You may notice that switch (...) is much faster than function that can
gain a big improved performance because it only use JMP instruction however
function is required to use CALL, PUSH, and POP instruction that can be
slower.
I created three functions in an array. Array is called
pArray_Func[xx](). pArray_Func[xx]() contains three functions. "xx" can be
used to point each function.
Let say, I have over 1,000 functions. I would put "inline" to each
functions. It does not matter that each function may contain more than 50
lines. It is really BIG that C/C++ compiler tells "inline" is used for
short like 3-5 lines ONLY. I have decided to tell C/C++ compiler by forcing
"inline" there because I don't care if my code is getting bigger and bigger.
I allow 50 lines to be copied to each functions. CALL, PUSH, and POP
instructions can always be removed automatically by the C/C++ compiler
before JMP instruction can always be placed each function.
It is very neat according to my design that I wanted. If I care to keep
small code rather than big code, "inline" should not be used.
Right now, there is a big problem. I can't place "inline" into
pArray_Func[xx](). I can see why. JMP can show "JMP [EAX+EDX*4] that will
work fine. C/C++ compiler can only place "CALL [EAX+EDX*4] into
pArrayFunc[xx](). It is not designed to replace from "CALL [EAX+EDX*4]" to
"JMP [EAX+EDX*4] if "inline" is there. C/C++ compiler will always ignore
"inline".
Another option is to place 1,000 functions inside switch (...). Look
like below.
switch (xx)
{
case 1:
Func1();
case 2:
Func2();
case 3:
Func3();
}
C/C++ compiler can see this code above before it can place "inline" to
each functions inside switch (...). It is very annoying me because I have
to read switch (...) from line to line by scrolling up/down. It is very
long for me to read. It is not HARD to FIND BUG (off my point).
I would want to see only 3 or 4 lines there instead of over 20,000 lines
that contains switch (...). pArrayFunc() may be very useful. We should
tell the C/C++ authors to add keyword like __USE_JMP_INLIN E instead of
__inline, _inline, or inline.
Newest version of C/C++ compiler like Intel Compiler can accept
__USE_JMP_INLIN E. "__USE_JMP_INLI NE" will be added to pArrayFunc[xx](), but
"inline" will always be same for 1,000 functions. After you compile your
C++ source code, it will recognize "__USE_JMP_INLI NE", it will rename from
"CALL [EAX+EDX*4]" to "JMP [EAX+EDX*4]" so each functions' PUSH and POP
instructions will be removed. It will look like real JMP Table inside
pArrayFunc[xx](). It would be perfect for easy reading.
Please state your opinion what you think about my idea to modify C/C++
compiler's source code. ***Do not tell that there is no __USE_JMP_INLIN E to
all C/C++ compiler. Please ask the authors to add __USE_JMP_INLIN E keyword.
It would be perfect and neat C++ coding.***
I have put pArrayFunc[xx]() inside C++ class example below. It gives
you an idea however "__USE_JMP_INLI NE" does not EXIST, but should be added
near the future.
#include <stdio.h>
class Test
{
public:
inline void Get_a() { printf("A: %d\n", _a); }
inline void Get_b() { printf("B: %d\n", _b); }
inline void Get_c() { printf("C: %d\n", _c); }
inline void Set_a(unsigned int a) { _a = a; }
inline void Set_b(unsigned int b) { _b = b; }
inline void Set_c(unsigned int c) { _c = c; }
typedef void (Test::*Action) ();
static const Action Menu[3];
inline void Call();
private:
unsigned int _a;
unsigned int _b;
unsigned int _c;
};
const Test::Action Test::Menu[3] =
{
&Test::Get_a ,
&Test::Get_b ,
&Test::Get_c
};
inline void Test::Call()
{
for (int a = 0; a <= 2; a++)
(this->*Menu[a])();
}
void main(void)
{
Test test;
test.Set_a(1);
test.Set_b(2);
test.Set_c(3);
test.Call();
return;
}
--
Bryan Parkoff 13 2545
"Bryan Parkoff" <br************ ******@nospam.c om> wrote... You may notice that switch (...) is much faster than function that can gain a big improved performance because it only use JMP instruction
however function is required to use CALL, PUSH, and POP instruction that can be slower.
"Can be" is key here.
I created three functions in an array. Array is called pArray_Func[xx](). pArray_Func[xx]() contains three functions. "xx" can
be used to point each function. Let say, I have over 1,000 functions. I would put "inline" to each functions. It does not matter that each function may contain more than 50 lines. It is really BIG that C/C++ compiler tells "inline" is used for short like 3-5 lines ONLY. I have decided to tell C/C++ compiler by
forcing "inline" there because I don't care if my code is getting bigger and
bigger.
And compiler can simply tell you to go kiss yourself and completely
ignore your 'inline' keywords. Didn't you know that it's not mandatory?
I allow 50 lines to be copied to each functions. CALL, PUSH, and POP instructions can always be removed automatically by the C/C++ compiler before JMP instruction can always be placed each function. It is very neat according to my design that I wanted. If I care to
keep small code rather than big code, "inline" should not be used. Right now, there is a big problem. I can't place "inline" into pArray_Func[xx](). I can see why. JMP can show "JMP [EAX+EDX*4] that
will work fine. C/C++ compiler can only place "CALL [EAX+EDX*4] into pArrayFunc[xx](). It is not designed to replace from "CALL [EAX+EDX*4]"
to "JMP [EAX+EDX*4] if "inline" is there. C/C++ compiler will always ignore "inline".
Again, 'inline' is but a suggestion to the compiler. The compiler
does NOT have to follow it.
Another option is to place 1,000 functions inside switch (...). Look like below.
switch (xx) { case 1: Func1(); case 2: Func2(); case 3: Func3(); }
C/C++ compiler can see this code above before it can place "inline" to each functions inside switch (...). It is very annoying me because I have to read switch (...) from line to line by scrolling up/down. It is very long for me to read. It is not HARD to FIND BUG (off my point).
Well, it's totally up to you not to do that. You can group your 'xx'
values and design another layer of functions, within which you would
have another level of indirection:
if (xx < 100)
callOneOfLessTh an100Funcs(xx);
else if (xx < 200)
callOneOfLessTh an200Funcs(xx);
...
I would want to see only 3 or 4 lines there instead of over 20,000
lines that contains switch (...). pArrayFunc() may be very useful. We should tell the C/C++ authors to add keyword like __USE_JMP_INLIN E instead of __inline, _inline, or inline.
Please do not mix _us_ up into your scheme. _You_ need this, _you_
seem to have thought this through, so _you_ should go to comp.std.c++
and suggest adding something to the language. _They_ will listen and
answer.
Newest version of C/C++ compiler like Intel Compiler can accept __USE_JMP_INLIN E. "__USE_JMP_INLI NE" will be added to pArrayFunc[xx](),
but "inline" will always be same for 1,000 functions. After you compile your C++ source code, it will recognize "__USE_JMP_INLI NE", it will rename from "CALL [EAX+EDX*4]" to "JMP [EAX+EDX*4]" so each functions' PUSH and POP instructions will be removed. It will look like real JMP Table inside pArrayFunc[xx](). It would be perfect for easy reading.
"Easy reading"?
Please state your opinion what you think about my idea to modify C/C++ compiler's source code. ***Do not tell that there is no __USE_JMP_INLIN E
to all C/C++ compiler. Please ask the authors to add __USE_JMP_INLIN E
keyword. It would be perfect and neat C++ coding.***
Please go to comp.std.c++ and do it yourself.
I have put pArrayFunc[xx]() inside C++ class example below. It gives you an idea however "__USE_JMP_INLI NE" does not EXIST, but should be added near the future.
#include <stdio.h> class Test
{
public:
inline void Get_a() { printf("A: %d\n", _a); }
inline void Get_b() { printf("B: %d\n", _b); }
inline void Get_c() { printf("C: %d\n", _c); } inline void Set_a(unsigned int a) { _a = a; }
inline void Set_b(unsigned int b) { _b = b; }
inline void Set_c(unsigned int c) { _c = c; } typedef void (Test::*Action) ();
static const Action Menu[3]; inline void Call(); private:
unsigned int _a;
unsigned int _b;
unsigned int _c;
}; const Test::Action Test::Menu[3] =
{
&Test::Get_a ,
&Test::Get_b ,
&Test::Get_c
}; inline void Test::Call()
{
for (int a = 0; a <= 2; a++)
(this->*Menu[a])();
} void main(void)
You better learn to use
int main()
otherwise people in comp.std.c++ may not even take you seriously. {
Test test;
test.Set_a(1);
test.Set_b(2);
test.Set_c(3);
test.Call(); return;
}
Compilers can ignore inline instructions. This is because making a function
inline can actually slow down the code. I don't know all of the details, but
having a large compiled program can slow things down because of the
additional memory requirements (cache sizes and the like are relevant here,
not just total system memory).
--
John Carson
1. To reply to email address, remove donald
2. Don't reply to email address (post here instead)
Victor,
I have posted a copy of my article to comp.std.c++. Please forgive me
that I DO KNOW that most C/C++ Compiler IGNORE "inline" unless I CAN FORCE
them to OBEY my desire. And compiler can simply tell you to go kiss yourself and completely ignore your 'inline' keywords. Didn't you know that it's not mandatory?
Again, 'inline' is but a suggestion to the compiler. The compiler does NOT have to follow it.
I use Intel C/C++ Compiler 7.1. In fact, Intel C/C++ Compiler DOES NOT
ignore "inline" unless I tell Intel C/C++ Compiler to obey my desire unlike
other generic C/C++ Compiler such as Microsoft, GCC, G++, or other Unix
compilers.
You may be surprised that Intel C/C++ Compiler can give me the choice if
I want to use "inline" or not. It has switches like "keep inline" or
"ignore inline" however most generic C/C++ Compilers don't have switches so
they always ignore "inline".
I hope that you understand my point.
Bryan Parkoff
John,
You are absolutely correct, but I don't think that C/C++ Compiler can be
slow by compiling SMALL source code that contains ONE copy of functions
however machine language will grow bigger and bigger by placing duplicated
inline functions there. Taking too much memory is not important because we
have over 1GB memory or more. I can assure that machine language will have
approximately 1 MB size, but it does not hurt the memory. It can gain big
performance. C/C++ Compiler may take approximately 100MB to 300MB by
compiling, but machine language can only take 1 MB if it is already in
memory.
Sometimes, source code is too big that C/C++ compiler can take couple
minutes or hours by compiling all of them. It is normal. Does it make
sense?
--
Bryan Parkoff
"John Carson" <do***********@ datafast.net.au > wrote in message
news:3f******@u senet.per.parad ox.net.au... Compilers can ignore inline instructions. This is because making a
function inline can actually slow down the code. I don't know all of the details,
but having a large compiled program can slow things down because of the additional memory requirements (cache sizes and the like are relevant
here, not just total system memory).
-- John Carson 1. To reply to email address, remove donald 2. Don't reply to email address (post here instead)
"Bryan Parkoff" <br************ ******@nospam.c om> wrote... I hope that you understand my point.
I can't claim full understanding of it, I am afraid.
You seem to desire to have more control over how the compiler does
what it does. Well, nobody can tell you what to desire. However,
it is impossible to create a language (or a compiler) that would
satisfy everybody. Not to burst your bubble, but be prepared that
your idea may not be met with overwhelming enthusiasm.
Good luck!
On Sun, 28 Dec 2003 05:46:58 GMT, "Bryan Parkoff"
<br************ ******@nospam.c om> wrote:
[some things snipped...] ... I DO KNOW that most C/C++ Compiler IGNORE "inline" unless I CAN FORCE them to OBEY my desire.
This reminds me of lines in some old war films that go something like
this:
"Yess, ve haf vays of making you talk..."
Hope I never bump into you in a dark alley!
--
Bob Hairgrove No**********@Ho me.com
"Bryan Parkoff" <br************ ******@nospam.c om> wrote in message
news:9g******** ***********@fe2 .texas.rr.com John,
You are absolutely correct, but I don't think that C/C++ Compiler can be slow by compiling SMALL source code that contains ONE copy of functions however machine language will grow bigger and bigger by placing duplicated inline functions there. Taking too much memory is not important because we have over 1GB memory or more. I can assure that machine language will have approximately 1 MB size, but it does not hurt the memory. It can gain big performance. C/C++ Compiler may take approximately 100MB to 300MB by compiling, but machine language can only take 1 MB if it is already in memory. Sometimes, source code is too big that C/C++ compiler can take couple minutes or hours by compiling all of them. It is normal. Does it make sense?
I lack the expertise to comment with any confidence on this topic, but for
what it is worth:
My comments concerned runtime performance of an application, not compile
time. And, as I said in my original post, total available memory is not the
only relevant consideration. Cache memory is also relevant and is much
smaller.
--
John Carson
1. To reply to email address, remove donald
2. Don't reply to email address (post here instead)
Inlining functions removes the execution overhead (what you
call PUSH and POP). However, this may not speed up the
execution of a program. All depends on how you optimize
and how your processor works. Remember to profile your
program and optimize the section of code where most of
the execution takes place.
As others have stated, the "inline" keyword is only a
suggestion to the compiler. If the compiler believes
your suggestion is worthy, it may comply; it doesn't
have to listen to it.
Many processors have instruction caches or buffers.
They have a coponent that fetches instructions until
a caution instruction is found (an instuction that
may force the cache to be cleared, such as a jump
or branch). The idea is that the cache is faster
to retrieve instructions out of and that the processor
can take advantage of parallelism: one component
fetches instructions into the cache while another
component decodes the instructions. The inlining
concept is to help with this issue by reducing the
number of branches.
My understanding of your post is that you want a
language feature which forces the compiler to inline
functions so that you can speed up the execution of
your program. A suggestion that has merit. However,
inlining does not necessarily speed up all programs.
Some processors have auxilary or helper coprocessors.
Some examples are floating point processors, graphic
engines and DMA controllers. Placing code specific
to a processor into a function may allow that function
to be executed by a coprocessor while the main processor
is performing other functions. Some processors have
string instructions. So inlining a search function
may actually be slower than using the library function
which takes advantage of the processor's string
instructions.
My suggestion is to profile your code to find out
where most of the execution time is spent. Either
redesign it, eliminate it or replace with assembly
code that can take advantage of processor features.
Also, inlining all functions prevents the use of a
table of function pointers (a.k.a. jump table).
Many data driven applications (programs) take advantage
of tables of function pointers (example: menus).
One benefit is that the table can be expanded without
changing the table driver (thus no retesting of that
code is required).
BTW, most of the cost of software development is in
the manpower of creating it. There is also the issue
of "time to market": if the market window is missed,
the program may have lost its value.
--
Thomas Matthews
C++ newsgroup welcome message: http://www.slack.net/~shiva/welcome.txt
C++ Faq: http://www.parashift.com/c++-faq-lite
C Faq: http://www.eskimo.com/~scs/c-faq/top.html
alt.comp.lang.l earn.c-c++ faq: http://www.raos.demon.uk/acllc-c++/faq.html
Other sites: http://www.josuttis.com -- C++ STL Library book http://www.sgi.com/tech/stl -- Standard Template Library
going from
void func1();
void func2();
void func3();
to
voiid funcN(int n)
switch(n)
{
case 1:
....//inline code
break;
case 2:
....//inline code
break;
default:
....//inline code
}
makes for slower code, if anything.
Each time you need to call any of the functions you still need to call
the generic function containing the switch.
Besides, a lot of programmers don't seem to be aware of the most
important issue of all when it comes to performance: slowness of
memory. And its direct consequence: the issue of cache utilization
efficiency. If you start inlining everything, your code grows, and
pretty soon it is overwhelming the CPU's cache, pushing other useful
code snippets out of it, and in the case of Intel (not AMD) CPU's,
pushing *data* out of cache to fit the overgrown code. Not to speak
of branch-prediction cache pollution that results from inlining
branchy code all over the place. These days, if you want speed,
you're better off optimizing for size... ;-) No joke. This thread has been closed and replies have been disabled. Please start a new discussion. Similar topics |
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