Why Learning Assembly Language Is Still Good
nickirelan writes "Why Learning Assembly Language Is Still a Good Idea by Randall Hyde -- Randall Hyde makes his case for why learning assembly language is still relevant today. The key, says Randall, is to learn how to efficiently implement an application, and the best implementations are written by those who've mastered assembly language. Randall is the author of Write Great Code (from No Starch Press)."
Another reason: Sooner or later, you'll need to debug something without a source-level debugger. Knowing how to debug raw assembly language has saved my ass many times.
Also, don't forget, a good deal of programming is still done in assembly. Both in a job I've had coding stuff and in my current research (crypto), I did/do a lot of assembly programming. Yes, learning assembly will make a better programmer out of those who never will code assembly again, but for some people, assembly is a valuable and often-used skill
It's a shame that schools are phasing assembly classes out of their computer science curriculums. If anything, it makes for a great foundation on which to learn more modern languages while teaching students things about computers that they probably wouldn't take the time to learn otherwise.
Hate to say, but the kind of optimization you learn about by knowing assembly language is just not necessary for most programmers these days.
I learned programming in the 80's, and I did learn assembly language, starting with 6502 assembly. I would subconciously code my C so that it would produce faster code. Every block of code I wrote would be optimized as much as practical. My code was fast and confusing.
When coding Perl or Java I would keep in mind the details of the underlying virtual machine so I could avoid wasteful string concatenation or whatever. I cache things whenever possible, use temp variables all the time, etc., etc.
I've spent the last few years trying to UNLEARN this useless habit. There is just no need. And in highly dynamic languages like Ruby, it's pointless. You can't predict where the bottlenecks will show up.. almost every project I've worked on has either had no performance problems, or had a couple major performance problems that were solved by profiling and correcting a bad algorithm.
Stuff like XP and agile development have it right: code as simply as possible, don't code for performance, then when you need performance you can drill down and figure out how to do it.
To me a beautiful piece of code is one that is so simple it does exactly what it needs, and nothing more, and it reads like pseudo-code. Minimalism is the name of the game.
So my advice is, don't learn assembly language. Learn Lisp or another abstract language. Think in terms of functions and algorithms, not registers and page faults. Learn to program minimally.
On another note, the tab in my Konqueror for this article reads: "Slashdot | Why Learning Ass...". Heh. :-)
Come on - all that may be great, but what really matters is what gives the most bang(features) for the buck (cheapest)... and in the minds of the average CEO with 10 billion options this is done by outsourcing to the lowest cost provider (India, China, etc..) regardless of code training, language etc..
Unfortunatly, I doubt that we are going to see many people switching to assembly language, but we can hope. I'd love to see a return to applications that were under 100K
Misuse of high level languages such as visual basic, as well as off the shelf components for everything, has led to a level of code bloat in todays applications that is inexcusable.
(note: off the shelf components and high level languages aren't inherently bad, just not always suitable for commercial applications.)
Also, given that modern optimizing C compilers can often optimize better than humans, it may make sense to embed critical sections of assembly into C code, and let the compiler optimize the rest...
Also, whatever happened to profiling? Has this become a lost art among developers? Time your code. See where it bogs down. Find the fat. Cut it out. Please.
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This post brought to you by Save the CPU Cycles!
While I learned assembly, and found it useful for learning to understand exactly how the machines think, I'm not sure I agree with his basic premise. Namely, that great code (code that is well designed for it's job, and easy to work with and under) is always the efficient code, in machine terms.
The machine thinks one way. A human thinks in another. Code that is well designed for easy updating, and extending, is code that is easy for a human to understand. If that is not the most efficient way for the machine to do it, that may be the price for 'great' code in this project. (The ideal balance depends on the project, of course. A kernel should be machine-efficient, for example.)
'Sensible' is a curse word.
Efficiency in terms of coding is a wonderful art and I think it's still applicable today. Kernel-level routines, games, drivers, etc. all benefit from tight coding in assembly language.
But let's be honest here. Computer Science 101: an efficient algorithm coded in an inefficient way will always beat out an inefficient algorithm coded by hand in 100% optimized assembly. I'll put my crudely coded Javascript quicksort algorithm against your finely honed 100% assembly bubblesort algorithm any day. Not only will my algorithm beat the pants off of your algorithm, but I'll also code it in far less time and with way fewer debugging sessions than you would. Also, the higher-level language you go, the better it is for security. How easy is it to introduce things like buffer overflows, array out of bounds, etc. errors in assembly? How easy is it to do that in Java, C#, etc.?
So yes, writing in assembly language is still good and has its places. But let's keep it to those places, shall we?
Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
Knowing what assembly is and how it works is beneficial. Mastery of assembly is completely pointless for anyone outside of OS kernel, compiler construcution and embedded development...which probably means you. Your time will be better spent figuring out how to make Java programs 10% faster most of the time.
I've programmed a few embedded systems in assembly and it's not very fun at all.
To make matters worse, each CPU has it's own instruction set, and special set of commands that you must learn before you can even sit down and start writing code.
With C++ or at least a C compiler, you don't need to worry about so many implementation details. You should only resort to assembly if you absolutely, must have the performance required. Maybe the author of this article forgets how difficult it is to debug assembly code, or how difficult it is to implement abstract concepts such as OO at such a low level.
I don't agree at all that writing "efficient code" necessarily creates better code. Writing "clearer" is better from a quality standard.
We have compilers for a reason, to produce assembly code as efficiently as possible for a higher level language. Most 99% of the time, the compiler will optomize the code just as well, or better than you can.
I would still recommend learning assembly language to C++ programmers simply so they understand how the computer is actually working. But to require anyone to program in assembly requires a great deal of justification.
can you get away with naming a source file org.asm?
* rim shot
I apologize.
Wow. You can crash a machine with assembly language.
That may seem impressive to you (especially if you're fourteen), but the fact is that exploits can be done in almost any language.
In other news, this doesn't have a hell of a lot to do with the posted article, either.
Assembly language will always be needed to optimize certain types of algorithms, that don't translate efficiently into C. Try writing a FFT algorithm on C using a DSP, and compare it to what can be done in native assembly. The difference can be an order of magnitude or more. Some processors have special purpose modulo registers and addressing modes (such as bit reverse) that don't translate well into C, at least not without extending the language. Fixed point arithmatic operations are not supported in ANSI C either, but are a common feature on special purpose processors.
For low power/embedded applications, efficiency makes sense as well. Every CPU cycle wasted chips away at battery power. A more efficient algorithm means a smaller ROM size, and the CPU can either be clocked slower (can use cheaper memory and/or CPU) or put into a halted state when it isn't needed. (longer battery life) Coding small ISRs in assembly makes sense as well, as C compilers often must make worst case assumptions about saving processor context.
That being said, only a fool would try and re-write printf or cout in assembly, if they have a C/C++ compiler handy. Hand optimization is best used as a silver bullet, for the most computationally intensive or critical functions.
My rights don't need management.
You know, when you're trying to get a game out the door that runs at 30fps and your competitor has a similar game running at 60fps because they coded their inner loops in assembly you begin to realize why optimization is important after all.
Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
What platforms would you use to teach assembly?
Intel could give many kickbacks to university programs, but they appear to get criticized for chips with too much baggage and backward compatability.
The RISC PowerPC processor has potential, but the number of consumer desktops with it has been on the decline (Is anyone but Apple left?). Computers might be too expensive for some students.
A Palm Pilot / Handheld sounds like a great choice to me. They're cheap and can be synced with whatever consumer desktop the user has (I can't imagine coding assembly in Graffiti). The limited hardware is probably a plus for academic purposes.
I think this fellow makes some great points, but what platform and tools would you choose to learn assembly with?
While the majority of the Unreal engine is C++, we often write assembly-code versions of critical functions for specific platforms. Of course this is done after the C++ versions are tried and tested, and the bottlenecks are idetified.
To take full advantage of processor features like SSE or AltiVec you don't really have a choice.
For example, UT2004 contains SSE and AltiVec assembly versions of some of the vector and matrix manipulation functions, some of the visibility culling code, etc. The amount of work Dan Vogel put into this kind of optimization is one of the reasons that UT2004 runs better than UT2003 on the same hardware.
Learning assembly language is useful, as it's sometimes the right tool for the job.
From your link:
"This bug is confirmed to be present when the code is compiled with GCC version 3.3 and 3.3.2 and used on Linux kernel versions 2.4.2x and 2.6.x. It has been tested to work on, and crash, several lame free-shell provider servers."
If it affects all 2.4 and 2.6 linux kernels, I wouldn't call servers affected 'lame'. Especially free-shell provider servers. That's lame, testing a local exploit on a public shell server.
I would expect such blatant racism on Fark, but on Slashdot? Mods please ban this asshole.
Quoting: "the best implementations are written by those who've mastered assembly language".
I haven't read this book, but I'd hope that there would be some pretty good justification of the above statement. I suspect that it's not, though. First of all, who defines what the "best implementation" is?
As Knuth says, the first rule of program optimization is: "Don't do it". Trying to optimize a program when you're writing it leads to all sorts of problems including difficult to maintain code, increated time and budget required for the project, and often it's not even a hot spot anyway.
I used to be very concerned about using making my code fast, but have (over the decades) decided that making it obvious is much more important than speed, particularly in the initial implementation. Profiling allows you to concentrate on the 20% of the code that the program is actually spending 80% of it's time in, instead of guessing where the hot spots are going to be.
I've found that another benefit of using simpler code is that I'm more likely to throw away whole sections of simpler code and try radically different algorithms or mechanisms. More complicated code I find I'll try to just tweek instead of dumping wholesale. Randically different approaches can lead to 10x speedups where tweeks of existing code may give you 2x speedups, if you're lucky.
Don't get me wrong, I'm all for trying different approaches. I'm not sure I would have come to the same conclusion I have now if I hadn't spent quite a long time trying to write optimized code. It was a very different world back then, but I know I wasted a lot of time optimizing code that didn't at all need it. It was an experience though.
Sean
This guy says "Efficiency Is the Key". This guy is wrong.
With the incredible power provided to us by modern CPU's, efficiency is just about completely irrelevant for 99% of non-game applications. Think... when was the last time you thought "This word processor just doesn't respond to my keypresses fast enough." or "AIM takes way too long to open a new IM window."? The reason why these programs aren't getting "faster" (as the article complains) is because there is no way to do so. They spend 99.9% of their time waiting for user input already.
Optimizing code which doesn't need optimization is Bad with a capital 'B'. When optimizing code, there is almost always a tradeoff between efficiency and maintainability. Efficiency often requires cutting corners, killing opportunities for future expansion, or, at the very least, writing ugly code. When that added efficiency does not lead to any noticeable benefit to the user, why do it?
Now, granted, you shouldn't use an O(n) algorithm when an O(lg n) one exists to solve the same problem. However, knowing the difference between O(n) and O(lg n) has nothing to do with knowing assembly. The only benefits you can get out of knowing assembly are constant-multiplier speed increases. And, frankly, shaving off 50% of 0.1% CPU time used is not going to help much.
Really, the speed of modern CPU's is sickening. I can't count the number of times I've written a piece of code, thought "This is going to be so slow...", then watched it execute near instantaneously. Even when running programs in a prototype programming language I'm working on -- which currently runs about 40x slower than C, because it's a crappy prototype -- this happens to me regularly. The only time your code is going to be noticeably slow is if you are processing a very, very large data set or you are using slow algorithms. In the former case, sure, knowing assembly will help, but such cases are extremely rare in typical applications. In the latter case, find a better algorithm.
A solid knowledge of assembly, file formats, calling conventions, and other voodoo is the price of admission if you need to find out how something works and all you've got is a binary.
In this case I think the reason was the system having to load the binary vs. the script interpreter already being resident in memory. The start up overhead dominated the actual runtime overhead - binary searchs are very quick.
- He faults inefficient coding for the failure of software speed to keep up with CPU speed (or at least, its a "large part".) This is much less true than he lets on; Amdahl's Law means that the CPU is less and less responsible for the speed of an application, while things such as disk seek/transfer times, memory access times, and network latency all play huge roles in the speed of your computer's software.
- He seems to think that it's not terribly hard to become an "efficient" assembly language programmer. Bzzt, wrong! In the modern era of superscalar architectures, pipelining, processor specific instructions, branch delays, and memory heirarchies, it takes a hell of a lot of knowledge and experience to beat the performance of a good compiler.
- He apparently hasn't tried any large assembly language porting efforts lately. I'd love to see the effort involved in porting a large x86 assembly language program to a MIPS architecture, all the while maintaining that coveted "ultra-efficiency". The reality is that a good compiler can be reasonably efficient at porting a program to a new architecture, while a programmer usually isn't.
- He also apparently hasn't tried debugging a large chunk of assembly code lately. It is a fact of life that it is very difficult to debug assembly. By using a high-level language, you are increasing the readability of your software, which tends to decreases the number of bugs.
I could go on, but needless to say, I'm not impressed with the numerous assumptions and generalizations about assembly that he makes. Learning assembly will make your high-level programming better, and limited use of it can be appropriate, but using it all over the place is a huge mistake.
Having said that, knowing assembler is useful because it teaches you how the machine works.
However, most modern compilers can generate code that is much faster than handwritten assembler - especially because they know how to take advantage of the specialized processor architectures (hyper-threading, pipeling etc).
...richie - It is a good day to code.
I've been reading this site since it was chips n dip, but this is the first time i've ever felt the need to comment.
I can't believe that any developer could write and code without some knowlege of ASM. Disclaimer: I'm self-educated, so have no bias except my own.
More importantly, if you don't know ASM and can't understand machine language, you'd never get through Knuth's tome "The Art Of Computer Programming".
In my opinion, this is the most important work ever written in our field. Any developer worth his/her salt should have at least read and understood these books, and completed at least the simple exercises.
the examples in tAoCP are written in machine language for a fictional machine, but the depth one learns by reviewing what that machine does with its data is important in any project.
I've never programmed professionally in ASM. infact, i usually work in Perl/PHP/Python. But i would not be able to write quality code in those languages if my mind was not constantly thinking of the machine. After all, i'm a computer programmer, not a linguist or scientist.
Not knowing assembly, or at least having some idea as to how a computer processor works, would make a programmer useless in my eyes. leave them to Access or VBA, and leave the coding to us pro's :)
I beleive that ASM should be taught first. If you can't understand ASM, you'll neer be a good programmer, so why bother learning Java/C++ or whatever? would you trust a doctor who didn't know how the body works?
drewcOpen Source Business: The Tech Co-op
Drew Crampsie - Software Developer
Open Source Business : The Tec
One thing that many programmers take for granted these days is that compilers produce correct code nearly all the time. They've gotten really good over the years and are really a testament to the quality of compiler engineers. Even so...
I've been a programmer for over a decade and I've always found the worst problems to debug are when the problems aren't in your code but in the compiler. Compilers are programs too and have their own bugs. They aren't always 100% accurate at generating correct machine code for your source. And until the compiler gets fixed in the next patch or rev, you may be stuck with broken code unless you switch compilers.
Sometimes disassembly of the problem code and inlining correct assembly can be the difference between shipping a product or missing a deadline because you've spent months sitting around for the next compiler version to fix your problem for you.
ed
I didn't start programming until I was in my mid 20s (degree in Chemistry). I liked fiddling with Java but always felt uncomfortable about what was going on underneath the hood. So I took a few classes. The first was Computer Systems Architecture. We wrote a game in x86 assembler. That class completely opened up my understanding how programs actually worked. To understand the stack, the state machine nature of things, and memory was an awakening experience.
Now (~5yrs later) I'm a fully capable programmer and an even better designer. My preference is C, binary file formats, networking protocols, crafting elegant solutions for multiplexing IO. I'm lead on a project used in production by many companies large and small.
I genuinely feel assembler is a vital part of the learning process for a programmer.
I learned 6502 assembly in the 1980's on a Commodore 64. I even have it all imported into my system, into a few D64's full of software I wrote myself - to run in an emulator for old time's sake. (Gee, hard to believe that some of the programs are almost 20 years old now.)
I had a lot of the habits that you describe, and I now program simply in C++ for either Linux or XP.
However, I had run into some performance issues with certain critical loops that were executed millions of times, such as a loop that iterates through pixels in image processing, and I wanted to view the disassembly of it. I understood enough assembly to be able to optimize a tight loop in a plain C code routine, and verified that the assembly was just as good as handcoded non-MMX assembly. (Some compilers do an amazing job now) The only way to improve the performance further in my case, would have to have written MMX/SSE/SSE2 for this 0.05% of a computer program, but even so, I deemed it not to be still worth the effort.
Now, if you are talking about realtime video filters, such as deinterlacing and sharpening (think Adobe Photoshop style plugins executed 50 or 60 times per second for every interlaced video field at 60 Hz for NTSC, 50 Hz for PAL), you still need matrix math operations such as MMX/SSE/SSE2 assembly language if you want to do lots of video enhancement realtime on a live video source.
One example program is the open-source dScaler project - dScaler Realtime Video Processor . You can do REALTIME sharpening filters, denoising filters, motion-compensated deinterlace filters, 3D-like chroma filters, diagonal-jaggie removal filters, etc, all the above simultaneously, on a LIVE real-time video source from a cheap $30 PCI TV tuner card, on today's high end Pentium 4 and Athlon systems. All this would not be possible without assembly language. Now, they are talking about adding realtime HDTV enhancement (1080 interlaced -> 1080 progressive). Run your cable/satellite/DVD box connected to your home theater PC running dScaler, and hook the home theater PC to your HDTV, and the live homemade "upconversions-on-the-fly" you are seeing are shockingly better looking than the bad quality upconvered video you watch on TV; (Important: Don't use S-Video output, connect the VGA output directly to the TV using a component-output adaptor. It's 6 times sharper than S-Video. For more information, see AVSFORUM's Home Theater Computers Forum section for more information about getting HDTV-quality video out of your computer to your HDTV television, especially if the HDTV television does not have a native VGA input.)
(For watching live realtime videoprocessed video, I don't recommend a $30 TV tuner card, the power users like to get more expensive cards such as approx-$250 PDI Deluxe card, which is a Conextant 23882-compatible card that actually has a Y-Pr-Pb component input for computers! Supposedly better analog signal-to-noise ratio, better A/D converter electronics, better power filtering.)
The point is that you don't need assembly language most of the time, but there definitely sure are times that it's exeedingly, absolutely critical.
If you don't understand what's going on at the machine level, you are going to run into trouble eventually because your perception of the runtime environment is slightly or even wildly incorrect.
Example: When programming in languages like C or C++, you have to know what a stack frame is and basically how it's implemented, so that when something goes wrong you can correctly diagnose the problem. If you just know the corresponding language syntax (i.e. the scoping rules), you won't have the first clue where to start.
This applies to Java as well - just replace "machine code" with "bytecode" and "CPU" with "virtual machine".
In all these cases, a compiler takes your program specification (the source code) and produces the *real* program (in machine code or bytecode) - and that is what is executed and that is what you will be debugging and analysing. If you don't understand basically what machine code is and how it works, you will keep running into brick walls. I've seen this over and over again - the new graduates who just can't see why their program is behaving the way it does, because they never did assembly programming, or studied the run-time environment of programming languages, and so have these bizarre ad-hoc mental models of what's happening that bears little or no relation to reality.
I'm not saying that assembler should be used any more than it is currently, but if we are going to be using compiled languages (C, C++, Java), then it simply *must* be taught. There is simply no way to avoid this if you want to be a half-way productive programmer in those environments.
Much more useful in most systems is knowledge of the system components at a level higher than the CPU--details about how the OS works (scheduler, memory management, etc.), how the language you're programming in is designed (is tail-recursion done without a stack?
Of course, some of these, even if you don't HAVE to know assembly language to understand them, knowing assembly language makes it easier to understand. Most people who know assembly language have a much more concrete view of the differences between pointers and values. When you have personally had to think about whether to push the value or the memory location, when you have to think about which addressing mode you need to use in that situation, it makes the idea of pointers and stacks and calling conventions a TON more concrete. It also makes many of the ideas of sequencing and linearity a lot more concrete. This is something that I've found a lot of new programmers have difficulty with - they have trouble thinking in straight linear fashion, and assembly language absolutely forces you to think that way.
Anyway, that's the reason I wrote my book on assembly language. See my sig for more info. Randall Hyde actually wrote me a pretty good review on barnesandnoble.com. I got a good one from Joel Spolsky, too.
Engineering and the Ultimate
What you are advocating is that the students should understand the cost of the code that they write and you are saying that understanding assembly is the way to do that.
But here is where you are missing the point.
It is not the only way and sometimes it is the wrong way.
With virtual machines and interpreting languages, knowing the machine code of the CPU becomes pointless. You need to know what is costly for _your_ language.
What I think that you _really_ meant was that your students should understand compiler technology. That is how you understand the cost of different language constructs in a way that is portable across compiled, interpreted and byte code languages. This is unfortunately not something that you can have beginners learn, it is more of a third year thing.
Also, I've programmed professionally for 10+ years in most programming languages known to man, and I agree with your parent poster. Write simple and sensible code. Optimize when needed. More often than not, you will find that the code is fast enough. If it isn't, then you saved so much time writing the code originally, that you can spend a lot of time optimizing the problem areas.
If you disagree with this approach (write simple code and optimize when needed) then I'm willing to bet that you've never programmed outside a university environment.
The Internet is full. Go Away!!!
I must disagree. Without having any resources, I would suggest the bulk of software developers are building business applications. You know - the non-computer science stuff. Not compilers, not operating systems, not the latest whiz-bang game, etc.
A number of us are true computer science students, and we cut our teeth in assembly, so-to-speak. That being said, I disagree that it is necessary (or even good) to understand the machine at the low-level. I have never done x86 development (instruction set and memory models never made sense to me) and I have never seen the JVM byte-code that I use daily. Nor do I care to.
If you're writing code that is supposed to be optimized for the machine, you've missed close to a decade of compiler development. Dealing with multiple pipelines, delayed branching, etc is best left to a machine. I have more pressing issues to solve - like delivering good software.
The compiler optimizations are pretty astounding today. The JVM run-time optimizations are amazing. My knowledge of hardware architecture is 20+ years old. I'll trust the compiler writers as well as the JVM designers.
The focus for the bulk of us is on maintainable applications that can be delivered "on time, within budget, blah blah blah." Illogical algorithms and/or writing code for the computer and not for the human don't help anybody. In fact, I'd probably just throw it out and start again - it's the fastest and least stressful way to deal with it.
The most important tool to hone and keep tuned is your mind. Those with good logical reasoning and critical thinking are going to do well. They are the ones *I* look up to.
I would suggest teaching unit testing (ie, JUnit) - including what to test and how to test correctly (both difficult topics) - and debugging skills (which I wished I had more of when I started) instead.
If you want to cover hardware, use a book like CODE (by Charles Petzold) to give people an idea of computer structure. Nothing more than that - and even that isn't required.
Quiet! Here on /. we only talk about Windows exploits, and how insecure Windows is! We don't want anyone knowing that Linux has its own problems.
I'll give you real hard numbers.
I look after pnm2ppa, which is a print processor to convert pnm image bitmaps from Ghostscript to PPA, which are HP's worst ever printers. Ever. They are so dumb, they make Bush look like a Mensa candidate.
When I first came to the code, it was written by someone who thought they knew better than the compiler, and structured the code accordingly.
We had hand-unrolled loops, unusual and rampant use of the "register" keyword, the occasional volatile, and strange padding in structures to try to align the data to what he thought the processor would use. There were arithmetic "if"'s, nasty pointer usage, throwing away type information (ie casting to void *), and strange methods of going through the data.
When I hand simplified all the code, it went about 15% faster. In inner loop case, over 100% faster by re-rolling a single inner loop because the person who unrolled it didn't understand how branch prediction worked and even less about large data structure walking and L1/L2 cache interaction. gcc 3.3 improved the performance of the code by about another 15%.
But you know what made the biggest change? A simple replacement of floating point gamma correction with a lookup table ordered in the simplest possible way. That shaved literally 30+ seconds off every page render on my PIII/800.
And you know what? The new GLUT is shorter and more readble, and is easier to tune for color correct output. It costs about 4 MB of RAM.
Assembly has no place in the modern day programmer's skillset. Humans do not know how to schedule instructions properly. They do not know how branch prediction will work unless the data they use is static. They should not waste their time on understanding the difference in L1 cache strategies (which are wildy different in the x86 families and AMD Opterons). They cannot work out how to best keep the data pipeline full on a wide range of processors. But you can help compilers work this out for you by:
* Design the system in the correct way first time - what do you actually need to do? Don't do anything else
* Learn and keep up with the best generic algorithms for a wide range of activities (such as sorting, arrays, dictionaries, etc) and keep a library of well tested and bug free examples
* Write simple, clear, maintable code
* Never, ever, ever throw away type information
* Never, ever, ever throw away data aliasing
* Never, ever, use the "register" keyword
* Never use "volatile" unless you know why you need it
* Document tests, data and code properly. This pays off big time every time you come to add new features or fix old ones
Lastly, program like a software engineer not a cowboy. Code must be correct then fast. Not fast and wrong.
Andrew van der Stock
An earlier poster mentioned how such a skill can help you find compiler bugs. This can be the case, but it is rare; I have located two such bugs in 20 years of programming. A more common use is to locate bugs in your code. When your brain refuses to see the missing braces around the wrongly indented code, or an spurious semicolon at the end of an if or while statement, reading the generated assembly code can save some extra hours of frustration. You will be able to see that the code the compiler generates differs from the code you think you wrote, and this will point you to the bug's location.
As I argue in Code Reading, other cases where reading assembly code can be of use are:
To read compiler-generated assembly code you need:
Obligatory "hello, world" program written in i386 assembly:
Diomidis Spinellis - #include "/dev/tty"
I do disagree on several points that have been raised, but they don't defeat the final conclusion:
- I do agree that premature optimization has been lethal to many software projects. But I have met as many people who commit PO in HLL's as assembler, so this is not an argument for or against the language.
- The comparisons of startup times and code sizes with the '80s (the 80's! Why, in the 70's we had only... never mind) are amusing, but uninformative; there are a lot more services embedded in the average OS or word processor today. There is a degree of bloat, but the statistics are misleading.
- Hand-crafted assembly code is unlikely to be optimal in light of processor pipelining, multiple execution units, and scheduling. I used to know how many clock cycles each instruction in the PDP-11 instruction set would take to execute for each addressing mode; this information is not nearly so useful for today's processors.
- There are architectural considerations beyond assembly. As early as 1983 a colleague of mine brought a VAX-11/780 (a screamer for its day) to its knees, and came to me complaining bitterly about the processor and/or compiler performance. It turned out that the code in question, which used massive multi-dimensional arrays (in FORTRAN), had compiled into a two-instruction loop (three-operand multiply and an increment/branch), but the code was generating six page faults per iteration! He would not have avoided the problem just by using assembler, but my deeper understanding of the machine led to the identification of the problem.
All that being said, the title of the article is "Why Learning Assembly Language is Still Good." At the end of the day, while I opt to write in Java (or Objective-C, which I'm just picking up), I am better equipped to write good code knowing assembler, and a few other things behind the language and runtime I'm using.
Superficially, that seems an obvious truth, but it doesn't necessarily hold in practice for several reasons:
In other words, with today's compiler technology, and more importantly today's run-time environments, C is no longer automatically the king of performance, and it is both theoretically and practically possible for much higher level languages to outperform even hand-optimised compiled C code.
Of course, the price you pay is the initial overhead for the JIT compilation process, usually when a program first loads. However, this is one area where rapidly increasing hardware speeds really tells, because that directly reduces the overhead of that bootstrapping process, so the field of more level the faster hardware gets.
I expect traditional, compile-only technologies to fade into the background over time; in the programming language "performance vs. safety+power" spectrum, they aim at a target nobody will need to hit any more. There will always be a need for LLLs, if only to write the underlying platforms to support HLLs, but for regular application development, their days are numbered.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
In theory, a really good assembler programmer could produce more highly optimized code, but not on a consistent basis and within schedule constraints.
I don't argue that assembler isn't useful. I learmed more about how computers work wwhen I took an 8080 assembler class in college. And for certain problem domains like embedded systems, assembler is often necessary. But I don't write any more code in assembler than absolutely necessary.
I was reading hex dumps and hand coding small assembler routines in high school (read: 24 years ago), and its been an invaluable skill over the years. I've written 'C' programs that call assembly routines to access OS functions that no routines existed for, understood how parameters got passed on the stack so when something got corrupted I could look at a hex dump and figure it out within minutes.
I took the TCP/IP software for an old minicomputer at my old job, licensed to the particular CPU, and figured out how to defeat the licensing so it'll run on any machine... all with no source, just by decoding/hacking the assembler and changing a few BNZ (branch Not Zero) to straight branches. I've played with building my own boards, and writing drivers for them.
From the standpoint of knowing how things work.. having the base knowledge of how the underlying hardware works, I can pretty much pick up any language on the fly.
I had a guy recently who I had to explain why:
status="green";
if (result1 >= 0) status="red";
if (result2 >= 0) status="red";
was better than:
if ((result1 >=0) && (result2 == 0)) status="red";
else if ((result1 == 0) && (result2 >= 0)) status="red";
else if ((result1 >= 0) && (result2 >= 0)) status="red";
else status="green";
no concept of the difference in 6 compares & 3 logical and's, vs two compares. Not that his way wouldn't work.. but *efficiency*. In a lot of ways, in my mind, mastery of assembly language can bring great insight into the *best* way to accomplish something.