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01-01.html
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01-01.html
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<meta name="vspubdate" content="07/01/97" />
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<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: The Best Optimizer Is between Your Ears</title><!-- HEADER -->
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<!-- Empty Reference Subhead -->
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<!--ISBN=1576101746//-->
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<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--AUTHOR=Michael Abrash//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: The Best Optimizer Is between Your Ears</title>
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<meta name="chapter" content="01" />
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<meta name="pages" content="004-007" />
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</head>
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<body>
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<h2 align="center"><i>Part I</i></h2>
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<h2><a id="Heading1"></a>Chapter 1<br />
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<h2 id="Heading1">Chapter 1<br />
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The Best Optimizer Is between Your Ears</h2>
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<h3><a id="Heading2"></a>The Human Element of Code Optimization</h3>
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<h3 id="Heading2">The Human Element of Code Optimization</h3>
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<p>This book is devoted to a topic near and dear to my heart: writing software that pushes PCs to the limit. Given run-of-the-mill software, PCs run like the 97-pound-weakling minicomputers they are. Give them the proper care, however, and those ugly boxes are capable of miracles. The key is this: Only on microcomputers do you have the run of the whole machine, without layers of operating systems, drivers, and the like getting in the way. You can do <i>anything</i> you want, and you can understand everything that’s going on, if you so wish.</p>
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<p>...now.</p>
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<h3><a id="Heading3"></a>Understanding High Performance</h3>
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<h3 id="Heading3">Understanding High Performance</h3>
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<p>Before we can create high-performance code, we must understand what high performance is. The objective (not always attained) in creating high-performance software is to make the software able to carry out its appointed tasks so rapidly that it responds instantaneously, as far as the user is concerned. In other words, high-performance code should ideally run so fast that any further improvement in the code would be pointless.</p>
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<p>“What’s a fast slow program?” you ask. That’s a good question, and a brief (true) story is perhaps the best answer.</p>
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<h4 align="left"><a id="Heading4"></a>When Fast Isn’t Fast</h4>
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<h4 align="left" id="Heading4">When Fast Isn’t Fast</h4>
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<p>In the early 1970s, as the first hand-held calculators were hitting the market, I knew a fellow named Irwin. He was a good student, and was planning to be an engineer. Being an engineer back then meant knowing how to use a slide rule, and Irwin could jockey a slipstick with the best of them. In fact, he was so good that he challenged a fellow with a calculator to a duel—and won, becoming a local legend in the process.</p>
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<div align="center">
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Graphics Programming Black Book © 2001 Michael Abrash
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</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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</div>
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</body>
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</html>
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