abrash-black-book/01-06.md
2013-12-30 20:26:41 +11:00

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**LISTING 1.7 L1-7.ASM**
; Assembler subroutine to perform a 16-bit checksum on a block of
; bytes 1 to 64K in size. Adds checksum for block into passed-in
; checksum.
;
; Call as:
; void ChecksumChunk(unsigned char *Buffer,
; unsigned int BufferLength, unsigned int *Checksum);
;
; where:
; Buffer = pointer to start of block of bytes to checksum
; BufferLength = # of bytes to checksum (0 means 64K, not 0)
; Checksum = pointer to unsigned int variable checksum is
;stored in
;
; Parameter structure:
;
Parms struc
dw ? ;pushed BP
dw ? ;return address
Buffer dw ?
BufferLength dw ?
Checksum dw ?
Parmsends
;
.model small
.code
public _ChecksumChunk
_ChecksumChunkprocnear
push bp
mov bp,sp
push si ;save C's register variable
;
cld ;make LODSB increment SI
mov si,[bp+Buffer] ;point to buffer
mov cx,[bp+BufferLength] ;get buffer length
mov bx,[bp+Checksum] ;point to checksum variable
mov dx,[bx] ;get the current checksum
sub ah,ah ;so AX will be a 16-bit value after LODSB
ChecksumLoop:
lodsb ;get the next byte
add dx,ax ;add it into the checksum total
loop ChecksumLoop ;continue for all bytes in block
mov [bx],dx ;save the new checksum
;
pop si ;restore C's register variable
pop bp
ret
_ChecksumChunkendp
end
Note that in Table 1.1, optimization makes little difference except in
the case of Listing 1.5, where the design has been refined considerably.
Execution time in the other cases is dominated by time spent in DOS
and/or the C library, so optimization of the code you write is pretty
much irrelevant. What's more, while the approximately two-times
improvement we got by optimizing is not to be sneezed at, it pales
against the up-to-50-times improvement we got by redesigning.
By the way, the execution times even of Listings 1.6 and 1.7 are
dominated by DOS disk access times. If a disk cache is enabled and the
file to be checksummed is already in the cache, the assembly version is
three times as fast as the C version. In other words, the inherent
nature of this application limits the performance improvement that can
be obtained via assembly. In applications that are more CPU-intensive
and less disk-bound, particularly those applications in which string
instructions and/or unrolled loops can be used effectively, assembly
tends to be considerably faster relative to C than it is in this very
specific case.
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![](images/i.jpg) *Don't get hung up on optimizing compilers or assembly language—the best optimizer is between your ears.*
------------------- -----------------------------------------------------------------------------------------------------------
All this is basically a way of saying: Know where you're going, know the
territory, and know when it matters.
### Where We've Been, What We've Seen {#Heading13}
What have we learned? Don't let other people's code—even DOS—do the work
for you when speed matters, at least not without knowing what that code
does and how well it performs.
Optimization only matters after you've done your part on the program
design end. Consider the ratios on the vertical axis of Table 1.1, which
show that optimization is almost totally wasted in the checksumming
application without an efficient design. Optimization is no panacea.
Table 1.1 shows a two-times improvement from optimization—and a
50-times-plus improvement from redesign. The longstanding debate about
which C compiler optimizes code best doesn't matter quite so much in
light of Table 1.1, does it? Your organic optimizer matters much more
than your compiler's optimizer, and there's always assembly for those
usually small sections of code where performance really matters.
#### Where We're Going {#Heading14}
This chapter has presented a quick step-by-step overview of the design
process. I'm not claiming that this is the only way to create
high-performance code; it's just an approach that works for me. Create
code however you want, but never forget that design matters more than
detailed optimization. Never stop looking for inventive ways to boost
performance—and never waste time speeding up code that doesn't need to
be sped up.
I'm going to focus on specific ways to create high-performance code from
now on. In Chapter 5, we'll continue to look at restartable blocks and
internal buffering, in the form of a program that searches files for
text strings.