What are bitwise shift (bit-shift) operators and how do they work?









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I've been attempting to learn C in my spare time, and other languages (C#, Java, etc.) have the same concept (and often the same operators) ...



What I'm wondering is, at a core level, what does bit-shifting (<<, >>, >>>) do, what problems can it help solve, and what gotchas lurk around the bend? In other words, an absolute beginner's guide to bit shifting in all its goodness.










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    The functional or non-functional cases in which you would use bitshifting in 3GL's are few.
    – Troy DeMonbreun
    Sep 26 '08 at 20:19






  • 12




    After reading these answers you may want to look at these links: graphics.stanford.edu/~seander/bithacks.html & jjj.de/bitwizardry/bitwizardrypage.html
    – claws
    Jun 15 '10 at 15:28






  • 1




    It's important to note that bit-shifting is extremely easy and fast for computers to do. By finding ways to use bit-shifting in you program, you can greatly reduce memory usage and execution times.
    – Hoytman
    Aug 23 '16 at 22:56















up vote
1235
down vote

favorite
853












I've been attempting to learn C in my spare time, and other languages (C#, Java, etc.) have the same concept (and often the same operators) ...



What I'm wondering is, at a core level, what does bit-shifting (<<, >>, >>>) do, what problems can it help solve, and what gotchas lurk around the bend? In other words, an absolute beginner's guide to bit shifting in all its goodness.










share|improve this question



















  • 2




    The functional or non-functional cases in which you would use bitshifting in 3GL's are few.
    – Troy DeMonbreun
    Sep 26 '08 at 20:19






  • 12




    After reading these answers you may want to look at these links: graphics.stanford.edu/~seander/bithacks.html & jjj.de/bitwizardry/bitwizardrypage.html
    – claws
    Jun 15 '10 at 15:28






  • 1




    It's important to note that bit-shifting is extremely easy and fast for computers to do. By finding ways to use bit-shifting in you program, you can greatly reduce memory usage and execution times.
    – Hoytman
    Aug 23 '16 at 22:56













up vote
1235
down vote

favorite
853









up vote
1235
down vote

favorite
853






853





I've been attempting to learn C in my spare time, and other languages (C#, Java, etc.) have the same concept (and often the same operators) ...



What I'm wondering is, at a core level, what does bit-shifting (<<, >>, >>>) do, what problems can it help solve, and what gotchas lurk around the bend? In other words, an absolute beginner's guide to bit shifting in all its goodness.










share|improve this question















I've been attempting to learn C in my spare time, and other languages (C#, Java, etc.) have the same concept (and often the same operators) ...



What I'm wondering is, at a core level, what does bit-shifting (<<, >>, >>>) do, what problems can it help solve, and what gotchas lurk around the bend? In other words, an absolute beginner's guide to bit shifting in all its goodness.







operators bit-manipulation bit-shift binary-operators






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edited Jun 3 '15 at 7:13









Alexis King

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asked Sep 26 '08 at 19:47









John Rudy

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24.1k115898







  • 2




    The functional or non-functional cases in which you would use bitshifting in 3GL's are few.
    – Troy DeMonbreun
    Sep 26 '08 at 20:19






  • 12




    After reading these answers you may want to look at these links: graphics.stanford.edu/~seander/bithacks.html & jjj.de/bitwizardry/bitwizardrypage.html
    – claws
    Jun 15 '10 at 15:28






  • 1




    It's important to note that bit-shifting is extremely easy and fast for computers to do. By finding ways to use bit-shifting in you program, you can greatly reduce memory usage and execution times.
    – Hoytman
    Aug 23 '16 at 22:56













  • 2




    The functional or non-functional cases in which you would use bitshifting in 3GL's are few.
    – Troy DeMonbreun
    Sep 26 '08 at 20:19






  • 12




    After reading these answers you may want to look at these links: graphics.stanford.edu/~seander/bithacks.html & jjj.de/bitwizardry/bitwizardrypage.html
    – claws
    Jun 15 '10 at 15:28






  • 1




    It's important to note that bit-shifting is extremely easy and fast for computers to do. By finding ways to use bit-shifting in you program, you can greatly reduce memory usage and execution times.
    – Hoytman
    Aug 23 '16 at 22:56








2




2




The functional or non-functional cases in which you would use bitshifting in 3GL's are few.
– Troy DeMonbreun
Sep 26 '08 at 20:19




The functional or non-functional cases in which you would use bitshifting in 3GL's are few.
– Troy DeMonbreun
Sep 26 '08 at 20:19




12




12




After reading these answers you may want to look at these links: graphics.stanford.edu/~seander/bithacks.html & jjj.de/bitwizardry/bitwizardrypage.html
– claws
Jun 15 '10 at 15:28




After reading these answers you may want to look at these links: graphics.stanford.edu/~seander/bithacks.html & jjj.de/bitwizardry/bitwizardrypage.html
– claws
Jun 15 '10 at 15:28




1




1




It's important to note that bit-shifting is extremely easy and fast for computers to do. By finding ways to use bit-shifting in you program, you can greatly reduce memory usage and execution times.
– Hoytman
Aug 23 '16 at 22:56





It's important to note that bit-shifting is extremely easy and fast for computers to do. By finding ways to use bit-shifting in you program, you can greatly reduce memory usage and execution times.
– Hoytman
Aug 23 '16 at 22:56













8 Answers
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The bit shifting operators do exactly what their name implies. They shift bits. Here's a brief (or not-so-brief) introduction to the different shift operators.



The Operators




  • >> is the arithmetic (or signed) right shift operator.


  • >>> is the logical (or unsigned) right shift operator.


  • << is the left shift operator, and meets the needs of both logical and arithmetic shifts.

All of these operators can be applied to integer values (int, long, possibly short and byte or char). In some languages, applying the shift operators to any datatype smaller than int automatically resizes the operand to be an int.



Note that <<< is not an operator, because it would be redundant. Also note that C and C++ do not distinguish between the right shift operators. They provide only the >> operator, and the right-shifting behavior is implementation defined for signed types.




Left shift (<<)



Integers are stored, in memory, as a series of bits. For example, the number 6 stored as a 32-bit int would be:



00000000 00000000 00000000 00000110


Shifting this bit pattern to the left one position (6 << 1) would result in the number 12:



00000000 00000000 00000000 00001100


As you can see, the digits have shifted to the left by one position, and the last digit on the right is filled with a zero. You might also note that shifting left is equivalent to multiplication by powers of 2. So 6 << 1 is equivalent to 6 * 2, and 6 << 3 is equivalent to 6 * 8. A good optimizing compiler will replace multiplications with shifts when possible.



Non-circular shifting



Please note that these are not circular shifts. Shifting this value to the left by one position (3,758,096,384 << 1):



11100000 00000000 00000000 00000000


results in 3,221,225,472:



11000000 00000000 00000000 00000000


The digit that gets shifted "off the end" is lost. It does not wrap around.




Logical right shift (>>>)



A logical right shift is the converse to the left shift. Rather than moving bits to the left, they simply move to the right. For example, shifting the number 12:



00000000 00000000 00000000 00001100


to the right by one position (12 >>> 1) will get back our original 6:



00000000 00000000 00000000 00000110


So we see that shifting to the right is equivalent to division by powers of 2.



Lost bits are gone



However, a shift cannot reclaim "lost" bits. For example, if we shift this pattern:



00111000 00000000 00000000 00000110


to the left 4 positions (939,524,102 << 4), we get 2,147,483,744:



10000000 00000000 00000000 01100000


and then shifting back ((939,524,102 << 4) >>> 4) we get 134,217,734:



00001000 00000000 00000000 00000110


We cannot get back our original value once we have lost bits.




Arithmetic right shift (>>)



The arithmetic right shift is exactly like the logical right shift, except instead of padding with zero, it pads with the most significant bit. This is because the most significant bit is the sign bit, or the bit that distinguishes positive and negative numbers. By padding with the most significant bit, the arithmetic right shift is sign-preserving.



For example, if we interpret this bit pattern as a negative number:



10000000 00000000 00000000 01100000


we have the number -2,147,483,552. Shifting this to the right 4 positions with the arithmetic shift (-2,147,483,552 >> 4) would give us:



11111000 00000000 00000000 00000110


or the number -134,217,722.



So we see that we have preserved the sign of our negative numbers by using the arithmetic right shift, rather than the logical right shift. And once again, we see that we are performing division by powers of 2.






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  • 262




    The answer should make it more clear that this a Java-specific answer. There is no >>> operator in C/C++ or C#, and whether or not >> propagates the sign is implementation defined in C/C++ (a major potential gotcha)
    – Michael Burr
    Oct 20 '08 at 6:33






  • 45




    The answer is totally incorrect in the context of C language. There's no meaningful division into "arithmetic" and "logical" shifts in C. In C the shifts work as expected on unsigned values and on positive signed values - they just shift bits. On negative values, right-shift is implementation defined (i.e. nothing can be said about what it does in general), and left-shift is simply prohibited - it produces undefined behavior.
    – AnT
    Jun 8 '10 at 22:19






  • 10




    Audrey, there is certainly a difference between arithmetic and logical right shifting. C simply leaves the choice implementation defined. And left shift on negative values is definitely not prohibited. Shift 0xff000000 to the left one bit and you'll get 0xfe000000.
    – Derek Park
    Jul 9 '10 at 23:09






  • 16




    A good optimizing compiler will substitute shifts for multiplications when possible. What? Bitshifts are orders of magnitude faster when it comes down to the low level operations of a CPU, a good optimizing compiler would do the exact opposite, that is, turning ordinary multiplications by powers of two into bit shifts.
    – Mahn
    Jun 14 '13 at 11:45







  • 49




    @Mahn, you're reading it backwards from my intent. Substitute Y for X means to replace X with Y. Y is the substitute for X. So the shift is the substitute for the multiplication.
    – Derek Park
    Jan 27 '14 at 22:13

















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Let's say we have a single byte:



0110110


Applying a single left bitshift gets us:



1101100


The leftmost zero was shifted out of the byte, and a new zero was appended to the right end of the byte.



The bits don't rollover; they are discarded. That means if you left shift 1101100 and then right shift it, you won't get the same result back.



Shifting left by N is equivalent to multiplying by 2N.



Shifting right by N is (if you are using ones' complement) is the equivalent of dividing by 2N and rounding to zero.



Bitshifting can be used for insanely fast multiplication and division, provided you are working with a power of 2. Almost all low-level graphics routines use bitshifting.



For example, way back in the olden days, we used mode 13h (320x200 256 colors) for games. In Mode 13h, the video memory was laid out sequentially per pixel. That meant to calculate the location for a pixel, you would use the following math:



memoryOffset = (row * 320) + column


Now, back in that day and age, speed was critical, so we would use bitshifts to do this operation.



However, 320 is not a power of two, so to get around this we have to find out what is a power of two that added together makes 320:



(row * 320) = (row * 256) + (row * 64)


Now we can convert that into left shifts:



(row * 320) = (row << 8) + (row << 6)


For a final result of:



memoryOffset = ((row << 8) + (row << 6)) + column


Now we get the same offset as before, except instead of an expensive multiplication operation, we use the two bitshifts...in x86 it would be something like this (note, it's been forever since I've done assembly (editor's note: corrected a couple mistakes and added a 32-bit example)):



mov ax, 320; 2 cycles
mul word [row]; 22 CPU Cycles
mov di,ax; 2 cycles
add di, [column]; 2 cycles
; di = [row]*320 + [column]

; 16-bit addressing mode limitations:
; [di] is a valid addressing mode, but [ax] isn't, otherwise we could skip the last mov


Total: 28 cycles on whatever ancient CPU had these timings.



Vrs



mov ax, [row]; 2 cycles
mov di, ax; 2
shl ax, 6; 2
shl di, 8; 2
add di, ax; 2 (320 = 256+64)
add di, [column]; 2
; di = [row]*(256+64) + [column]


12 cycles on the same ancient CPU.



Yes, we would work this hard to shave off 16 CPU cycles.



In 32 or 64-bit mode, both versions get a lot shorter and faster. Modern out-of-order execution CPUs like Intel Skylake (see http://agner.org/optimize/) have very fast hardware multiply (low latency and high throughput), so the gain is much smaller. AMD Bulldozer-family is a bit slower, especially for 64-bit multiply. On Intel CPUs, and AMD Ryzen, two shifts are slightly lower latency but more instructions than a multiply (which may lead to lower throughput):



imul edi, [row], 320 ; 3 cycle latency from [row] being ready
add edi, [column] ; 1 cycle latency (from [column] and edi being ready).
; edi = [row]*(256+64) + [column], in 4 cycles from [row] being ready.


vs.



mov edi, [row]
shl edi, 6 ; row*64. 1 cycle latency
lea edi, [edi + edi*4] ; row*(64 + 64*4). 1 cycle latency
add edi, [column] ; 1 cycle latency from edi and [column] both being ready
; edi = [row]*(256+64) + [column], in 3 cycles from [row] being ready.


Compilers will do this for you: See how gcc, clang, and MSVC all use shift+lea when optimizing return 320*row + col;.



The most interesting thing to note here is that x86 has a shift-and-add instruction (LEA) that can do small left shifts and add at the same time, with the performance as and add instruction. ARM is even more powerful: one operand of any instruction can be left or right shifted for free. So scaling by a compile-time-constant that's known to be a power-of-2 can be even more efficient than a multiply.




OK, back in the modern days... something more useful now would be to use bitshifting to store two 8-bit values in a 16-bit integer. For example, in C#:



// Byte1: 11110000
// Byte2: 00001111

Int16 value = ((byte)(Byte1 >> 8) | Byte2));

// value = 000011111110000;


In C++, compilers should do this for you if you used a struct with two 8-bit members, but in practice don't always.






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  • 7




    Expanding this, on Intel processors (and a lot of others) it's faster to do this: int c, d; c=d<<2; Than this: c=4*d; Sometimes, even "c=d<<2 + d<<1" is faster than "c=6*d"!! I used these tricks extensively for graphic functions in the DOS era, I don't think they're so useful anymore...
    – Joe Pineda
    Sep 26 '08 at 20:44






  • 4




    @James: not quite, nowadays it's rather the video-card's firmware which includes code like that, to be executed by the GPU rather than the CPU. So theoretically you don't need to implement code like this (or like Carmack's black-magic inverse root function) for graphic functions :-)
    – Joe Pineda
    Aug 29 '12 at 2:03






  • 2




    @JoePineda @james The compiler writers are definitely using them. If you write c=4*d you will get a shift. If you write k = (n<0) that may be done with shifts too: k = (n>>31)&1 to avoid a branch. Bottom line, this improvement in cleverness of compilers means it's now unnecessary to use these tricks in the C code, and they compromise readability and portability. Still very good to know them if you're writing e.g. SSE vector code; or any situation where you need it fast and there's a trick which the compiler isn't using (e.g. GPU code).
    – greggo
    Oct 30 '14 at 14:17






  • 1




    Another good example: very common thing is if(x >= 1 && x <= 9) which can be done as if( (unsigned)(x-1) <=(unsigned)(9-1)) Changing two conditional tests to one can be a big speed advantage; especially when it allows predicated execution instead of branches. I used this for years (where justified) until I noticed abt 10 years ago that compilers had started doing this transform in the optimizer, then I stopped. Still good to know, since there are similar situations where the compiler can't make the transform for you. Or if you're working on a compiler.
    – greggo
    Oct 30 '14 at 14:28







  • 1




    Is there a reason that your "byte" is only 7 bits?
    – Mason Watmough
    Jan 1 '16 at 3:26

















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91
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Bitwise operations, including bit shift, are fundamental to low-level hardware or embedded programming. If you read a specification for a device or even some binary file formats, you will see bytes, words, and dwords, broken up into non-byte aligned bitfields, which contain various values of interest. Accessing these bit-fields for reading/writing is the most common usage.



A simple real example in graphics programming is that a 16-bit pixel is represented as follows:



 bit | 15| 14| 13| 12| 11| 10| 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
| Blue | Green | Red |


To get at the green value you would do this:



 #define GREEN_MASK 0x7E0
#define GREEN_OFFSET 5

// Read green
uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


Explanation



In order to obtain the value of green ONLY, which starts at offset 5 and ends at 10 (i.e. 6-bits long), you need to use a (bit) mask, which when applied against the entire 16-bit pixel, will yield only the bits we are interested in.



#define GREEN_MASK 0x7E0


The appropriate mask is 0x7E0 which in binary is 0000011111100000 (which is 2016 in decimal).



uint16_t green = (pixel & GREEN_MASK) ...;


To apply a mask, you use the AND operator (&).



uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


After applying the mask, you'll end up with a 16-bit number which is really just a 11-bit number since its MSB is in the 11th bit. Green is actually only 6-bits long, so we need to scale it down using a right shift (11 - 6 = 5), hence the use of 5 as offset (#define GREEN_OFFSET 5).



Also common is using bit shifts for fast multiplication and division by powers of 2:



 i <<= x; // i *= 2^x;
i >>= y; // i /= 2^y;





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  • 1




    0x7e0 is the same as 11111100000 which is 2016 in decimal.
    – Saheed
    Mar 31 '15 at 22:20

















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Bit Masking & Shifting



Bit shifting is often used in low level graphics programming. For example a given pixel color value encoded in a 32-bit word.



 Pixel-Color Value in Hex: B9B9B900
Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


For better understanding, the same binary value labeled with what sections represents what color part.



 Red Green Blue Alpha
Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


Let's say for example we want to get the green value of this pixels color. We can easily get that value by masking and shifting.



Our mask:



 Red Green Blue Alpha
color : 10111001 10111001 10111001 00000000
green_mask : 00000000 11111111 00000000 00000000

masked_color = color & green_mask

masked_color: 00000000 10111001 00000000 00000000


The logical & operator ensures that only the values where the mask is 1 are kept. The last thing we now have to do, is to get the correct integer value by shifting all those bits to the right by 16 places (logical right shift).



 green_value = masked_color >>> 16


Et voilá, we have the integer representing the amount of green in the pixels color:



 Pixels-Green Value in Hex: 000000B9
Pixels-Green Value in Binary: 00000000 00000000 00000000 10111001
Pixels-Green Value in Decimal: 185


This is often used for encoding or decoding image formats like jpg,png,....






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    up vote
    27
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    One gotcha is that the following is implementation dependent (according to the ANSI standard):



    char x = -1;
    x >> 1;


    x can now be 127 (01111111) or still -1 (11111111).



    In practice, it's usually the latter.






    share|improve this answer


















    • 4




      If I recall it correctly, the ANSI C standard explicitly says this is implementation-dependent, so you need to check your compiler's documentation to see how it's implemented if you want to right-shift signed integers on your code.
      – Joe Pineda
      Sep 26 '08 at 20:46










    • Yes, I just wanted to emphasize the ANSI standard itself says so, it's not a case where vendors are simply not following the standard or that the standard says nothing about this particualr case.
      – Joe Pineda
      Sep 27 '08 at 0:17






    • 1




      @AShelly Its arithmetic vs logical right shift.
      – abc
      Apr 27 '13 at 4:26

















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    I am writing tips and tricks only, may find useful in tests/exams.




    1. n = n*2: n = n<<1


    2. n = n/2: n = n>>1

    3. Checking if n is power of 2 (1,2,4,8,...): check !(n & (n-1))

    4. Getting xth bit of n: n |= (1 << x)

    5. Checking if x is even or odd: x&1 == 0 (even)

    6. Toggle the nth bit of x: x ^ (1<<n)





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    • There must be a few more that you know by now?
      – ryyker
      Jun 6 '17 at 13:31










    • @ryyker I have added a few more. I will try to keep updating it :)
      – Ravi Prakash
      Jun 10 at 18:19










    • Are x and n 0 indexed?
      – reggaeguitar
      Oct 6 at 0:41

















    up vote
    8
    down vote













    Note that in the Java implementation, the number of bits to shift is mod'd by the size of the source.



    For example:



    (long) 4 >> 65


    equals 2. You might expect shifting the bits to the right 65 times would zero everything out, but it's actually the equivalent of:



    (long) 4 >> (65 % 64)


    This is true for <<, >>, and >>>. I have not tried it out in other languages.






    share|improve this answer




















    • Huh, interesting! In C, this is technically undefined behavior. gcc 5.4.0 gives a warning, but gives 2 for 5 >> 65; as well.
      – pizzapants184
      Jan 15 at 5:25

















    up vote
    -2
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    Be aware of that only 32 bit version of PHP is available on the Windows platform.



    Then if you for instance shift << or >> more than by 31 bits, results are unexpectable. Usually the original number instead of zeros will be returned, and it can be a really tricky bug.



    Of course if you use 64 bit version of PHP (unix), you should avoid shifting by more than 63 bits. However, for instance, MySQL uses the 64-bit BIGINT, so there should not be any compatibility problems.



    UPDATE: From PHP7 Windows, php builds are finally able to use full 64bit integers:
    The size of an integer is platform-dependent, although a maximum value of about two billion is the usual value (that's 32 bits signed). 64-bit platforms usually have a maximum value of about 9E18, except on Windows prior to PHP 7, where it was always 32 bit.






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      8 Answers
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      8 Answers
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      up vote
      1552
      down vote



      accepted










      The bit shifting operators do exactly what their name implies. They shift bits. Here's a brief (or not-so-brief) introduction to the different shift operators.



      The Operators




      • >> is the arithmetic (or signed) right shift operator.


      • >>> is the logical (or unsigned) right shift operator.


      • << is the left shift operator, and meets the needs of both logical and arithmetic shifts.

      All of these operators can be applied to integer values (int, long, possibly short and byte or char). In some languages, applying the shift operators to any datatype smaller than int automatically resizes the operand to be an int.



      Note that <<< is not an operator, because it would be redundant. Also note that C and C++ do not distinguish between the right shift operators. They provide only the >> operator, and the right-shifting behavior is implementation defined for signed types.




      Left shift (<<)



      Integers are stored, in memory, as a series of bits. For example, the number 6 stored as a 32-bit int would be:



      00000000 00000000 00000000 00000110


      Shifting this bit pattern to the left one position (6 << 1) would result in the number 12:



      00000000 00000000 00000000 00001100


      As you can see, the digits have shifted to the left by one position, and the last digit on the right is filled with a zero. You might also note that shifting left is equivalent to multiplication by powers of 2. So 6 << 1 is equivalent to 6 * 2, and 6 << 3 is equivalent to 6 * 8. A good optimizing compiler will replace multiplications with shifts when possible.



      Non-circular shifting



      Please note that these are not circular shifts. Shifting this value to the left by one position (3,758,096,384 << 1):



      11100000 00000000 00000000 00000000


      results in 3,221,225,472:



      11000000 00000000 00000000 00000000


      The digit that gets shifted "off the end" is lost. It does not wrap around.




      Logical right shift (>>>)



      A logical right shift is the converse to the left shift. Rather than moving bits to the left, they simply move to the right. For example, shifting the number 12:



      00000000 00000000 00000000 00001100


      to the right by one position (12 >>> 1) will get back our original 6:



      00000000 00000000 00000000 00000110


      So we see that shifting to the right is equivalent to division by powers of 2.



      Lost bits are gone



      However, a shift cannot reclaim "lost" bits. For example, if we shift this pattern:



      00111000 00000000 00000000 00000110


      to the left 4 positions (939,524,102 << 4), we get 2,147,483,744:



      10000000 00000000 00000000 01100000


      and then shifting back ((939,524,102 << 4) >>> 4) we get 134,217,734:



      00001000 00000000 00000000 00000110


      We cannot get back our original value once we have lost bits.




      Arithmetic right shift (>>)



      The arithmetic right shift is exactly like the logical right shift, except instead of padding with zero, it pads with the most significant bit. This is because the most significant bit is the sign bit, or the bit that distinguishes positive and negative numbers. By padding with the most significant bit, the arithmetic right shift is sign-preserving.



      For example, if we interpret this bit pattern as a negative number:



      10000000 00000000 00000000 01100000


      we have the number -2,147,483,552. Shifting this to the right 4 positions with the arithmetic shift (-2,147,483,552 >> 4) would give us:



      11111000 00000000 00000000 00000110


      or the number -134,217,722.



      So we see that we have preserved the sign of our negative numbers by using the arithmetic right shift, rather than the logical right shift. And once again, we see that we are performing division by powers of 2.






      share|improve this answer


















      • 262




        The answer should make it more clear that this a Java-specific answer. There is no >>> operator in C/C++ or C#, and whether or not >> propagates the sign is implementation defined in C/C++ (a major potential gotcha)
        – Michael Burr
        Oct 20 '08 at 6:33






      • 45




        The answer is totally incorrect in the context of C language. There's no meaningful division into "arithmetic" and "logical" shifts in C. In C the shifts work as expected on unsigned values and on positive signed values - they just shift bits. On negative values, right-shift is implementation defined (i.e. nothing can be said about what it does in general), and left-shift is simply prohibited - it produces undefined behavior.
        – AnT
        Jun 8 '10 at 22:19






      • 10




        Audrey, there is certainly a difference between arithmetic and logical right shifting. C simply leaves the choice implementation defined. And left shift on negative values is definitely not prohibited. Shift 0xff000000 to the left one bit and you'll get 0xfe000000.
        – Derek Park
        Jul 9 '10 at 23:09






      • 16




        A good optimizing compiler will substitute shifts for multiplications when possible. What? Bitshifts are orders of magnitude faster when it comes down to the low level operations of a CPU, a good optimizing compiler would do the exact opposite, that is, turning ordinary multiplications by powers of two into bit shifts.
        – Mahn
        Jun 14 '13 at 11:45







      • 49




        @Mahn, you're reading it backwards from my intent. Substitute Y for X means to replace X with Y. Y is the substitute for X. So the shift is the substitute for the multiplication.
        – Derek Park
        Jan 27 '14 at 22:13














      up vote
      1552
      down vote



      accepted










      The bit shifting operators do exactly what their name implies. They shift bits. Here's a brief (or not-so-brief) introduction to the different shift operators.



      The Operators




      • >> is the arithmetic (or signed) right shift operator.


      • >>> is the logical (or unsigned) right shift operator.


      • << is the left shift operator, and meets the needs of both logical and arithmetic shifts.

      All of these operators can be applied to integer values (int, long, possibly short and byte or char). In some languages, applying the shift operators to any datatype smaller than int automatically resizes the operand to be an int.



      Note that <<< is not an operator, because it would be redundant. Also note that C and C++ do not distinguish between the right shift operators. They provide only the >> operator, and the right-shifting behavior is implementation defined for signed types.




      Left shift (<<)



      Integers are stored, in memory, as a series of bits. For example, the number 6 stored as a 32-bit int would be:



      00000000 00000000 00000000 00000110


      Shifting this bit pattern to the left one position (6 << 1) would result in the number 12:



      00000000 00000000 00000000 00001100


      As you can see, the digits have shifted to the left by one position, and the last digit on the right is filled with a zero. You might also note that shifting left is equivalent to multiplication by powers of 2. So 6 << 1 is equivalent to 6 * 2, and 6 << 3 is equivalent to 6 * 8. A good optimizing compiler will replace multiplications with shifts when possible.



      Non-circular shifting



      Please note that these are not circular shifts. Shifting this value to the left by one position (3,758,096,384 << 1):



      11100000 00000000 00000000 00000000


      results in 3,221,225,472:



      11000000 00000000 00000000 00000000


      The digit that gets shifted "off the end" is lost. It does not wrap around.




      Logical right shift (>>>)



      A logical right shift is the converse to the left shift. Rather than moving bits to the left, they simply move to the right. For example, shifting the number 12:



      00000000 00000000 00000000 00001100


      to the right by one position (12 >>> 1) will get back our original 6:



      00000000 00000000 00000000 00000110


      So we see that shifting to the right is equivalent to division by powers of 2.



      Lost bits are gone



      However, a shift cannot reclaim "lost" bits. For example, if we shift this pattern:



      00111000 00000000 00000000 00000110


      to the left 4 positions (939,524,102 << 4), we get 2,147,483,744:



      10000000 00000000 00000000 01100000


      and then shifting back ((939,524,102 << 4) >>> 4) we get 134,217,734:



      00001000 00000000 00000000 00000110


      We cannot get back our original value once we have lost bits.




      Arithmetic right shift (>>)



      The arithmetic right shift is exactly like the logical right shift, except instead of padding with zero, it pads with the most significant bit. This is because the most significant bit is the sign bit, or the bit that distinguishes positive and negative numbers. By padding with the most significant bit, the arithmetic right shift is sign-preserving.



      For example, if we interpret this bit pattern as a negative number:



      10000000 00000000 00000000 01100000


      we have the number -2,147,483,552. Shifting this to the right 4 positions with the arithmetic shift (-2,147,483,552 >> 4) would give us:



      11111000 00000000 00000000 00000110


      or the number -134,217,722.



      So we see that we have preserved the sign of our negative numbers by using the arithmetic right shift, rather than the logical right shift. And once again, we see that we are performing division by powers of 2.






      share|improve this answer


















      • 262




        The answer should make it more clear that this a Java-specific answer. There is no >>> operator in C/C++ or C#, and whether or not >> propagates the sign is implementation defined in C/C++ (a major potential gotcha)
        – Michael Burr
        Oct 20 '08 at 6:33






      • 45




        The answer is totally incorrect in the context of C language. There's no meaningful division into "arithmetic" and "logical" shifts in C. In C the shifts work as expected on unsigned values and on positive signed values - they just shift bits. On negative values, right-shift is implementation defined (i.e. nothing can be said about what it does in general), and left-shift is simply prohibited - it produces undefined behavior.
        – AnT
        Jun 8 '10 at 22:19






      • 10




        Audrey, there is certainly a difference between arithmetic and logical right shifting. C simply leaves the choice implementation defined. And left shift on negative values is definitely not prohibited. Shift 0xff000000 to the left one bit and you'll get 0xfe000000.
        – Derek Park
        Jul 9 '10 at 23:09






      • 16




        A good optimizing compiler will substitute shifts for multiplications when possible. What? Bitshifts are orders of magnitude faster when it comes down to the low level operations of a CPU, a good optimizing compiler would do the exact opposite, that is, turning ordinary multiplications by powers of two into bit shifts.
        – Mahn
        Jun 14 '13 at 11:45







      • 49




        @Mahn, you're reading it backwards from my intent. Substitute Y for X means to replace X with Y. Y is the substitute for X. So the shift is the substitute for the multiplication.
        – Derek Park
        Jan 27 '14 at 22:13












      up vote
      1552
      down vote



      accepted







      up vote
      1552
      down vote



      accepted






      The bit shifting operators do exactly what their name implies. They shift bits. Here's a brief (or not-so-brief) introduction to the different shift operators.



      The Operators




      • >> is the arithmetic (or signed) right shift operator.


      • >>> is the logical (or unsigned) right shift operator.


      • << is the left shift operator, and meets the needs of both logical and arithmetic shifts.

      All of these operators can be applied to integer values (int, long, possibly short and byte or char). In some languages, applying the shift operators to any datatype smaller than int automatically resizes the operand to be an int.



      Note that <<< is not an operator, because it would be redundant. Also note that C and C++ do not distinguish between the right shift operators. They provide only the >> operator, and the right-shifting behavior is implementation defined for signed types.




      Left shift (<<)



      Integers are stored, in memory, as a series of bits. For example, the number 6 stored as a 32-bit int would be:



      00000000 00000000 00000000 00000110


      Shifting this bit pattern to the left one position (6 << 1) would result in the number 12:



      00000000 00000000 00000000 00001100


      As you can see, the digits have shifted to the left by one position, and the last digit on the right is filled with a zero. You might also note that shifting left is equivalent to multiplication by powers of 2. So 6 << 1 is equivalent to 6 * 2, and 6 << 3 is equivalent to 6 * 8. A good optimizing compiler will replace multiplications with shifts when possible.



      Non-circular shifting



      Please note that these are not circular shifts. Shifting this value to the left by one position (3,758,096,384 << 1):



      11100000 00000000 00000000 00000000


      results in 3,221,225,472:



      11000000 00000000 00000000 00000000


      The digit that gets shifted "off the end" is lost. It does not wrap around.




      Logical right shift (>>>)



      A logical right shift is the converse to the left shift. Rather than moving bits to the left, they simply move to the right. For example, shifting the number 12:



      00000000 00000000 00000000 00001100


      to the right by one position (12 >>> 1) will get back our original 6:



      00000000 00000000 00000000 00000110


      So we see that shifting to the right is equivalent to division by powers of 2.



      Lost bits are gone



      However, a shift cannot reclaim "lost" bits. For example, if we shift this pattern:



      00111000 00000000 00000000 00000110


      to the left 4 positions (939,524,102 << 4), we get 2,147,483,744:



      10000000 00000000 00000000 01100000


      and then shifting back ((939,524,102 << 4) >>> 4) we get 134,217,734:



      00001000 00000000 00000000 00000110


      We cannot get back our original value once we have lost bits.




      Arithmetic right shift (>>)



      The arithmetic right shift is exactly like the logical right shift, except instead of padding with zero, it pads with the most significant bit. This is because the most significant bit is the sign bit, or the bit that distinguishes positive and negative numbers. By padding with the most significant bit, the arithmetic right shift is sign-preserving.



      For example, if we interpret this bit pattern as a negative number:



      10000000 00000000 00000000 01100000


      we have the number -2,147,483,552. Shifting this to the right 4 positions with the arithmetic shift (-2,147,483,552 >> 4) would give us:



      11111000 00000000 00000000 00000110


      or the number -134,217,722.



      So we see that we have preserved the sign of our negative numbers by using the arithmetic right shift, rather than the logical right shift. And once again, we see that we are performing division by powers of 2.






      share|improve this answer














      The bit shifting operators do exactly what their name implies. They shift bits. Here's a brief (or not-so-brief) introduction to the different shift operators.



      The Operators




      • >> is the arithmetic (or signed) right shift operator.


      • >>> is the logical (or unsigned) right shift operator.


      • << is the left shift operator, and meets the needs of both logical and arithmetic shifts.

      All of these operators can be applied to integer values (int, long, possibly short and byte or char). In some languages, applying the shift operators to any datatype smaller than int automatically resizes the operand to be an int.



      Note that <<< is not an operator, because it would be redundant. Also note that C and C++ do not distinguish between the right shift operators. They provide only the >> operator, and the right-shifting behavior is implementation defined for signed types.




      Left shift (<<)



      Integers are stored, in memory, as a series of bits. For example, the number 6 stored as a 32-bit int would be:



      00000000 00000000 00000000 00000110


      Shifting this bit pattern to the left one position (6 << 1) would result in the number 12:



      00000000 00000000 00000000 00001100


      As you can see, the digits have shifted to the left by one position, and the last digit on the right is filled with a zero. You might also note that shifting left is equivalent to multiplication by powers of 2. So 6 << 1 is equivalent to 6 * 2, and 6 << 3 is equivalent to 6 * 8. A good optimizing compiler will replace multiplications with shifts when possible.



      Non-circular shifting



      Please note that these are not circular shifts. Shifting this value to the left by one position (3,758,096,384 << 1):



      11100000 00000000 00000000 00000000


      results in 3,221,225,472:



      11000000 00000000 00000000 00000000


      The digit that gets shifted "off the end" is lost. It does not wrap around.




      Logical right shift (>>>)



      A logical right shift is the converse to the left shift. Rather than moving bits to the left, they simply move to the right. For example, shifting the number 12:



      00000000 00000000 00000000 00001100


      to the right by one position (12 >>> 1) will get back our original 6:



      00000000 00000000 00000000 00000110


      So we see that shifting to the right is equivalent to division by powers of 2.



      Lost bits are gone



      However, a shift cannot reclaim "lost" bits. For example, if we shift this pattern:



      00111000 00000000 00000000 00000110


      to the left 4 positions (939,524,102 << 4), we get 2,147,483,744:



      10000000 00000000 00000000 01100000


      and then shifting back ((939,524,102 << 4) >>> 4) we get 134,217,734:



      00001000 00000000 00000000 00000110


      We cannot get back our original value once we have lost bits.




      Arithmetic right shift (>>)



      The arithmetic right shift is exactly like the logical right shift, except instead of padding with zero, it pads with the most significant bit. This is because the most significant bit is the sign bit, or the bit that distinguishes positive and negative numbers. By padding with the most significant bit, the arithmetic right shift is sign-preserving.



      For example, if we interpret this bit pattern as a negative number:



      10000000 00000000 00000000 01100000


      we have the number -2,147,483,552. Shifting this to the right 4 positions with the arithmetic shift (-2,147,483,552 >> 4) would give us:



      11111000 00000000 00000000 00000110


      or the number -134,217,722.



      So we see that we have preserved the sign of our negative numbers by using the arithmetic right shift, rather than the logical right shift. And once again, we see that we are performing division by powers of 2.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited Jun 7 '17 at 7:24









      Peter Cordes

      117k16178305




      117k16178305










      answered Sep 26 '08 at 20:46









      Derek Park

      39.2k115072




      39.2k115072







      • 262




        The answer should make it more clear that this a Java-specific answer. There is no >>> operator in C/C++ or C#, and whether or not >> propagates the sign is implementation defined in C/C++ (a major potential gotcha)
        – Michael Burr
        Oct 20 '08 at 6:33






      • 45




        The answer is totally incorrect in the context of C language. There's no meaningful division into "arithmetic" and "logical" shifts in C. In C the shifts work as expected on unsigned values and on positive signed values - they just shift bits. On negative values, right-shift is implementation defined (i.e. nothing can be said about what it does in general), and left-shift is simply prohibited - it produces undefined behavior.
        – AnT
        Jun 8 '10 at 22:19






      • 10




        Audrey, there is certainly a difference between arithmetic and logical right shifting. C simply leaves the choice implementation defined. And left shift on negative values is definitely not prohibited. Shift 0xff000000 to the left one bit and you'll get 0xfe000000.
        – Derek Park
        Jul 9 '10 at 23:09






      • 16




        A good optimizing compiler will substitute shifts for multiplications when possible. What? Bitshifts are orders of magnitude faster when it comes down to the low level operations of a CPU, a good optimizing compiler would do the exact opposite, that is, turning ordinary multiplications by powers of two into bit shifts.
        – Mahn
        Jun 14 '13 at 11:45







      • 49




        @Mahn, you're reading it backwards from my intent. Substitute Y for X means to replace X with Y. Y is the substitute for X. So the shift is the substitute for the multiplication.
        – Derek Park
        Jan 27 '14 at 22:13












      • 262




        The answer should make it more clear that this a Java-specific answer. There is no >>> operator in C/C++ or C#, and whether or not >> propagates the sign is implementation defined in C/C++ (a major potential gotcha)
        – Michael Burr
        Oct 20 '08 at 6:33






      • 45




        The answer is totally incorrect in the context of C language. There's no meaningful division into "arithmetic" and "logical" shifts in C. In C the shifts work as expected on unsigned values and on positive signed values - they just shift bits. On negative values, right-shift is implementation defined (i.e. nothing can be said about what it does in general), and left-shift is simply prohibited - it produces undefined behavior.
        – AnT
        Jun 8 '10 at 22:19






      • 10




        Audrey, there is certainly a difference between arithmetic and logical right shifting. C simply leaves the choice implementation defined. And left shift on negative values is definitely not prohibited. Shift 0xff000000 to the left one bit and you'll get 0xfe000000.
        – Derek Park
        Jul 9 '10 at 23:09






      • 16




        A good optimizing compiler will substitute shifts for multiplications when possible. What? Bitshifts are orders of magnitude faster when it comes down to the low level operations of a CPU, a good optimizing compiler would do the exact opposite, that is, turning ordinary multiplications by powers of two into bit shifts.
        – Mahn
        Jun 14 '13 at 11:45







      • 49




        @Mahn, you're reading it backwards from my intent. Substitute Y for X means to replace X with Y. Y is the substitute for X. So the shift is the substitute for the multiplication.
        – Derek Park
        Jan 27 '14 at 22:13







      262




      262




      The answer should make it more clear that this a Java-specific answer. There is no >>> operator in C/C++ or C#, and whether or not >> propagates the sign is implementation defined in C/C++ (a major potential gotcha)
      – Michael Burr
      Oct 20 '08 at 6:33




      The answer should make it more clear that this a Java-specific answer. There is no >>> operator in C/C++ or C#, and whether or not >> propagates the sign is implementation defined in C/C++ (a major potential gotcha)
      – Michael Burr
      Oct 20 '08 at 6:33




      45




      45




      The answer is totally incorrect in the context of C language. There's no meaningful division into "arithmetic" and "logical" shifts in C. In C the shifts work as expected on unsigned values and on positive signed values - they just shift bits. On negative values, right-shift is implementation defined (i.e. nothing can be said about what it does in general), and left-shift is simply prohibited - it produces undefined behavior.
      – AnT
      Jun 8 '10 at 22:19




      The answer is totally incorrect in the context of C language. There's no meaningful division into "arithmetic" and "logical" shifts in C. In C the shifts work as expected on unsigned values and on positive signed values - they just shift bits. On negative values, right-shift is implementation defined (i.e. nothing can be said about what it does in general), and left-shift is simply prohibited - it produces undefined behavior.
      – AnT
      Jun 8 '10 at 22:19




      10




      10




      Audrey, there is certainly a difference between arithmetic and logical right shifting. C simply leaves the choice implementation defined. And left shift on negative values is definitely not prohibited. Shift 0xff000000 to the left one bit and you'll get 0xfe000000.
      – Derek Park
      Jul 9 '10 at 23:09




      Audrey, there is certainly a difference between arithmetic and logical right shifting. C simply leaves the choice implementation defined. And left shift on negative values is definitely not prohibited. Shift 0xff000000 to the left one bit and you'll get 0xfe000000.
      – Derek Park
      Jul 9 '10 at 23:09




      16




      16




      A good optimizing compiler will substitute shifts for multiplications when possible. What? Bitshifts are orders of magnitude faster when it comes down to the low level operations of a CPU, a good optimizing compiler would do the exact opposite, that is, turning ordinary multiplications by powers of two into bit shifts.
      – Mahn
      Jun 14 '13 at 11:45





      A good optimizing compiler will substitute shifts for multiplications when possible. What? Bitshifts are orders of magnitude faster when it comes down to the low level operations of a CPU, a good optimizing compiler would do the exact opposite, that is, turning ordinary multiplications by powers of two into bit shifts.
      – Mahn
      Jun 14 '13 at 11:45





      49




      49




      @Mahn, you're reading it backwards from my intent. Substitute Y for X means to replace X with Y. Y is the substitute for X. So the shift is the substitute for the multiplication.
      – Derek Park
      Jan 27 '14 at 22:13




      @Mahn, you're reading it backwards from my intent. Substitute Y for X means to replace X with Y. Y is the substitute for X. So the shift is the substitute for the multiplication.
      – Derek Park
      Jan 27 '14 at 22:13












      up vote
      186
      down vote













      Let's say we have a single byte:



      0110110


      Applying a single left bitshift gets us:



      1101100


      The leftmost zero was shifted out of the byte, and a new zero was appended to the right end of the byte.



      The bits don't rollover; they are discarded. That means if you left shift 1101100 and then right shift it, you won't get the same result back.



      Shifting left by N is equivalent to multiplying by 2N.



      Shifting right by N is (if you are using ones' complement) is the equivalent of dividing by 2N and rounding to zero.



      Bitshifting can be used for insanely fast multiplication and division, provided you are working with a power of 2. Almost all low-level graphics routines use bitshifting.



      For example, way back in the olden days, we used mode 13h (320x200 256 colors) for games. In Mode 13h, the video memory was laid out sequentially per pixel. That meant to calculate the location for a pixel, you would use the following math:



      memoryOffset = (row * 320) + column


      Now, back in that day and age, speed was critical, so we would use bitshifts to do this operation.



      However, 320 is not a power of two, so to get around this we have to find out what is a power of two that added together makes 320:



      (row * 320) = (row * 256) + (row * 64)


      Now we can convert that into left shifts:



      (row * 320) = (row << 8) + (row << 6)


      For a final result of:



      memoryOffset = ((row << 8) + (row << 6)) + column


      Now we get the same offset as before, except instead of an expensive multiplication operation, we use the two bitshifts...in x86 it would be something like this (note, it's been forever since I've done assembly (editor's note: corrected a couple mistakes and added a 32-bit example)):



      mov ax, 320; 2 cycles
      mul word [row]; 22 CPU Cycles
      mov di,ax; 2 cycles
      add di, [column]; 2 cycles
      ; di = [row]*320 + [column]

      ; 16-bit addressing mode limitations:
      ; [di] is a valid addressing mode, but [ax] isn't, otherwise we could skip the last mov


      Total: 28 cycles on whatever ancient CPU had these timings.



      Vrs



      mov ax, [row]; 2 cycles
      mov di, ax; 2
      shl ax, 6; 2
      shl di, 8; 2
      add di, ax; 2 (320 = 256+64)
      add di, [column]; 2
      ; di = [row]*(256+64) + [column]


      12 cycles on the same ancient CPU.



      Yes, we would work this hard to shave off 16 CPU cycles.



      In 32 or 64-bit mode, both versions get a lot shorter and faster. Modern out-of-order execution CPUs like Intel Skylake (see http://agner.org/optimize/) have very fast hardware multiply (low latency and high throughput), so the gain is much smaller. AMD Bulldozer-family is a bit slower, especially for 64-bit multiply. On Intel CPUs, and AMD Ryzen, two shifts are slightly lower latency but more instructions than a multiply (which may lead to lower throughput):



      imul edi, [row], 320 ; 3 cycle latency from [row] being ready
      add edi, [column] ; 1 cycle latency (from [column] and edi being ready).
      ; edi = [row]*(256+64) + [column], in 4 cycles from [row] being ready.


      vs.



      mov edi, [row]
      shl edi, 6 ; row*64. 1 cycle latency
      lea edi, [edi + edi*4] ; row*(64 + 64*4). 1 cycle latency
      add edi, [column] ; 1 cycle latency from edi and [column] both being ready
      ; edi = [row]*(256+64) + [column], in 3 cycles from [row] being ready.


      Compilers will do this for you: See how gcc, clang, and MSVC all use shift+lea when optimizing return 320*row + col;.



      The most interesting thing to note here is that x86 has a shift-and-add instruction (LEA) that can do small left shifts and add at the same time, with the performance as and add instruction. ARM is even more powerful: one operand of any instruction can be left or right shifted for free. So scaling by a compile-time-constant that's known to be a power-of-2 can be even more efficient than a multiply.




      OK, back in the modern days... something more useful now would be to use bitshifting to store two 8-bit values in a 16-bit integer. For example, in C#:



      // Byte1: 11110000
      // Byte2: 00001111

      Int16 value = ((byte)(Byte1 >> 8) | Byte2));

      // value = 000011111110000;


      In C++, compilers should do this for you if you used a struct with two 8-bit members, but in practice don't always.






      share|improve this answer


















      • 7




        Expanding this, on Intel processors (and a lot of others) it's faster to do this: int c, d; c=d<<2; Than this: c=4*d; Sometimes, even "c=d<<2 + d<<1" is faster than "c=6*d"!! I used these tricks extensively for graphic functions in the DOS era, I don't think they're so useful anymore...
        – Joe Pineda
        Sep 26 '08 at 20:44






      • 4




        @James: not quite, nowadays it's rather the video-card's firmware which includes code like that, to be executed by the GPU rather than the CPU. So theoretically you don't need to implement code like this (or like Carmack's black-magic inverse root function) for graphic functions :-)
        – Joe Pineda
        Aug 29 '12 at 2:03






      • 2




        @JoePineda @james The compiler writers are definitely using them. If you write c=4*d you will get a shift. If you write k = (n<0) that may be done with shifts too: k = (n>>31)&1 to avoid a branch. Bottom line, this improvement in cleverness of compilers means it's now unnecessary to use these tricks in the C code, and they compromise readability and portability. Still very good to know them if you're writing e.g. SSE vector code; or any situation where you need it fast and there's a trick which the compiler isn't using (e.g. GPU code).
        – greggo
        Oct 30 '14 at 14:17






      • 1




        Another good example: very common thing is if(x >= 1 && x <= 9) which can be done as if( (unsigned)(x-1) <=(unsigned)(9-1)) Changing two conditional tests to one can be a big speed advantage; especially when it allows predicated execution instead of branches. I used this for years (where justified) until I noticed abt 10 years ago that compilers had started doing this transform in the optimizer, then I stopped. Still good to know, since there are similar situations where the compiler can't make the transform for you. Or if you're working on a compiler.
        – greggo
        Oct 30 '14 at 14:28







      • 1




        Is there a reason that your "byte" is only 7 bits?
        – Mason Watmough
        Jan 1 '16 at 3:26














      up vote
      186
      down vote













      Let's say we have a single byte:



      0110110


      Applying a single left bitshift gets us:



      1101100


      The leftmost zero was shifted out of the byte, and a new zero was appended to the right end of the byte.



      The bits don't rollover; they are discarded. That means if you left shift 1101100 and then right shift it, you won't get the same result back.



      Shifting left by N is equivalent to multiplying by 2N.



      Shifting right by N is (if you are using ones' complement) is the equivalent of dividing by 2N and rounding to zero.



      Bitshifting can be used for insanely fast multiplication and division, provided you are working with a power of 2. Almost all low-level graphics routines use bitshifting.



      For example, way back in the olden days, we used mode 13h (320x200 256 colors) for games. In Mode 13h, the video memory was laid out sequentially per pixel. That meant to calculate the location for a pixel, you would use the following math:



      memoryOffset = (row * 320) + column


      Now, back in that day and age, speed was critical, so we would use bitshifts to do this operation.



      However, 320 is not a power of two, so to get around this we have to find out what is a power of two that added together makes 320:



      (row * 320) = (row * 256) + (row * 64)


      Now we can convert that into left shifts:



      (row * 320) = (row << 8) + (row << 6)


      For a final result of:



      memoryOffset = ((row << 8) + (row << 6)) + column


      Now we get the same offset as before, except instead of an expensive multiplication operation, we use the two bitshifts...in x86 it would be something like this (note, it's been forever since I've done assembly (editor's note: corrected a couple mistakes and added a 32-bit example)):



      mov ax, 320; 2 cycles
      mul word [row]; 22 CPU Cycles
      mov di,ax; 2 cycles
      add di, [column]; 2 cycles
      ; di = [row]*320 + [column]

      ; 16-bit addressing mode limitations:
      ; [di] is a valid addressing mode, but [ax] isn't, otherwise we could skip the last mov


      Total: 28 cycles on whatever ancient CPU had these timings.



      Vrs



      mov ax, [row]; 2 cycles
      mov di, ax; 2
      shl ax, 6; 2
      shl di, 8; 2
      add di, ax; 2 (320 = 256+64)
      add di, [column]; 2
      ; di = [row]*(256+64) + [column]


      12 cycles on the same ancient CPU.



      Yes, we would work this hard to shave off 16 CPU cycles.



      In 32 or 64-bit mode, both versions get a lot shorter and faster. Modern out-of-order execution CPUs like Intel Skylake (see http://agner.org/optimize/) have very fast hardware multiply (low latency and high throughput), so the gain is much smaller. AMD Bulldozer-family is a bit slower, especially for 64-bit multiply. On Intel CPUs, and AMD Ryzen, two shifts are slightly lower latency but more instructions than a multiply (which may lead to lower throughput):



      imul edi, [row], 320 ; 3 cycle latency from [row] being ready
      add edi, [column] ; 1 cycle latency (from [column] and edi being ready).
      ; edi = [row]*(256+64) + [column], in 4 cycles from [row] being ready.


      vs.



      mov edi, [row]
      shl edi, 6 ; row*64. 1 cycle latency
      lea edi, [edi + edi*4] ; row*(64 + 64*4). 1 cycle latency
      add edi, [column] ; 1 cycle latency from edi and [column] both being ready
      ; edi = [row]*(256+64) + [column], in 3 cycles from [row] being ready.


      Compilers will do this for you: See how gcc, clang, and MSVC all use shift+lea when optimizing return 320*row + col;.



      The most interesting thing to note here is that x86 has a shift-and-add instruction (LEA) that can do small left shifts and add at the same time, with the performance as and add instruction. ARM is even more powerful: one operand of any instruction can be left or right shifted for free. So scaling by a compile-time-constant that's known to be a power-of-2 can be even more efficient than a multiply.




      OK, back in the modern days... something more useful now would be to use bitshifting to store two 8-bit values in a 16-bit integer. For example, in C#:



      // Byte1: 11110000
      // Byte2: 00001111

      Int16 value = ((byte)(Byte1 >> 8) | Byte2));

      // value = 000011111110000;


      In C++, compilers should do this for you if you used a struct with two 8-bit members, but in practice don't always.






      share|improve this answer


















      • 7




        Expanding this, on Intel processors (and a lot of others) it's faster to do this: int c, d; c=d<<2; Than this: c=4*d; Sometimes, even "c=d<<2 + d<<1" is faster than "c=6*d"!! I used these tricks extensively for graphic functions in the DOS era, I don't think they're so useful anymore...
        – Joe Pineda
        Sep 26 '08 at 20:44






      • 4




        @James: not quite, nowadays it's rather the video-card's firmware which includes code like that, to be executed by the GPU rather than the CPU. So theoretically you don't need to implement code like this (or like Carmack's black-magic inverse root function) for graphic functions :-)
        – Joe Pineda
        Aug 29 '12 at 2:03






      • 2




        @JoePineda @james The compiler writers are definitely using them. If you write c=4*d you will get a shift. If you write k = (n<0) that may be done with shifts too: k = (n>>31)&1 to avoid a branch. Bottom line, this improvement in cleverness of compilers means it's now unnecessary to use these tricks in the C code, and they compromise readability and portability. Still very good to know them if you're writing e.g. SSE vector code; or any situation where you need it fast and there's a trick which the compiler isn't using (e.g. GPU code).
        – greggo
        Oct 30 '14 at 14:17






      • 1




        Another good example: very common thing is if(x >= 1 && x <= 9) which can be done as if( (unsigned)(x-1) <=(unsigned)(9-1)) Changing two conditional tests to one can be a big speed advantage; especially when it allows predicated execution instead of branches. I used this for years (where justified) until I noticed abt 10 years ago that compilers had started doing this transform in the optimizer, then I stopped. Still good to know, since there are similar situations where the compiler can't make the transform for you. Or if you're working on a compiler.
        – greggo
        Oct 30 '14 at 14:28







      • 1




        Is there a reason that your "byte" is only 7 bits?
        – Mason Watmough
        Jan 1 '16 at 3:26












      up vote
      186
      down vote










      up vote
      186
      down vote









      Let's say we have a single byte:



      0110110


      Applying a single left bitshift gets us:



      1101100


      The leftmost zero was shifted out of the byte, and a new zero was appended to the right end of the byte.



      The bits don't rollover; they are discarded. That means if you left shift 1101100 and then right shift it, you won't get the same result back.



      Shifting left by N is equivalent to multiplying by 2N.



      Shifting right by N is (if you are using ones' complement) is the equivalent of dividing by 2N and rounding to zero.



      Bitshifting can be used for insanely fast multiplication and division, provided you are working with a power of 2. Almost all low-level graphics routines use bitshifting.



      For example, way back in the olden days, we used mode 13h (320x200 256 colors) for games. In Mode 13h, the video memory was laid out sequentially per pixel. That meant to calculate the location for a pixel, you would use the following math:



      memoryOffset = (row * 320) + column


      Now, back in that day and age, speed was critical, so we would use bitshifts to do this operation.



      However, 320 is not a power of two, so to get around this we have to find out what is a power of two that added together makes 320:



      (row * 320) = (row * 256) + (row * 64)


      Now we can convert that into left shifts:



      (row * 320) = (row << 8) + (row << 6)


      For a final result of:



      memoryOffset = ((row << 8) + (row << 6)) + column


      Now we get the same offset as before, except instead of an expensive multiplication operation, we use the two bitshifts...in x86 it would be something like this (note, it's been forever since I've done assembly (editor's note: corrected a couple mistakes and added a 32-bit example)):



      mov ax, 320; 2 cycles
      mul word [row]; 22 CPU Cycles
      mov di,ax; 2 cycles
      add di, [column]; 2 cycles
      ; di = [row]*320 + [column]

      ; 16-bit addressing mode limitations:
      ; [di] is a valid addressing mode, but [ax] isn't, otherwise we could skip the last mov


      Total: 28 cycles on whatever ancient CPU had these timings.



      Vrs



      mov ax, [row]; 2 cycles
      mov di, ax; 2
      shl ax, 6; 2
      shl di, 8; 2
      add di, ax; 2 (320 = 256+64)
      add di, [column]; 2
      ; di = [row]*(256+64) + [column]


      12 cycles on the same ancient CPU.



      Yes, we would work this hard to shave off 16 CPU cycles.



      In 32 or 64-bit mode, both versions get a lot shorter and faster. Modern out-of-order execution CPUs like Intel Skylake (see http://agner.org/optimize/) have very fast hardware multiply (low latency and high throughput), so the gain is much smaller. AMD Bulldozer-family is a bit slower, especially for 64-bit multiply. On Intel CPUs, and AMD Ryzen, two shifts are slightly lower latency but more instructions than a multiply (which may lead to lower throughput):



      imul edi, [row], 320 ; 3 cycle latency from [row] being ready
      add edi, [column] ; 1 cycle latency (from [column] and edi being ready).
      ; edi = [row]*(256+64) + [column], in 4 cycles from [row] being ready.


      vs.



      mov edi, [row]
      shl edi, 6 ; row*64. 1 cycle latency
      lea edi, [edi + edi*4] ; row*(64 + 64*4). 1 cycle latency
      add edi, [column] ; 1 cycle latency from edi and [column] both being ready
      ; edi = [row]*(256+64) + [column], in 3 cycles from [row] being ready.


      Compilers will do this for you: See how gcc, clang, and MSVC all use shift+lea when optimizing return 320*row + col;.



      The most interesting thing to note here is that x86 has a shift-and-add instruction (LEA) that can do small left shifts and add at the same time, with the performance as and add instruction. ARM is even more powerful: one operand of any instruction can be left or right shifted for free. So scaling by a compile-time-constant that's known to be a power-of-2 can be even more efficient than a multiply.




      OK, back in the modern days... something more useful now would be to use bitshifting to store two 8-bit values in a 16-bit integer. For example, in C#:



      // Byte1: 11110000
      // Byte2: 00001111

      Int16 value = ((byte)(Byte1 >> 8) | Byte2));

      // value = 000011111110000;


      In C++, compilers should do this for you if you used a struct with two 8-bit members, but in practice don't always.






      share|improve this answer














      Let's say we have a single byte:



      0110110


      Applying a single left bitshift gets us:



      1101100


      The leftmost zero was shifted out of the byte, and a new zero was appended to the right end of the byte.



      The bits don't rollover; they are discarded. That means if you left shift 1101100 and then right shift it, you won't get the same result back.



      Shifting left by N is equivalent to multiplying by 2N.



      Shifting right by N is (if you are using ones' complement) is the equivalent of dividing by 2N and rounding to zero.



      Bitshifting can be used for insanely fast multiplication and division, provided you are working with a power of 2. Almost all low-level graphics routines use bitshifting.



      For example, way back in the olden days, we used mode 13h (320x200 256 colors) for games. In Mode 13h, the video memory was laid out sequentially per pixel. That meant to calculate the location for a pixel, you would use the following math:



      memoryOffset = (row * 320) + column


      Now, back in that day and age, speed was critical, so we would use bitshifts to do this operation.



      However, 320 is not a power of two, so to get around this we have to find out what is a power of two that added together makes 320:



      (row * 320) = (row * 256) + (row * 64)


      Now we can convert that into left shifts:



      (row * 320) = (row << 8) + (row << 6)


      For a final result of:



      memoryOffset = ((row << 8) + (row << 6)) + column


      Now we get the same offset as before, except instead of an expensive multiplication operation, we use the two bitshifts...in x86 it would be something like this (note, it's been forever since I've done assembly (editor's note: corrected a couple mistakes and added a 32-bit example)):



      mov ax, 320; 2 cycles
      mul word [row]; 22 CPU Cycles
      mov di,ax; 2 cycles
      add di, [column]; 2 cycles
      ; di = [row]*320 + [column]

      ; 16-bit addressing mode limitations:
      ; [di] is a valid addressing mode, but [ax] isn't, otherwise we could skip the last mov


      Total: 28 cycles on whatever ancient CPU had these timings.



      Vrs



      mov ax, [row]; 2 cycles
      mov di, ax; 2
      shl ax, 6; 2
      shl di, 8; 2
      add di, ax; 2 (320 = 256+64)
      add di, [column]; 2
      ; di = [row]*(256+64) + [column]


      12 cycles on the same ancient CPU.



      Yes, we would work this hard to shave off 16 CPU cycles.



      In 32 or 64-bit mode, both versions get a lot shorter and faster. Modern out-of-order execution CPUs like Intel Skylake (see http://agner.org/optimize/) have very fast hardware multiply (low latency and high throughput), so the gain is much smaller. AMD Bulldozer-family is a bit slower, especially for 64-bit multiply. On Intel CPUs, and AMD Ryzen, two shifts are slightly lower latency but more instructions than a multiply (which may lead to lower throughput):



      imul edi, [row], 320 ; 3 cycle latency from [row] being ready
      add edi, [column] ; 1 cycle latency (from [column] and edi being ready).
      ; edi = [row]*(256+64) + [column], in 4 cycles from [row] being ready.


      vs.



      mov edi, [row]
      shl edi, 6 ; row*64. 1 cycle latency
      lea edi, [edi + edi*4] ; row*(64 + 64*4). 1 cycle latency
      add edi, [column] ; 1 cycle latency from edi and [column] both being ready
      ; edi = [row]*(256+64) + [column], in 3 cycles from [row] being ready.


      Compilers will do this for you: See how gcc, clang, and MSVC all use shift+lea when optimizing return 320*row + col;.



      The most interesting thing to note here is that x86 has a shift-and-add instruction (LEA) that can do small left shifts and add at the same time, with the performance as and add instruction. ARM is even more powerful: one operand of any instruction can be left or right shifted for free. So scaling by a compile-time-constant that's known to be a power-of-2 can be even more efficient than a multiply.




      OK, back in the modern days... something more useful now would be to use bitshifting to store two 8-bit values in a 16-bit integer. For example, in C#:



      // Byte1: 11110000
      // Byte2: 00001111

      Int16 value = ((byte)(Byte1 >> 8) | Byte2));

      // value = 000011111110000;


      In C++, compilers should do this for you if you used a struct with two 8-bit members, but in practice don't always.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited Jun 9 '17 at 4:56









      Peter Cordes

      117k16178305




      117k16178305










      answered Sep 26 '08 at 19:55









      FlySwat

      112k63231300




      112k63231300







      • 7




        Expanding this, on Intel processors (and a lot of others) it's faster to do this: int c, d; c=d<<2; Than this: c=4*d; Sometimes, even "c=d<<2 + d<<1" is faster than "c=6*d"!! I used these tricks extensively for graphic functions in the DOS era, I don't think they're so useful anymore...
        – Joe Pineda
        Sep 26 '08 at 20:44






      • 4




        @James: not quite, nowadays it's rather the video-card's firmware which includes code like that, to be executed by the GPU rather than the CPU. So theoretically you don't need to implement code like this (or like Carmack's black-magic inverse root function) for graphic functions :-)
        – Joe Pineda
        Aug 29 '12 at 2:03






      • 2




        @JoePineda @james The compiler writers are definitely using them. If you write c=4*d you will get a shift. If you write k = (n<0) that may be done with shifts too: k = (n>>31)&1 to avoid a branch. Bottom line, this improvement in cleverness of compilers means it's now unnecessary to use these tricks in the C code, and they compromise readability and portability. Still very good to know them if you're writing e.g. SSE vector code; or any situation where you need it fast and there's a trick which the compiler isn't using (e.g. GPU code).
        – greggo
        Oct 30 '14 at 14:17






      • 1




        Another good example: very common thing is if(x >= 1 && x <= 9) which can be done as if( (unsigned)(x-1) <=(unsigned)(9-1)) Changing two conditional tests to one can be a big speed advantage; especially when it allows predicated execution instead of branches. I used this for years (where justified) until I noticed abt 10 years ago that compilers had started doing this transform in the optimizer, then I stopped. Still good to know, since there are similar situations where the compiler can't make the transform for you. Or if you're working on a compiler.
        – greggo
        Oct 30 '14 at 14:28







      • 1




        Is there a reason that your "byte" is only 7 bits?
        – Mason Watmough
        Jan 1 '16 at 3:26












      • 7




        Expanding this, on Intel processors (and a lot of others) it's faster to do this: int c, d; c=d<<2; Than this: c=4*d; Sometimes, even "c=d<<2 + d<<1" is faster than "c=6*d"!! I used these tricks extensively for graphic functions in the DOS era, I don't think they're so useful anymore...
        – Joe Pineda
        Sep 26 '08 at 20:44






      • 4




        @James: not quite, nowadays it's rather the video-card's firmware which includes code like that, to be executed by the GPU rather than the CPU. So theoretically you don't need to implement code like this (or like Carmack's black-magic inverse root function) for graphic functions :-)
        – Joe Pineda
        Aug 29 '12 at 2:03






      • 2




        @JoePineda @james The compiler writers are definitely using them. If you write c=4*d you will get a shift. If you write k = (n<0) that may be done with shifts too: k = (n>>31)&1 to avoid a branch. Bottom line, this improvement in cleverness of compilers means it's now unnecessary to use these tricks in the C code, and they compromise readability and portability. Still very good to know them if you're writing e.g. SSE vector code; or any situation where you need it fast and there's a trick which the compiler isn't using (e.g. GPU code).
        – greggo
        Oct 30 '14 at 14:17






      • 1




        Another good example: very common thing is if(x >= 1 && x <= 9) which can be done as if( (unsigned)(x-1) <=(unsigned)(9-1)) Changing two conditional tests to one can be a big speed advantage; especially when it allows predicated execution instead of branches. I used this for years (where justified) until I noticed abt 10 years ago that compilers had started doing this transform in the optimizer, then I stopped. Still good to know, since there are similar situations where the compiler can't make the transform for you. Or if you're working on a compiler.
        – greggo
        Oct 30 '14 at 14:28







      • 1




        Is there a reason that your "byte" is only 7 bits?
        – Mason Watmough
        Jan 1 '16 at 3:26







      7




      7




      Expanding this, on Intel processors (and a lot of others) it's faster to do this: int c, d; c=d<<2; Than this: c=4*d; Sometimes, even "c=d<<2 + d<<1" is faster than "c=6*d"!! I used these tricks extensively for graphic functions in the DOS era, I don't think they're so useful anymore...
      – Joe Pineda
      Sep 26 '08 at 20:44




      Expanding this, on Intel processors (and a lot of others) it's faster to do this: int c, d; c=d<<2; Than this: c=4*d; Sometimes, even "c=d<<2 + d<<1" is faster than "c=6*d"!! I used these tricks extensively for graphic functions in the DOS era, I don't think they're so useful anymore...
      – Joe Pineda
      Sep 26 '08 at 20:44




      4




      4




      @James: not quite, nowadays it's rather the video-card's firmware which includes code like that, to be executed by the GPU rather than the CPU. So theoretically you don't need to implement code like this (or like Carmack's black-magic inverse root function) for graphic functions :-)
      – Joe Pineda
      Aug 29 '12 at 2:03




      @James: not quite, nowadays it's rather the video-card's firmware which includes code like that, to be executed by the GPU rather than the CPU. So theoretically you don't need to implement code like this (or like Carmack's black-magic inverse root function) for graphic functions :-)
      – Joe Pineda
      Aug 29 '12 at 2:03




      2




      2




      @JoePineda @james The compiler writers are definitely using them. If you write c=4*d you will get a shift. If you write k = (n<0) that may be done with shifts too: k = (n>>31)&1 to avoid a branch. Bottom line, this improvement in cleverness of compilers means it's now unnecessary to use these tricks in the C code, and they compromise readability and portability. Still very good to know them if you're writing e.g. SSE vector code; or any situation where you need it fast and there's a trick which the compiler isn't using (e.g. GPU code).
      – greggo
      Oct 30 '14 at 14:17




      @JoePineda @james The compiler writers are definitely using them. If you write c=4*d you will get a shift. If you write k = (n<0) that may be done with shifts too: k = (n>>31)&1 to avoid a branch. Bottom line, this improvement in cleverness of compilers means it's now unnecessary to use these tricks in the C code, and they compromise readability and portability. Still very good to know them if you're writing e.g. SSE vector code; or any situation where you need it fast and there's a trick which the compiler isn't using (e.g. GPU code).
      – greggo
      Oct 30 '14 at 14:17




      1




      1




      Another good example: very common thing is if(x >= 1 && x <= 9) which can be done as if( (unsigned)(x-1) <=(unsigned)(9-1)) Changing two conditional tests to one can be a big speed advantage; especially when it allows predicated execution instead of branches. I used this for years (where justified) until I noticed abt 10 years ago that compilers had started doing this transform in the optimizer, then I stopped. Still good to know, since there are similar situations where the compiler can't make the transform for you. Or if you're working on a compiler.
      – greggo
      Oct 30 '14 at 14:28





      Another good example: very common thing is if(x >= 1 && x <= 9) which can be done as if( (unsigned)(x-1) <=(unsigned)(9-1)) Changing two conditional tests to one can be a big speed advantage; especially when it allows predicated execution instead of branches. I used this for years (where justified) until I noticed abt 10 years ago that compilers had started doing this transform in the optimizer, then I stopped. Still good to know, since there are similar situations where the compiler can't make the transform for you. Or if you're working on a compiler.
      – greggo
      Oct 30 '14 at 14:28





      1




      1




      Is there a reason that your "byte" is only 7 bits?
      – Mason Watmough
      Jan 1 '16 at 3:26




      Is there a reason that your "byte" is only 7 bits?
      – Mason Watmough
      Jan 1 '16 at 3:26










      up vote
      91
      down vote













      Bitwise operations, including bit shift, are fundamental to low-level hardware or embedded programming. If you read a specification for a device or even some binary file formats, you will see bytes, words, and dwords, broken up into non-byte aligned bitfields, which contain various values of interest. Accessing these bit-fields for reading/writing is the most common usage.



      A simple real example in graphics programming is that a 16-bit pixel is represented as follows:



       bit | 15| 14| 13| 12| 11| 10| 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
      | Blue | Green | Red |


      To get at the green value you would do this:



       #define GREEN_MASK 0x7E0
      #define GREEN_OFFSET 5

      // Read green
      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      Explanation



      In order to obtain the value of green ONLY, which starts at offset 5 and ends at 10 (i.e. 6-bits long), you need to use a (bit) mask, which when applied against the entire 16-bit pixel, will yield only the bits we are interested in.



      #define GREEN_MASK 0x7E0


      The appropriate mask is 0x7E0 which in binary is 0000011111100000 (which is 2016 in decimal).



      uint16_t green = (pixel & GREEN_MASK) ...;


      To apply a mask, you use the AND operator (&).



      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      After applying the mask, you'll end up with a 16-bit number which is really just a 11-bit number since its MSB is in the 11th bit. Green is actually only 6-bits long, so we need to scale it down using a right shift (11 - 6 = 5), hence the use of 5 as offset (#define GREEN_OFFSET 5).



      Also common is using bit shifts for fast multiplication and division by powers of 2:



       i <<= x; // i *= 2^x;
      i >>= y; // i /= 2^y;





      share|improve this answer


















      • 1




        0x7e0 is the same as 11111100000 which is 2016 in decimal.
        – Saheed
        Mar 31 '15 at 22:20














      up vote
      91
      down vote













      Bitwise operations, including bit shift, are fundamental to low-level hardware or embedded programming. If you read a specification for a device or even some binary file formats, you will see bytes, words, and dwords, broken up into non-byte aligned bitfields, which contain various values of interest. Accessing these bit-fields for reading/writing is the most common usage.



      A simple real example in graphics programming is that a 16-bit pixel is represented as follows:



       bit | 15| 14| 13| 12| 11| 10| 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
      | Blue | Green | Red |


      To get at the green value you would do this:



       #define GREEN_MASK 0x7E0
      #define GREEN_OFFSET 5

      // Read green
      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      Explanation



      In order to obtain the value of green ONLY, which starts at offset 5 and ends at 10 (i.e. 6-bits long), you need to use a (bit) mask, which when applied against the entire 16-bit pixel, will yield only the bits we are interested in.



      #define GREEN_MASK 0x7E0


      The appropriate mask is 0x7E0 which in binary is 0000011111100000 (which is 2016 in decimal).



      uint16_t green = (pixel & GREEN_MASK) ...;


      To apply a mask, you use the AND operator (&).



      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      After applying the mask, you'll end up with a 16-bit number which is really just a 11-bit number since its MSB is in the 11th bit. Green is actually only 6-bits long, so we need to scale it down using a right shift (11 - 6 = 5), hence the use of 5 as offset (#define GREEN_OFFSET 5).



      Also common is using bit shifts for fast multiplication and division by powers of 2:



       i <<= x; // i *= 2^x;
      i >>= y; // i /= 2^y;





      share|improve this answer


















      • 1




        0x7e0 is the same as 11111100000 which is 2016 in decimal.
        – Saheed
        Mar 31 '15 at 22:20












      up vote
      91
      down vote










      up vote
      91
      down vote









      Bitwise operations, including bit shift, are fundamental to low-level hardware or embedded programming. If you read a specification for a device or even some binary file formats, you will see bytes, words, and dwords, broken up into non-byte aligned bitfields, which contain various values of interest. Accessing these bit-fields for reading/writing is the most common usage.



      A simple real example in graphics programming is that a 16-bit pixel is represented as follows:



       bit | 15| 14| 13| 12| 11| 10| 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
      | Blue | Green | Red |


      To get at the green value you would do this:



       #define GREEN_MASK 0x7E0
      #define GREEN_OFFSET 5

      // Read green
      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      Explanation



      In order to obtain the value of green ONLY, which starts at offset 5 and ends at 10 (i.e. 6-bits long), you need to use a (bit) mask, which when applied against the entire 16-bit pixel, will yield only the bits we are interested in.



      #define GREEN_MASK 0x7E0


      The appropriate mask is 0x7E0 which in binary is 0000011111100000 (which is 2016 in decimal).



      uint16_t green = (pixel & GREEN_MASK) ...;


      To apply a mask, you use the AND operator (&).



      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      After applying the mask, you'll end up with a 16-bit number which is really just a 11-bit number since its MSB is in the 11th bit. Green is actually only 6-bits long, so we need to scale it down using a right shift (11 - 6 = 5), hence the use of 5 as offset (#define GREEN_OFFSET 5).



      Also common is using bit shifts for fast multiplication and division by powers of 2:



       i <<= x; // i *= 2^x;
      i >>= y; // i /= 2^y;





      share|improve this answer














      Bitwise operations, including bit shift, are fundamental to low-level hardware or embedded programming. If you read a specification for a device or even some binary file formats, you will see bytes, words, and dwords, broken up into non-byte aligned bitfields, which contain various values of interest. Accessing these bit-fields for reading/writing is the most common usage.



      A simple real example in graphics programming is that a 16-bit pixel is represented as follows:



       bit | 15| 14| 13| 12| 11| 10| 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
      | Blue | Green | Red |


      To get at the green value you would do this:



       #define GREEN_MASK 0x7E0
      #define GREEN_OFFSET 5

      // Read green
      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      Explanation



      In order to obtain the value of green ONLY, which starts at offset 5 and ends at 10 (i.e. 6-bits long), you need to use a (bit) mask, which when applied against the entire 16-bit pixel, will yield only the bits we are interested in.



      #define GREEN_MASK 0x7E0


      The appropriate mask is 0x7E0 which in binary is 0000011111100000 (which is 2016 in decimal).



      uint16_t green = (pixel & GREEN_MASK) ...;


      To apply a mask, you use the AND operator (&).



      uint16_t green = (pixel & GREEN_MASK) >> GREEN_OFFSET;


      After applying the mask, you'll end up with a 16-bit number which is really just a 11-bit number since its MSB is in the 11th bit. Green is actually only 6-bits long, so we need to scale it down using a right shift (11 - 6 = 5), hence the use of 5 as offset (#define GREEN_OFFSET 5).



      Also common is using bit shifts for fast multiplication and division by powers of 2:



       i <<= x; // i *= 2^x;
      i >>= y; // i /= 2^y;






      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited Aug 8 '15 at 18:11









      Peter Mortensen

      13.4k1983111




      13.4k1983111










      answered Sep 26 '08 at 22:22









      robottobor

      7,00783235




      7,00783235







      • 1




        0x7e0 is the same as 11111100000 which is 2016 in decimal.
        – Saheed
        Mar 31 '15 at 22:20












      • 1




        0x7e0 is the same as 11111100000 which is 2016 in decimal.
        – Saheed
        Mar 31 '15 at 22:20







      1




      1




      0x7e0 is the same as 11111100000 which is 2016 in decimal.
      – Saheed
      Mar 31 '15 at 22:20




      0x7e0 is the same as 11111100000 which is 2016 in decimal.
      – Saheed
      Mar 31 '15 at 22:20










      up vote
      45
      down vote













      Bit Masking & Shifting



      Bit shifting is often used in low level graphics programming. For example a given pixel color value encoded in a 32-bit word.



       Pixel-Color Value in Hex: B9B9B900
      Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


      For better understanding, the same binary value labeled with what sections represents what color part.



       Red Green Blue Alpha
      Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


      Let's say for example we want to get the green value of this pixels color. We can easily get that value by masking and shifting.



      Our mask:



       Red Green Blue Alpha
      color : 10111001 10111001 10111001 00000000
      green_mask : 00000000 11111111 00000000 00000000

      masked_color = color & green_mask

      masked_color: 00000000 10111001 00000000 00000000


      The logical & operator ensures that only the values where the mask is 1 are kept. The last thing we now have to do, is to get the correct integer value by shifting all those bits to the right by 16 places (logical right shift).



       green_value = masked_color >>> 16


      Et voilá, we have the integer representing the amount of green in the pixels color:



       Pixels-Green Value in Hex: 000000B9
      Pixels-Green Value in Binary: 00000000 00000000 00000000 10111001
      Pixels-Green Value in Decimal: 185


      This is often used for encoding or decoding image formats like jpg,png,....






      share|improve this answer


























        up vote
        45
        down vote













        Bit Masking & Shifting



        Bit shifting is often used in low level graphics programming. For example a given pixel color value encoded in a 32-bit word.



         Pixel-Color Value in Hex: B9B9B900
        Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


        For better understanding, the same binary value labeled with what sections represents what color part.



         Red Green Blue Alpha
        Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


        Let's say for example we want to get the green value of this pixels color. We can easily get that value by masking and shifting.



        Our mask:



         Red Green Blue Alpha
        color : 10111001 10111001 10111001 00000000
        green_mask : 00000000 11111111 00000000 00000000

        masked_color = color & green_mask

        masked_color: 00000000 10111001 00000000 00000000


        The logical & operator ensures that only the values where the mask is 1 are kept. The last thing we now have to do, is to get the correct integer value by shifting all those bits to the right by 16 places (logical right shift).



         green_value = masked_color >>> 16


        Et voilá, we have the integer representing the amount of green in the pixels color:



         Pixels-Green Value in Hex: 000000B9
        Pixels-Green Value in Binary: 00000000 00000000 00000000 10111001
        Pixels-Green Value in Decimal: 185


        This is often used for encoding or decoding image formats like jpg,png,....






        share|improve this answer
























          up vote
          45
          down vote










          up vote
          45
          down vote









          Bit Masking & Shifting



          Bit shifting is often used in low level graphics programming. For example a given pixel color value encoded in a 32-bit word.



           Pixel-Color Value in Hex: B9B9B900
          Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


          For better understanding, the same binary value labeled with what sections represents what color part.



           Red Green Blue Alpha
          Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


          Let's say for example we want to get the green value of this pixels color. We can easily get that value by masking and shifting.



          Our mask:



           Red Green Blue Alpha
          color : 10111001 10111001 10111001 00000000
          green_mask : 00000000 11111111 00000000 00000000

          masked_color = color & green_mask

          masked_color: 00000000 10111001 00000000 00000000


          The logical & operator ensures that only the values where the mask is 1 are kept. The last thing we now have to do, is to get the correct integer value by shifting all those bits to the right by 16 places (logical right shift).



           green_value = masked_color >>> 16


          Et voilá, we have the integer representing the amount of green in the pixels color:



           Pixels-Green Value in Hex: 000000B9
          Pixels-Green Value in Binary: 00000000 00000000 00000000 10111001
          Pixels-Green Value in Decimal: 185


          This is often used for encoding or decoding image formats like jpg,png,....






          share|improve this answer














          Bit Masking & Shifting



          Bit shifting is often used in low level graphics programming. For example a given pixel color value encoded in a 32-bit word.



           Pixel-Color Value in Hex: B9B9B900
          Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


          For better understanding, the same binary value labeled with what sections represents what color part.



           Red Green Blue Alpha
          Pixel-Color Value in Binary: 10111001 10111001 10111001 00000000


          Let's say for example we want to get the green value of this pixels color. We can easily get that value by masking and shifting.



          Our mask:



           Red Green Blue Alpha
          color : 10111001 10111001 10111001 00000000
          green_mask : 00000000 11111111 00000000 00000000

          masked_color = color & green_mask

          masked_color: 00000000 10111001 00000000 00000000


          The logical & operator ensures that only the values where the mask is 1 are kept. The last thing we now have to do, is to get the correct integer value by shifting all those bits to the right by 16 places (logical right shift).



           green_value = masked_color >>> 16


          Et voilá, we have the integer representing the amount of green in the pixels color:



           Pixels-Green Value in Hex: 000000B9
          Pixels-Green Value in Binary: 00000000 00000000 00000000 10111001
          Pixels-Green Value in Decimal: 185


          This is often used for encoding or decoding image formats like jpg,png,....







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Dec 27 '15 at 23:25

























          answered Mar 31 '15 at 10:49









          Basti Funck

          876924




          876924




















              up vote
              27
              down vote













              One gotcha is that the following is implementation dependent (according to the ANSI standard):



              char x = -1;
              x >> 1;


              x can now be 127 (01111111) or still -1 (11111111).



              In practice, it's usually the latter.






              share|improve this answer


















              • 4




                If I recall it correctly, the ANSI C standard explicitly says this is implementation-dependent, so you need to check your compiler's documentation to see how it's implemented if you want to right-shift signed integers on your code.
                – Joe Pineda
                Sep 26 '08 at 20:46










              • Yes, I just wanted to emphasize the ANSI standard itself says so, it's not a case where vendors are simply not following the standard or that the standard says nothing about this particualr case.
                – Joe Pineda
                Sep 27 '08 at 0:17






              • 1




                @AShelly Its arithmetic vs logical right shift.
                – abc
                Apr 27 '13 at 4:26














              up vote
              27
              down vote













              One gotcha is that the following is implementation dependent (according to the ANSI standard):



              char x = -1;
              x >> 1;


              x can now be 127 (01111111) or still -1 (11111111).



              In practice, it's usually the latter.






              share|improve this answer


















              • 4




                If I recall it correctly, the ANSI C standard explicitly says this is implementation-dependent, so you need to check your compiler's documentation to see how it's implemented if you want to right-shift signed integers on your code.
                – Joe Pineda
                Sep 26 '08 at 20:46










              • Yes, I just wanted to emphasize the ANSI standard itself says so, it's not a case where vendors are simply not following the standard or that the standard says nothing about this particualr case.
                – Joe Pineda
                Sep 27 '08 at 0:17






              • 1




                @AShelly Its arithmetic vs logical right shift.
                – abc
                Apr 27 '13 at 4:26












              up vote
              27
              down vote










              up vote
              27
              down vote









              One gotcha is that the following is implementation dependent (according to the ANSI standard):



              char x = -1;
              x >> 1;


              x can now be 127 (01111111) or still -1 (11111111).



              In practice, it's usually the latter.






              share|improve this answer














              One gotcha is that the following is implementation dependent (according to the ANSI standard):



              char x = -1;
              x >> 1;


              x can now be 127 (01111111) or still -1 (11111111).



              In practice, it's usually the latter.







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited Sep 27 '08 at 0:56

























              answered Sep 26 '08 at 20:07









              AShelly

              25.4k1170125




              25.4k1170125







              • 4




                If I recall it correctly, the ANSI C standard explicitly says this is implementation-dependent, so you need to check your compiler's documentation to see how it's implemented if you want to right-shift signed integers on your code.
                – Joe Pineda
                Sep 26 '08 at 20:46










              • Yes, I just wanted to emphasize the ANSI standard itself says so, it's not a case where vendors are simply not following the standard or that the standard says nothing about this particualr case.
                – Joe Pineda
                Sep 27 '08 at 0:17






              • 1




                @AShelly Its arithmetic vs logical right shift.
                – abc
                Apr 27 '13 at 4:26












              • 4




                If I recall it correctly, the ANSI C standard explicitly says this is implementation-dependent, so you need to check your compiler's documentation to see how it's implemented if you want to right-shift signed integers on your code.
                – Joe Pineda
                Sep 26 '08 at 20:46










              • Yes, I just wanted to emphasize the ANSI standard itself says so, it's not a case where vendors are simply not following the standard or that the standard says nothing about this particualr case.
                – Joe Pineda
                Sep 27 '08 at 0:17






              • 1




                @AShelly Its arithmetic vs logical right shift.
                – abc
                Apr 27 '13 at 4:26







              4




              4




              If I recall it correctly, the ANSI C standard explicitly says this is implementation-dependent, so you need to check your compiler's documentation to see how it's implemented if you want to right-shift signed integers on your code.
              – Joe Pineda
              Sep 26 '08 at 20:46




              If I recall it correctly, the ANSI C standard explicitly says this is implementation-dependent, so you need to check your compiler's documentation to see how it's implemented if you want to right-shift signed integers on your code.
              – Joe Pineda
              Sep 26 '08 at 20:46












              Yes, I just wanted to emphasize the ANSI standard itself says so, it's not a case where vendors are simply not following the standard or that the standard says nothing about this particualr case.
              – Joe Pineda
              Sep 27 '08 at 0:17




              Yes, I just wanted to emphasize the ANSI standard itself says so, it's not a case where vendors are simply not following the standard or that the standard says nothing about this particualr case.
              – Joe Pineda
              Sep 27 '08 at 0:17




              1




              1




              @AShelly Its arithmetic vs logical right shift.
              – abc
              Apr 27 '13 at 4:26




              @AShelly Its arithmetic vs logical right shift.
              – abc
              Apr 27 '13 at 4:26










              up vote
              11
              down vote













              I am writing tips and tricks only, may find useful in tests/exams.




              1. n = n*2: n = n<<1


              2. n = n/2: n = n>>1

              3. Checking if n is power of 2 (1,2,4,8,...): check !(n & (n-1))

              4. Getting xth bit of n: n |= (1 << x)

              5. Checking if x is even or odd: x&1 == 0 (even)

              6. Toggle the nth bit of x: x ^ (1<<n)





              share|improve this answer






















              • There must be a few more that you know by now?
                – ryyker
                Jun 6 '17 at 13:31










              • @ryyker I have added a few more. I will try to keep updating it :)
                – Ravi Prakash
                Jun 10 at 18:19










              • Are x and n 0 indexed?
                – reggaeguitar
                Oct 6 at 0:41














              up vote
              11
              down vote













              I am writing tips and tricks only, may find useful in tests/exams.




              1. n = n*2: n = n<<1


              2. n = n/2: n = n>>1

              3. Checking if n is power of 2 (1,2,4,8,...): check !(n & (n-1))

              4. Getting xth bit of n: n |= (1 << x)

              5. Checking if x is even or odd: x&1 == 0 (even)

              6. Toggle the nth bit of x: x ^ (1<<n)





              share|improve this answer






















              • There must be a few more that you know by now?
                – ryyker
                Jun 6 '17 at 13:31










              • @ryyker I have added a few more. I will try to keep updating it :)
                – Ravi Prakash
                Jun 10 at 18:19










              • Are x and n 0 indexed?
                – reggaeguitar
                Oct 6 at 0:41












              up vote
              11
              down vote










              up vote
              11
              down vote









              I am writing tips and tricks only, may find useful in tests/exams.




              1. n = n*2: n = n<<1


              2. n = n/2: n = n>>1

              3. Checking if n is power of 2 (1,2,4,8,...): check !(n & (n-1))

              4. Getting xth bit of n: n |= (1 << x)

              5. Checking if x is even or odd: x&1 == 0 (even)

              6. Toggle the nth bit of x: x ^ (1<<n)





              share|improve this answer














              I am writing tips and tricks only, may find useful in tests/exams.




              1. n = n*2: n = n<<1


              2. n = n/2: n = n>>1

              3. Checking if n is power of 2 (1,2,4,8,...): check !(n & (n-1))

              4. Getting xth bit of n: n |= (1 << x)

              5. Checking if x is even or odd: x&1 == 0 (even)

              6. Toggle the nth bit of x: x ^ (1<<n)






              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited Jun 10 at 18:17

























              answered Oct 11 '16 at 22:43









              Ravi Prakash

              13017




              13017











              • There must be a few more that you know by now?
                – ryyker
                Jun 6 '17 at 13:31










              • @ryyker I have added a few more. I will try to keep updating it :)
                – Ravi Prakash
                Jun 10 at 18:19










              • Are x and n 0 indexed?
                – reggaeguitar
                Oct 6 at 0:41
















              • There must be a few more that you know by now?
                – ryyker
                Jun 6 '17 at 13:31










              • @ryyker I have added a few more. I will try to keep updating it :)
                – Ravi Prakash
                Jun 10 at 18:19










              • Are x and n 0 indexed?
                – reggaeguitar
                Oct 6 at 0:41















              There must be a few more that you know by now?
              – ryyker
              Jun 6 '17 at 13:31




              There must be a few more that you know by now?
              – ryyker
              Jun 6 '17 at 13:31












              @ryyker I have added a few more. I will try to keep updating it :)
              – Ravi Prakash
              Jun 10 at 18:19




              @ryyker I have added a few more. I will try to keep updating it :)
              – Ravi Prakash
              Jun 10 at 18:19












              Are x and n 0 indexed?
              – reggaeguitar
              Oct 6 at 0:41




              Are x and n 0 indexed?
              – reggaeguitar
              Oct 6 at 0:41










              up vote
              8
              down vote













              Note that in the Java implementation, the number of bits to shift is mod'd by the size of the source.



              For example:



              (long) 4 >> 65


              equals 2. You might expect shifting the bits to the right 65 times would zero everything out, but it's actually the equivalent of:



              (long) 4 >> (65 % 64)


              This is true for <<, >>, and >>>. I have not tried it out in other languages.






              share|improve this answer




















              • Huh, interesting! In C, this is technically undefined behavior. gcc 5.4.0 gives a warning, but gives 2 for 5 >> 65; as well.
                – pizzapants184
                Jan 15 at 5:25














              up vote
              8
              down vote













              Note that in the Java implementation, the number of bits to shift is mod'd by the size of the source.



              For example:



              (long) 4 >> 65


              equals 2. You might expect shifting the bits to the right 65 times would zero everything out, but it's actually the equivalent of:



              (long) 4 >> (65 % 64)


              This is true for <<, >>, and >>>. I have not tried it out in other languages.






              share|improve this answer




















              • Huh, interesting! In C, this is technically undefined behavior. gcc 5.4.0 gives a warning, but gives 2 for 5 >> 65; as well.
                – pizzapants184
                Jan 15 at 5:25












              up vote
              8
              down vote










              up vote
              8
              down vote









              Note that in the Java implementation, the number of bits to shift is mod'd by the size of the source.



              For example:



              (long) 4 >> 65


              equals 2. You might expect shifting the bits to the right 65 times would zero everything out, but it's actually the equivalent of:



              (long) 4 >> (65 % 64)


              This is true for <<, >>, and >>>. I have not tried it out in other languages.






              share|improve this answer












              Note that in the Java implementation, the number of bits to shift is mod'd by the size of the source.



              For example:



              (long) 4 >> 65


              equals 2. You might expect shifting the bits to the right 65 times would zero everything out, but it's actually the equivalent of:



              (long) 4 >> (65 % 64)


              This is true for <<, >>, and >>>. I have not tried it out in other languages.







              share|improve this answer












              share|improve this answer



              share|improve this answer










              answered Aug 28 '15 at 13:16









              Patrick Monkelban

              11614




              11614











              • Huh, interesting! In C, this is technically undefined behavior. gcc 5.4.0 gives a warning, but gives 2 for 5 >> 65; as well.
                – pizzapants184
                Jan 15 at 5:25
















              • Huh, interesting! In C, this is technically undefined behavior. gcc 5.4.0 gives a warning, but gives 2 for 5 >> 65; as well.
                – pizzapants184
                Jan 15 at 5:25















              Huh, interesting! In C, this is technically undefined behavior. gcc 5.4.0 gives a warning, but gives 2 for 5 >> 65; as well.
              – pizzapants184
              Jan 15 at 5:25




              Huh, interesting! In C, this is technically undefined behavior. gcc 5.4.0 gives a warning, but gives 2 for 5 >> 65; as well.
              – pizzapants184
              Jan 15 at 5:25










              up vote
              -2
              down vote













              Be aware of that only 32 bit version of PHP is available on the Windows platform.



              Then if you for instance shift << or >> more than by 31 bits, results are unexpectable. Usually the original number instead of zeros will be returned, and it can be a really tricky bug.



              Of course if you use 64 bit version of PHP (unix), you should avoid shifting by more than 63 bits. However, for instance, MySQL uses the 64-bit BIGINT, so there should not be any compatibility problems.



              UPDATE: From PHP7 Windows, php builds are finally able to use full 64bit integers:
              The size of an integer is platform-dependent, although a maximum value of about two billion is the usual value (that's 32 bits signed). 64-bit platforms usually have a maximum value of about 9E18, except on Windows prior to PHP 7, where it was always 32 bit.






              share|improve this answer


























                up vote
                -2
                down vote













                Be aware of that only 32 bit version of PHP is available on the Windows platform.



                Then if you for instance shift << or >> more than by 31 bits, results are unexpectable. Usually the original number instead of zeros will be returned, and it can be a really tricky bug.



                Of course if you use 64 bit version of PHP (unix), you should avoid shifting by more than 63 bits. However, for instance, MySQL uses the 64-bit BIGINT, so there should not be any compatibility problems.



                UPDATE: From PHP7 Windows, php builds are finally able to use full 64bit integers:
                The size of an integer is platform-dependent, although a maximum value of about two billion is the usual value (that's 32 bits signed). 64-bit platforms usually have a maximum value of about 9E18, except on Windows prior to PHP 7, where it was always 32 bit.






                share|improve this answer
























                  up vote
                  -2
                  down vote










                  up vote
                  -2
                  down vote









                  Be aware of that only 32 bit version of PHP is available on the Windows platform.



                  Then if you for instance shift << or >> more than by 31 bits, results are unexpectable. Usually the original number instead of zeros will be returned, and it can be a really tricky bug.



                  Of course if you use 64 bit version of PHP (unix), you should avoid shifting by more than 63 bits. However, for instance, MySQL uses the 64-bit BIGINT, so there should not be any compatibility problems.



                  UPDATE: From PHP7 Windows, php builds are finally able to use full 64bit integers:
                  The size of an integer is platform-dependent, although a maximum value of about two billion is the usual value (that's 32 bits signed). 64-bit platforms usually have a maximum value of about 9E18, except on Windows prior to PHP 7, where it was always 32 bit.






                  share|improve this answer














                  Be aware of that only 32 bit version of PHP is available on the Windows platform.



                  Then if you for instance shift << or >> more than by 31 bits, results are unexpectable. Usually the original number instead of zeros will be returned, and it can be a really tricky bug.



                  Of course if you use 64 bit version of PHP (unix), you should avoid shifting by more than 63 bits. However, for instance, MySQL uses the 64-bit BIGINT, so there should not be any compatibility problems.



                  UPDATE: From PHP7 Windows, php builds are finally able to use full 64bit integers:
                  The size of an integer is platform-dependent, although a maximum value of about two billion is the usual value (that's 32 bits signed). 64-bit platforms usually have a maximum value of about 9E18, except on Windows prior to PHP 7, where it was always 32 bit.







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Sep 26 '17 at 20:42

























                  answered Oct 23 '15 at 14:28









                  lukyer

                  3,46912123




                  3,46912123















                      protected by Robert Harvey Mar 7 '13 at 18:17



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