Change chapter headings

This commit is contained in:
James Gregory 2014-01-06 23:20:55 +11:00
commit 656aec06d5
70 changed files with 70 additions and 140 deletions

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# Part I
## Chapter 1\
The Best Optimizer Is between Your Ears
## Chapter 1 -- The Best Optimizer Is between Your Ears
### The Human Element of Code Optimization

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@ -10,8 +10,7 @@ chapter: '02'
pages: 021-030
---
## Chapter 2\
A World Apart
## Chapter 2 -- A World Apart
### The Unique Nature of Assembly Language Optimization

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@ -10,8 +10,7 @@ chapter: '03'
pages: 031-073
---
## Chapter 3\
Assume Nothing
## Chapter 3 -- Assume Nothing
### Understanding and Using the Zen Timer

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@ -10,8 +10,7 @@ chapter: '04'
pages: 075-109
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## Chapter 4\
In the Lair of the Cycle-Eaters
## Chapter 4 -- In the Lair of the Cycle-Eaters
### How the PC Hardware Devours Code Performance

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@ -10,8 +10,7 @@ chapter: '05'
pages: 111-123
---
## Chapter 5\
Crossing the Border
## Chapter 5 -- Crossing the Border
### Searching Files with Restartable Blocks

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@ -10,8 +10,7 @@ chapter: '06'
pages: 125-133
---
## Chapter 6\
Looking Past Face Value
## Chapter 6 -- Looking Past Face Value
### How Machine Instructions May Do More Than You Think

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@ -10,8 +10,7 @@ chapter: '07'
pages: 136-148
---
## Chapter 7\
Local Optimization
## Chapter 7 -- Local Optimization
### Optimizing Halfway between Algorithms and Cycle Counting

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@ -10,8 +10,7 @@ chapter: 08
pages: 149-166
---
## Chapter 8\
Speeding Up C with Assembly Language
## Chapter 8 -- Speeding Up C with Assembly Language
### Jumping Languages When You Know It'll Help

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@ -10,8 +10,7 @@ chapter: 09
pages: 167-188
---
## Chapter 9\
Hints My Readers Gave Me
## Chapter 9 -- Hints My Readers Gave Me
### Optimization Odds and Ends from the Field

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@ -10,8 +10,7 @@ chapter: '10'
pages: 190-203
---
## Chapter 10\
Patient Coding, Faster Code
## Chapter 10 -- Patient Coding, Faster Code
### How Working Quickly Can Bring Execution to a Crawl

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@ -10,8 +10,7 @@ chapter: '11'
pages: 205-231
---
## Chapter 11\
Pushing the 286 and 386
## Chapter 11 -- Pushing the 286 and 386
### New Registers, New Instructions, New Timings, New Complications

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@ -10,8 +10,7 @@ chapter: '12'
pages: 233-246
---
## Chapter 12\
Pushing the 486
## Chapter 12 -- Pushing the 486
### It's Not Just a Bigger 386

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@ -10,8 +10,7 @@ chapter: '13'
pages: 248-258
---
## Chapter 13\
Aiming the 486
## Chapter 13 -- Aiming the 486
### Pipelines and Other Hazards of the High End

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@ -10,8 +10,7 @@ chapter: '14'
pages: 260-277
---
## Chapter 14\
Boyer-Moore String Searching
## Chapter 14 -- Boyer-Moore String Searching
### Optimizing a Pretty Optimum Search Algorithm

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@ -10,8 +10,7 @@ chapter: '15'
pages: 279-293
---
## Chapter 15\
Linked Lists and plain Unintended Challenges
## Chapter 15 -- Linked Lists and plain Unintended Challenges
### Unfamiliar Problems with Familiar Data Structures

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@ -10,8 +10,7 @@ chapter: '16'
pages: 295-319
---
## Chapter 16\
There Ain't No Such Thing as the Fastest Code
## Chapter 16 -- There Ain't No Such Thing as the Fastest Code
### Lessons Learned in the Pursuit of the Ultimate Word Counter

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@ -10,8 +10,7 @@ chapter: '17'
pages: 322-346
---
## Chapter 17\
The Game of Life
## Chapter 17 -- The Game of Life
### The Triumph of Algorithmic Optimization in a Cellular Automata Game

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@ -10,8 +10,7 @@ chapter: '18'
pages: 347-367
---
## Chapter 18\
It's a plain Wonderful Life
## Chapter 18 -- It's a plain Wonderful Life
### Optimization beyond the Pale

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@ -10,8 +10,7 @@ chapter: '19'
pages: 369-379
---
## Chapter 19\
Pentium: Not the Same Old Song
## Chapter 19 -- Pentium: Not the Same Old Song
### Learning a Whole Different Set of Optimization Rules

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@ -10,8 +10,7 @@ chapter: '20'
pages: 381-396
---
## Chapter 20\
Pentium Rules
## Chapter 20 -- Pentium Rules
### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar

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pages: 397-411
---
## Chapter 21\
Unleashing the Pentium's V-Pipe
## Chapter 21 -- Unleashing the Pentium's V-Pipe
### Focusing on Keeping Both Pentium Pipes Full

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@ -10,8 +10,7 @@ chapter: '22'
pages: 413-420
---
## Chapter 22\
Zenning and the Flexible Mind
## Chapter 22 -- Zenning and the Flexible Mind
### Taking a Spin through What You've Learned

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# Part II
## Chapter 23\
Bones and Sinew
## Chapter 23 -- Bones and Sinew
### At the Very Heart of Standard PC Graphics

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@ -10,8 +10,7 @@ chapter: '24'
pages: 449-460
---
## Chapter 24\
Parallel Processing with the VGA
## Chapter 24 -- Parallel Processing with the VGA
### Taking on Graphics Memory Four Bytes at a Time

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@ -10,8 +10,7 @@ chapter: '25'
pages: 461-479
---
## Chapter 25\
VGA Data Machinery
## Chapter 25 -- VGA Data Machinery
### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms

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@ -10,8 +10,7 @@ chapter: '26'
pages: 481-497
---
## Chapter 26\
VGA Write Mode 3
## Chapter 26 -- VGA Write Mode 3
### The Write Mode That Grows on You

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pages: 499-521
---
## Chapter 27\
Yet Another VGA Write Mode
## Chapter 27 -- Yet Another VGA Write Mode
### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence

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@ -10,8 +10,7 @@ chapter: '28'
pages: 523-537
---
## Chapter 28\
Reading VGA Memory
## Chapter 28 -- Reading VGA Memory
### Read Modes 0 and 1, and the Color Don't Care Register

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@ -10,8 +10,7 @@ chapter: '29'
pages: 539-559
---
## Chapter 29\
Saving Screens and Other VGA Mysteries
## Chapter 29 -- Saving Screens and Other VGA Mysteries
### Useful Nuggets from the VGA Zen File

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@ -10,8 +10,7 @@ chapter: '30'
pages: 561-585
---
## Chapter 30\
Video Est Omnis Divisa
## Chapter 30 -- Video Est Omnis Divisa
### The Joys and Galling Problems of Using Split Screens on the EGA and VGA

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@ -10,8 +10,7 @@ chapter: '31'
pages: 587-605
---
## Chapter 31\
Higher 256-Color Resolution on the VGA
## Chapter 31 -- Higher 256-Color Resolution on the VGA
### When Is 320x200 Really 320x400?

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pages: 607-622
---
## Chapter 32\
Be It Resolved: 360x480
## Chapter 32 -- Be It Resolved: 360x480
### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them

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@ -10,8 +10,7 @@ chapter: '33'
pages: 623-636
---
## Chapter 33\
Yogi Bear and Eurythmics Confront VGA Colors
## Chapter 33 -- Yogi Bear and Eurythmics Confront VGA Colors
### The Basics of VGA Color Generation

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@ -10,8 +10,7 @@ chapter: '34'
pages: 637-652
---
## Chapter 34\
Changing Colors without Writing Pixels
## Chapter 34 -- Changing Colors without Writing Pixels
### Special Effects through Realtime Manipulation of DAC Colors

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@ -10,8 +10,7 @@ chapter: '35'
pages: 653-678
---
## Chapter 35\
Bresenham Is Fast, and Fast Is Good
## Chapter 35 -- Bresenham Is Fast, and Fast Is Good
### Implementing and Optimizing Bresenham's Line-Drawing Algorithm

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pages: 679-693
---
## Chapter 36\
The Good, the Bad, and the Run-Sliced
## Chapter 36 -- The Good, the Bad, and the Run-Sliced
### Faster Bresenham Lines with Run-Length Slice Line Drawing

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@ -10,8 +10,7 @@ chapter: '37'
pages: 695-706
---
## Chapter 37\
Dead Cats and Lightning Lines
## Chapter 37 -- Dead Cats and Lightning Lines
### Optimizing Run-Length Slice Line Drawing in a Major Way

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pages: 707-721
---
## Chapter 38\
The Polygon Primeval
## Chapter 38 -- The Polygon Primeval
### Drawing Polygons Efficiently and Quickly

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pages: 723-738
---
## Chapter 39\
Fast Convex Polygons
## Chapter 39 -- Fast Convex Polygons
### Filling Polygons in a Hurry

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pages: 739-756
---
## Chapter 40\
Of Songs, Taxes, and the Simplicity of Complex Polygons
## Chapter 40 -- Of Songs, Taxes, and the Simplicity of Complex Polygons
### Dealing with Irregular Polygonal Areas

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pages: 757-771
---
## Chapter 41\
Those Way-Down Polygon Nomenclature Blues
## Chapter 41 -- Those Way-Down Polygon Nomenclature Blues
### Names Do Matter when You Conceptualize a Data Structure

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pages: 773-792
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## Chapter 42\
Wu'ed in Haste; Fried, Stewed at Leisure
## Chapter 42 -- Wu'ed in Haste; Fried, Stewed at Leisure
### Fast Antialiased Lines Using Wu's Algorithm

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@ -10,8 +10,7 @@ chapter: '43'
pages: 793-815
---
## Chapter 43\
Bit-Plane Animation
## Chapter 43 -- Bit-Plane Animation
### A Simple and Extremely Fast Animation Method for Limited Color

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pages: 817-837
---
## Chapter 44\
Split Screens Save the Page Flipped Day
## Chapter 44 -- Split Screens Save the Page Flipped Day
### 640x480 Page Flipped Animation in 64K...Almost

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@ -10,8 +10,7 @@ chapter: '45'
pages: 839-857
---
## Chapter 45\
Dog Hair and Dirty Rectangles
## Chapter 45 -- Dog Hair and Dirty Rectangles
### Different Angles on Animation

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pages: 859-874
---
## Chapter 46\
Who Was that Masked Image?
## Chapter 46 -- Who Was that Masked Image?
### Optimizing Dirty-Rectangle Animation

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pages: 875-893
---
## Chapter 47\
Mode X: 256-Color VGA Magic
## Chapter 47 -- Mode X: 256-Color VGA Magic
### Introducing the VGA's Undocumented "Animation-Optimal" Mode

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@ -10,8 +10,7 @@ chapter: '48'
pages: 895-911
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## Chapter 48\
Mode X Marks the Latch
## Chapter 48 -- Mode X Marks the Latch
### The Internals of Animation's Best Video Display Mode

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pages: 913-930
---
## Chapter 49\
Mode X 256-Color Animation
## Chapter 49 -- Mode X 256-Color Animation
### How to Make the VGA Really Get up and Dance

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pages: 931-949
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## Chapter 50\
Adding a Dimension
## Chapter 50 -- Adding a Dimension
### 3-D Animation Using Mode X

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pages: 951-967
---
## Chapter 51\
Sneakers in Space
## Chapter 51 -- Sneakers in Space
### Using Backface Removal to Eliminate Hidden Surfaces

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pages: 969-987
---
## Chapter 52\
Fast 3-D Animation: Meet X-Sharp
## Chapter 52 -- Fast 3-D Animation: Meet X-Sharp
### The First Iteration of a Generalized 3-D Animation Package

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pages: 989-1003
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## Chapter 53\
Raw Speed and More
## Chapter 53 -- Raw Speed and More
### The Naked Truth About Speed in 3-D Animation

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pages: 1005-1029
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## Chapter 54\
3-D Shading
## Chapter 54 -- 3-D Shading
### Putting Realistic Surfaces on Animated 3-D Objects

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pages: 1031-1044
---
## Chapter 55\
Color Modeling in 256-Color Mode
## Chapter 55 -- Color Modeling in 256-Color Mode
### Pondering X-Sharp's Color Model in an RGB State of Mind

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pages: 1046-1059
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## Chapter 56\
Pooh and the Space Station
## Chapter 56 -- Pooh and the Space Station
### Using Fast Texture Mapping to Place Pooh on a Polygon

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pages: 1061-1075
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## Chapter 57\
10,000 Freshly Sheared Sheep on the Screen
## Chapter 57 -- 10,000 Freshly Sheared Sheep on the Screen
### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping

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pages: 1077-1093
---
## Chapter 58\
Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare
## Chapter 58 -- Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare
### Using the Whole-Brain Approach to Accelerate Texture Mapping

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pages: 1095-1114
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## Chapter 59\
The Idea of BSP Trees
## Chapter 59 -- The Idea of BSP Trees
### What BSP Trees Are and How to Walk Them

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pages: 1115-1129
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## Chapter 60\
Compiling BSP Trees
## Chapter 60 -- Compiling BSP Trees
### Taking BSP Trees from Concept to Reality

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pages: 1131-1144
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## Chapter 61\
Frames of Reference
## Chapter 61 -- Frames of Reference
### The Fundamentals of the Math behind 3-D Graphics

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pages: 1145-1162
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## Chapter 62\
One Story, Two Rules, and a BSP Renderer
## Chapter 62 -- One Story, Two Rules, and a BSP Renderer
### Taking a Compiled BSP Tree from Logical to Visual Reality

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pages: 1163-1175
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## Chapter 63\
Floating-Point for Real-Time 3-D
## Chapter 63 -- Floating-Point for Real-Time 3-D
### Knowing When to Hurl Conventional Math Wisdom Out the Window

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pages: 1177-1190
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## Chapter 64\
Quake's Visible-Surface Determination
## Chapter 64 -- Quake's Visible-Surface Determination
### The Challenge of Separating All Things Seen from All Things Unseen

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pages: 1191-1208
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## Chapter 65\
3-D Clipping and Other Thoughts
## Chapter 65 -- 3-D Clipping and Other Thoughts
### Determining What's Inside Your Field of View

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pages: 1209-1222
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## Chapter 66\
Quake's Hidden-Surface Removal
## Chapter 66 -- Quake's Hidden-Surface Removal
### Struggling with Z-Order Solutions to the Hidden Surface Problem

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pages: 1223-1241
---
## Chapter 67\
Sorted Spans in Action
## Chapter 67 -- Sorted Spans in Action
### Implementing Independent Span Sorting for Rendering without Overdraw

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pages: 1243-1256
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## Chapter 68\
Quake's Lighting Model
## Chapter 68 -- Quake's Lighting Model
### A Radically Different Approach to Lighting Polygons

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pages: 1257-1271
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## Chapter 69\
Surface Caching and Quake's Triangle Models
## Chapter 69 -- Surface Caching and Quake's Triangle Models
### Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites

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pages: 1273-1285
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## Chapter 70\
Quake: A Post-Mortem and a Glimpse into the Future
## Chapter 70 -- Quake: A Post-Mortem and a Glimpse into the Future
*Why did not any of the children in the first group think of this faster
method of going across the room? It is simple. They looked at what they