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7.3 The theorems of Hasse, Deuring, and Lenstra 333<br />

Algorithm 7.2.8 (Sum/difference without y-coordinates (Crandall)). For<br />

an elliptic curve E determined by the cubic<br />

y 2 = x 3 + Cx 2 + Ax + B,<br />

we are given the unequal x-coordinates x1,x2 of two respective points P1,P2.<br />

This algorithm returns a quadratic polynomial whose roots are (in unspecified<br />

order) the x-coordinates of P1 ± P2.<br />

1. [Form coefficients]<br />

G = x1 − x2;<br />

α =(x1x2 + A)(x1 + x2)+2(Cx1x2 + B);<br />

β =(x1x2 − A) 2 − 4B(x1 + x2 + C);<br />

2. [Return quadratic polynomial]<br />

return G 2 X 2 − 2αX + β;<br />

// This polynomial vanishes for x+,x−, thex-coordinates of P1 ± P2.<br />

It turns out that the discriminant 4(α 2 − βG 2 )mustalwaysbesquareinthe<br />

field, so that if one requires the explicit pair of x-coordinates for P1 ± P2, one<br />

may calculate<br />

<br />

α ± α2 − βG2 <br />

G −2<br />

in the field, to obtain x+,x−, although again, which sign of the radical goes<br />

with which coordinate is unspecified (see Exercise 7.11). The algorithm thus<br />

offers a test of whether P3 = P1±P2 for a set of three given points with missing<br />

y-coordinates; this test has value in certain cryptographic applications, such as<br />

digital signature [Crandall 1996b]. Note that the missing case of the algorithm,<br />

x1 = x2 is immediate: One of P1 ± P2 is O, the other has x-coordinate as in<br />

the last part of Theorem 7.2.6. For more on elliptic arithmetic, see [Cohen et<br />

al. 1998]. The issue of efficient ladders for elliptic arithmetic is discussed later,<br />

in Section 9.3.<br />

7.3 The theorems of Hasse, Deuring, and Lenstra<br />

A fascinating and difficult problem is that of finding the order of an elliptic<br />

curve group defined over a finite field, i.e., the number of points including<br />

O on an elliptic curve Ea,b(F ) for a finite field F .ForfieldFp, withprime<br />

p>3, we can immediately write out an exact expression for the order #E<br />

by observing, as we did in the simple Algorithm 7.2.1, that for (x, y) tobea<br />

point, the cubic form in x must be a square in the field. Using the Legendre<br />

symbol we can write<br />

#E (Fp) =p +1+ <br />

<br />

3 x + ax + b<br />

p<br />

x∈Fp<br />

(7.8)<br />

as the required number of points (x, y) (modp) that solve the cubic (mod p),<br />

with of course 1 added for the point at infinity. This equation may be

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