Robert,
You're first suggestion crossed my mind, I have already started eliminating
the temp variables thus far (thus far only in the 8-bit operator overloads
region area). Just be happy you didn't see the earlier version I first
posted, it didn't cast because I kept getting compile errors, it ran
everything through a Convert.ToUIntX() call but I've since removed those...
I also plan to move the Shift function logic into the overload to avoid the
extra function call.
The GetBit optimization hint you provided is what I've been wanting to do
but didn't quite put it they way you did... I'll try that and see how it
works. I don't know what to do about that check in it, though. I feel like
it's necessary. Perhaps I could just make the if based on some calculation
and then just throw an exception at the end of the function and avoid that
early check, perhaps that would be a better approach. Such as (if (Value ==
0 && Value < SIZE-1) {)
There is one thing I need help on.
I don't like the GetBit, SetBit approach. I would rather be able to say x =
BinaryX.Bit[0]; BinaryX.Bit[0] = 1; I created a Bit class that had an
indexer but it had problems. Not the least of which was a circular
reference that ended up being a memory leak, not what I wanted in the
innermost loop of an emulator. The second being that I could easily say x =
x.Bit[0] but not easily say x.Bit[0] = 1.
Do you have any ideas how I might approach this? I was using a property
get/set at first but that didn't work, instead I just created a public
module variable "public Bit Bit;" and then it had a constructor to pass a
reference of the Binary class into it so it would be able to change the bit
if a bit was set. Not a good approach. Do you have any ideas?
Thanks for your help,
Shawn
"Robert Jeppesen" <robert.jeppesen(#)durius.se> wrote in message
Hi Shawn,
I've looked at it, and no optimization suggestions other than
some obvious simple ones:
public int GetBit(byte index) {
if (index > (byte)SIZE-1) {
throw new IndexOutOfRangeException("Bit " + index.ToString() + "
does not exist.");
}
uint val = (uint)Value;
byte shift = (byte)(index - 1);
if (index == 0)
return (int)(val & 0x01);
else
return (int)(val >> shift) & 0x01;
}
This is very verbose, and you're creating lots of temp variables
I'd rather write something like (untested):
public int GetBit(byte index) {
if (index > (byte)SIZE-1) {
throw new IndexOutOfRangeException("Bit " + index.ToString() + "
does not exist.");
}
return (int)((Value >> index-1) & 0x01;
}
The check to avoid a shift probably just hurts performance anyway.
Also for SetBit, the two if else must result in unwanted branches:
public void SetBit(byte index, int value) {
if (index > (byte)SIZE-1) {
throw new IndexOutOfRangeException("Bit " + index.ToString() + "
does not exist.");
}
byte shift = index;
if (index == 0) {
if (value == 0)
Value &= unchecked((ushort)~0x01);
else
Value |= 0x01;
}
else {
if (value == 0)
Value &= ((ushort)~(0x01 << shift));
else
Value |= (ushort)(0x01 << shift);
}
}
How about this instead (also untested):
public void SetBit(byte index, int value) {
if (index > (byte)SIZE-1) {
throw new IndexOutOfRangeException("Bit " + index.ToString() + "
does not exist.");
}
if (value == 0)
Value &= ((ushort)~(0x01 << index));
else
Value |= (ushort)(0x01 << index);
}
This is the only type of optimizations I came up with, so I thought it
wasn't worth posting.
--
Robert Jeppesen
robert.jeppesen%at%durius-dot-se
Well, I've posted it twice and no one is jumpting to optimize it...
perhaps
it's just so well working that there's no need? he he
Thanks,
Shawn
"Robert Jeppesen" <robert.jeppesen(#)durius.se> wrote in message
Do post it here!
I'd be interested to see, as I'm sure many others would.
You'll probably get a ton of optimization hints from it.
--
Robert Jeppesen
robert.jeppesen%at%durius-dot-se
Don't miss a thing, d'ya? =))
I'm writing a processor Simulator for the 8-bit 6502, 8-bit 65c02,
and
the
16-bit 65816. In particular, I'm doing this so I can debug (I have
the
ability to modify the assembly language while the debugger is
running
(similar to VB6 and VC++ Edit-and-Continue). I can only see raw
instructions. I'm not designing it to be a particular piece of
hardware
(such as the Apple, Atari, Commadore, etc.). I can supply it
plugins so
my
plugins can treat an area of memory as a dedicated "something" such
as
text
display or graphics display, etc. For now, I'm concerned not even
with
the
text display. My end result, is actually more akin to being able to
debug
my NES games I've been into writing lately. Also I want to be ready
with my
own debugger for Andre LaMothe's upcoming XGameStation console
(don't
know
whether he'll have a debugger or not) but I want a debugger that
allows
me
to change the code while it's being debugged and my simulator allows
for
it
(as long as the source code file is available -- else if it was
loading
as a
.bin file then it won't be editable during a debug session).
So it's really more than a simulator. It's an integrated
(non-seperable)
assembly, linker, dissassembler, debugger, simulator, etc. kind of a
beast.
I chose C# because it's not the kind of thing I'd want to do in
VB.NET
(I'm
primarly a VB.NET programmer) but didn't feel like doing it in
Managed
C++
but also wanted it to target the .NET framework (as much as is
reasonable
and I'll find out what that really means when its mature enough to
start
using reliably).
I can do a decent job emulating 1-5MHz in C# on my PIII 1000MHz CPU
with
GeForce II 64MB and 512MB Ram. I don't know how well it'll do
emulating
the
16-bit processor as I haven't deciphered the specs for the CPU yet
(the
8-bit CPU is very easy compared to the 16-bit version of the
processor).
I
ultimately will make this Interfacable so I can write a Z80 core, as
well.
These bit manipulations are the utmost inner-loop so I have to make
them
tight. Looking at the JIT'd code for these methods seems to be
decent
but I
have to make too many function calls (read, jumps) for my tastes but
doesn't
seem to be hurting me at the moment). Since I can't inline in .NET,
I'll
have to live with it. Also, being an 8-bit and 16-bit CPU, it can't
generate the best code for the rotates and shifts because I have to
emulate
8-bit and 16-bit shifts and rotates. I'm also trying to work out a
better
way for simulating memory manipulation. Now I'm creating a string
of
(64kb
in length) but manipulating each byte by substrings has got to be
expensive.
I'm looking into whether a byte array would be better.
Thanks for the help,
if interested, I'll post my binary class here for all to see.
I've completed the Rotates, Shift, converting numerics into binary
(string
of 1's and 0's). I know now have to read the binary back to a
numeric,
and
allow a way to get/set/toggle individual bits.
Thanks,
Shawn
So, you're writing an emulator for which processor??
--
Bob Powell [MVP]
C#, System.Drawing
September's edition of Well Formed is now available.
http://www.bobpowell.net/currentissue.htm
Answer those GDI+ questions with the GDI+ FAQ
http://www.bobpowell.net/gdiplus_faq.htm
Greetings,
I am simulating an assembly language bit rotation in C# and it
works
wonderfully
---------
...
public uint Value;
...
public uint RotateRight(byte count) {
Value = ((Value >> count) | (Value << (32-count)));
return Value;
}
---------
as long is the value is 32-bit or 64-bit (because of a
limitation of
the
shift operator). I need it to work on an 8-bit or 16-bit value,
as
well.
I
presume I'd have to have knowledge of the intended size of the
value
and
do
the shift and move the bit and the 0 or 7, or 0 or 15 bit
position
and
clear
the extra bits if there are any. That seems like a lot of work.
Is there a way to simulate an 8 or 16-bit rotate with a 32-bit
or
64-bit
value?
Thanks,
Shawn