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   I believe IBM stated a long time ago that the so call single percision
   float is mapped into a double, so just use the double.  So I can
   understand the performance difference.
    
   -Bob

    

     -------- Original Message --------
     Subject: RE: int vs binary questions
     From: "Steve Richter" <srichter@xxxxxxxxxxxxx>
     Date: Tue, February 10, 2004 8:52 am
     To: "RPG programming on the AS400 / iSeries" <rpg400-l@xxxxxxxxxxxx>

     assign float to float:  4682 msecs
     assign big float to big float: 686 msecs

     ( 3,000,000 iterations. 20 assignments per iteration. )

     add float to float: 2691 msecs
     add big float to big float: 844 msecs

     ( 1,000,000 iterations. 20 add stmts per iteration. )

     bottom line, if you are called to help nasa reboot the rover, use 64 bit
     float instead of 32 bit.

     -Steve

     -----Original Message-----
     From: rpg400-l-bounces@xxxxxxxxxxxx
     [mailto:rpg400-l-bounces@xxxxxxxxxxxx]On Behalf Of Beppe Costagliola
     Sent: Tuesday, February 10, 2004 3:39 AM
     To: RPG programming on the AS400 / iSeries
     Subject: Re: int vs binary questions

     Can you add float ops ?
     It would be interesting to add this results to your tables.
     Beppe.

     ----- Original Message -----
     From: "Steve Richter" <srichter@xxxxxxxxxxxxx>
     To: "RPG programming on the AS400 / iSeries" <rpg400-l@xxxxxxxxxxxx>
     Sent: Monday, February 09, 2004 11:33 PM
     Subject: RE: int vs binary questions

     > 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
     > >
     > > _______________________________________________
     > > This is the RPG programming on the AS400 / iSeries (RPG400-L)
     mailing
     list
     > > To post a message email: RPG400-L@xxxxxxxxxxxx
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     > > visit: http://lists.midrange.com/mailman/listinfo/rpg400-l
     > > or email: RPG400-L-request@xxxxxxxxxxxx
     > > Before posting, please take a moment to review the archives
     > > at http://archive.midrange.com/rpg400-l.
     > >
     > >
     >
     >
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