all files / contracts/utils/ Math.sol

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// SPDX-License-Identifier: MIT
 
pragma solidity >=0.6.2;
 
import './SafeMath.sol';
 
/**
 * @title Math Library
 * @notice A collection of functions to perform math operations
 */
library Math {
    using SafeMath for uint256;
 
    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 Calculates the weighted average of two values pondering each of these
     * values based on configured weights. The contribution of each value N is
     * weightN/(weightA + weightB).
     * @param valueA The amount for value A
     * @param weightA The weight to use for value A
     * @param valueB The amount for value B
     * @param weightB The weight to use for value B
     */
    function weightedAverage(
        uint256 valueA,
        uint256 weightA,
        uint256 valueB,
        uint256 weightB
    ) internal pure returns (uint256) {
        return
            valueA.mul(weightA).add(valueB.mul(weightB)).div(
                weightA.add(weightB)
            );
    }
 
    /**
     * @dev Returns the difference between two numbers or zero if negative.
     */
    function diffOrZero(uint256 x, uint256 y) internal pure returns (uint256) {
        return (x > y) ? x.sub(y) : E0;
    }
 
    /**
     * @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;
    }
 
    /**
     * @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 * 8) < value ? 1 : 0);
        }
    }
}