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------------------------ --------------------------------- --------------------
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[Previous](08-04.html) [Table of Contents](index.html) [Next](09-01.html)
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------------------------ --------------------------------- --------------------
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Listings 8.5 and 8.6 together go the final step and change the rules in
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favor of assembly language. Listing 8.5 creates the same list of linked
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blocks as Listing 8.1. However, instead of storing an array of
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structures within each block, it stores *two* arrays in each block, one
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consisting of ID numbers and the other consisting of the corresponding
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values, as shown in Figure 8.3. No information is lost; the data is
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merely rearranged.
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**LISTING 8.5 L8-5.C**
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/* Program to search an array spanning a linked list of variable-
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sized blocks, for all entries with a specified ID number,
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and return the average of the values of all such entries. Each of
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the variable-sized blocks may contain any number of data entries,
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stored in the form of two separate arrays, one for ID numbers and
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one for values. */
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#include <stdio.h>
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#ifdef __TURBOC__
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#include <alloc.h>
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#else
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#include <malloc.h>
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#endif
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void main(void);
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void exit(int);
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extern unsigned int FindIDAverage2(unsigned int,
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struct BlockHeader *);
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\
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**Figure 8.3** *Linked array storage format (version 2).*
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/* Structure that starts each variable-sized block */
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struct BlockHeader {
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struct BlockHeader *NextBlock; /* Pointer to next block, or NULL
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if this is the last block in the
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linked list */
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unsigned int BlockCount; /* The number of DataElement entries
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in this variable-sized block */
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};
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void main(void) {
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int i,j;
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unsigned int IDToFind;
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struct BlockHeader *BaseArrayBlockPointer,*WorkingBlockPointer;
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int *WorkingDataPointer;
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struct BlockHeader **LastBlockPointer;
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printf(”ID # for which to find average: “);
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scanf(”%d”,&IDToFind);
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/* Build an array across 5 blocks, for testing */
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/* Anchor the linked list to BaseArrayBlockPointer */
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LastBlockPointer = &BaseArrayBlockPointer;
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/* Create 5 blocks of varying sizes */
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for (i = 1; i < 6; i++) {
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/* Try to get memory for the next block */
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if ((WorkingBlockPointer =
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(struct BlockHeader *) malloc(sizeof(struct BlockHeader) +
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sizeof(int) * 2 * i * 10)) == NULL) {
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exit(1);
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}
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/* Set the number of data elements in this block */
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WorkingBlockPointer->BlockCount = i * 10;
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/* Link the new block into the chain */
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*LastBlockPointer = WorkingBlockPointer;
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/* Point to the first data field */
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WorkingDataPointer = (int *) ((char *)WorkingBlockPointer +
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sizeof(struct BlockHeader));
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/* Fill the data fields with ID numbers and values */
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for (j = 0; j < (i * 10); j++, WorkingDataPointer++) {
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*WorkingDataPointer = j;
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*(WorkingDataPointer + i * 10) = i * 1000 + j;
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}
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/* Remember where to set link from this block to the next */
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LastBlockPointer = &WorkingBlockPointer->NextBlock;
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}
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/* Set the last block’s “next block” pointer to NULL to indicate
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that there are no more blocks */
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WorkingBlockPointer->NextBlock = NULL;
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printf(”Average of all elements with ID %d: %u\n”,
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IDToFind, FindIDAverage2(IDToFind, BaseArrayBlockPointer));
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exit(0);
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}
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**LISTING 8.6 L8-6.ASM**
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; Alternative optimized assembly language version of FindIDAverage
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; requires data organized as two arrays within each block rather
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; than as an array of two-value element structures. This allows the
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; use of REP SCASW for ID searching.
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SearchedForIDequ4 ;Passed parameter offsets in the
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BlockPointerequ6 ; stack frame (skip over pushed BP
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; and the return address)
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NextBlockequ0 ;Field offsets in struct BlockHeader
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BlockCountequ2
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BLOCK_HEADER_SIZEequ4 ;Number of bytes in struct BlockHeader
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.model small
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.code
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public _FindIDAverage2
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_FindIDAverage2 proc near
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push bp ;Save caller’s stack frame
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mov bp,sp ;Point to our stack frame
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push di ;Preserve C register variables
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push si
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mov di,ds ;Prepare for SCASW
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mov es,di
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cld
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mov si,[bp+BlockPointer] ;Pointer to first block
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mov ax,[bp+SearchedForID] ;ID we’re looking for
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sub dx,dx ;IDMatchSum = 0
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mov bp,dx ;IDMatchCount = 0
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;***stack frame no longer available***
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; Search through all the linked blocks until the last block
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; (marked with a NULL pointer to the next block) has been searched.
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BlockLoop:
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; Search through all the DataElement entries within this block
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; and accumulate data from all that match the desired ID.
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mov cx,[si+BlockCount]
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jcxz DoNextBlock;Skip this block if there’s no data
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; to search through
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mov bx,cx ;We’ll use BX to point to the
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shl bx,1 ; corresponding value entry in the
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; case of an ID match (BX is the
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; length in bytes of the ID array)
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; Point to the first DataElement entry within this block.
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lea di,[si+BLOCK_HEADER_SIZE]
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IntraBlockLoop:
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repnz scasw ;Search for the ID
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jnz DoNextBlock ;No match, the block is done
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inc bp ;We have a match; IDMatchCount++;
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add dx,[di+bx-2];IDMatchSum += DataPointer->Value;
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; (SCASW has advanced DI 2 bytes)
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and cx,cx ;Is there more data to search through?
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jnz IntraBlockLoop ;yes
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; Point to the next block and continue if that pointer isn’t NULL.
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DoNextBlock:
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mov si,[si+NextBlock] ;Get pointer to the next block
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and si,si ;Is it a NULL pointer?
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jnz BlockLoop ;No, continue
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; Calculate the average of all matches.
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sub ax,ax ;Assume we found no matches
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and bp,bp
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jz Done ;We didn’t find any matches, return 0
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xchg ax,dx ;Prepare for division
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div bp ;Return IDMatchSum / IDMatchCount
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Done: pop si ;Restore C register variables
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pop di
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pop bp ;Restore caller’s stack frame
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ret
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_FindIDAverage2 ENDP
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end
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The whole point of this rearrangement is to allow us to use **REP
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SCASW** to search through each block, and that’s exactly what
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**FindIDAverage2** in Listing 8.6 does. The result: Listing 8.6
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calculates the average about *three times* as fast as the original C
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implementation and more than twice as fast as Listing 8.4, heavily
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optimized as the latter code is.
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I trust you get the picture. The sort of instruction-by-instruction
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optimization that so many of us love to do as a kind of puzzle is fun,
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but compilers can do it nearly as well as you can, and in the future
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will surely do it better. What a compiler *can’t* do is tie together the
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needs of the program specification on the high end and the processor on
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the low end, resulting in critical code that runs just about as fast as
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the hardware permits. The only software that can do that is located
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north of your sternum and slightly aft of your nose. Dust it off and put
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it to work—and your code will never again be confused with anything by
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Hamilton, Joe, Frank, eynolds or Bo Donaldson and the Heywoods.
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------------------------ --------------------------------- --------------------
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[Previous](08-04.html) [Table of Contents](index.html) [Next](09-01.html)
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------------------------ --------------------------------- --------------------
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* * * * *
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Graphics Programming Black Book © 2001 Michael Abrash
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