Re: High Level Language vs Assembly

Tom Fjellstrom <tfjellstrom@home.com>
10 Mar 2001 15:49:15 -0500

          From comp.compilers

Related articles
[14 earlier articles]
Re: High Level Language vs Assembly ts3@ukc.ac.uk (T.Shackell) (2001-03-01)
Re: High Level Language vs Assembly samiam@cisco.com (Scott Moore) (2001-03-01)
Re: High Level Language vs Assembly samiam@cisco.com (Scott Moore) (2001-03-04)
Re: High Level Language vs Assembly sunni@speakeasy.net (Shankar Unni) (2001-03-04)
Re: High Level Language vs Assembly ts3@ukc.ac.uk (T.Shackell) (2001-03-08)
Re: High Level Language vs Assembly kszabo@nortelnetworks.com (Kevin Szabo) (2001-03-08)
Re: High Level Language vs Assembly tfjellstrom@home.com (Tom Fjellstrom) (2001-03-10)
Re: High Level Language vs Assembly samiam@cisco.com (Scott Moore) (2001-03-10)
Re: High Level Language vs Assembly bobduff@world.std.com (Robert A Duff) (2001-03-10)
Re: High Level Language vs Assembly mr@peakfive.com (Matt) (2001-03-10)
Re: High Level Language vs Assembly joachim_d@gmx.de (Joachim Durchholz) (2001-03-10)
Re: High Level Language vs Assembly joachim_d@gmx.de (Joachim Durchholz) (2001-03-10)
Re: High Level Language vs Assembly toon@moene.indiv.nluug.nl (Toon Moene) (2001-03-12)
[4 later articles]
| List of all articles for this month |
From: Tom Fjellstrom <tfjellstrom@home.com>
Newsgroups: comp.compilers
Date: 10 Mar 2001 15:49:15 -0500
Organization: Excite@Home - The Leader in Broadband http://home.com/faster
References: 01-02-094 01-02-101 01-03-015 01-03-036 01-03-049
Keywords: code, optimize
Posted-Date: 10 Mar 2001 15:49:15 EST

"T.Shackell" wrote:
>
> Scott Moore <samiam@cisco.com> wrote:
>
> > And interestingly, the next level of performance optimization is to go
> > back to high level language, that is, using "online" compilation. The
> > idea is that you build an assembly program while running just to solve
> > the problem with all the parameters at hand. For example, you have a
> > series of graphic figures to draw, you can make a general C routine,
> > an assembly routine, or you can generate a section of assembly
> > (actually machine) code that specifically draws the
> > figures. Generating it is costly, but pays off in long redundant
> > sequences.
>
> Intresting I haven't heard of using this style of autogenerated code
> for this. So the idea is you generate a section of machine code for a
> complete 3D object? However I do not follow your logic.


I know in Allegro (http://www.talula.demon.co.uk/allegro/) it uses
this technique. It has a 'compiled' sprite format that 'compiles' the
sprite into machine code the is usualy faster than the C blit
routine. the compiled sprite can be used over and over. The only bad
things about compiled sprites are that they are huge and realy only
make sense if the sprite is small and has a lot of masked areas.


--
Tom Fjellstrom tfjellstrom@home.com http://strangesoft.net/


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