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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: Thomas Wetmore <email@hidden>
  • Date: Thu, 08 Aug 2013 14:17:12 -0400

David,

Those are lightening speeds. So I agree with you wholeheartedly -- there is no sense in working on a custom table-driven approach. The current approach must already be table-based with speeds like that.

Tom Wetmore


On Aug 8, 2013, at 1:26 PM, David Rowland <email@hidden> wrote:

> I wrote an app that calculates the positions of Sun and Moon and other information as well. The heart of the Moon calculation is this. I added a loop around it and called a stopwatch at the beginning and end.
>
>   startTime();
>   for (int jj = 0; jj<100;++jj)
>   {
>   //in radians
>   double lambda = 3.81040282295402 + 8399.70910754626 * T
>   + 0.109781209950443 * sin(adjustValueRadians(2.35619449019234 + 8328.69146829639 * T))
>   - 0.022165681500328 * sin(adjustValueRadians(4.5256387504213 - 7214.06294691607 * T))
>
> One hundred times through this loop, on my iPhone 5, took about 0.0028 seconds. Two hundred times took about 0.0056 sec.
>
> I infer that one pass takes about 0.000028 seconds, or 28.0 microseconds.
>
> The functions are probably very carefully written and could not be improved by table lookups, vector libraries, etc. That is barking up the wrong tree.
>
> David

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  • Follow-Ups:
    • Re: IOS floating point performance
      • From: Sandy McGuffog <email@hidden>
References: 
 >Re: IOS floating point performance (From: Trygve Inda <email@hidden>)
 >Re: IOS floating point performance (From: email@hidden)
 >Re: IOS floating point performance (From: Thomas Wetmore <email@hidden>)
 >Re: IOS floating point performance (From: Thomas Wetmore <email@hidden>)
 >Re: IOS floating point performance (From: Fritz Anderson <email@hidden>)
 >Re: IOS floating point performance (From: Thomas Wetmore <email@hidden>)
 >Re: IOS floating point performance (From: David Rowland <email@hidden>)

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