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Performance bug fix in SOP balancing.
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@@ -404,7 +404,7 @@ Hop_Obj_t * Abc_NodeTruthToHop( Hop_Man_t * pMan, If_Man_t * p, If_Cut_t * pCut
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Vec_Wrd_t * vArray;
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vArray = If_CutDelaySopArray( p, pCut );
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pResult = Abc_NodeTruthToHopInt( pMan, vArray, If_CutLeaveNum(pCut) );
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Vec_WrdFree( vArray );
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// Vec_WrdFree( vArray );
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return pResult;
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}
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