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- // SPDX-License-Identifier: MIT
- // OpenZeppelin Contracts (last updated v4.8.0) (utils/math/Math.sol)
- pragma solidity ^0.8.0;
- /**
- * @dev Standard math utilities missing in the Solidity language.
- */
- library Math {
- enum Rounding {
- Down, // Toward negative infinity
- Up, // Toward infinity
- Zero // Toward zero
- }
- /**
- * @dev Returns the largest of two numbers.
- */
- function max(uint256 a, uint256 b) internal pure returns (uint256) {
- return a > b ? a : b;
- }
- /**
- * @dev Returns the smallest of two numbers.
- */
- function min(uint256 a, uint256 b) internal pure returns (uint256) {
- return a < b ? a : b;
- }
- /**
- * @dev Returns the average of two numbers. The result is rounded towards
- * zero.
- */
- function average(uint256 a, uint256 b) internal pure returns (uint256) {
- // (a + b) / 2 can overflow.
- return (a & b) + (a ^ b) / 2;
- }
- /**
- * @dev Returns the ceiling of the division of two numbers.
- *
- * This differs from standard division with `/` in that it rounds up instead
- * of rounding down.
- */
- function ceilDiv(uint256 a, uint256 b) internal pure returns (uint256) {
- // (a + b - 1) / b can overflow on addition, so we distribute.
- return a == 0 ? 0 : (a - 1) / b + 1;
- }
- /**
- * @notice Calculates floor(x * y / denominator) with full precision. Throws if result overflows a uint256 or denominator == 0
- * @dev Original credit to Remco Bloemen under MIT license (https://xn--2-umb.com/21/muldiv)
- * with further edits by Uniswap Labs also under MIT license.
- */
- function mulDiv(
- uint256 x,
- uint256 y,
- uint256 denominator
- ) internal pure returns (uint256 result) {
- unchecked {
- // 512-bit multiply [prod1 prod0] = x * y. Compute the product mod 2^256 and mod 2^256 - 1, then use
- // use the Chinese Remainder Theorem to reconstruct the 512 bit result. The result is stored in two 256
- // variables such that product = prod1 * 2^256 + prod0.
- uint256 prod0; // Least significant 256 bits of the product
- uint256 prod1; // Most significant 256 bits of the product
- assembly {
- let mm := mulmod(x, y, not(0))
- prod0 := mul(x, y)
- prod1 := sub(sub(mm, prod0), lt(mm, prod0))
- }
- // Handle non-overflow cases, 256 by 256 division.
- if (prod1 == 0) {
- return prod0 / denominator;
- }
- // Make sure the result is less than 2^256. Also prevents denominator == 0.
- require(denominator > prod1, "Math: mulDiv overflow");
- ///////////////////////////////////////////////
- // 512 by 256 division.
- ///////////////////////////////////////////////
- // Make division exact by subtracting the remainder from [prod1 prod0].
- uint256 remainder;
- assembly {
- // Compute remainder using mulmod.
- remainder := mulmod(x, y, denominator)
- // Subtract 256 bit number from 512 bit number.
- prod1 := sub(prod1, gt(remainder, prod0))
- prod0 := sub(prod0, remainder)
- }
- // Factor powers of two out of denominator and compute largest power of two divisor of denominator. Always >= 1.
- // See https://cs.stackexchange.com/q/138556/92363.
- // Does not overflow because the denominator cannot be zero at this stage in the function.
- uint256 twos = denominator & (~denominator + 1);
- assembly {
- // Divide denominator by twos.
- denominator := div(denominator, twos)
- // Divide [prod1 prod0] by twos.
- prod0 := div(prod0, twos)
- // Flip twos such that it is 2^256 / twos. If twos is zero, then it becomes one.
- twos := add(div(sub(0, twos), twos), 1)
- }
- // Shift in bits from prod1 into prod0.
- prod0 |= prod1 * twos;
- // Invert denominator mod 2^256. Now that denominator is an odd number, it has an inverse modulo 2^256 such
- // that denominator * inv = 1 mod 2^256. Compute the inverse by starting with a seed that is correct for
- // four bits. That is, denominator * inv = 1 mod 2^4.
- uint256 inverse = (3 * denominator) ^ 2;
- // Use the Newton-Raphson iteration to improve the precision. Thanks to Hensel's lifting lemma, this also works
- // in modular arithmetic, doubling the correct bits in each step.
- inverse *= 2 - denominator * inverse; // inverse mod 2^8
- inverse *= 2 - denominator * inverse; // inverse mod 2^16
- inverse *= 2 - denominator * inverse; // inverse mod 2^32
- inverse *= 2 - denominator * inverse; // inverse mod 2^64
- inverse *= 2 - denominator * inverse; // inverse mod 2^128
- inverse *= 2 - denominator * inverse; // inverse mod 2^256
- // Because the division is now exact we can divide by multiplying with the modular inverse of denominator.
- // This will give us the correct result modulo 2^256. Since the preconditions guarantee that the outcome is
- // less than 2^256, this is the final result. We don't need to compute the high bits of the result and prod1
- // is no longer required.
- result = prod0 * inverse;
- return result;
- }
- }
- /**
- * @notice Calculates x * y / denominator with full precision, following the selected rounding direction.
- */
- function mulDiv(
- uint256 x,
- uint256 y,
- uint256 denominator,
- Rounding rounding
- ) internal pure returns (uint256) {
- uint256 result = mulDiv(x, y, denominator);
- if (rounding == Rounding.Up && mulmod(x, y, denominator) > 0) {
- result += 1;
- }
- return result;
- }
- /**
- * @dev Returns the square root of a number. If the number is not a perfect square, the value is rounded down.
- *
- * Inspired by Henry S. Warren, Jr.'s "Hacker's Delight" (Chapter 11).
- */
- function sqrt(uint256 a) internal pure returns (uint256) {
- if (a == 0) {
- return 0;
- }
- // For our first guess, we get the biggest power of 2 which is smaller than the square root of the target.
- //
- // We know that the "msb" (most significant bit) of our target number `a` is a power of 2 such that we have
- // `msb(a) <= a < 2*msb(a)`. This value can be written `msb(a)=2**k` with `k=log2(a)`.
- //
- // This can be rewritten `2**log2(a) <= a < 2**(log2(a) + 1)`
- // → `sqrt(2**k) <= sqrt(a) < sqrt(2**(k+1))`
- // → `2**(k/2) <= sqrt(a) < 2**((k+1)/2) <= 2**(k/2 + 1)`
- //
- // Consequently, `2**(log2(a) / 2)` is a good first approximation of `sqrt(a)` with at least 1 correct bit.
- uint256 result = 1 << (log2(a) >> 1);
- // At this point `result` is an estimation with one bit of precision. We know the true value is a uint128,
- // since it is the square root of a uint256. Newton's method converges quadratically (precision doubles at
- // every iteration). We thus need at most 7 iteration to turn our partial result with one bit of precision
- // into the expected uint128 result.
- unchecked {
- result = (result + a / result) >> 1;
- result = (result + a / result) >> 1;
- result = (result + a / result) >> 1;
- result = (result + a / result) >> 1;
- result = (result + a / result) >> 1;
- result = (result + a / result) >> 1;
- result = (result + a / result) >> 1;
- return min(result, a / result);
- }
- }
- /**
- * @notice Calculates sqrt(a), following the selected rounding direction.
- */
- function sqrt(uint256 a, Rounding rounding) internal pure returns (uint256) {
- unchecked {
- uint256 result = sqrt(a);
- return result + (rounding == Rounding.Up && result * result < a ? 1 : 0);
- }
- }
- /**
- * @dev Return the log in base 2, rounded down, of a positive value.
- * Returns 0 if given 0.
- */
- function log2(uint256 value) internal pure returns (uint256) {
- uint256 result = 0;
- unchecked {
- if (value >> 128 > 0) {
- value >>= 128;
- result += 128;
- }
- if (value >> 64 > 0) {
- value >>= 64;
- result += 64;
- }
- if (value >> 32 > 0) {
- value >>= 32;
- result += 32;
- }
- if (value >> 16 > 0) {
- value >>= 16;
- result += 16;
- }
- if (value >> 8 > 0) {
- value >>= 8;
- result += 8;
- }
- if (value >> 4 > 0) {
- value >>= 4;
- result += 4;
- }
- if (value >> 2 > 0) {
- value >>= 2;
- result += 2;
- }
- if (value >> 1 > 0) {
- result += 1;
- }
- }
- return result;
- }
- /**
- * @dev Return the log in base 2, following the selected rounding direction, of a positive value.
- * Returns 0 if given 0.
- */
- function log2(uint256 value, Rounding rounding) internal pure returns (uint256) {
- unchecked {
- uint256 result = log2(value);
- return result + (rounding == Rounding.Up && 1 << result < value ? 1 : 0);
- }
- }
- /**
- * @dev Return the log in base 10, rounded down, of a positive value.
- * Returns 0 if given 0.
- */
- function log10(uint256 value) internal pure returns (uint256) {
- uint256 result = 0;
- unchecked {
- if (value >= 10**64) {
- value /= 10**64;
- result += 64;
- }
- if (value >= 10**32) {
- value /= 10**32;
- result += 32;
- }
- if (value >= 10**16) {
- value /= 10**16;
- result += 16;
- }
- if (value >= 10**8) {
- value /= 10**8;
- result += 8;
- }
- if (value >= 10**4) {
- value /= 10**4;
- result += 4;
- }
- if (value >= 10**2) {
- value /= 10**2;
- result += 2;
- }
- if (value >= 10**1) {
- result += 1;
- }
- }
- return result;
- }
- /**
- * @dev Return the log in base 10, following the selected rounding direction, of a positive value.
- * Returns 0 if given 0.
- */
- function log10(uint256 value, Rounding rounding) internal pure returns (uint256) {
- unchecked {
- uint256 result = log10(value);
- return result + (rounding == Rounding.Up && 10**result < value ? 1 : 0);
- }
- }
- /**
- * @dev Return the log in base 256, rounded down, of a positive value.
- * Returns 0 if given 0.
- *
- * Adding one to the result gives the number of pairs of hex symbols needed to represent `value` as a hex string.
- */
- function log256(uint256 value) internal pure returns (uint256) {
- uint256 result = 0;
- unchecked {
- if (value >> 128 > 0) {
- value >>= 128;
- result += 16;
- }
- if (value >> 64 > 0) {
- value >>= 64;
- result += 8;
- }
- if (value >> 32 > 0) {
- value >>= 32;
- result += 4;
- }
- if (value >> 16 > 0) {
- value >>= 16;
- result += 2;
- }
- if (value >> 8 > 0) {
- result += 1;
- }
- }
- return result;
- }
- /**
- * @dev Return the log in base 10, following the selected rounding direction, of a positive value.
- * Returns 0 if given 0.
- */
- function log256(uint256 value, Rounding rounding) internal pure returns (uint256) {
- unchecked {
- uint256 result = log256(value);
- return result + (rounding == Rounding.Up && 1 << (result << 3) < value ? 1 : 0);
- }
- }
- }
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