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------------------------ --------------------------------- --------------------
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[Previous](14-05.html) [Table of Contents](index.html) [Next](15-01.html)
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------------------------ --------------------------------- --------------------
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Table 14.1 represents a limited and decidedly unscientific comparison of
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searching techniques. Nonetheless, the overall trend is clear: For all
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but the shortest patterns, well-implemented Boyer-Moore is generally as
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good as or better than—sometimes *much* better than—brute-force
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searching. (For short patterns, you might want to use **REPNZ SCASB,**
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thereby getting the best of both worlds.)
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Know your data and use your smarts. Don’t stop thinking just because
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you’re implementing a big-name algorithm; you know more than it does.
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### Further Optimization of Boyer-Moore {#Heading6}
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We can do substantially better yet than Listing 14.3 if we’re willing to
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accept tighter limits on the data. Limiting the length of the
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searched-for pattern to a maximum of 255 bytes allows us to use the
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**XLAT** instruction and generally tighten the critical loop. (Be aware,
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however, that **XLAT** is a relatively expensive instruction on the 486
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and Pentium.) Putting a copy of the searched-for string at the end of
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the search buffer as a sentinel, so that the search never fails, frees
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us from counting down the buffer length, and makes it easy to unroll the
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critical loop. Listing 14.4, which implements these optimizations, is
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about 60 percent faster than Listing 14.3.
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**LISTING 14.4 L14-4.ASM**
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; Searches a buffer for a specified pattern. In case of a mismatch,
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; uses the value of the mismatched byte to skip across as many
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; potential match locations as possible (partial Boyer-Moore).
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; Returns start offset of first match searching forward, or NULL if
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; no match is found.
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; Requires that the pattern be no longer than 255 bytes, and that
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; there be a match for the pattern somewhere in the buffer (ie., a
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; copy of the pattern should be placed as a sentinel at the end of
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; the buffer if the pattern isn’t already known to be in the buffer).
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; Tested with TASM.
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; C near-callable as:
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; unsigned char * FindString(unsigned char * BufferPtr,
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; unsigned int BufferLength, unsigned char * PatternPtr,
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; unsigned int PatternLength);
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parms struc
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dw 2 dup(?) ;pushed BP & return address
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BufferPtr dw ? ;pointer to buffer to be searched
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BufferLength dw ? ;# of bytes in buffer to be searched
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; (not used, actually)
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PatternPtr dw ? ;pointer to pattern for which to search
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; (pattern *MUST* exist in the buffer)
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PatternLength dw ? ;length of pattern for which to search (must
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; be <= 255)
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parms ends
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.model small
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.code
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public _FindString
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_FindString proc near
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cld
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push bp ;preserve caller’s stack frame
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mov bp,sp ;point to our stack frame
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push si ;preserve caller’s register variables
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push di
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sub sp,256 ;allocate space for SkipTable
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; Create the table of distances by which to skip ahead on mismatches
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; for every possible byte value. First, initialize all skips to the
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; pattern length; this is the skip distance for bytes that don’t
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; appear in the pattern.
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mov di,ds
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mov es,di ;ES=DS=SS
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mov di,sp ;point to SkipBuffer
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mov al,byte ptr [bp+PatternLength]
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and al,al ;return an instant match if the pattern is
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jz InstantMatch ; 0-length
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mov ah,al
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mov cx,256/2
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rep stosw
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mov ax,[bp+PatternLength]
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dec ax ;from now on, we only need
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mov [bp+PatternLength],ax ; PatternLength - 1
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; Point to rightmost byte of first potential pattern match location
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; in buffer.
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add [bp+BufferPtr],ax
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; Set the skip values for the bytes that do appear in the pattern to
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; the distance from the byte location to the end of the pattern.
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mov si,[bp+PatternPtr] ;point to start of pattern
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and ax,ax ;are there any skips to set?
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jz SetSkipDone ;no
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mov di,sp ;point to SkipBuffer
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sub bx,bx ;prepare for word addressing off byte value
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SetSkipLoop:
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mov bl,[si] ;get the next pattern byte
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inc si ;advance the pattern pointer
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mov [di+bx],al ;set the skip value when this byte value is
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;the mismatch value in the buffer
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dec ax
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jnz SetSkipLoop
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SetSkipDone:
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mov dl,[si] ;DL=rightmost pattern byte from now on
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dec si ;point to next-to-rightmost byte of pattern
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mov [bp+PatternPtr],si ; from now on
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; Search the buffer.
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std ;for backward REPZ CMPSB
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mov di,[bp+BufferPtr] ;point to the first search location
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mov bx,sp ;point to SkipTable for XLAT
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SearchLoop:
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sub ah,ah ;used to convert AL to a word
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; Skip through until there’s a match for the first pattern byte.
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QuickSearchLoop:
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; See if we have a match at the first buffer location.
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REPT 8 ;unroll loop 8 times to reduce branching
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mov al,[di] ;next buffer byte
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cmp dl,al ;does it match the pattern?
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jz FullCompare ;yes, so keep going
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xlat ;no, look up the skip value for this mismatch
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add di,ax ;BufferPtr += Skip;
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ENDM
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jmp QuickSearchLoop
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; Return a pointer to the start of the buffer (for 0-length pattern).
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align 2
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InstantMatch:
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mov ax,[bp+BufferPtr]
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jmp short Done
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; Compare the pattern and the buffer location, searching from high
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; memory toward low (right to left).
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align 2
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FullCompare:
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mov [bp+BufferPtr],di ;save the current buffer location
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mov cx,[bp+PatternLength] ;# of bytes yet to compare
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jcxz Match ;done if there was only one character
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dec di ;point to next destination byte to compare (SI
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; points to next-to-rightmost source byte)
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repz cmpsb ;compare the rest of the pattern
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jz Match ;that’s it; we’ve found a match
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; It’s a mismatch; let’s see what we can learn from it.
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inc di ;compensate for 1-byte overrun of REPZ CMPSB;
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; point to mismatch location in buffer
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; # of bytes that did match.
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mov si,[bp+BufferPtr]
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sub si,di
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; If, based on the mismatch character, we can’t even skip ahead as far
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; as where we started this particular comparison, then just advance by
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; 1 to the next potential match; otherwise, skip ahead from this
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; comparison location by the skip distance for the mismatch character,
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; less the distance covered by the partial match.
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mov al,[di] ;get the value of the mismatch byte in buffer
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xlat ;get the skip value for this mismatch
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mov cx,1 ;assume we’ll just advance to the next
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; potential match location
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sub ax,si ;is the skip far enough to be worth taking?
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jna MoveAhead ;no, go with the default advance of 1
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mov cx,ax ;yes, this is the distance to skip ahead from
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;the last potential match location checked
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MoveAhead:
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; Skip ahead and perform the next comparison.
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mov di,[bp+BufferPtr]
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add di,cx ;BufferPtr += Skip;
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mov si,[bp+PatternPtr] ;point to the next-to-rightmost
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; pattern byte
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jmp SearchLoop
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; Return start of match in buffer (BufferPtr - (PatternLength - 1)).
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align 2
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Match:
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mov ax,[bp+BufferPtr]
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sub ax,[bp+PatternLength]
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Done:
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cld ;restore default direction flag
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add sp,256 ;deallocate space for SkipTable
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pop di ;restore caller’s register variables
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pop si
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pop bp ;restore caller’s stack frame
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ret
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_FindString endp
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end
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Note that Table 14.1 includes the time required to build the skip table
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each time **FindString** is called. This time could be eliminated for
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all but the first search when repeatedly searching for a particular
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pattern, by building the skip table externally and passing a pointer to
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it as a parameter.
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### Know What You Know {#Heading7}
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Here we’ve turned up our nose at a repeated string instruction, we’ve
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gone against the grain by comparing backward, and yet we’ve speeded up
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our code quite a bit. All this without any restrictions or special
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requirements (excluding Listing 14.4)—and without any new information.
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Everything we needed was sitting there all along; we just needed to
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think to look at it.
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As Yogi Berra might put it, “You don’t know what you know until you know
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it.”
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------------------------ --------------------------------- --------------------
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[Previous](14-05.html) [Table of Contents](index.html) [Next](15-01.html)
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------------------------ --------------------------------- --------------------
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* * * * *
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Graphics Programming Black Book © 2001 Michael Abrash
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