what is difference between Superscaling and pipelining? - processor

Well looks too simple a question to be asked but i asked after going through few ppts on both.
Both methods increase instruction throughput. And Superscaling almost always makes use of pipelining as well. Superscaling has more than one execution unit and so does pipelining or am I wrong here?

Superscalar design involves the processor being able to issue multiple instructions in a single clock, with redundant facilities to execute an instruction. We're talking about within a single core, mind you -- multicore processing is different.
Pipelining divides an instruction into steps, and since each step is executed in a different part of the processor, multiple instructions can be in different "phases" each clock.
They're almost always used together. This image from Wikipedia shows both concepts in use, as these concepts are best explained graphically:
Here, two instructions are being executed at a time in a five-stage pipeline.
To break it down further, given your recent edit:
In the example above, an instruction goes through 5 stages to be "performed". These are IF (instruction fetch), ID (instruction decode), EX (execute), MEM (update memory), WB (writeback to cache).
In a very simple processor design, every clock a different stage would be completed so we'd have:
IF
ID
EX
MEM
WB
Which would do one instruction in five clocks. If we then add a redundant execution unit and introduce superscalar design, we'd have this, for two instructions A and B:
IF(A) IF(B)
ID(A) ID(B)
EX(A) EX(B)
MEM(A) MEM(B)
WB(A) WB(B)
Two instructions in five clocks -- a theoretical maximum gain of 100%.
Pipelining allows the parts to be executed simultaneously, so we would end up with something like (for ten instructions A through J):
IF(A) IF(B)
ID(A) ID(B) IF(C) IF(D)
EX(A) EX(B) ID(C) ID(D) IF(E) IF(F)
MEM(A) MEM(B) EX(C) EX(D) ID(E) ID(F) IF(G) IF(H)
WB(A) WB(B) MEM(C) MEM(D) EX(E) EX(F) ID(G) ID(H) IF(I) IF(J)
WB(C) WB(D) MEM(E) MEM(F) EX(G) EX(H) ID(I) ID(J)
WB(E) WB(F) MEM(G) MEM(H) EX(I) EX(J)
WB(G) WB(H) MEM(I) MEM(J)
WB(I) WB(J)
In nine clocks, we've executed ten instructions -- you can see where pipelining really moves things along. And that is an explanation of the example graphic, not how it's actually implemented in the field (that's black magic).
The Wikipedia articles for Superscalar and Instruction pipeline are pretty good.

A long time ago, CPUs executed only one machine instruction at a time. Only when it was completely finished did the CPU fetch the next instruction from memory (or, later, the instruction cache).
Eventually, someone noticed that this meant that most of a CPU did nothing most of the time, since there were several execution subunits (such as the instruction decoder, the integer arithmetic unit, and FP arithmetic unit, etc.) and executing an instruction kept only one of them busy at a time.
Thus, "simple" pipelining was born: once one instruction was done decoding and went on towards the next execution subunit, why not already fetch and decode the next instruction? If you had 10 such "stages", then by having each stage process a different instruction you could theoretically increase the instruction throughput tenfold without increasing the CPU clock at all! Of course, this only works flawlessly when there are no conditional jumps in the code (this led to a lot of extra effort to handle conditional jumps specially).
Later, with Moore's law continuing to be correct for longer than expected, CPU makers found themselves with ever more transistors to make use of and thought "why have only one of each execution subunit?". Thus, superscalar CPUs with multiple execution subunits able to do the same thing in parallel were born, and CPU designs became much, much more complex to distribute instructions across these fully parallel units while ensuring the results were the same as if the instructions had been executed sequentially.

An Analogy: Washing Clothes
Imagine a dry cleaning store with the following facilities: a rack for hanging dirty or clean clothes, a washer and a dryer (each of which can wash one garment at a time), a folding table, and an ironing board.
The attendant who does all of the actual washing and drying is rather dim-witted so the store owner, who takes the dry cleaning orders, takes special care to write out each instruction very carefully and explicitly.
On a typical day these instructions may be something along the lines of:
take the shirt from the rack
wash the shirt
dry the shirt
iron the shirt
fold the shirt
put the shirt back on the rack
take the pants from the rack
wash the pants
dry the pants
fold the pants
put the pants back on the rack
take the coat from the rack
wash the coat
dry the coat
iron the coat
put the coat back on the rack
The attendant follows these instructions to the tee, being very careful not to ever do anything out of order. As you can imagine, it takes a long time to get the day's laundry done because it takes a long time to fully wash, dry, and fold each piece of laundry, and it must all be done one at a time.
However, one day the attendant quits and a new, smarter, attendant is hired who notices that most of the equipment is laying idle at any given time during the day. While the pants were drying neither the ironing board nor the washer were in use. So he decided to make better use of his time. Thus, instead of the above series of steps, he would do this:
take the shirt from the rack
wash the shirt, take the pants from the rack
dry the shirt, wash the pants
iron the shirt, dry the pants
fold the shirt, (take the coat from the rack)
put the shirt back on the rack, fold the pants, (wash the coat)
put the pants back on the rack, (dry the coat)
(iron the coat)
(put the coat back on the rack)
This is pipelining. Sequencing unrelated activities such that they use different components at the same time. By keeping as much of the different components active at once you maximize efficiency and speed up execution time, in this case reducing 16 "cycles" to 9, a speedup of over 40%.
Now, the little dry cleaning shop started to make more money because they could work so much faster, so the owner bought an extra washer, dryer, ironing board, folding station, and even hired another attendant. Now things are even faster, instead of the above, you have:
take the shirt from the rack, take the pants from the rack
wash the shirt, wash the pants, (take the coat from the rack)
dry the shirt, dry the pants, (wash the coat)
iron the shirt, fold the pants, (dry the coat)
fold the shirt, put the pants back on the rack, (iron the coat)
put the shirt back on the rack, (put the coat back on the rack)
This is superscalar design. Multiple sub-components capable of doing the same task simultaneously, but with the processor deciding how to do it. In this case it resulted in a nearly 50% speed boost (in 18 "cycles" the new architecture could run through 3 iterations of this "program" while the previous architecture could only run through 2).
Older processors, such as the 386 or 486, are simple scalar processors, they execute one instruction at a time in exactly the order in which it was received. Modern consumer processors since the PowerPC/Pentium are pipelined and superscalar. A Core2 CPU is capable of running the same code that was compiled for a 486 while still taking advantage of instruction level parallelism because it contains its own internal logic that analyzes machine code and determines how to reorder and run it (what can be run in parallel, what can't, etc.) This is the essence of superscalar design and why it's so practical.
In contrast a vector parallel processor performs operations on several pieces of data at once (a vector). Thus, instead of just adding x and y a vector processor would add, say, x0,x1,x2 to y0,y1,y2 (resulting in z0,z1,z2). The problem with this design is that it is tightly coupled to the specific degree of parallelism of the processor. If you run scalar code on a vector processor (assuming you could) you would see no advantage of the vector parallelization because it needs to be explicitly used, similarly if you wanted to take advantage of a newer vector processor with more parallel processing units (e.g. capable of adding vectors of 12 numbers instead of just 3) you would need to recompile your code. Vector processor designs were popular in the oldest generation of super computers because they were easy to design and there are large classes of problems in science and engineering with a great deal of natural parallelism.
Superscalar processors can also have the ability to perform speculative execution. Rather than leaving processing units idle and waiting for a code path to finish executing before branching a processor can make a best guess and start executing code past the branch before prior code has finished processing. When execution of the prior code catches up to the branch point the processor can then compare the actual branch with the branch guess and either continue on if the guess was correct (already well ahead of where it would have been by just waiting) or it can invalidate the results of the speculative execution and run the code for the correct branch.

Pipelining is what a car company does in the manufacturing of their cars. They break down the process of putting together a car into stages and perform the different stages at different points along an assembly line done by different people. The net result is that the car is manufactured at exactly the speed of the slowest stage alone.
In CPUs the pipelining process is exactly the same. An "instruction" is broken down into various stages of execution, usually something like 1. fetch instruction, 2. fetch operands (registers or memory values that are read), 2. perform computation, 3. write results (to memory or registers). The slowest of this might be the computation part, in which case the overall throughput speed of the instructions through this pipeline is just the speed of the computation part (as if the other parts were "free".)
Super-scalar in microprocessors refers to the ability to run several instructions from a single execution stream at once in parallel. So if a car company ran two assembly lines then obviously they could produce twice as many cars. But if the process of putting a serial number on the car was at the last stage and had to be done by a single person, then they would have to alternate between the two pipelines and guarantee that they could get each done in half the time of the slowest stage in order to avoid becoming the slowest stage themselves.
Super-scalar in microprocessors is similar but usually has far more restrictions. So the instruction fetch stage will typically produce more than one instruction during its stage -- this is what makes super-scalar in microprocessors possible. There would then be two fetch stages, two execution stages, and two write back stages. This obviously generalizes to more than just two pipelines.
This is all fine and dandy but from the perspective of sound execution both techniques could lead to problems if done blindly. For correct execution of a program, it is assumed that the instructions are executed completely one after another in order. If two sequential instructions have inter-dependent calculations or use the same registers then there can be a problem, The later instruction needs to wait for the write back of the previous instruction to complete before it can perform the operand fetch stage. Thus you need to stall the second instruction by two stages before it is executed, which defeats the purpose of what was gained by these techniques in the first place.
There are many techniques use to reduce the problem of needing to stall that are a bit complicated to describe but I will list them: 1. register forwarding, (also store to load forwarding) 2. register renaming, 3. score-boarding, 4. out-of-order execution. 5. Speculative execution with rollback (and retirement) All modern CPUs use pretty much all these techniques to implement super-scalar and pipelining. However, these techniques tend to have diminishing returns with respect to the number of pipelines in a processor before stalls become inevitable. In practice no CPU manufacturer makes more than 4 pipelines in a single core.
Multi-core has nothing to do with any of these techniques. This is basically ramming two micro-processors together to implement symmetric multiprocessing on a single chip and sharing only those components which make sense to share (typically L3 cache, and I/O). However a technique that Intel calls "hyperthreading" is a method of trying to virtually implement the semantics of multi-core within the super-scalar framework of a single core. So a single micro-architecture contains the registers of two (or more) virtual cores and fetches instructions from two (or more) different execution streams, but executing from a common super-scalar system. The idea is that because the registers cannot interfere with each other, there will tend to be more parallelism leading to fewer stalls. So rather than simply executing two virtual core execution streams at half the speed, it is better due to the overall reduction in stalls. This would seem to suggest that Intel could increase the number of pipelines. However this technique has been found to be somewhat lacking in practical implementations. As it is integral to super-scalar techniques, though, I have mentioned it anyway.

Pipelining is simultaneous execution of different stages of multiple instructions at the same cycle. It is based on splitting instruction processing into stages and having specialized units for each stage and registers for storing intermediate results.
Superscaling is dispatching multiple instructions (or microinstructions) to multiple executing units existing in CPU. It is based thus on redundant units in CPU.
Of course, this approaches can complement each other.

Related

Drhystone benchmark on 32 bit micrcontroller

Currently I am doing a performance comparison on two 32bit microcontrollers. I used Dhrystone benchmark to run on both microcontrollers. One microcontroller has 4KB I-cache while second coontroller has 8KB of I-cache. Both microcontrollers are using same tool chain. As much as possible I kept same static and run-time settings onboth microcontrollers. But microcontroller with 4KB cache are faster than 8KB cache microcontroller. Both microcontroller are from same vendor and based on same CPU.
Could anyone provide some information why microcontroller with 4KB cache is faster than other?
Benchmarks are in general useless. dhrystone being one of the oldest ones and it may have had a little bit of value back then, before pipelines and too much compiler optimization. I think I gave up on dhrystone 15 years ago roughly about the time I started using it.
It is trivial to demonstrate that this code
.globl ASMDELAY
ASMDELAY:
sub r0,r0,#1
bne ASMDELAY
bx lr
Which is primarily two INSTRUCTIONS, can vary WIDELY in execution time on the same chip if you understand how modern processors work. The simple trick to seeing this is turn off the caches and prefetchers and such, and place this code at offset 0x0000, call it with some value. place it at 0x0004 repeat, then at 0x0008, repeat. keep doing this. You can put one, two, etc nops between the subtract and branch. try it at various offsets.
THEN, turn on and of caches for each of these alignments, if you have a prefetch outside the processor for the flash, turn that on and off.
THEN, vary your clocks, esp for those MCUs where you have to adjust the wait states based on clock rate.
On a SINGLE MCU, you are going to see those essentially two instructions vary in execution time by a very large amount. Lets just say 20 times longer in some cases than others.
Now take a small program or a small fraction of the dhrystone program. Compile that for your mcu, how many instructions do you see? Make minor to major optimization and other variations on the compile command line, how much does the code change. If two instructions can vary by lets call it 20 times in execution time, how bad can it get for 200 instructions or 2000 instructions? It can get pretty bad.
If you take the dhrystone programs you have right now with the compiler options you have right now, go into your bootstrap, add one nop (causing the entire binary to shift by one instruction in flash) run again. Add two, three, four. You are still not comparing different mcus just running your benchmark on one system.
Run with and without d cache, with and without i cache if you have each of those. turn on and off the flash prefetch if you have one and if you have a write buffer you can turn on and of try that. Still remaining on the same compiler same options same mcu.
Take the different functions in the dhrystone source code, and re-arrange them in the source code. instead of Proc_1, Proc_2, Proc_3 make it Proc_1, Proc_3, Proc_2. Do all of the above again. Re-arrange again, repeat.
Before leaving this mcu you should now see that the execution time of the same source code which is completely unmodified (other than perhaps re-arranging functions) can and will have vastly different execution times.
if you then start changing compiler options or keep the same source and change compilers, you will see even more of a difference in execution time.
How is it possible that dhrystone benchmarks today or from way back had a single result for each platform? Simple, that result was just one of a wide range, not really representing the platform.
So then if you try to compare two different hardware platforms be it the same arm core inside a different mcu from the same vendor or different vendors. the arm core, assuming (which is not a safe assumption) it is the same source with the same compile/build options, even assuming the same verilog compile and synthesis was used. you can have that same core change based on arm provided options. Anyway, how the vendor be it the same vendor in two instances or two different vendors wraps that same core, you will see variations. Then take a completely different core be it another arm or a mips, etc. How could you gain any value comparing those using a program like this that itself varies widely on each platform?
You cant. What you can do is use benchmarks to give the illusion of one thing being better than another, one computer is faster than another, one compiler is faster than another. In order to sell computers or compilers. Sprints coverage is within one percent of Verizons...does that tell us anything useful? Nope.
If you were to eliminate the compiler from the equation, and if these are truly the same "CPU", same rev of source from ARM, built the same way, then they should fetch the same, but the size of the cache is part of that so it may already be a different cpu implementation as the width or depth of the cache can affect things. In software it is like needing a 32 bit pointer rather than a 16 bit pointer (17 bit instead of 16, but you cant have a 17 bit generally in logic you can).
Anyway, if you compile the code under test one time for an address space that is common to both platforms, use that same binary exactly for that space, can attach different bootstrap code as needed, note the C library calls strcpy, etc also have to be the same in the same space between platforms to eliminate the compiler and alignment from messing you up. this may or may not level the playing field.
If you want to believe these are the same cpu, then turn the caches off, eliminate the compiler variations by doing the above. See if they execute the same. Copy the program to ram and run in ram, eliminate the flash issues. I assume you have them both clocked the same with the same wait states in the flash?
if they are the same cpu and the chip vendor has with these two chips made the memory system take the same number of clocks say for ram accesses, and it is really the same cpu, you should be able to get the same time by eliminating optimizations (caching, flash prefetching, alignment).
what you are probably seeing is some form of alignment with how the code lies in memory from the compiler vs cache lines, or it could be much much simpler it could be just the differences in the caches, how the hits and misses work and the 4KB is just more lucky than the 8KB for this particular program compiled a certain way, aligned in memory a certain way, etc.
With the simple two instruction loop above it is easy to see some of the reasons why performance varies on the same system, if your modern cpu fetches 8 instructions at a time and your loop gets too close to the tail end of that fetch, the prefetch may think it needs to fetch another 8 beyond that costing you those clock cycles. Certainly as you exactly straddle two "fetch lines" as I call them with those two instructions it is going to cost you a lot more cycles per loop even with a cache. Same problem happens when those two instructions approach a cache line (as you vary their alignment per test) eventually it takes two cache line reads instead of one to fetch those two instructions. At least the first time through there is an extra cache line read. The extra clocks for that first time through is something you can see using a simple benchmark like that while playing with alignment.
Michael Abrash, Zen of Assembly Language. There is an epub/etc you can build from github of this book. the 8088 was obsolete when this book came out if that is all you see 8088 stuff, then you are completely missing the point. It applies to the most modern processors today, how to view the problem, how to test, how to time the test, how to interpret the results. All the stuff I have mentioned so far, and all the things I know about this that I have not mentioned, all came from that books knowledge applied for however many decades I have been doing this.
So again if you have truly eliminated the compiler, alignment, the cpu, the memory system tied to that cpu, etc and it is down to only the size of the cache varies. Then it is probably related to how the cache line fetches hit and miss differently based on alignment of the code relative to the cache lines for the two caches. One is hitting more and missing less and/or evicting better for this particular binary. You can try rearranging the functions, can add nops, or if you cant get at the bootstrap then add whole functions or more code (another printf, etc) at a lower address in the binary causing the linker to slide the code under test through to different addresses changing how the program lines up with the cache lines. Since the functions in the code under test are so big (more than a few instructions to implement) you would have to start modifying the program in order to get a finer grained adjustment of binary relative to cache lines.
You most definitely should see execution time differences on the two platforms if you adjust alignment and or wholesale re-arrange the binary based on functions being re-arranged.
Bottom line benchmarks dont really tell you much, the results have more of a negative stink to them than a positive joy. Without a re-write a particular benchmark or application may just do better on one platform (be it everything is the same but the size of the cache or two completely different architectures) even when you try to vary the results due to alignment, turning on and off prefetching, write buffering, branch prediction, etc. Pulling out all the tricks you can come up with one may vary from x to y the other from n to m and maybe there is some overlap in the ranges. For these two platforms that you say are similiar except for cache size I would hope you could find a combination where sometimes A is faster than B and at least one combination where B is faster than A, with the same features turned on and off for both in that comparision. If/when you switch to some other application/benchmark this all starts over again, no reason to assume dhrystone results predict any other code under test. The only program that matters, esp on an MCU is the final build of your application. Just remember changing a single line of code, or even adding a single nop in the bootstrap can have dramatic results in performance sometimes several TIMES slower or faster from a single nop.

Pipelined algorithm definition

I read that FPGA is suited for algorithms which are parallel or which can be pipelined. What is by definition an algorithm that can be pipelined?
It means you can split a task T into multiple steps T1, T2,...,Tn and each of these steps is more or less independent. Now the data is first injected into a processor P1 that performs task T1 on it, after a time step the results of P1 are transferred to P2 where task T2 is executed. The point is that at that time, processor P1 is again available, so you load the next chunk of data that needs to be processed into processor P1. You can compare it to an assembly line where each worker (processor) does his/her part in a large process. A process that can be pipelined is efficient because the time it takes to process n chunks of data scales with n but still requires the same amount of hardware as if you would process only one chunk of data (evidently there will be some overhead in order to organize this).
Note that with processor, I do not mean a physical processor (like an 80x86), I simply mean a device that can do a certain job. Whether it requires an instruction set, memory, clock cycles, etc. is irrelevant.
Not all algorithms can be pipelined because sometimes there are dependencies between data which makes it hard/impossible to let the data be processed in chunks: you need all data available at once, or you cannot process it (or at least not efficiently).
As #Paebbels says (see comment below)
Such processors or processing elements (PEs) or processing units (PUs) can be implemented in FPGAs. It's possible to map a network of PEs onto the FPGA area especially when many bit operation or non power of 2 data types are required. FPGAs perform mostly bad if floating point operations or fast DRAM access is required. Then GPUs or standard CPUs might be faster. Note: FPGAs are mounted onto PCIe cards so even a x100 faster algorithm can be slower compared to CPU algorithms, because latency or PCIe transfer rates will eat all benefits.
The point is nevertheless to achieve speedup without a substantial increase of hardware cost.
Analogy
In my course text of digital electronics, they made an analogy with a launderette. Say you want to do your laundry. Now evidently you cannot put all these clothes in the washing machine and dryer at once: you need to split it into ten parts.
Now say you have a machine that acts as both a washing machine and a dryer. And it requires two time steps to do the washing and drying. Then it would require twenty time steps to do your laundry, and you use a single machine.
A solution is to hire ten washing machines and ten dryers. Put all the clothes in the washing machines, then when it is done put all the clothes in the dryers and you are done in two steps. The downside is that you need to hire ten washing machines and dryers.
A solution using pipelining is that you hire one washing machine, and one dryer. Now you put the first batch of clothes in the washing machine. When done you put the washed clothes in the dryer, but in the meantime you put a next batch of clothes into the washing machine. Thus the washing machine and the dryer (processors) work in parallel, but at a different chuck of clothes (data). At each time step, you remove the clothes from the dryer, put clothes from the washing machine in the dryer, and put a new batch of clothes into the washing machine. As a result you will have eleven time steps, but only have to hire one washing machine and one dryer. When it comes to costs and time, pipelining can be efficient.

How to compare two implementations of the same algorithm? (by examine their Assembly code)

Assume I have two implementations of the same algorithm in assembly. I would like to know by examining the two snippets codes which one is faster.
The parameters I thought one might take into account are: number of op-codes, number of branches, number of function frames.
My questions are:
Can I assume each opcode execution is one cycle ?
What is the overhead of branch which break the pipeline ?
What are the effects and overhead of calling a function ?
Is there a difference in the analysis between ARM and x86 ?
The question is theoretical since I have two implementations; one 130 instructions long and one is 184 instructions long.
And I would like to know if it is definitely true to say the 130 instructions long snippet is faster than the 184 instructions long implementation?
"BETTER == FASTER"
Without wanting to be flippant, the answers are
no
that depends on your hardware
that depends on your hardware
yes
You would really need to test things on your target hardware, or have a simulator that understands your hardware fully, in order to answer your question the way you meant to...
For the last part of your question, you need to define "better"…better.
Since you asked about a Cortex A9, the data sheet has instruction cycle counts in appendix B. These counts generally assume that the memory bus is fast enough to keep the CPU busy. In reality this is rarely the case. Many video/audio algorithms will have a big win in how they access memory.
One cycle per op
Of course you can't assume this if you want an exact count. However, if you are deciding which algorithm to choose, you can get a feel for the best algorithm by looking at the instructions in the inner loop. Here, your cache should allow the code to execute as per the instruction counts in the data sheet. If the counts are close, then you probably need to look at each instruction. Load/stores are more expensive and usually multiples, etc. Some algorithms, especially crytographic, will have big wins by using assembler that doesn't map well to C. For example, clz, ror, using the carry for multi-word arithmetic, etc.
Branch overhead
Look in Appendix B, or whatever data sheet has cycle counts for your processor. For an ARM926 it is about 3 cycles. The compiler only generates two conditional opcodes in a row to avoid branching, otherwise, it branches. If the algorithm is large, the branch may disrupt the cache. A hard answer depends on your CPU, cache, and memory. According to the Cortex A9 datasheet (B.5), there is only one cycle overhead to a fixed branch.
Function overhead
This is much the same as the branch overhead. However, the compiler will also have an influence. noted by Jim Does it cache align functions. Does the compiler perform leaf function optimizations, etc. With modern gcc versions, if all the functions are static, the compiler will generally in-line when it is advantageous. If the algorithms are particularly large, a register spill may be advantageous. However, with your example of 130/184 instructions, this seems unlikely. The compiler options will obviously effect the overhead. You can use objdump -S to examine the prologue/epilogue and then determine the number of cycles for your hardware.
ARM verus x86
Of course there is a technical difference in the cycle counts. The CISC x86 also has variable instruction size. This complicates the analysis. It is slightly easier on the ARM.
Normally, you want to ball park things and then actually run them with a profiler. The estimates can help guide development of the algorithms. Loop/memory tuning, etc for your hardware. Something like instruction emulation, page or alignment faults, etc may be dominant and make all the cycle count analysis meaningless. If the algorithm is in user space, per-emption, may negate cache wins from run to run. It is possible that one algorithm will work better in a little loaded system and the other will work better under a higher load.
A note on cycle counts
See the post-process objdump for some complications in getting cycle counts. Basically a typical CPU is several phases (a pipe line) and different conditions can cause stalls. As CPU's become more complex, the pipe line typically gets longer, meaning there are more conditions or phases which can stall. However, cycle count estimates can be helpful in guiding development of an algorithm and evaluating them. Things like memory timing or branch prediction can be just as important, depending on the algorithm. Ie, cycle counts are not completely useless, but they are not complete either. Profiling should confirm actual algorithm times. If they diverge, instruction re-ordering, pre-fetching and other techniques may bring them closer. The fact that cycle counts and active profiling diverge can be helpful in itself.
It is definitely not true to say that the 130 instruction code is faster than the 184 instruction code. it is very easy to have 1000 instructions run faster than 100 and vice versa on either of these platforms.
1 Can I assume each opcode execution is one cycle ?
Start by looking at the advertised mips/mhz, although a marketing number it gives a rough idea of what is possible. If the number is greater than one then more than one instruction per clock is possible.
2 What is the overhead of branch which break the pipeline ?
Anywhere from absolutely no affect to a very dramatic affect, on either system. one clock to hundreds are the potential penalty.
3 What are the effects and overhead of calling a function ?
Depends heavily on the function, and the function calling the function. Depending on the calling convention you might have to save registers to the stack, or rearrange the contents of registers to prepare for the parameters for the function to be called. If passing a struct by value a copy of the struct may need to be made on the stack, the bigger the struct passed the bigger the copy. once in the function a stack frame may need to be prepared, etc, etc. There are many factors involved. This question and answer are also independent of platform.
4 Is there a difference in the analysis between ARM and x86 ?
yes and no, both systems use all the modern tricks of pipelining, branch prediction, etc to keep the mips/mhz up. ARM is going to give a better mips per mhz than x86, x86 being variable instruction length might give more instructions per unit cache. How you analyze the cache, and memory and peripheral systems in the systems side of the analysis is roughly the same. The comparison of the instructions and core are similar and different depending on what aspects you are analyzing. The arm is not microcoded, the x86 likely is so you dont really see how many registers there really are, things like that. at the same time the x86 you can get a better look at the memory system with the arm, since they are generally not system on a chip. Depending on what ARM chip you buy you may lose a lot of the visibility in the boundaries of the chip, might not see all the memory and peripheral busses, for example. (x86 is changing that by putting pcie on chip now for example) in the case of something in the cortex-a class you mentioned you would have similar edge of chip visibility as those would use larger/cheaper dram based memory off chip rather than microcontroller like on chip resources.
Bottom line your final question:
"And I would like to know if it is definitely true to say the 130 instructions long snippet is faster than the 184 instructions long implementation?"
It is definitely NOT TRUE to say the 130 instruction snippet is faster than the 184 instruction snippet. It might be faster it might be slower and it might be about the same. With a lot more information we might be able to make a pretty good statement or it may still be non-deterministic. it is easy to choose 100 instructions that execute faster than 1000 instructions and likewise easy to choose 1000 instructions that execute faster than 100 instructions (even if I were to add no branching and no loops, just linear execution)
Your question is almost entirely meaningless: It probably depends on your input.
Most CPUs have something resembling a branch misprediction penalty (e.g. traditional ARM which throws away an instruction fetch/decode on any taken branch, IIRC). ARM and x86 also allow conditional execution, which can be faster than branching. If either of these are dependent on input data, then different inputs will follow different code paths.
Perhaps one version heavily uses conditional execution, which is wasteful when the condition is false. Perhaps another was compiled using some profiling information that performs no branches (except the return at the end) for a specific case. There are many, many reason why a compiler can take the same source and produce an "optimized" output which is faster for one input and slower for another.
Many optimizations have this characteristic — for example, aligning the start of a loop to 16 bytes helps on some processors, but not when the loop is only executed once.
Some text book answer to this question from Cortex
™
-A Series Programmer’s Guide, chapter 17.
Although cycle timing information can be found in the Technical Reference Manual (TRM) for the processor that you are using, it is very difficult to work out how many cycles even a trivial piece of code will take to execute. The movement of instructions through the pipeline is dependent on the progress of the surrounding instructions and can be significantly affected by memory system
activity. Pending loads or instruction fetches which miss in the cache can stall code for tens of cycles. Standard data processing instructions (logical and arithmetic) will take only one or two cycles to execute, but this does not give the full picture. Instead, we must use profiling tools, or the system performance monitor built-in to the processor, to extract useful information about performance.
Also read under 17.4 Cortex-A9 micro-architecture optimizations which answers your question very very much.

Count clock cycles from assembly source code?

I have the source code written and I want to measure efficiency as how many clock cycles it takes to complete a particular task. Where can I learn how many clock cycles different commands take? Does every command take the same amount of time on 8086?
RDTSC is the high-resolution clock fetch instruction.
Bear in mind that cache misses, context switches, instruction reordering and pipelining, and multicore contention can all interfere with the results.
Clock cycles and efficiency are not the same thing.
For efficiency of code you need to consider, in particular, how the memory is utalised, in particular the differing levels of the cache. Also important is the branching prediction of the code etc. You want a profiler that tells you these things, ideally one that gives you profile specific information: examples are CodeAnalyst for AMD chips.
To answer your question, particular base instructions do have a given (average) number of cycles (AMD release the approximate numbers for the basic maths functions in their maths library). These numbers are a poor place to start optimising code, however.

measuring real running time of an algorithm

Approximately, how many physical instructions of MIPS does an abstract algorithm operation amortize to? As for an abstract algorithm operation, I means a basic operation, such as add, divide, etc.
I see this is not a strict measuring technique :-)
Kejia
There is a list of the basic MIPS instructions here. Most of the "basic operations" that you mentioned are a single MIPS instruction or perhaps two, which probably holds true on most current CPU families.
However this does not take into account at all the architecture and performance characteristics of any of the modern CPUs. Different instructions often have diffrent completion times. Current CPUs usually implement branch prediction, instruction pipelines, memory caching, parallelisation and a whole list of other techniques to make the code execution faster.
Therefore just having the assembly code implementation of an algorithm says nothing about its execution speed. You would have to measure and profile the code on the actual hardware to obtain comparable results. In fact, some algorithms may be far more effective on certain CPUs, even within the same CPU family.
A common and rather understandable example is the effect of the instruction cache. Unrolling a loop will eliminate a number of branch operations, which intuitively makes code faster. If you run that code on a CPU of the same family with very little instruction cache memory, though, the added accesses to the main memory can make it far slower than the simple branch-based loop.
Computers are complicated. If you want to get down to this level you need to start considering what kind of CPU you are using, how well your compiler can use this CPU's instruction set, what variables are being kept in what registers, what are their bit-level representations, etc. Even then, the number of instructions not always easily maps to the actual running time. Different instructions can take different ammounts of clock cycles to execute and this is not even thinking about OS threading and your program's cache miss rate.
In the end, there is a good reason we use big-O notatoin in the first place :)
BTW, most simple operations (add, subtract) on integers should map to a single machine instruction, in case you are worried.
It depends on the CPU architecture. Some processors requires several cycles for a single instruction such as divivide, while others manage to execute all machine code instructions in a single cycle each.
It is sometimes relevant to measure an algorithm in how many floating point operations it requires. However this does not take I/O (such as reading memory) into consideration.
The speed of a CPU is sometimes provided in FLOPS (Floating Point OPerations per Second) which could help to give you a time estimate. Again, not taking I/O into consideration - and not multi-threading issues (also a very important measuring factor).
Donald Knuth addressed this very problem in writing Volume 1 of "The Art of Computer Programming".
In the preface he gives a lengthy justification for presenting algorithms in the assembly code for an imaginary machine -
... To avoid this dilemma, I have
attempted to design an "ideal"
computer called "MIX," with very
simple rules of operation ...
That way, one can talk sensibly about how many "cycles" an algorithm would take, without having to care about differences between machines, caching, latency, pipelines, or any of the other ways computers have been optimized to save time, at the expense of knowing how long they will take.

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