|
I believe IBM stated a long time ago that the so call single percision
float is mapped into a double, so just use the double. So I can
understand the performance difference.
-Bob
-------- Original Message --------
Subject: RE: int vs binary questions
From: "Steve Richter" <srichter@xxxxxxxxxxxxx>
Date: Tue, February 10, 2004 8:52 am
To: "RPG programming on the AS400 / iSeries" <rpg400-l@xxxxxxxxxxxx>
assign float to float: 4682 msecs
assign big float to big float: 686 msecs
( 3,000,000 iterations. 20 assignments per iteration. )
add float to float: 2691 msecs
add big float to big float: 844 msecs
( 1,000,000 iterations. 20 add stmts per iteration. )
bottom line, if you are called to help nasa reboot the rover, use 64 bit
float instead of 32 bit.
-Steve
-----Original Message-----
From: rpg400-l-bounces@xxxxxxxxxxxx
[mailto:rpg400-l-bounces@xxxxxxxxxxxx]On Behalf Of Beppe Costagliola
Sent: Tuesday, February 10, 2004 3:39 AM
To: RPG programming on the AS400 / iSeries
Subject: Re: int vs binary questions
Can you add float ops ?
It would be interesting to add this results to your tables.
Beppe.
----- Original Message -----
From: "Steve Richter" <srichter@xxxxxxxxxxxxx>
To: "RPG programming on the AS400 / iSeries" <rpg400-l@xxxxxxxxxxxx>
Sent: Monday, February 09, 2004 11:33 PM
Subject: RE: int vs binary questions
> here are my lastest results ( on a 170/2389 )
>
> assignment
> bin to int 2399 msecs
> int to int 1187
> bin to bin 908
> pkd to pkd 2946
> big int to big int 686
>
> assigning a 20i 0 to another 20i 0 runs 90% faster than 10i 0 to 10i
0.
>
> addition
> add a constant to
> int 490 msecs
> big int 488 msecs
> bin 9773 msecs
> pkd(7,0) 1756 msecs
>
> no difference in add performance on the 170 between 10i 0 and 20i 0.
>
> -Steve
>
> -----Original Message-----
> From: rpg400-l-bounces@xxxxxxxxxxxx
> [mailto:rpg400-l-bounces@xxxxxxxxxxxx]On Behalf Of Colin Williams
> Sent: Monday, February 09, 2004 4:42 PM
> To: RPG programming on the AS400 / iSeries
> Subject: Re: int vs binary questions
>
>
> Hans,
>
> does this mean theres a performance benefit in defining int's as 20i0
>
> cheers
> Colin.W
>
> ----- Original Message -----
> From: "Hans Boldt" <boldt@xxxxxxxxxx>
> To: <rpg400-l@xxxxxxxxxxxx>
> Sent: Monday, February 09, 2004 8:09 PM
> Subject: Re: int vs binary questions
>
>
> > cozzi@xxxxxxxxx wrote:
> >
> > > Hans,
> > > That's all well and good, but...
> > > 1) Why is DDS limited to 2 and 4 byte binaries and seems to use
the
> > > RPG-like declaration for them (or has that changed?)
> > > 2) Why would the timing of int->int copy be slower than
Bin->Bin in
> RPG IV
> > > as was reported here earlier today?
> > >
> >
> >
> > 1) DDS is NOT limited to 2 and 4 byte binaries. DDS also supports 8
byte
> > binaries.
> >
> > 2) Why did Steve report faster timings on bin->bin copy compared to
> > int->int copy? First, on a simple "EVAL B1=B2;" copy from binary to
> > binary where both variables have the same size, no conversion
happens.
> > In W-Code, we do just a LOD and STR. For an assignment "EVAL
I1=I2;", it
> > actually is a little bit more complicated. If I1 and I2 are defined
as
> > 20I0, there's a LOD and STR which runs at around the same speed as
the
> > binary. However, if the source argument is not 20I0, the compiler
emits
> > a "convert to 8-byte integer" instruction first, and that tends to
slow
> > things down a little bit. The performance difference disappears with
> > optimization, however.
> >
> > Cheers! Hans
> >
> > _______________________________________________
> > This is the RPG programming on the AS400 / iSeries (RPG400-L)
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> >
> >
>
>
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