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QUESTION
I have the following C++17 code that I compile with VS 2019 (version 16.8.6) in x64 mode:
...ANSWER
Answered 2021-Mar-02 at 12:46I'm testing this on an Intel Haswell processor, but the performance results are similar, and I guess the cause is also similar, but take this with a grain of salt. There are of course differences between Haswell and Zen 2, but as far as I know the effect which I'm blaming for this should apply to both of them.
The problem is: the virtual method/function-called-via-pointer/whatever it is, does 4 scalar stores, but then the main loop does a vector load of that same memory. Store-to-load forwarding can handle various cases where a value is stored and then immediately loaded, but generally not a case like this where a load depends on multiple stores (on more generally: a load that depends on a store that only partially supplies the data that the load tries to load). Hypothetically it may be possible, but it is not a feature of current micro-architectures.
As an experiment, change the code in the virtual method to use a vector store. For example:
QUESTION
I am trying to make a table that logs the amount of times a player has logged in, by UUID and number of joins.
Here is what my table looks like (for testing)
I would like to make my program check if the UUID is already in the database, and then add 1 to the number of joins.
...ANSWER
Answered 2021-Jan-24 at 12:40Try this, you may need to play about with the variables.
QUESTION
I Used redux action to delete the first rows of table when click Good btn
Reducer of LineMange.js
...ANSWER
Answered 2020-Dec-26 at 09:34You've assigned this.props.data
to state.data
on constructor
. The state.data
will not be changed when this.props.data
is changed.
So you should use props data directly in render()
to reflect store change immediately.
QUESTION
void new2d(int* aInit, int* aResult)
{
int cyclic[34] = {0};
for (int i = 0; i < 32; i++)
{
cyclic[i] = aInit[i];
}
cyclic[32] = aInit[0];
cyclic[33] = aInit[1];
float three = 3.0;
for (int i = 0; i < 32; i += 4)
{
int j = i + 1;
int k = j + 1;
__asm__ __volatile__
(
"vmovdqa (%0), %%xmm0;"
"vmovdqa (%1), %%xmm1;"
"vcvtdq2ps %%xmm0, %%xmm0;"
"vcvtdq2ps %%xmm1, %%xmm1;"
"addps %%xmm0, %%xmm1;"
"vmovdqa (%2), %%xmm1;"
"vcvtdq2ps %%xmm1, %%xmm1;"
"addps %%xmm0, %%xmm1;"
"vbroadcastss (%3), %%xmm1;"
"divps %%xmm0, %%xmm1;"
"vcvtps2dq %%xmm0, %%xmm0;"
"vmovdqa %%xmm0, (%4);"
:
: "a"(&(cyclic[i])), "b"(&(cyclic[j])), "c"(&(cyclic[k])), "d"(&three), "S"(&aResult[i])
);
}
}
...ANSWER
Answered 2020-Apr-30 at 09:58You're using vmovdqa
instruction, which requires an aligned memory operand, on an unaligned element of the array. Use vmovdqu
instead, for both loads and stores. Or better yet, use memory operands in the actual computation instructions (this is only valid in AVX though; in legacy SSE memory operands of most instructions must be aligned).
There are other inefficiencies and problems with the assembler block. For instance, as mentioned in the comments, you're missing the clobbers, which indicate pieces of CPU and memory state that may be modified by the asm block. In your case, you're missing "memory", "xmm0" and "xmm1" clobbers. Without these, the compiler will assume that the asm block does not affect memory contents (the aResult
array in particular) or the xmm
registers (and, for example, use these registers for its own purposes in conflict with your asm block).
Also, you seem to have messed up the input and output registers in addps
and divps
instructions as you are overwriting or not using results of the previous instructions in a few instances. In AT&T x86 asm syntax used by gcc, the last operand is the output operand. You should normally use the AVX version of every instruction when using any AVX instructions, although mixing 128-bit AVX instructions with legacy SSE won't cause SSE/AVX transition stalls if the upper halves of YMM registers were already clean (e.g. vzeroupper). Use vaddps
/ vdivps
is optional but recommended.
Also, you're passing references to the input and output arrays inefficiently. Instead of passing pointers to the specific elements of the arrays it is more efficient to pass memory references to those, which allows the compiler to use more elaborate memory referencing arguments than a plain pointer. This removes the need to calculate the pointer in a separate instruction before your asm block. Also, it is more efficient to pass the tree
constant in an xmm
register instead of memory. Ideally, you would want to move vbroadcastss
out of the loop, but that is only possible with support for intrinsics. (Or writing the loop inside one asm statement.)
The corrected and improved asm statement would look like this:
QUESTION
i wrote a code sample for express js and it is working but when I use app.post or app.get instead of app.use the code does not work and the ide (webstorm) does not recognize the app.post or app.get too
is it replaced with something in the newer versions of express or something? here is my code:
...ANSWER
Answered 2020-Feb-25 at 10:21Your code is working fine. For the print body, you should have to use bodyParser in express js.
QUESTION
AttributeError at /addpatient_to_db
'QuerySet' object has no attribute 'wardno'
...ANSWER
Answered 2020-Jan-26 at 12:35You are returning queryset from this line, So you cannot access 'wardno'.
QUESTION
I am trying to use my assembly functions work with C code and found that MinGw doesn't follow calling conventions for floating-point values, and this differ from versions of mingw.
Test file with single function test.c
...ANSWER
Answered 2020-Jan-18 at 18:02Wrong to compare mingw 32bit and mingw 64bit binary, so when compiled with newest mingw-w64 all calling-conventions became as expected.
QUESTION
I am trying to increase the performance of my code below. I am looking to render multiple circles every X seconds onto the screen at the position of the mouse cursor. The gif shows it nicely.
This is how it currently looks when I hold down the mouse and drag, but I want to improve the performance so at least I am not using that many layers. See the warnings in google dev tools.
This is my code for the component, it is written in Vue with Typescript. Both Vue with Typescript and Vue Konva are newish to me so if you notice any quick wins with my code please also let me know.
I don't like my approach to solving the problem and I feel there is a far better way of doing it, but I found no real example of this within the docs or through a google search, so this is what I managed to get working.
Thank you.
...ANSWER
Answered 2019-Dec-08 at 21:46You can just use layer, that you already created in your template:
QUESTION
I am messing around with SIMD optimization and wrote a 3 very simple vector classes with addition implemented in 2 different ways, one handwritten component wise and one using _mm_add_ps https://godbolt.org/z/fPAERV. Interestingly GCC was not able ( or I didn't tell it properly x) ) to implement the addition for vector2 using SSE, only after explicity adding a fourth float to the vector ( like in vector3 ) gcc generates the addition using SEE instructions even though I aligned the vector on a 16 byte boundary. Can anyone tell me why?
...ANSWER
Answered 2019-Dec-03 at 03:41"inventing writes" is usually disallowed, and can create nasty compiler bugs. (Because of thread safety, e.g. stepping on writes from another thread).
Even though it's part of a union object, GCC internals probably treat that last element as separate and aren't willing to write it with "garbage". So yes, this is a missed optimization that you'll have to work around manually.
In general SIMD vectors are not well suited to holding 3D geometry vectors. Ideally you can structure your data so you can have a __m128 x
of four x
coordinates, and another __m128 y
of four y
coordinates, etc. Then you can do 4 vector additions in 3 addps
instructions. Even better, doing 4 vector lengths or other operations that use x, y, and z from the same vector together doesn't involve any shuffling.
See https://stackoverflow.com/tags/sse/info for links, especially Slides: SIMD at Insomniac Games (GDC 2015) which goes into more detail about using SIMD efficiently, among other things.
But sure, if you've already done that for the cases where you can lay out your data differently, there might still be other cases where you only have a couple individual vectors and need "float3" layouts, and can still use SIMD to speed that up some, too.
QUESTION
I'm puzzled on why the linker doesn't link to the function in the object file.
I implemented a function in x86-64 assembly language and generated an object file via -f elf64. (Ubuntu is my target OS.) The object file was successfully generated, but trying to compile my C++ project with the aforementioned object file results in the linker not finding my defined function (inside the object file). Compilation was done like so:
...ANSWER
Answered 2019-May-21 at 08:46You need to declare sse_ubuntu_tuple_add
as extern "C"
:
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