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Re: NSInteger/NSUInteger Considerations (64 bit)
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Re: NSInteger/NSUInteger Considerations (64 bit)


  • Subject: Re: NSInteger/NSUInteger Considerations (64 bit)
  • From: Eric Wing <email@hidden>
  • Date: Fri, 28 Mar 2014 14:07:12 -0700

On 3/28/14, Rick Mann <email@hidden> wrote:
> The best thing is to code it up and try it.
>

I agree. And please share your findings.

I coincidentally ran a similar experiment on iOS (iPad mini, 1st gen).
I switched a non-optimized codebase using double as its floating type
to float, and for the integer type from long long to int). I think
most of the critical loop calculations were floating point so I don't
think the integers made much of a contribution, though I could be
mistaken. This change saw around a 10% speed up. This app is a little
unusual, so I don't know how well this extrapolates.

That said, for real number performance, you should be looking at
vectorizing operations to take advantage of prefetch and minimize
cache misses. Things like the Accelerate framework are your friends.


-Eric
--
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
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References: 
 >NSInteger/NSUInteger Considerations (64 bit) (From: Dave <email@hidden>)
 >Re: NSInteger/NSUInteger Considerations (64 bit) (From: Jens Alfke <email@hidden>)
 >Re: NSInteger/NSUInteger Considerations (64 bit) (From: Chris Hanson <email@hidden>)
 >Re: NSInteger/NSUInteger Considerations (64 bit) (From: Dave <email@hidden>)
 >Re: NSInteger/NSUInteger Considerations (64 bit) (From: Roland King <email@hidden>)
 >Re: NSInteger/NSUInteger Considerations (64 bit) (From: Jens Alfke <email@hidden>)
 >Re: NSInteger/NSUInteger Considerations (64 bit) (From: Dave <email@hidden>)

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