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25. Code-Tuning Strategies
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ing variables raised to the 13th power. Instead, they addressed the problem with different hardware and a high-level design that used dozens of 3rd-order polynomials. This change could not have been effected through code tuning, and it s unlikely that any amount of code tuning would have solved the problem. This is an example of a problem that had to be addressed at the program-design level.
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5 details on the way program-
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mers work toward objectives, see Setting Objectives in 7 Section 20.2.
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If you know that a program s size and speed are important, design the program s architecture so that you can reasonably meet your size and speed goals. Design a performance-oriented architecture, and then set resource goals for individual subsystems, features, and classes. This will help in several ways: Setting individual resource goals makes the system s ultimate performance predictable. If each feature meets its resource goals, the whole system will meet its goals. You can identify subsystems that have trouble meeting their goals early and target them for redesign or code tuning. The mere act of making goals explicit improves the likelihood that they ll be achieved. Programmers work to objectives when they know what they are; the more explicit the objectives, the easier they are to work to. You can set goals that don t achieve efficiency directly but promote efficiency in the long run. Efficiency is often best treated in the context of other issues. For example, achieving a high degree of modifiability can provide a better basis for meeting efficiency goals than explicitly setting an efficiency target. With a highly modular, modifiable design, you can easily swap lessefficient components for more-efficient ones.
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Class and Routine Design
Designing the internals of classes and routines presents another opportunity to design for performance. One key to performance that comes into play at this level is the choice of data types and algorithms, which usually affect both the memory use and the execution speed of a program.
For more information about data 3 types and algorithms, see the 4 Additional Resources sec5 tion at the end of the chapter.
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Operating-System Interactions
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8 code-level strategies for deal-
ing with slow or fat operating-system routines, see 0 26, Code-Tuning 1 Techniques.
If your program works with external files, dynamic memory, or output devices, it s probably interacting with the operating system. If performance isn t good, it might be because the operating-system routines are slow or fat. You might not be aware that the program is interacting with the operating system; sometimes your compiler generates system calls or your libraries invoke system calls you would never dream of. More on this later.
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25. Code-Tuning Strategies
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Code Compilation
The optimization results reported in 26, Code-Tuning Techniques, provide numerous examples of compiler optimizations that produce more efficient code than manual code tuning does.
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Good compilers turn clear, high-level language code into optimized machine code. If you choose the right compiler, you might not need to think about optimizing speed any further.
Hardware
Sometimes the cheapest and best way to improve a program s performance is to buy new hardware. If you re distributing a program for nationwide use by hundreds of thousands of customers, buying new hardware isn t a realistic option. But if you re developing custom software for a few in-house users, a hardware upgrade might be the cheapest option. It saves the cost of initial performance work. It saves the cost of future maintenance problems caused by performance work. It improves the performance of every other program that runs on that hardware too.
Code Tuning
Code tuning is the practice of modifying correct code in ways that make it run more efficiently, and it is the subject of the rest of this chapter. Tuning refers to small-scale changes that affect a single class, a single routine, or, more commonly, a few lines of code. Tuning does not refer to large-scale design changes, or other higher-level means of improving performance. You can make dramatic improvements at each level from system design through code tuning. Jon Bentley cites an argument that in some systems, the improvements at each level can be multiplied (1982). Since you can achieve a 10-fold improvement in each of six levels, that implies a potential performance improvement of a million fold. Although such a multiplication of improvements requires a program in which gains at one level are independent of gains at other levels, which is rare, the potential is inspiring.
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