divide-zero error - c++

a divide expression in my code is " a / b ". when it is compiled to assemble, there is a trap-testing instruction(teq in MIPS assemble) following the normal divide instruction.
will all compiler add this kind of trap instruction behind the normal divide instruction? I'm not familar with this situation. Thanks very much.

Most compilers won't specify the results when you do a divide by zero. Since you didn't indicate what language or compiler you're using, it's impossible to be more specific than that.
P.S. Being able to read the assembly output from the compiler is a huge advantage in cases like this.

Related

C++ compiler optimization for complex equations

I have some equations that involve multiple operations that I would like to run as fast as possible. Since the c++ compiler breaks it down in to machine code anyway does it matter if I break it up to multiple lines like
A=4*B+4*C;
D=3*E/F;
G=A*D;
vs
G=12*E*(B+C)/F;
My need is more complex than this but the i think it conveys the idea. Also if this is in a function that gets called is in a loop, does defining double A, D cost CPU time vs putting it in as a class variable?
Using a modern compiler, Clang/Gcc/VC++/Intel, it won't really matter, the best thing you should do is worry about how readable your code will be and turn on optimizations, compiler designers are well aware of issues like these and design their compilers to (for the most part) optimize according.
If I were to say which would be slower I would assume the first way since there would be 3 mov instructions, I could be wrong. but this isn't something you should worry about too much.
If these variables are integers, that second code fragment is not a valid optimization of the first. For B=1, C=1, E=1, F=6, you have:
A=4*B+4*C; // 8
D=3*E/F; // 0
G=A*D; // 0
and
G=12*E*(B+C)/F; // 4
If floating point, then it really depends on what compiler, what compiler options, and what cpu you have.

Compilation and Code Optimization

I will state my problem in a very simplified form, which is:
If I type in C
void main(){
int a=3+2;
double b=7/2;
}
When will a and b, be assigned their values of 5 and 3.5 is it when I compile my code or is it when I run the code?
In other words, What will happen when I press compile? and how it is different from the case when I press run, in terms of assigning the values and doing the computations and how is that different from writing my code as:
void main(){
int a=5;
double b=3.5;
}
I am asking this because I have heard about compiler optimization but it is not really my area.
Any comments, reviews will be highly appreciated.
Thank you.
Since you are asking about "code optimization" - a good optimizing compiler will optimize this code down to void main(){}. a and b will be completely eliminated.
Also, 7/2 == 3, not 3.5
Compiling will translate the high-level language into the lower language, such as assembly. A good compiler may optimize, and this can be customizable (for example with -O2) option or so.
Regarding your code, double b=7/2; will yield 3.0 instead of 3.5, because you do an integer and integer operation. If you would like to have 3.5, you should do it like double b=7.0/2.0;. This is a quite common mistake that people do.
What will happen when I press compile?
Nobody knows. The compiler may optimize it to a constant, or it may not. It probably will, but it isn't required to.
You generally shouldn't worry or really even think about compiler optimization, unless you're in a position that absolutely needs it, which very few developers are. The compiler can usually do a better job than you can.
It's compiler-dependent, a good one will do CF and/or DCE
I don't know anything about optimization either, but I decided to give this a shot. Using, gcc -c -S test.c I got the assembly for the function. Here's what the line int a = 3 + 2 comes out as.
movl $5, -4(%rbp)
So for me, it's converting the value (3+2) to 5 at compile time, but it depends on the compiler and platform and whatever flags you pass it.
(Also, I made the function return a just so that it wouldn't optimize the code out entirely.)

Profiling a simple, one cycle length operation

We have an assignment where we need to profile a 'simple instruction' (addition or bit-wise and for example). This means performing the same operation a large number of times (100K+) and measuring the average time in microseconds. The result should be presented in cycle-lengths: (totalTime/iterations)*cphMHz.
So, results may vary but all in all we were told that we should get a result close to 1 cycle-length. Actual result doesn't matter as long as programming is correct.
My question is: what is a good operation to profile?
There are two points I need to concider:
I use loop unrolling to be a bit more accurate, so in each iteration I perform 10 simple instruction. This means I have to choose an operation to wouldn't be performed only once due to compiler optimization (we can't use -o0 flag as school staff does not).
Bad example: var = i; - the compiler would only perform the last command.
What is a real 'simple instruction'? How do I know the number of operations that are actually performed? I tried reading the assembly output, but I couldn't understand it.
Hope I was clear enough, any idea would be great.
Thanks anyway
P.S don't know if it matters but I write in CPP
1) This sounds (to me) like an impossible task, if optimizations are (or might be) enabled. You can never be sure on what the compiler will do during optimizations. I'd definitely do something like reusing the previous result. If allowed to/possible, I'd try to include a raw assembler snippet to be profiled (so you can be sure there's no additional overhead; although it still could be optimized).
2) As for instructions: One assembler command is one instruction. E.g. a += i will - depending on available instruction set and stuff - most likely result in 4 instructions: read a, read i, add, write a. Reading assembly is pretty much straightforward. Depending on the instruction set/processor, there might be different "directions" for reading (i.e. "from -> to"). x86 assemblers (and those for most other common processors) will prefer instruction target, source, while DSPs prefer to use instruction source, target. Just important to know: moving data has to happen through registers. So even a single assignment like a = b will result in two instructions (b to register and register to a).
In general, if this answer goes into the wrong direction, try to elaborate a bit more on your specific task and its requirements (e.g. which compiler is to be used) and drop me a short comment.

Which is faster (mask >> i & 1) or (mask & 1 << i)?

In my code I must choose one of this two expressions (where mask and i non constant integer numbers -1 < i < (sizeof(int) << 3) + 1). I don't think that this will make preformance of my programm better or worse, but it is very interesting for me. Do you know which is better and why?
First of all, whenever you find yourself asking "which is faster", your first reaction should be to profile, measure and find out for yourself.
Second of all, this is such a tiny calculation, that it almost certainly has no bearing on the performance of your application.
Third, the two are most likely identical in performance.
C expressions cannot be "faster" or "slower", because CPU cannot evaluate them directly.
Which one is "faster" depends on the machine code your compiler will be able to generate for these two expressions. If your compiler is smart enough to realize that in your context both do the same thing (e.g. you simply compare the result with zero), it will probably generate the same code for both variants, meaning that they will be equally fast. In such case it is quite possible that the generated machine code will not even remotely resemble the sequence of operations in the original expression (i.e. no shift and/or no bitwise-and). If what you are trying to do here is just test the value of one bit, then there are other ways to do it besides the shift-and-bitwise-and combination. And many of those "other ways" are not expressible in C. You can't use them in C, while the compiler can use them in machine code.
For example, the x86 CPU has a dedicated bit-test instruction BT that extracts the value of a specific bit by its number. So a smart compiler might simply generate something like
MOV eax, i
BT mask, eax
...
for both of your expressions (assuming it is more efficient, of which I'm not sure).
Use either one and let your compiler optimize it however it likes.
If "i" is a compile-time constant, then the second would execute fewer instructions -- the 1 << i would be computed at compile time. Otherwise I'd imagine they'd be the same.
Depends entirely on where the values mask and i come from, and the architecture on which the program is running. There's also nothing to stop the compiler from transforming one into the other in situations where they are actually equivalent.
In short, not worth worrying about unless you have a trace showing that this is an appreciable fraction of total execution time.
It is unlikely that either will be faster. If you are really curious, compile a simple program that does both, disassemble, and see what instructions are generated.
Here is how to do that:
gcc -O0 -g main.c -o main
objdump -d main | less
You could examine the assembly output and then look-up how many clock cycles each instruction takes.
But in 99.9999999 percent of programs, it won't make a lick of difference.
The 2 expressions are not logically equivalent, performance is not your concern!
If performance was your concern, write a loop to do 10 million of each and measure.
EDIT: You edited the question after my response ... so please ignore my answer as the constraints change things.

long lines of integer arithmetic

Two Parts two my question. Which is more efficient/faster:
int a,b,c,d,e,f;
int a1,b1,c1,d1,e1,f1;
int SumValue=0; // oops forgot zero
// ... define all values
SumValue=a*a1+b*b1+c*c1+d*d1+e*e1*f*f1;
or
Sumvalue+=a*a1+b*b1+c*c1;
Sumvalue+=d*d1+e*e1*f*f1;
I'm guessing the first one is. My second question is why.
I guess a third question is, at any point would it be necessary to break up an addition operation (besides compiler limitations on number of line continuations etc...).
Edit
Is the only time I would see a slow down when then entire arithmetic operation could not fit in the cache? I think this is impossible - compiler probably gets mad about two many line continuations before this could happen. Maybe I'll have to play tomorrow and see.
Did you measure that? The optimized machine code for both approaches will probably be very similar, if not the same.
EDIT: I just tested this, the results are what I expected:
$ gcc -O2 -S math1.c # your first approach
$ gcc -O2 -S math2.c # your second approach
$ diff -u math1.s math2.s
--- math1.s 2010-10-26 19:35:06.487021094 +0200
+++ math2.s 2010-10-26 19:35:08.918020954 +0200
## -1,4 +1,4 ##
- .file "math1.c"
+ .file "math2.c"
.section .rodata.str1.1,"aMS",#progbits,1
.LC0:
.string "%d\n"
That's it. Identical machine code.
There is no arbitrary limit to the number of operations you can combine on one line... practically, the compiler will accept any number you care to throw at it. The compilers consideration of the operations happens long after the newlines are stipped - it is dealing with lexical symbols and grammar rules, then an abstract syntax tree, by then. Unless your compiler is very badly written, both statements will perform equally well for int data.
Note that in result = a*b + c*d + e*f etc., the compiler has no sequence points and knows precedence, so has complete freedom to evaluate and combine the subexpressions in parallel (given capable hardware). With a result += a*b; result += c*d; approach, you are inserting sequence points so the compiler is asked to complete one expression before the other, but is free to - and should - realise the result is not used elsewhere in between increments, so it is free to optimise as in the first case.
More generally: the best advice I can give for such performance queries is 1) dont worry about it being a practical problem unless your program is running too slow, then profile to find out where 2) if curious or profiling indicates a problem, then try both/all approaches you can think of and measure real performance.
Aside: += can be more efficient sometimes, e.g. for concatenating to an existing string, as + on such objects can involve creating temporaries and more memory allocation - template expressions work around this problem but are rarely used as theyre very complex to implement and slower to compile.
This is why it helps to be familiar with assembly language. In both cases, assembly instructions will be generated that load operand pairs into registers and perform addition/multiplication, and store the result in a register. Instructions to store the final result in the memory address represented by SumValue may also be generated, depending on how you use SumValue.
In short, both constructs are likely to perform the same, especially with optimization flags. And even if they don't perform the same on some platform, there's nothing intrinsic to either approach that would really help to explain why at the C++ level. At best, you'd be able to understand the reason why one performs better than the other by looking at how your compiler translates C++ constructs into assembly instructions.
I guess a third question is, at any
point would it be necessary to break
up an addition operation (besides
compiler limitations on number of line
continuations etc...).
It's not really necessary to break up an addition operation. But it might help for readability.
They're most likely going to be converted into the same amount of machine instructions, so they'd take the same length of time.