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You've linked to an implementation full of hand-written SIMD, I'm not sure that's a great comparison one way or the other.

Which is my biggest gripe with benchmark games. There really ought to be strict categories for "straightforward, idiomatic code someone with 3 YoE could write", "optimized-but-still maintainable code an experienced senior engineer would write", and "unrestricted wizardry".



Please provide a magic trick that will assign programs to "strict categories" in a way that no one will dispute :-)

> … straightforward, idiomatic code…

Even with tiny programs, once you ask for "idiomatic code" things stop being straightforward: different languages do things differently —

https://benchmarksgame-team.pages.debian.net/benchmarksgame/...

> … hand-written SIMD…

One approach is to filter those programs into their own section — hand-written vector instructions | "unsafe".

Another is to use source code size as a proxy —

https://benchmarksgame-team.pages.debian.net/benchmarksgame/...


It seems inherently difficult to define strict categories around the soft constraints that you are listing.

But it would be interesting to try to approximate something like those categories. The project repo[1] contains the following call for idiomatic code:

  Please, people ask to see more "idiomatic" programs —

    - we already have enough exhaustively optimized Rust and C programs.
    - we already have enough hand-written vector SIMD and "unsafe" programs.

  Thank you.
[1] https://salsa.debian.org/benchmarksgame-team/benchmarksgame




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