#bdd #diagram

bin+lib bex

A rust library for working with boolean expressions (expression trees, decision diagrams, etc.)

4 releases

0.1.3 Sep 25, 2019
0.1.2 Dec 17, 2018
0.1.1 Dec 17, 2018
0.1.0 Nov 30, 2018

#262 in Data structures

50 downloads per month

MIT license

1.5K SLoC


A rust library for working with boolean expressions (expression trees, decision diagrams, etc.)

This crate lets you build a complicated abstract syntax tree (or logic circuit schematic, if you prefer) by working with individual Bit structs, or vectors that act like integers. You can also solve these AST structures by converting them into reduced, ordered, binary decision diagrams (ROBDDs) - a normal form consisting of if-then-else triples that essentially act like compressed truth tables. You can also construct and manipulate BDDs directly.


0.1.3 (2019-09-24)

I got most this working back in December and then put it all aside for a while. It's still pretty messy, but I'm starting to work on it again, so I figured I would ship what I have, and then aim for more frequent, small releases as I continue to tinker with it.

multi-threaded workers

  • refactored bdd so that the BddState is now owned by a BddWorker. Further, both BddState and BddWorker are now traits.
  • Moved BddWorker implementation into SimpleBddWorker.
  • Provided multiple implementations for BddState -- (so far, one with and one without array bounds checking).
  • Added a multi-core bdd worker: BddSwarm. Between threading and an out-of-order execution model that results in potential short circuiting, ite() calls that once took 30 or more seconds on my low-end 2-core laptop now run in 0 seconds!

code tuning

  • added solve::sort_by_cost which optimizes the ast→bdd conversion to take only one bdd_refine_one step per AST node (improved my still-external benchmark script by an order of magnitude).
  • in bdd, ite_norm now constructs hi/lo nodes directly from input rather than calling when_xx. This resulted in about a 23% speedup.

(rudimentary) example programs

  • examples/bdd-solve.rs demonstrates one method of using bex to solve arbitrary problems. (Albeit very very slowly, still...)
  • examples/bex-shell.rs is a tiny forth-like interpreter for manipulating expressions interactively.
  • See exaples/README.md for more details.

other improvements

  • solve::ProgressReport can now simply save the final result instead of showing it (as dot can take a very long time to render it into a png). It also now shows progress as a percentage (though only currently accurate when sort_by_cost was called)

0.1.2 (2018-12-17)

  • added Cargo.toml documentation link to docs.rs/bex
  • added this changelog

0.1.1 (2018-12-17)

  • Renamed bex::x32 to bex::int, used macros to generalize number of bits, added times, lt, and eq functions
  • Added bex::solve for converting between ast and bdd representations.
  • Added distinction between real (input) and virtual (intermediate) variables in bdd::NID
  • Added graphviz (*.dot) output for base::Base and improved formatting for bdd::BDDBase
  • Various performance enhancements for bex::bdd. Most notably:
    • switched caches to use the hashbrown crate (for about a 40% speedup!)
    • added inlining hints for many functions
    • re-ordered logic in bottleneck functions (norm, ite_norm) to minimize work
    • bdd::NID is now a single u64 with redundant information packed into the NID itself. This way, decisions can be made looking at the NID directly, without fetching the actual node.
    • Disabled bounds checking for internal node lookups. (unsafe)
  • Refactored bex::bdd in preparation for multi-threading.
    • Grouped the internal node lists and the caches by branching variable (VID). This isn't actually an optimization, but I expect(ed?) it to make concurrent solving easier in the future.
    • moved all the unsafe, data-mutating operations into a handful of isolated functions on a single source page. These will likely be factored out into a new Worker struct, eventually.

0.1.0 (2018-11-30)

Initial public version. Work-in-progress code imported from a private repo.


~55K SLoC