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here are my lastest results ( on a 170/2389 )

assignment
  bin to int  2399 msecs
  int to int  1187
  bin to bin  908
  pkd to pkd  2946
  big int to big int 686

assigning a 20i 0 to another 20i 0 runs 90% faster than 10i 0 to 10i 0.

addition
  add a constant to
     int  490 msecs
     big int 488 msecs
     bin  9773 msecs
     pkd(7,0)  1756 msecs

no difference in add performance on the 170 between 10i 0 and 20i 0.

-Steve

-----Original Message-----
From: rpg400-l-bounces@xxxxxxxxxxxx
[mailto:rpg400-l-bounces@xxxxxxxxxxxx]On Behalf Of Colin Williams
Sent: Monday, February 09, 2004 4:42 PM
To: RPG programming on the AS400 / iSeries
Subject: Re: int vs binary questions


Hans,

does this mean theres a performance benefit in defining int's as 20i0

cheers
Colin.W

----- Original Message -----
From: "Hans Boldt" <boldt@xxxxxxxxxx>
To: <rpg400-l@xxxxxxxxxxxx>
Sent: Monday, February 09, 2004 8:09 PM
Subject: Re: int vs binary questions


> cozzi@xxxxxxxxx wrote:
>
> >    Hans,
> >    That's all well and good, but...
> >    1) Why is DDS limited to 2 and 4 byte binaries and seems to use the
> >    RPG-like declaration for them (or has that changed?)
> >    2) Why would the timing of int->int copy be slower than Bin->Bin in
RPG IV
> >    as was reported here earlier today?
> >
>
>
> 1) DDS is NOT limited to 2 and 4 byte binaries. DDS also supports 8 byte
> binaries.
>
> 2) Why did Steve report faster timings on bin->bin copy compared to
> int->int copy?  First, on a simple "EVAL B1=B2;" copy from binary to
> binary where both variables have the same size, no conversion happens.
> In W-Code, we do just a LOD and STR. For an assignment "EVAL I1=I2;", it
> actually is a little bit more complicated. If I1 and I2 are defined as
> 20I0, there's a LOD and STR which runs at around the same speed as the
> binary. However, if the source argument is not 20I0, the compiler emits
> a "convert to 8-byte integer" instruction first, and that tends to slow
> things down a little bit. The performance difference disappears with
> optimization, however.
>
> Cheers! Hans
>
> _______________________________________________
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>


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