Using memory usage to pinpoint sub-optimal code for gaming systems
    3.
    发明授权
    Using memory usage to pinpoint sub-optimal code for gaming systems 有权
    使用内存使用来确定游戏系统的次优代码

    公开(公告)号:US08806461B2

    公开(公告)日:2014-08-12

    申请号:US11766428

    申请日:2007-06-21

    IPC分类号: G06F9/45

    CPC分类号: G06F11/3636

    摘要: Systems and methods for using memory usage to pinpoint sub-optimal code for gaming systems are provided herein. Memory usage characteristics, such as latency, cache misses, load-hit-store, memory address misuse, and wasted cache bandwidth are presented, preferably in a graphical format, to provide the developer with information for optimizing source code. A trace analysis is performed on source code undergoing optimization. Relevant data is extracted from the trace analysis, sorted as necessary, and presented to the user. The user may be presented with multiple results sorting mechanisms as well as ways to change the presentation of the results.

    摘要翻译: 本文提供了使用内存使用来确定游戏系统的次优代码的系统和方法。 优选以图形格式呈现存储器使用特性,例如延迟,高速缓存未命中,加载命中存储,存储器地址滥用和浪费的高速缓存带宽,以向开发者提供用于优化源代码的信息。 对正在进行优化的源代码进行跟踪分析。 从跟踪分析中提取相关数据,根据需要进行排序,并呈现给用户。 可以向用户呈现多个结果分类机制以及改变结果呈现的方式。

    Using Memory Usage to Pinpoint Sub-Optimal Code for Gaming Systems
    4.
    发明申请
    Using Memory Usage to Pinpoint Sub-Optimal Code for Gaming Systems 有权
    使用内存使用来确定游戏系统的次优代码

    公开(公告)号:US20080320458A1

    公开(公告)日:2008-12-25

    申请号:US11766428

    申请日:2007-06-21

    IPC分类号: G06F9/45

    CPC分类号: G06F11/3636

    摘要: Systems and methods for using memory usage to pinpoint sub-optimal code for gaming systems are provided herein. Memory usage characteristics, such as latency, cache misses, load-hit-store, memory address misuse, and wasted cache bandwidth are presented, preferably in a graphical format, to provide the developer with information for optimizing source code. A trace analysis is performed on source code undergoing optimization. Relevant data is extracted from the trace analysis, sorted as necessary, and presented to the user. The user may be presented with multiple results sorting mechanisms as well as ways to change the presentation of the results.

    摘要翻译: 本文提供了使用内存使用来确定游戏系统的次优代码的系统和方法。 优选以图形格式呈现存储器使用特性,例如延迟,高速缓存未命中,加载命中存储,存储器地址滥用和浪费的高速缓存带宽,以向开发者提供用于优化源代码的信息。 对正在进行优化的源代码进行跟踪分析。 从跟踪分析中提取相关数据,根据需要进行排序,并呈现给用户。 可以向用户呈现多个结果分类机制以及改变结果呈现的方式。