• skisnow@lemmy.ca
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    7 days ago

    Back in the day when it mattered, we did it like

    #define BV00		(1 <<  0)
    #define BV01		(1 <<  1)
    #define BV02		(1 <<  2)
    #define BV03		(1 <<  3)
    ...etc
    
    #define IS_SET(flag, bit)	((flag) & (bit))
    #define SET_BIT(var, bit)	((var) |= (bit))
    #define REMOVE_BIT(var, bit)	((var) &= ~(bit))
    #define TOGGLE_BIT(var, bit)	((var) ^= (bit))
    
    ....then...
    #define MY_FIRST_BOOLEAN BV00
    SET_BIT(myFlags, MY_FIRST_BOOLEAN)
    
    
    • Quatlicopatlix@feddit.org
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      6 days ago

      With embedded stuff its still done like that. And if you go from the arduino functionss to writing the registers directly its a hell of a lot faster.

    • ethancedwards8@programming.dev
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      6 days ago

      Okay. Gen z programmer here. Can you explain this black magic? I see it all the time in kernel code but I have no idea what it means.

      • NιƙƙιDιɱҽʂ@lemmy.world
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        6 days ago

        It’s called bitshifting and is used to select which bits you want to modify so you can toggle them individually.

        1 << 0 is the flag for the first bit
        1 << 1 for the second
        1 << 2 for the third and so on

        I think that’s correct. It’s been years since I’ve used this technique tbh 😅

      • skisnow@lemmy.ca
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        5 days ago

        The code is a set of preprocessor macros to stuff loads of booleans into one int (or similar), in this case named ‘myFlags’. The preprocessor is a simple (some argue too simple) step at the start of compilation that modifies the source code on its way to the real compiler by substituting #defines, prepending #include’d files, etc.

        If myFlags is equal to, e.g. 67, that’s 01000011, meaning that BV00, BV01, and BV07 are all TRUE and the others are FALSE.

        The first part is just for convenience and readability. BV00 represents the 0th bit, BV01 is the first etc. (1 << 3) means 00000001, bit shifted left three times so it becomes 00001000 (aka 8).

        The middle chunk defines macros to make bit operations more human-readable.

        SET_BIT(myFlags, MY_FIRST_BOOLEAN) gets turned into ((myFlags) |= ((1 << 0))) , which could be simplified as myFlags = myFlags | 00000001 . (Ignore the flood of parentheses, they’re there for safety due to the loaded shotgun nature of the preprocessor.)

    • bastion@feddit.nl
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      5 days ago

      The alignment of the language and the alignment of the coder must be similar on at least one metric, or the coder suffers a penalty to develop for each degree of difference from the language’s alignment. This is penalty stacks for each phase of the project.

      So, let’s say that the developer is a lawful good Rust zealot Paladin, but she’s developing in Python, a language she’s moderately familiar with. Since Python is neutral/good, she suffers a -1 penalty for the first phase, -2 for the second, -3 for the third, etc. This is because Rust (the Paladin’s native language) is lawful, and Python is neutral (one degree of difference from lawful), so she operates at a slight disadvantage. However, they are both “good”, so there’s no further penalty.

      The same penalty would occur if using C, which is lawful neutral - but the axis of order and chaos matches, and there is one degree of difference on the axis of good and evil.

      However, if that same developer were to code in Javascript (chaotic neutral), it would be at a -3 (-6, -9…) disadvantage, due to 2 and 1 degree of difference in alignment, respectively.

      Malbolge (chaotic evil), however, would be a -4 (-8, -12) plus an inherent -2 for poor toolchain availability.

      …hope this helps. have fun out there!

  • acockworkorange@mander.xyz
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    6 days ago

    In the industrial automation world and most of the IT industry, data is aligned to the nearest word. Depending on architecture, that’s usually either 16, 32, or 64 bits. And that’s the space a single Boolean takes.

    • ZILtoid1991@lemmy.world
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      6 days ago

      That’s why I primarily use booleans in return parameters, beyond that I’ll try to use bitfields. My game engine’s tilemap format uses a 32 bit struct, with 16 bit selecting the tile, 12 bit selecting the palette, and 4 bit used for various bitflags (horizontal and vertical mirroring, X-Y axis invert, and priority bit).

      • acockworkorange@mander.xyz
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        6 days ago

        Bit fields are a necessity in low level networking too.

        They’re incredibly useful, I wish more people made use of them.

        I remember I interned at a startup programming microcontrollers once and created a few bitfields to deal with something. Then the lead engineer went ahead and changed them to masked ints. Because. The most aggravating thing is that an int size isn’t consistent across platforms, so if they were ever to change platforms to a different word length, they’d be fucked as their code was full of platform specific shenanigans like that.

        /rant

  • Subverb@lemmy.world
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    7 days ago

    The 8-bit Intel 8051 family provides a dedicated bit-addressable memory space (addresses 20h-2Fh in internal RAM), giving 128 directly addressable bits. Used them for years. I’d imagine many microcontrollers have bit-width variables.

    bit myFlag = 0;

    Or even return from a function:

    bit isValidInput(unsigned char input) { // Returns true (1) if input is valid, false (0) otherwise return (input >= '0' && input <= '9'); }

      • malank@lemm.ee
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        7 days ago

        ARM has bit-banding specifically for this. I think it’s limited to M-profile CPUs (e.g. v7-M) but I’ve definitely used this before. It basically creates a 4-byte virtual address for every bit in a region. So the CPU itself can’t “address” a bit but it can access an address backed by only 1 bit of SRAM or registers (this is also useful to atomically access certain bits in registers without needing to use SW atomics).

      • Treczoks@lemmy.world
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        6 days ago

        Tell this to the LPC1114 I’m working with. Did you ever run a multilingual GUI from 2kbytes RAM on a 256x32 pixel display?

        • Subverb@lemmy.world
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          5 days ago

          I did a multilingual display with an 8031 in 1995 on a 2x16 text LCD. I had 128 bytes of RAM and an EPROM. Did English, Spanish and German.

          You kids have it so easy nowadays. 🤣

          • Treczoks@lemmy.world
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            4 days ago

            Last counting was 114 languages on the LPC1114. And yes, with normal LCDs I’ve done similar things on an 8051 before.

    • the_tab_key@lemmy.world
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      7 days ago

      We could go the other way as well: TI’s C2000 microcontroller architecture has no way to access a single byte, let alone a bit. A Boolean is stored in 16-bits on that one.

  • mavu@discuss.tchncs.de
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    6 days ago

    This reminds me that I actually once made a class to store bools packed in uint8 array to save bytes.

    Had forgotten that. I think i have to update the list of top 10 dumbest things i ever did.

      • Iron Lynx@lemmy.world
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        3 days ago

        ASCII was originally a 7-bit standard. If you type in ASCII on an 8-bit system, every leading bit is always 0.

        (Edited to specify context)

        At least ASCII is forward compatible with UTF-8

      • houseofleft@slrpnk.net
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        5 days ago

        Ascii needs seven bits, but is almost always encoded as bytes, so every ascii letter has a throwaway bit.

          • anton@lemmy.blahaj.zone
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            3 days ago

            That boolean can indicate if it’s a fancy character, that way all ASCII characters are themselves but if the boolean is set it’s something else. We could take the other symbol from a page of codes to fit the users language.
            Or we could let true mean that the character is larger, allowing us to transform all of unicode to a format consisting of 8 bits parts.

        • FuckBigTech347@lemmygrad.ml
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          5 days ago

          Some old software does use 8-Bit ASCII for special/locale specific characters. Also there is this Unicode hack where the last bit is used to determine if the byte is part of a multi-byte sequence.

    • Gsus4@mander.xyz
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      7 days ago

      Weird how I usually learn more from the humor communities than the serious ones… 😎

  • JakenVeina@lemm.ee
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    7 days ago

    It’s far more often stored in a word, so 32-64 bytes, depending on the target architecture. At least in most languages.

    • timhh@programming.dev
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      6 days ago

      No it isn’t. All statically typed languages I know of use a byte. Which languages store it in an entire 32 bits? That would be unnecessarily wasteful.

      • JakenVeina@lemm.ee
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        12 hours ago

        C, C++, C#, to name the main ones. And quite a lot of languages are compiled similarly to these.

        To be clear, there’s a lot of caveats to the statement, and it depends on architecture as well, but at the end of the day, it’s rare for a byte or bool to be mapped directly to a single byte in memory.

        Say, for example, you have this function…

        public void Foo()
        {
            bool someFlag = false;
            int counter = 0;
        
            ...
        }
        

        The someFlag and counter variables are getting allocated on the stack, and (depending on architecture) that probably means each one is aligned to a 32-bit or 64-bit word boundary, since many CPUs require that for whole-word load and store instructions, or only support a stack pointer that increments in whole words. If the function were to have multiple byte or bool variables allocated, it might be able to pack them together, if the CPU supports single-byte load and store instructions, but the next int variable that follows might still need some padding space in front of it, so that it aligns on a word boundary.

        A very similar concept applies to most struct and object implementations. A single byte or bool field within a struct or object will likely result in a whole word being allocated, so that other variables and be word-aligned, or so that the whole object meets some optimal word-aligned size. But if you have multiple less-than-a-word fields, they can be packed together. C# does this, for sure, and has some mechanisms by which you can customize field packing.

        • timhh@programming.dev
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          6 hours ago

          No, in C and C++ a bool is a byte.

          since many CPUs require that for whole-word load and store instructions

          All modern architectures (ARM, x86 RISC-V) support byte load/store instructions.

          or only support a stack pointer that increments in whole words

          IIRC the stack pointer is usually incremented in 16-byte units. That’s irrelevant though. If you store a single bool on the stack it would be 1 byte for the bool and 15 bytes of padding.

          A single byte or bool field within a struct or object will likely result in a whole word being allocated, so that other variables and be word-aligned

          Again, no. I think you’ve sort of heard about this subject but haven’t really understood it.

          The requirement is that fields are naturally aligned (up to the machine word size). So a byte needs to be byte-aligned, 2-bytes needs to be 2-byte aligned, etc.

          Padding may be inserted to achieve that but that is padding it doesn’t change the size of the actual bool, and it isn’t part of the bool.

          But if you have multiple less-than-a-word fields, they can be packed together.

          They will be, if it fits the alignment requirements. Create a struct with 8 bools. It will take up 8 bytes no matter what your packing setting is. They even give an example:

          If you specify the default packing size, the size of the structure is 8 bytes. The two bytes occupy the first two bytes of memory, because bytes must align on one-byte boundaries.

          They used byte here but it’s the same for bool because a bool is one byte.

          I’m really surprised how common this misconception is.

      • Aux@feddit.uk
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        5 days ago

        It’s not wasteful, it’s faster. You can’t read one byte, you can only read one word. Every decent compiler will turn booleans into words.

        • timhh@programming.dev
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          2 days ago

          You can’t read one byte

          lol what. You can absolutely read one byte: https://godbolt.org/z/TeTch8Yhd

          On ARM it’s ldrb (load register byte), and on RISC-V it’s lb (load byte).

          Every decent compiler will turn booleans into words.

          No compiler I know of does this. I think you might be getting confused because they’re loaded into registers which are machine-word sized. But in memory a bool is always one byte.

              • Aux@feddit.uk
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                7 hours ago

                Internally it will still read a whole word. Because the CPU cannot read less than a word. And if you read the ARM article you linked, it literally says so.

                Thus any compiler worth their salt will align all byte variables to words for faster memory access. Unless you specifically disable such behaviour. So yeah, RTFM :)

                • timhh@programming.dev
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                  7 hours ago

                  Wrong again. It depends on the CPU. They can absolutely read a single byte and they will do if you’re reading from non-idempotent memory.

                  If you’re reading from idempotent memory they won’t read a byte or a word. They’ll likely read a whole cache line (usually 64 bytes).

                  And if you read the ARM article you linked, it literally says so.

                  Where?

                  Thus any compiler worth their salt will align all byte variables to words for faster memory access.

                  No they won’t because it isn’t faster. The CPU will read the whole cache line that contains the byte.

                  RTFM

                  Well, I would but no manual says that because it’s wrong!

  • glitchdx@lemmy.world
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    7 days ago

    if wasting a byte or seven matters to you, then then you need to be working in a lower level language.

    • Anders429@programming.dev
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      6 days ago

      It would be slower to read the value if you had to also do bitwise operations to get the value.

      But you can also define your own bitfield types to store booleans packed together if you really need to. I would much rather that than have the compiler do it automatically for me.

    • timhh@programming.dev
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      6 days ago

      Well there are containers that store booleans in single bits (e.g. std::vector<bool> - which was famously a big mistake).

      But in the general case you don’t want that because it would be slower.

    • gamer@lemm.ee
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      6 days ago

      Consider what the disassembly would look like. There’s no fast way to do it.

      It’s also unnecessary since 8 bytes is a negligible amount in most cases. Serialization is the only real scenario where it matters. (Edit: and embedded)

      • Croquette@sh.itjust.works
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        6 days ago

        In embedded, if you are to the point that you need to optimize the bools to reduce the footprint, you fucked up sizing your mcu.

  • steeznson@lemmy.world
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    6 days ago

    We need to be able to express 0 and 1 as integers so that functionality is just being overloaded to express another concept.

    Wait until the person who made this meme finds out about how many bits are being wasted on modern CPU architectures. 7 is the minimum possible wasted bits but it would be 31 on every modern computer (even 64b machines since they default to 32b ints).