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use z3 conventions
Signed-off-by: Nikolaj Bjorner <nbjorner@microsoft.com>
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@ -116,7 +116,7 @@ namespace xr {
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return false;
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}
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uint32_t xor_matrix_finder::set_matrixes() {
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unsigned xor_matrix_finder::set_matrixes() {
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svector<matrix_shape> matrix_shapes;
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svector<ptr_vector<constraint>> xors_in_matrix(m_matrix_no);
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@ -147,13 +147,13 @@ namespace xr {
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std::sort(matrix_shapes.begin(), matrix_shapes.end(), m_sorter);
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uint32_t realMatrixNum = 0;
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uint32_t unusedMatrix = 0;
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uint32_t too_few_rows_matrix = 0;
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uint32_t unused_matrix_printed = 0;
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unsigned realMatrixNum = 0;
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unsigned unusedMatrix = 0;
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unsigned too_few_rows_matrix = 0;
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unsigned unused_matrix_printed = 0;
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for (unsigned a = m_matrix_no; a-- > 0; ) {
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matrix_shape& m = matrix_shapes[a];
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uint32_t i = m.m_num;
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unsigned i = m.m_num;
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if (m.m_rows == 0)
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continue;
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