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Re: IOS floating point performance
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Re: IOS floating point performance


  • Subject: Re: IOS floating point performance
  • From: Fritz Anderson <email@hidden>
  • Date: Wed, 07 Aug 2013 16:27:39 -0500

On 7 Aug 2013, at 3:50 PM, Trygve Inda <email@hidden> wrote:

> I have an app that is running slow. I have narrowed it down to several
> functions which are trig-intensive (used to calculate the position of the
> moon at a given moment and more specifically to calculate rise/set times).
>
> To calculate the position and rise/set times for a month on average,
> requires:
>
> 300 trig functions for position
> 24 points in time to find the correct set of three points
> 30 days
>  2 events
>
> Total of 432,000 trig functions (mostly sin and cos)
>
> On my iPad 3, this takes about 3 seconds, and on my desktop (2.3GHz
> Quad-core i7) it is nearly instantaneous.
>
> I am using doubles (not floats).
>
> What can I do to speed this up?

You don't have to be told that desktop performance with the same algorithm on a processor that is 1-10% as fast isn't going to happen.

If you can figure out how to vectorize your calculations, look at veclib in the Accelerate framework. vvsin() and vvsinf() have been available since iOS 5.

I'm a little surprised to see that veclib supports doubles. My instinct (based on imagining that you'll be striding through an array with vector registers that can hold two doubles or four floats)* is that floats could be much faster, and you should really think about whether you need doubles: You're depicting the moon, not flying there.

* (Readers should consider whether correcting my rule-of-thumb notion is a good use of their time.)

	— F



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  • Follow-Ups:
    • Re: IOS floating point performance
      • From: Trygve Inda <email@hidden>
    • Re: IOS floating point performance
      • From: Howard Moon <email@hidden>
References: 
 >IOS floating point performance (From: Trygve Inda <email@hidden>)

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