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Code Optimization, Assembly, etc.

I would like to know if there is a good description on code optimization for brew. Something that would explain how to use assembly code and all that good stuff.

Thanks in advance,
Rafael

looks like that the ARM processor's used are the same that GBA uses, you can give a look at GBA developer forums (or any other resource you may found like ARM website) for some assembly code...
if you fin something useful feel free to share..

looks like that the ARM processor's used are the same that GBA uses, you can give a look at GBA developer forums (or any other resource you may found like ARM website) for some assembly code...
if you fin something useful feel free to share..

hi...
Refer to ARM documentation which gives a nice expaination about C/C++ code optimisation...
sdg

hi...
Refer to ARM documentation which gives a nice expaination about C/C++ code optimisation...
sdg

for some part gba optimization documents etc will be useful, but since the gba has some extra bits and pieces that the phones don't have, a lot of it doesn't apply. its a good groundwork for the arm processor
theres a couple of good arm books on amazon, i cant recall the names though, but theres only a couple on there anyway.
ipaq pocketpcs are also a good place to look since they share the same cpu, pre xscale.
the gba ones will show you how to at least get asm working with the compiler

for some part gba optimization documents etc will be useful, but since the gba has some extra bits and pieces that the phones don't have, a lot of it doesn't apply. its a good groundwork for the arm processor
theres a couple of good arm books on amazon, i cant recall the names though, but theres only a couple on there anyway.
ipaq pocketpcs are also a good place to look since they share the same cpu, pre xscale.
the gba ones will show you how to at least get asm working with the compiler

http://www.arm.com/documentation/Application_Notes/
In particular, "Efficient C for ARM"

http://www.arm.com/documentation/Application_Notes/
In particular, "Efficient C for ARM"

Thanks for the info.
I read the documentation. Does anybody have some more infor regardint "Efficient C for ARM". Which techniques to try first. What type of improvement can I expect.
One specific question would be the following.
I am reading packets from a socket. I first read 5 bytes which contains length of payload. Subsequently I read the payload. If I am correct this mean that I am doing at least one MEMCOPY for the header and then another MEMCOPY for the payload somewhere in the TCP/IP stack. Should I use packets of constant length so that there will be only one MEMCOPY in the stack. Will this have significant effects?
Thanks,
Rafael

Thanks for the info.
I read the documentation. Does anybody have some more infor regardint "Efficient C for ARM". Which techniques to try first. What type of improvement can I expect.
One specific question would be the following.
I am reading packets from a socket. I first read 5 bytes which contains length of payload. Subsequently I read the payload. If I am correct this mean that I am doing at least one MEMCOPY for the header and then another MEMCOPY for the payload somewhere in the TCP/IP stack. Should I use packets of constant length so that there will be only one MEMCOPY in the stack. Will this have significant effects?
Thanks,
Rafael

probably not, with such small amounts of data, bandwidth is probably the bottleneck, plus the network delays
the currently implementation would have to be really bad to get any improvement, although given the speed of some of the igraphics/idisplay functions in brew, its entirely possible.

probably not, with such small amounts of data, bandwidth is probably the bottleneck, plus the network delays
the currently implementation would have to be really bad to get any improvement, although given the speed of some of the igraphics/idisplay functions in brew, its entirely possible.