFanin0(pObj), vTfo );
        int Val1 = Gia_ManRelOutsTfo_rec( p, Gia_ObjFanin1(pObj), vTfo );
        if ( Val0 || Val1 )
        {
            Gia_ObjSetTravIdPrevious(p, pObj);
            Vec_IntPush( vTfo, Gia_ObjId(p, pObj) );
            return 1;
        }
    }
    Gia_ObjSetTravIdCurrent(p, pObj);
    return 0;
}
Vec_Int_t * Gia_ManRelOutsTfo( Gia_Man_t * p, Vec_Int_t * vOuts )
{
    Gia_Obj_t * pObj; int i;
    Vec_Int_t * vTfo = Vec_IntAlloc( 100 );
    Gia_ManIncrementTravId( p );
    Gia_ManIncrementTravId( p );
    Gia_ObjSetTravIdCurrentId( p, 0 );
    Gia_ManCleanPhase( p );
    Gia_ManForEachObjVec( vOuts, p, pObj, i )
        pObj->fPhase = 1;
    Gia_ManForEachCo( p, pObj, i )
        if ( Gia_ManRelOutsTfo_rec( p, Gia_ObjFanin0(pObj), vTfo ) )
            Vec_IntPush( vTfo, Gia_ObjId(p, pObj) );
    Gia_ManForEachObjVec( vOuts, p, pObj, i )
        pObj->fPhase = 0;
    //Vec_IntPrint( vTfo );
    return vTfo;
}
void Gia_ManSimPatSimTfo( Gia_Man_t * p, Vec_Wrd_t * vSims, Vec_Int_t * vTfo )
{
    Gia_Obj_t * pObj;
    int i, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    Gia_ManForEachObjVec( vTfo, p, pObj, i ) 
        if ( Gia_ObjIsAnd(pObj) )
            Gia_ManSimPatSimAnd( p, Gia_ObjId(p, pObj), pObj, nWords, vSims );
        else
            Gia_ManSimPatSimPo( p, Gia_ObjId(p, pObj), pObj, nWords, vSims );
}
void Gia_ManSimPatSimMiter( Gia_Man_t * p, Vec_Wrd_t * vSims, Vec_Wrd_t * vSims2, word * pSims, int nWords )
{
    Gia_Obj_t * pObj; int i;
    Gia_ManForEachCo( p, pObj, i )
        Abc_TtOrXor( pSims, Vec_WrdEntryP(vSims, Gia_ObjId(p, pObj)*nWords), Vec_WrdEntryP(vSims2, Gia_ObjId(p, pObj)*nWords), nWords );
    Abc_TtNot( pSims, nWords );
}
Vec_Wrd_t * Gia_ManRelDeriveRel( Gia_Man_t * p, Vec_Int_t * vIns, Vec_Int_t * vDivs, Vec_Int_t * vOuts, Vec_Wrd_t * vSims )
{
    extern void Extra_BitMatrixTransposeP( Vec_Wrd_t * vSimsIn, int nWordsIn, Vec_Wrd_t * vSimsOut, int nWordsOut );
    int i, o, iObj, nMintsO = 1 << Vec_IntSize(vOuts);
    int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
    Vec_Wrd_t * vSims2 = Vec_WrdDup( vSims );
    Vec_Wrd_t * vRel   = Vec_WrdStart( nWords * 64 );
    Vec_Wrd_t * vRel2  = Vec_WrdStart( nWords * 64 );
    Vec_Int_t * vTfo   = Gia_ManRelOutsTfo( p, vOuts );
    assert( 1 + Vec_IntSize(vIns) + Vec_IntSize(vDivs) + nMintsO <= 64 );
    assert( Vec_WrdSize(p->vSimsPi) % Gia_ManCiNum(p) == 0 );
    Vec_IntForEachEntry( vIns, iObj, o )
        memcpy( Vec_WrdEntryP(vRel, nWords*o), Vec_WrdEntryP(vSims, iObj*nWords), sizeof(word)*nWords );
    Vec_IntForEachEntry( vDivs, iObj, o )
        memcpy( Vec_WrdEntryP(vRel, nWords*(Vec_IntSize(vIns)+o)), Vec_WrdEntryP(vSims, iObj*nWords), sizeof(word)*nWords );
    for ( o = 0; o < nMintsO; o++ )
    {
        word * pRes = Vec_WrdEntryP(vRel, nWords*(Vec_IntSize(vIns)+Vec_IntSize(vDivs)+o));
        Vec_IntForEachEntry( vOuts, iObj, i )
            memset( Vec_WrdEntryP(vSims2, iObj*nWords), ((o >> i) & 1) ? 0xFF : 0x00, sizeof(word)*nWords );
        Gia_ManSimPatSimTfo( p, vSims2, vTfo );
        Gia_ManSimPatSimMiter( p, vSims, vSims2, pRes, nWords );
    }
    Extra_BitMatrixTransposeP( vRel, nWords, vRel2, 1 );
    Vec_IntFree( vTfo );
    Vec_WrdFree( vSims2 );
    Vec_WrdFree( vRel );
    return vRel2;
}
void Gia_ManRelDeriveSims( Gia_Man_t * p, Vec_Int_t * vIns, Vec_Int_t * vDivs, Vec_Int_t * vOuts, Vec_Wrd_t * vSims, Vec_Wrd_t * vRel, Vec_Wrd_t ** pvSimsIn, Vec_Wrd_t ** pvSimsOut )
{
    Vec_Wrd_t * vVals = Vec_WrdStartFull( 1 << Vec_IntSize(vIns) );
    Vec_Wrd_t * vSets = Vec_WrdStartFull( 1 << Vec_IntSize(vIns) );
    int m, nMints = 1 << Gia_ManCiNum(p), nCares = 0;
    int nMintsI = 1 << Vec_IntSize(vIns);
    int nShift = Vec_IntSize(vIns) + Vec_IntSize(vDivs);
    int MaskI  = Abc_Tt6Mask( Vec_IntSize(vIns) ); 
    int MaskD  = Abc_Tt6Mask( nShift ); 
    for ( m = 0; m < nMints; m++ )
    {
        word Sign = Vec_WrdEntry( vRel, m );
        *Vec_WrdEntryP( vVals, (int)Sign & MaskI )  = (int)Sign & MaskD;
        *Vec_WrdEntryP( vSets, (int)Sign & MaskI ) &= Sign >> nShift;
    }
    for ( m = 0; m < nMintsI; m++ )
        if ( ~Vec_WrdEntry(vSets, m) )
            nCares++;
    assert( *pvSimsIn  == NULL );
    assert( *pvSimsOut == NULL );
    *pvSimsIn  = Vec_WrdAlloc( nCares );
    *pvSimsOut = Vec_WrdAlloc( nCares );
    for ( m = 0; m < nMintsI; m++ )
        if ( ~Vec_WrdEntry(vSets, m) )
        {
            Vec_WrdPush( *pvSimsIn,  Vec_WrdEntry(vVals, m) << 1 );
            Vec_WrdPush( *pvSimsOut, Vec_WrdEntry(vSets, m)      );
        }
    assert( Vec_WrdSize(*pvSimsIn) == nCares );
    Vec_WrdFree( vSets );
    Vec_WrdFree( vVals );
}

int Gia_ManRelCheck_rec( Gia_Man_t * p, Gia_Obj_t * pObj )
{
    if ( Gia_ObjIsTravIdPrevious(p, pObj) )
        return 1;
    if ( Gia_ObjIsTravIdCurrent(p, pObj) )
        return 0;
    if ( pObj->fPhase )
    {
        Gia_ObjSetTravIdPrevious(p, pObj);
        return 1;
    }
    if ( Gia_ObjIsAnd(pObj) )
    {
        int Val0 = Gia_ManRelCheck_rec( p, Gia_ObjFanin0(pObj) );
        int Val1 = Gia_ManRelCheck_rec( p, Gia_ObjFanin1(pObj) );
        if ( Val0 && Val1 )
        {
            Gia_ObjSetTravIdPrevious(p, pObj);
            return 1;
        }
    }
    Gia_ObjSetTravIdCurrent(p, pObj);
    return 0;
}
int Gia_ManRelCheck( Gia_Man_t * p, Vec_Int_t * vIns, Vec_Int_t * vDivs, Vec_Int_t * vOuts )
{
    Gia_Obj_t * pObj; int i, Res = 1;
    Gia_ManIncrementTravId( p );
    Gia_ManIncrementTravId( p );
    Gia_ObjSetTravIdCurrentId( p, 0 );
    Gia_ManCleanPhase( p );
    Gia_ManForEachObjVec( vIns, p, pObj, i )
        pObj->fPhase = 1;
    Gia_ManForEachObjVec( vDivs, p, pObj, i )
        if ( !Gia_ManRelCheck_rec( p, pObj ) )
            Res = 0;
    Gia_ManForEachObjVec( vOuts, p, pObj, i )
        if ( !Gia_ManRelCheck_rec( p, pObj ) )
            Res = 0;
    Gia_ManForEachObjVec( vIns, p, pObj, i )
        pObj->fPhase = 0;
    return Res;
}
void Gia_ManRelCompute( Gia_Man_t * p, Vec_Int_t * vIns, Vec_Int_t * vDivs, Vec_Int_t * vOuts, Vec_Wrd_t ** pvSimsIn, Vec_Wrd_t ** pvSimsOut )
{
    Vec_Wrd_t * vSims, * vRel; 
    //Vec_Wrd_t * vSimsDiv = NULL, * vSimsOut = NULL;

    Vec_WrdFreeP( &p->vSimsPi );
    p->vSimsPi = Vec_WrdStartTruthTables( Gia_ManCiNum(p) );

    if ( !Gia_ManRelCheck( p, vIns, vDivs, vOuts ) )
        printf( "Window is NOT consistent.\n" );
    else
        printf( "Window is consistent.\n" );

    vSims  = Gia_ManSimPatSim( p );
    vRel   = Gia_ManRelDeriveRel( p, vIns, vDivs, vOuts, vSims );

    Gia_ManRelDeriveSims( p, vIns, vDivs, vOuts, vSims, vRel, pvSimsIn, pvSimsOut );

    Vec_WrdFree( vRel );
    Vec_WrdFree( vSims );
    Vec_WrdFreeP( &p->vSimsPi );
}

/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
/*
Vec_Int_t * Gia_ManRelInitIns1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 22 );
    Vec_IntPush( vRes, 41 );
    Vec_IntPush( vRes, 45 );
    Vec_IntPush( vRes, 59 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitDivs1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 46 );
    Vec_IntPush( vRes, 47 );
    Vec_IntPush( vRes, 48 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitOuts1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 65 );
    Vec_IntPush( vRes, 66 );
    return vRes;
}
*/

Vec_Int_t * Gia_ManRelInitIns1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 22 );
    Vec_IntPush( vRes, 25 );
    Vec_IntPush( vRes, 42 );
    Vec_IntPush( vRes, 59 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitDivs1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 43 );
    Vec_IntPush( vRes, 44 );
    Vec_IntPush( vRes, 45 );
    Vec_IntPush( vRes, 46 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitOuts1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 60 );
    Vec_IntPush( vRes, 61 );
    return vRes;
}

/*
Vec_Int_t * Gia_ManRelInitIns1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 22 );
    Vec_IntPush( vRes, 25 );
    Vec_IntPush( vRes, 42 );
    Vec_IntPush( vRes, 50 );
    Vec_IntPush( vRes, 67 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitDivs1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 43 );
    Vec_IntPush( vRes, 44 );
    Vec_IntPush( vRes, 45 );
    Vec_IntPush( vRes, 46 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitOuts1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 73 );
    Vec_IntPush( vRes, 74 );
    return vRes;
}
*/

/*
Vec_Int_t * Gia_ManRelInitIns1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 43 );
    Vec_IntPush( vRes, 46 );
    //Vec_IntPush( vRes, 49 );
    Vec_IntPush( vRes, 50 );
    Vec_IntPush( vRes, 67 );
    Vec_IntPush( vRes, 75 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitDivs1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    return vRes;
}
Vec_Int_t * Gia_ManRelInitOuts1()
{
    Vec_Int_t * vRes = Vec_IntAlloc( 10 );
    Vec_IntPush( vRes, 73 );
    Vec_IntPush( vRes, 86 );
    Vec_IntPush( vRes, 88 );
    return vRes;
}
*/

void Gia_ManRelDeriveTest1( Gia_Man_t * p )
{
    extern void Exa6_WriteFile2( char * pFileName, int nVars, int nDivs, int nOuts, Vec_Wrd_t * vSimsDiv, Vec_Wrd_t * vSimsOut );

    word Entry; int i;
    Vec_Int_t * vIns  = Gia_ManRelInitIns1();
    Vec_Int_t * vDivs = Gia_ManRelInitDivs1();
    Vec_Int_t * vOuts = Gia_ManRelInitOuts1();

    Vec_Wrd_t * vSimsDiv = NULL, * vSimsOut = NULL;
    Gia_ManRelCompute( p, vIns, vDivs, vOuts, &vSimsDiv, &vSimsOut );

    printf( "Inputs:\n" );
    Vec_WrdForEachEntry( vSimsDiv, Entry, i )
        Abc_TtPrintBits( &Entry, 1 + Vec_IntSize(vIns) + Vec_IntSize(vDivs) );
    printf( "Outputs:\n" );
    Vec_WrdForEachEntry( vSimsOut, Entry, i )
        Abc_TtPrintBits( &Entry, 1 << Vec_IntSize(vOuts) );
    printf( "\n" );

    Exa6_WriteFile2( "mul44_i5_n0_t3_s11.rel", Vec_IntSize(vIns), Vec_IntSize(vDivs), Vec_IntSize(vOuts), vSimsDiv, vSimsOut );

    Vec_WrdFree( vSimsDiv );
    Vec_WrdFree( vSimsOut );

    Vec_IntFree( vIns );
    Vec_IntFree( vDivs );
    Vec_IntFree( vOuts );
}


/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Gia_Man_t * Gia_ManChangeTest3( Gia_Man_t * p )
{
    extern void Exa6_WriteFile2( char * pFileName, int nVars, int nDivs, int nOuts, Vec_Wrd_t * vSimsDiv, Vec_Wrd_t * vSimsOut );
    extern void Exa_ManExactPrint( Vec_Wrd_t * vSimsDiv, Vec_Wrd_t * vSimsOut, int nDivs, int nOuts );
    extern Mini_Aig_t * Exa_ManExactSynthesis6Int( Vec_Wrd_t * vSimsDiv, Vec_Wrd_t * vSimsOut, int nVars, int nDivs, int nOuts, int nNodes, int fOnlyAnd, int fVerbose );
    extern Gia_Man_t * Gia_ManDupMini( Gia_Man_t * p, Vec_Int_t * vIns, Vec_Int_t * vDivs, Vec_Int_t * vOuts, Mini_Aig_t * pMini );

    Gia_Man_t *  pNew  = NULL;
    Mini_Aig_t * pMini = NULL;
    Vec_Int_t * vIns   = Gia_ManRelInitIns1();
    Vec_Int_t * vDivs  = Gia_ManRelInitDivs1();
    Vec_Int_t * vOuts  = Gia_ManRelInitOuts1();
    int nNodes = 4;

    Vec_Wrd_t * vSimsDiv = NULL, * vSimsOut = NULL;
    Gia_ManRelCompute( p, vIns, vDivs, vOuts, &vSimsDiv, &vSimsOut );
    Exa_ManExactPrint( vSimsDiv, vSimsOut, 1 + Vec_IntSize(vIns) + Vec_IntSize(vDivs), Vec_IntSize(vOuts) );
    //Exa6_WriteFile2( "mul44_i%d_n%d_t%d_s%d.rel", Vec_IntSize(vIns), Vec_IntSize(vDivs), Vec_IntSize(vOuts), nNodes );
    pMini = Exa_ManExactSynthesis6Int( vSimsDiv, vSimsOut, Vec_IntSize(vIns), Vec_IntSize(vDivs), Vec_IntSize(vOuts), nNodes, 1, 1 );
    if ( pMini )
    {
        pNew = Gia_ManDupMini( p, vIns, vDivs, vOuts, pMini );
        Mini_AigStop( pMini );
    }
    Vec_WrdFree( vSimsDiv );
    Vec_WrdFree( vSimsOut );

    Vec_IntFree( vIns );
    Vec_IntFree( vDivs );
    Vec_IntFree( vOuts );
    return pNew;
}



/**Function*************************************************************

  Synopsis    []

  Description []

  SideEffects []

  SeeAlso     []

***********************************************************************/
Vec_Str_t * Gia_ManComputeRange( Gia_Man_t * p )
{
    Vec_Wrd_t * vSimsPi = Vec_WrdStartTruthTables( Gia_ManCiNum(p) );
    Vec_Wrd_t * vSims   = Gia_ManSimPatSimOut( p, vSimsPi, 1 );
    int n, nWords = Vec_WrdSize(vSimsPi) / Gia_ManCiNum(p);
    int i, nLimit = Gia_ManCiNum(p) < 6 ? 1 << Gia_ManCiNum(p) : 64*nWords;
    Vec_Str_t * vOut = Vec_StrAlloc( nLimit*(Gia_ManCoNum(p) + 3) );
    assert( Vec_WrdSize(vSims) == nWords * Gia_ManCoNum(p) );
    for ( n = 0; n < nLimit; n++ )
    {
        for ( i = 0; i < Gia_ManCoNum(p); i++ )
            Vec_StrPush( vOut, (char)('0' + Abc_TtGetBit(Vec_WrdEntryP(vSims, i*nWords), n)) );
        Vec_StrPush( vOut, ' ' );
        Vec_StrPush( vOut, '1' );
        Vec_StrPush( vOut, '\n' );
    }
    Vec_StrPush( vOut, '\0' );
    Vec_WrdFree( vSims );
    Vec_WrdFree( vSimsPi );
    return vOut;
}

////////////////////////////////////////////////////////////////////////
///                       END OF FILE                                ///
////////////////////////////////////////////////////////////////////////


ABC_NAMESPACE_IMPL_END

