Are "char" and "small int" slower than "int"? [duplicate] - c++

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Performance of built-in types : char vs short vs int vs. float vs. double
Hi. Assume, that you have 32-bit processor. Are 8-bit char and 16-bit short int types slower than native 32-bit int?
What about using 64-bit long long int?
Are this datatypes supported by hardware by default, or they are all transformed into 32-bit data anyway, by using additional instructions?
In case, that I have to store a small amount of chars, isn't it faster to store them as ints?

On any modern, practical machine, char, int, and long will all be fast (probably equally fast). Whether short is fast or not varies somewhat between cpu architecture and even different cpu models within a single architecture.
With that said, there's really no good reason to use small types for single variables, regardless of their speed. Their semantics are confusing (due to default promotions to int) and they will not save you significant space (maybe not even any space). The only time I would ever use char, short, int8_t, int16_t, etc. is in arrays or structs that have to match a fixed binary layout of where you'll have so many of them (e.g. pixels or audio samples) that the size of each one actually matters.

It depends on the operations in the instruction set as well as the compiler.

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Why and how are C++ bitfields non-portable?

I've come across many comments on various questions regarding bitfields asserting that bitfields are non-portable, but I've never been able to find a source explaining precisely why.
At face value, I would have presumed all bitfields merely compile to variations of the same bitshifting code, but evidently there must be more too it than that or there would not be such vehement dislike for them.
So my question is what is it that makes bitfields non-portable?
Bit fields are non-portable in the same sense as integers are non-portable. You can use integers to write a portable program, but you cannot expect to send a binary representation of int as is to a remote machine and expect it to interpret the data correctly.
This is because 1. word lengths of processors differ, and because of that, the sizes of integer types differ (1.1 byte length can differ too, but that is these days rare outside embedded systems). And because 2. the byte endianness differs across processors.
These problems are easy to overcome. Native endianness can be easily converted to agreed upon endianness (big endian is de facto standard for network communication), and the size can be inspected at compile time and fixed length integer types are available these days. Therefore integers can be used to communicate across network, as long as these details are taken care of.
Bit fields build upon regular integer types, so they have the same problems with endianness and integer sizes. But they have even more implementation specified behaviour.
Everything about the actual allocation details of bit fields within the class object
For example, on some platforms, bit fields don't straddle bytes, on others they do
Also, on some platforms, bit fields are packed left-to-right, on others right-to-left
Whether char, short, int, long, and long long bit fields are signed or unsigned (when not declared so explicitly).
Unlike endianness, it is not trivial to convert "everything about the actual allocation details" to a canonical form.
Also, while endianness is cpu architecture specific, the bit field details are specific to the compiler implementer. So, bit fields are not portable for communication even between separate processes within the same computer, unless we can guarantee that they were compiled using the same (or binary compatible) compiler.
TL;DR bit fields are not a portable way to communicate between computers. Integers aren't either, but their non-portability is easy to work around.
Bit fields are non-portable in the sense that the ordering of the bit is unspecified. So the bit at index 0 with one compiler could very well be the last bit with another compiler.
This prevents the use of bit fields in applications like toggling bits in memory-mapped hardware registers.
But, you will see hardware vendor use bitfields in the code they release (like microchip for instance). Usually, it's because they also release the compiler with it or target a single compiler. In microchip case for instance, the licence for their source code mandates you to use their own compiler (for 8 bits low-end devices)
The link pointed to by #Pharap contains an extract of the (c++14) norm related to this un-specified ordering: is-there-a-portable-alternative-to-c-bitfields

Why are double preferred over float? [closed]

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In most of the code I see around, double is favourite against float, even when a high precision is not needed.
Since there are performance penalties when using double types (CPU/GPU/memory/bus/cache/...), what is the reason of this double overuse?
Example: in computational fluid dynamics all the software I worked with uses doubles. In this case a high precision is useless (because of the errors due to the approximations in the mathematical model), and there is a huge amount of data to be moved around, which could be cut in half using floats.
The fact that today's computers are powerful is meaningless, because they are used to solve more and more complex problems.
Among others:
The savings are hardly ever worth it (number-crunching is not typical).
Rounding errors accumulate, so better go to higher precision than needed from the start (experts may know it is precise enough anyway, and there are calculations which can be done exactly).
Common floating operations using the fpu internally often work on double or higher precision anyway.
C and C++ can implicitly convert from float to double, the other way needs an explicit cast.
Variadic and no-prototype functions always get double, not float. (second one is only in ancient C and actively discouraged)
You may commonly do an operation with more than needed precision, but seldom with less, so libraries generally favor higher precision too.
But in the end, YMMV: Measure, test, and decide for yourself and your specific situation.
BTW: There's even more for performance fanatics: Use the IEEE half precision type. Little hardware or compiler support for it exists, but it cuts your bandwidth requirements in half yet again.
In my opinion the answers so far don't really get the right point across, so here's my crack at it.
The short answer is C++ developers use doubles over floats:
To avoid premature optimization when they don't understand the performance trade-offs well ("they have higher precision, why not?" Is the thought process)
Habit
Culture
To match library function signatures
To match simple-to-write floating point literals (you can write 0.0 instead of 0.0f)
It's true double may be as fast as a float for a single computation because most FPUs have a wider internal representation than either the 32-bit float or 64-bit double represent.
However that's only a small piece of the picture. Now-days operational optimizations don't mean anything if you're bottle necked on cache/memory bandwidth.
Here is why some developers seeking to optimize their code should look into using 32-bit floats over 64-bit doubles:
They fit in half the memory. Which is like having all your caches be twice as large. (big win!!!)
If you really care about performance you'll use SSE instructions. SSE instructions that operate on floating point values have different instructions for 32-bit and 64-bit floating point representations. The 32-bit versions can fit 4 values in the 128-bit register operands, but the 64-bit versions can only fit 2 values. In this scenario you can likely double your FLOPS by using floats over double because each instruction operates on twice as much data.
In general, there is a real lack of knowledge of how floating point numbers really work in the majority of developers I've encountered. So I'm not really surprised most developers blindly use double.
double is, in some ways, the "natural" floating point type in the C language, which also influences C++. Consider that:
an unadorned, ordinary floating-point constant like 13.9 has type double. To make it float, we have to add an extra suffix f or F.
default argument promotion in C converts float function arguments* to double: this takes place when no declaration exists for an argument, such as when a function is declared as variadic (e.g. printf) or no declaration exists (old style C, not permitted in C++).
The %f conversion specifier of printf takes a double argument, not float. There is no dedicated way to print float-s; a float argument default-promotes to double and so matches %f.
On modern hardware, float and double are usually mapped, respectively, to 32 bit and 64 bit IEEE 754 types. The hardware works with the 64 bit values "natively": the floating-point registers are 64 bits wide, and the operations are built around the more precise type (or internally may be even more precise than that). Since double is mapped to that type, it is the "natural" floating-point type.
The precision of float is poor for any serious numerical work, and the reduced range could be a problem also. The IEEE 32 bit type has only 23 bits of mantissa (8 bits are consumed by the exponent field and one bit for the sign). The float type is useful for saving storage in large arrays of floating-point values provided that the loss of precision and range isn't a problem in the given application. For example, 32 bit floating-point values are sometimes used in audio for representing samples.
It is true that the use of a 64 bit type over 32 bit type doubles the raw memory bandwidth. However, that only affects programs which with a large arrays of data, which are accessed in a pattern that shows poor locality. The superior precision of the 64 bit floating-point type trumps issues of optimization. Quality of numerical results is more important than shaving cycles off the running time, in accordance with the principle of "get it right first, then make it fast".
* Note, however, that there is no general automatic promotion from float expressions to double; the only promotion of that kind is integral promotion: char, short and bitfields going to int.
This is mostly hardware dependent, but consider that the most common CPU (x86/x87 based) have internal FPU that operate on 80bits floating point precision (which exceeds both floats and doubles).
If you have to store in memory some intermediate calculations, double is the good average from internal precision and external space. Performance is more or less the same, on single values. It may be affected by the memory bandwidth on large numeric pipes (since they will have double length).
Consider that floats have a precision that approximate 6 decimal digits. On a N-cubed complexity problem (like a matrix inversion or transformation), you lose two or three more in mul and div, remaining with just 3 meaningful digits. On a 1920 pixel wide display they are simply not enough (you need at least 5 to match a pixel properly).
This roughly makes double to be preferable.
It is often relatively easy to determine that double is sufficient, even in cases where it would take significant numerical analysis effort to show that float is sufficient. That saves development cost, and the risk of incorrect results if the analysis is not done correctly.
Also any performance gain by using float is usually relatively slighter than using double,that is because most of the popular processors do all floating point arithmetic in one format that is even wider than double.
I think higher precision is the only reason. Actually most people don't think a lot about it, they just use double.
I think if float precision is good enough for particular task there is no reason to use double.

What is faster? two ints or __int64?

What is faster: (Performance)
__int64 x,y;
x=y;
or
int x,y,a,b;
x=a;
y=b;
?
Or they are equal?
__int64 is a non-standard compiler extension, so whilst it may or may not be faster, you don't want to use it if you want cross platform code. Instead, you should consider using #include <cstdint> and using uint64_t etc. These derive from the C99 standard which provides stdint.h and inttypes.h for fixed width integer arithmetic.
In terms of performance, it depends on the system you are on - x86_64 for example should not see any performance difference in adding 32- and 64- bit integers, since the add instruction can handle 32 or 64 bit registers.
However, if you're running code on a 32-bit platform or compiling for a 32-bit architecture, the addition of a 64-bit integers will actually require adding two 32-bit registers, as opposed to one. So if you don't need the extra space, it would be wasteful to allocate it.
I have no idea if compilers can or do optimise the types down to a smaller size if necessary. I expect not, but I'm no compiler engineer.
I hate these sort of questions.
1) If you don't know how to measure for yourself then you almost certainly don't need to know the answer.
2) On modern processors it's very hard to predict how fast something will be based on single instructions, it's far more important to understand your program's cache usage and overall performance than to worry about optimising silly little snippets of code that use an assignment. Let the compiler worry about that and spend your time improving the algorithm used or other things that will have a much bigger impact.
So in short, you probably can't tell and it probably doesn't matter. It's a silly question.
The compiler's optimizer will remove all the code in your example so in that way there is no difference. I think you want to know whether it is faster to move data 32 bits at a time or 64 bits at a time. If your data is aligned to 8 bytes and you are on a 64 bit machine then it should be faster to move data at 8 bytes at a time. There are several caveat to that, however. You may find that your compiler is already doing this optimization for you (you would have to look at the emitted assembly code to be sure), in which case you would see no difference. Also, consider using memcpy instead of rolling your own if you are moving a lot of data. If you are considering casting an array of 32 bit ints to 64 bit in order to copy faster or do some other operation faster (i.e. in half the number of instructions), be sure to Google for the strict aliasing rule.
__int64 should be faster on most platforms, but be careful - some of the architectures require alignment to 8 for this to take effect, and some would even crash your app if it's not aligned.

When and why would you use Bitfields in code? [duplicate]

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When is it worthwhile to use bit fields?
I was looking up bitwise operators recently and stumbled upon the concept of the bitfield. It seems interesting and is a very cool concept, but when and/or why would a person use this in their code?
I know it's used quite a bit in embedded systems programming, but why (I can't seem to find anything about why its useful)? Are there any advantages to it? And where are some other places bitfields are useful?
In general, use bitfields when you don't care about speed and you don't care about memory layout. IF you care about these things, then don't use bitfields.
If you have a set of boolean flags, then you can pack them using bitfields (reducing size needed to store). However, only use the bitfield to access the bitfield.
It is the classic size vs. speed problem.
An additional caveat is that if you have a set of bitfields that are smaller than the native word, then your compiler will probably try to pad and align the bitfield struct. So you have to end up #pragma pack'ing the struct or use at least a native word. So if you are on a 32 bit machine and you happen to have 32 boolean flags that are only used internally, then this would be a good use of bitfields.
Some uses that immediately come to mind are:
implementing communications protocols;
storing user data in objects where you have limited space;
extending data structures in existing protocols (similar to the above);
performing multiple tests in a single operation;
I have used bitfields as part of unions to encompass register in embedded system i.e. control registers of microcontrollers, codecs. They are very useful in depicting physical layout of registers as software constructs thereby conveying readability. They were commonly used in for device driver implementations. A few years back 8-bit micros with very little flash and ram memory were common and therefore bitfields were common. These days 32-bit micros with lots of ram/flash means that bitfields are not necessary.

Detect long double overflows on embedded systems

I'm going to use big numbers in C++ code on an embedded system. Luckily the compiler recognizes long doubles.
I can not use standard libraries, boost libraries, gnu math libraries, etc. And the system has not got built-in float math cpu.
Now how can I detect long double overflows?
Your state that you need "big numbers", but this does not necessarily mean that the use of long double is indicated. In most embedded applications that I know of, long double is chosen for its enhanced precision, i.e. more bits of resolution for fractional numbers, than for its increased range.
You also state your implementation offers little of the usual floating point libraries and/or functionality. Based on these statements, I would question whether your need fully functional floating-point capabilities. If your concerns are limited to "big numbers", check to see if your compiler offers a long long datatype, which is a 64-bit integer.
If you do need some floating-point capability, you might consider a fixed-point implementation. Assuming a long long, you might choose to represent numbers in a 48.16 format, which will permit numbers of ~2.8x10^14 with 16 bits to the right of decimal. (If you need an introduction to fixed-point computation, start here.)
Having addressed some of the background issues, let's look at the original question. If you wish to detect overflow in an unsigned int (which I commonly do in my embedded work), it's sufficient to compare your latest result with the previous one. For example, my application requires me to periodically inspect a 16-bit counter that is driven by an external clock. If my current observation is less than the last observation, then I can assume that the 16-bit counter overflowed, and I can take action accordingly. If you implement your big numbers using a long long integer datatype, you can apply a similar strategy to detect overflow.
As it's not standard C++, you will have to rely on methods provided by your specific environment. The manufacturer of the embedded system should have documented how it can be done. Ask him.