Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (636)
Games in Android Showcase (178)
games submitted by our members
Games in WIP (687)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  order of operation expense?  (Read 1139 times)
0 Members and 1 Guest are viewing this topic.
Offline deepthought
« Posted 2013-02-10 18:10:58 »

In interest of optimization, ho do Java operations  ( int division, float division, new, etc.) compare to each other in terms of processing expense.

Also, what about opengl functions?
I am especially interested in useshader() vs bindtexture() vs bindbuffer() and attribute location functions.

Mad Scientist
Offline KevinWorkman

« JGO Plugged Duke »

Medals: 238
Projects: 12
Exp: 12 years

klaatu barada nikto

« Reply #1 - Posted 2013-02-11 16:57:27 »

I would expect that to probably be implementation-dependent.

But of course, the best way to test this is with a benchmark. I'd be really curious to see what you find though.

Static Void Games - GameDev Tutorials, Free Hosting for Java and JavaScript games!
Static Void Games forum - Come say hello!
Offline delt0r

JGO Knight

Medals: 33
Exp: 18 years

Computers can do that?

« Reply #2 - Posted 2013-02-11 17:20:00 »

Micro benchmarks are bad. In this case they are truly awful. At least the decent JVM's (open jdk and sun jdk) do many optimizations. So that muladd or addmul instructions etc are used where possible (for example). I belive 7 or 8 even includes some SSE stuff etc. They also will do many of the peep hole optimizations (ie use a shift instead of a * by a power of 2 for example).

On modern hardware moving the data around is typically as expensive as multiplies and adds. Cache performance is typically what matters.

TL;DR  Write the game/program. Then profile. It really is the only way to tell on modern CPU architectures.   

I have no special talents. I am only passionately curious.--Albert Einstein
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline deepthought
« Reply #3 - Posted 2013-02-11 22:02:14 »

how about various opengl bind or shader calls?

Mad Scientist
Offline princec

« JGO Spiffy Duke »

Medals: 625
Projects: 3
Exp: 16 years

Eh? Who? What? ... Me?

« Reply #4 - Posted 2013-02-11 22:18:49 »

Those are just trivial calls to drivers; the Java bit is a matter of nanoseconds.

Cas Smiley

Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

Dwinin (72 views)
2015-11-07 13:29:08

Rems19 (81 views)
2015-10-31 01:36:56

Rems19 (77 views)
2015-10-31 01:32:37

williamwoles (107 views)
2015-10-23 10:42:59

williamwoles (93 views)
2015-10-23 10:42:45

Jervac_ (110 views)
2015-10-18 23:29:12

DarkCart (135 views)
2015-10-16 00:58:11

KaiHH (117 views)
2015-10-11 14:10:14

KaiHH (156 views)
2015-10-11 13:26:18

BurntPizza (172 views)
2015-10-08 03:11:46
Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30

Rendering resources
by Roquen
2015-10-15 07:40:48

Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!