Author: Jaime Benito de Valle Ruiz
Date: 09:57:29 05/12/03
Go up one level in this thread
On May 12, 2003 at 10:38:57, Fermin Serrano wrote:
>Programming my engine I have same doubts (many, only post same concerning
>speed):
> Question 1:
> -----------------
> I would like to know how jumps can slow down my engine. I mean, if I have a
>function like this:
>
> int eval () {
> r1 = { code to analyze knight position }
> r2 = { code to analyze bishop }
> etc
> return r1[side]-r1[c_side]+r2[side]-r2[c_side]+ .... etc
> }
>
> if I replace r1 = eval_knight_position(), r2=eval_bishop_position(), etc....
>how many could this slow down the code? I think this obviously is slower because
>it add jump and stack code, but is better in terms of clarity and code
>organization... so I want to know the speed efects and know when to apply
>functions calls or paste same code.
>
> Question 2:
> -----------------
> Are 'and' operations faster than == operator?.
> I can use "if (flag == TRUE)" or "if (flag & TRUE)" with the same effect. What
>is faster?
Lo primero es probablemente mas rapido, al menos en mi Microsoft Visual
C++.
>
> Question 3:
> -----------------
> To copy a structure into other, what is faster, doing by copy each of his
>elements or use a memcpy?
Depende
>
> Question 4:
> -----------------
> Does any of you use assambler code for any part of your engine code? why? what
>part?
Sobre todo para operaciones con bits si usas bitboards: Para localizar
la posicion de un bit puesto a 1 (ej: 00100000 -> bit 5) y para contar el numero
de bits en un registro (algunos programas).
>
>
>
> I Know algorithm implementations is by far the most important thing to speed
>the programs.
> Thanks in advance.
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