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Sweeping up to a given level.
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@ -1273,7 +1273,7 @@ void Cec4_ManSatSolverRecycle( Cec4_Man_t * p )
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int Cec4_ManSolveTwo( Cec4_Man_t * p, int iObj0, int iObj1, int fPhase, int * pfEasy, int fVerbose )
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{
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abctime clk;
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int nBTLimit = (Vec_BitEntry(p->vFails, iObj0) || Vec_BitEntry(p->vFails, iObj1)) ? p->pPars->nBTLimit/10 : p->pPars->nBTLimit;
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int nBTLimit = Vec_BitEntry(p->vFails, iObj0) || Vec_BitEntry(p->vFails, iObj1) ? p->pPars->nBTLimit/10 : p->pPars->nBTLimit;
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int nConfEnd, nConfBeg, status, iVar0, iVar1, Lits[2];
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int UnsatConflicts[3] = {0};
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if ( iObj1 < iObj0 )
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@ -1494,6 +1494,8 @@ int Cec4_ManPerformSweeping( Gia_Man_t * p, Cec_ParFra_t * pPars, Gia_Man_t ** p
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// check if any output trivially fails under all-0 pattern
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Gia_ManRandom( 1 );
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Gia_ManSetPhase( p );
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if ( pPars->nLevelMax )
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Gia_ManLevelNum(p);
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//Gia_ManStaticFanoutStart( p );
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if ( pPars->fCheckMiter )
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{
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@ -1548,6 +1550,8 @@ int Cec4_ManPerformSweeping( Gia_Man_t * p, Cec_ParFra_t * pPars, Gia_Man_t ** p
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Gia_Obj_t * pObjNew;
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pMan->nAndNodes++;
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pObj->Value = Gia_ManHashAnd( pMan->pNew, Gia_ObjFanin0Copy(pObj), Gia_ObjFanin1Copy(pObj) );
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if ( pPars->nLevelMax && Gia_ObjLevel(p, pObj) > pPars->nLevelMax )
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continue;
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pObjNew = Gia_ManObj( pMan->pNew, Abc_Lit2Var(pObj->Value) );
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if ( Gia_ObjIsAnd(pObjNew) )
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if ( Vec_BitEntry(pMan->vFails, Gia_ObjFaninId0(pObjNew, Abc_Lit2Var(pObj->Value))) ||
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