I'm new into unit testing and I came across a problem.
My application is reading in a file with lots of data frames and the tests are supposed to validate how my program deals with them.
There are different kind of errors that can occur reading these frames, and they can happen anywhere in the file. Reading through the entire file can take 2 seconds and the amount of tests can become massive.
Which means that reading in the file just once and testing it for all errors in that one run would be the most effective way. However, that is against the common test pattern I see recommended everywhere. Common test pattern recommend to have 1 test method per test, but this would mean if I want to test 10 things I have to read through the entire file 10 times. Especially when they get more and more this would be very ineffective through. There are no shortcuts possible, all these tests require to read the whole file.
I know the types of errors that can occur, I just do not know where and if it's there before the test starts.
My current "dirty" solution is to add all errors to a list and output that list later with an assert.fail, but I've read multiple times that this is indeed a very dirty solution.
One idea I had was that one thread reads through the file and "feeds" all test methods with the next record, and waits for them until it proceeds. However, I do not believe it is possible to pull this off.
Any idea on how to make this clean and effective? Or should I just take the cheat and add them all to a list like I'm doing right now? Most internet examples are too much perfect world examples and it's hard to find solutions for things like this.
Edit: I'm aware it's possible to execute tests in Parallel, but wouldn't this just delay the inevitable bottle neck?
Edit2:
This is the design of the code.
private List<TestError> errors;
private Session session;
private MemoryStream mStr;
private void Init()
{
errors = new List<TestError>();
session = new Session();
var test = NUnit.Framework.TestContext.CurrentContext.Test;
mStr = new MemoryStream(File.ReadAllBytes(TestContext.CurrentContext.TestDirectory + "\\Files\\" + test.ClassName.Split('.')[2] + "_" + test.MethodName + ".bin"));
session.StartRawDataRecording(mStr,
true, true);
}
[Test]
public async Task Test1()
{
Init();
var recorder = session.Recorder as RawDataRecorder;
while (!recorder.IsCancelled)
{
await recorder.ManualLoopTick();
if({condition1})
errors.Add(new TestError("condition1", "condition1 occured"));
if({condition2})
errors.Add(new TestError("condition2", "condition2 occured"));
}
if(errors.Count > 0)
{
StringBuilder b = new StringBuilder();
b.AppendLine("Run Errors:");
for (int i = 0; i < errors.Count;++i)
{
var err = errors[i];
b.AppendLine(String.Format("Error: {0}, Message: {1}",err.Error,err.Message));
b.AppendLine("Stacktrace: " + err.StackTrace);
b.AppendLine();
}
Assert.Fail(b.ToString());
}
Related
I have a project which is a Web API project, my project is accessed by multiple users (i mean a really-really lot of users). When my project being accessed from frontend (web page using HTML 5), and user doing something like updating or retrieving data, the backend app (web API) will write a single log file (a .log file but the content is JSON).
The problem is, when being accessed by multiple users, the frontend became unresponsive (always loading). The problem is in writing process of the log file (single log file being accessed by a really-really lot of users). I heard that using a multi threading technique can solve the problem, but i don't know which method. So, maybe anyone can help me please.
Here is my code (sorry if typo, i use my smartphone and mobile version of stack overflow):
public static void JsonInputLogging<T>(T m, string methodName)
{
MemoryStream ms = new MemoryStream();
DataContractJsonSerializer ser = new
DataContractJsonSerializer(typeof(T));
ser.WriteObject(ms, m);
string jsonString = Encoding.UTF8.GetString(ms.ToArray());
ms.Close();
logging("MethodName: " + methodName + Environment.NewLine + jsonString.ToString());
}
public static void logging (string message)
{
string pathLogFile = "D:\jsoninput.log";
FileInfo jsonInputFile = new FileInfo(pathLogFile);
if (File.Exists(jsonInputFile.ToString()))
{
long fileLength = jsonInputFile.Length;
if (fileLength > 1000000)
{
File.Move(pathLogFile, pathLogFile.Replace(*some new path*);
}
}
File.AppendAllText(pathLogFile, *some text*);
}
You have to understand some internals here first. For each [x] users, ASP.Net will use a single worker process. One worker process holds multiple threads. If you're using multiple instances on the cloud, it's even worse because then you also have multiple server instances (I assume this ain't the case).
A few problems here:
You have multiple users and therefore multiple threads.
Multiple threads can deadlock each other writing the files.
You have multiple appdomains and therefore multiple processes.
Multiple processes can lock out each other
Opening and locking files
File.Open has a few flags for locking. You can basically lock files exclusively per process, which is a good idea in this case. A two-step approach with Exists and Open won't help, because in between another worker process might do something. Bascially the idea is to call Open with write-exclusive access and if it fails, try again with another filename.
This basically solves the issue with multiple processes.
Writing from multiple threads
File access is single threaded. Instead of writing your stuff to a file, you might want to use a separate thread to do the file access, and multiple threads that tell the thing to write.
If you have more log requests than you can handle, you're in the wrong zone either way. In that case, the best way to handle it for logging IMO is to simply drop the data. In other words, make the logger somewhat lossy to make life better for your users. You can use the queue for that as well.
I usually use a ConcurrentQueue for this and a separate thread that works away all the logged data.
This is basically how to do this:
// Starts the worker thread that gets rid of the queue:
internal void Start()
{
loggingWorker = new Thread(LogHandler)
{
Name = "Logging worker thread",
IsBackground = true,
Priority = ThreadPriority.BelowNormal
};
loggingWorker.Start();
}
We also need something to do the actual work and some variables that are shared:
private Thread loggingWorker = null;
private int loggingWorkerState = 0;
private ManualResetEventSlim waiter = new ManualResetEventSlim();
private ConcurrentQueue<Tuple<LogMessageHandler, string>> queue =
new ConcurrentQueue<Tuple<LogMessageHandler, string>>();
private void LogHandler(object o)
{
Interlocked.Exchange(ref loggingWorkerState, 1);
while (Interlocked.CompareExchange(ref loggingWorkerState, 1, 1) == 1)
{
waiter.Wait(TimeSpan.FromSeconds(10.0));
waiter.Reset();
Tuple<LogMessageHandler, string> item;
while (queue.TryDequeue(out item))
{
writeToFile(item.Item1, item.Item2);
}
}
}
Basically this code enables you to work away all the items from a single thread using a queue that's shared across threads. Note that ConcurrentQueue doesn't use locks for TryDequeue, so clients won't feel any pain because of this.
Last thing that's needed is to add stuff to the queue. That's the easy part:
public void Add(LogMessageHandler l, string msg)
{
if (queue.Count < MaxLogQueueSize)
{
queue.Enqueue(new Tuple<LogMessageHandler, string>(l, msg));
waiter.Set();
}
}
This code will be called from multiple threads. It's not 100% correct because Count and Enqueue don't necessarily have to be called in a consistent way - but for our intents and purposes it's good enough. It also doesn't lock in the Enqueue and the waiter will ensure that the stuff is removed by the other thread.
Wrap all this in a singleton pattern, add some more logic to it, and your problem should be solved.
That can be problematic, since every client request handled by new thread by default anyway. You need some "root" object that is known across the project (don't think you can achieve this in static class), so you can lock on it before you access the log file. However, note that it will basically serialize the requests, and probably will have a very bad effect on performance.
No multi-threading does not solve your problem. How are multiple threads supposed to write to the same file at the same time? You would need to care about data consistency and I don't think that's the actual problem here.
What you search is asynchronous programming. The reason your GUI becomes unresponsive is, that it waits for the tasks to complete. If you know, the logger is your bottleneck then use async to your advantage. Fire the log method and forget about the outcome, just write the file.
Actually I don't really think your logger is the problem. Are you sure there is no other logic which blocks you?
I am trying to do the following:
var path = Server.MapPath("File.js"));
// Create the file if it doesn't exist or if the application has been restarted
// and the file was created before the application restarted
if (!File.Exists(path) || ApplicationStartTime > File.GetLastWriteTimeUtc(path)) {
var script = "...";
using (var sw = File.CreateText(path)) {
sw.Write(script);
}
}
However occasionally the following error is sometimes thrown:
The process cannot access the file '...\File.js' because it is being
used by another process
I have looked on here for similar questions however mine seems slightly different from the others. Also I cannot replicate it until the server is under heavy load and therefore I wish to make sure it is correct before I upload the fix.
I'd appreciate it if someone could show me how to fix this.
Thanks
It sounds like two requests are running on your server at the same time, and they're both trying to write to that file at the same time.
You'll want to add in some sort of locking behavior, or else write a more robust architecture. Without knowing more about what specifically you're actually trying to accomplish with this file-writing procedure, the best I can suggest is locking. I'm generally not a fan of locking like this on web servers, since it makes requests depend on each other, but this would solve the problem.
Edit: Dirk pointed out below that this may or may not actually work. Depending on your web server configuration, static instances may not be shared, and the same result could occur. I've offered this as a proof of concept, but you should most definitely address the underlying problem.
private static object lockObj = new object();
private void YourMethod()
{
var path = Server.MapPath("File.js"));
lock (lockObj)
{
// Create the file if it doesn't exist or if the application has been restarted
// and the file was created before the application restarted
if (!File.Exists(path) || ApplicationStartTime > File.GetLastWriteTimeUtc(path))
{
var script = "...";
using (var sw = File.CreateText(path))
{
sw.Write(script);
}
}
}
}
But, again, I'd be tempted to reconsider what you're actually trying to accomplish with this. Perhaps you could build this file in the Application_Start method, or even just a static constructor. Doing it for every request is a messy approach that will be likely to cause issues. Particularly under heavy load, where every request will be forced to run synchronously.
I have the following code that throws an out of memory exception when writing large files. Is there something I'm missing?
I am not sure why it is throwing an out of memory error as I thought the Filestream would only use a maximum of 4096 bytes for the buffer? I am not entirely sure what it means by the Buffer to be honest and any advice would be appreciated.
public static async Task CreateRandomFile(string pathway, int size, IProgress<int> prog)
{
byte[] fileSize = new byte[size];
new Random().NextBytes(fileSize);
await Task.Run(() =>
{
using (FileStream fs = File.Create(pathway,4096))
{
for (int i = 0; i < size; i++)
{
fs.WriteByte(fileSize[i]);
prog.Report(i);
}
}
}
);
}
public static void p_ProgressChanged(object sender, int e)
{
int pos = Console.CursorTop;
Console.WriteLine("Progress Copied: " + e);
Console.SetCursorPosition (0, pos);
}
public static void Main()
{
Console.WriteLine("Testing CopyLearning");
//CopyFile()
Progress<int> p = new Progress<int>();
p.ProgressChanged += p_ProgressChanged;
Task ta = CreateRandomFile(#"D:\Programming\Testing\RandomFile.asd", 99999999, p);
ta.Wait();
}
Edit: the 99,999,999 was just created to make a 99MB file
Note: I have commented out prog.Report(i) and it will work fine.
It seems for some reason, the error occurs at the line
Console.writeline("Progress Copied: " + e);
I am not entirely sure why this causes an error? So the error might have been caused because of the progressEvent?
Edit 2: I have followed advice to change the code such that it reports progress every 4000 Bytes by using the following:
if (i%4000==0)
prog.Report(i);
For some reason. I am now able to write files up to 900MBs fine.
I guess the question is, why would the "Edit 2"'s code allow it to write up to 900MB just fine? Is it because it's reporting progress and writing to the console up to 4000x less than before? I didn't realize the Console would take up so much memory especially because I'm assuming all it's doing is outputting "Progress Copied"?
Edit 3:
For some reason when I change the following line as follows:
for (int i = 0; i < size; i++)
{
fs.WriteByte(fileSize[i]);
Console.Writeline(i)
prog.Report(i);
}
where there is a "Console.Writeline()" before the prog.Report(i), it would work fine and copy the file, albeit take a very long time to do so. This leads me to believe that this is a Console related issue for some reason but I am not sure as to what.
fs.WriteByte(fileSize[i]);
prog.Report(i);
You created a fire-hose problem. After deadlocks and threading races, probably the 3rd most likely problem caused by threads. And just as hard to diagnose.
Easiest to see by using the debugger's Debug + Windows + Threads window and look at thread that is executing CreateRandomFile(). With some luck, you'll see it is completed and has written all 99MB bytes. But the progress reported on the console is far behind this, having only reported 125KB bytes written, give or take.
Core issue is the way Progress<>.Report() works. It uses SynchronizationContext.Post() to invoke the ProgressChanged event handler. In a console mode app that will call ThreadPool.QueueUserWorkItem(). That's quite fast, your CreateRandomFile() method won't be bogged down much by it.
But the event handler itself is quite a lot slower, console output is not very fast. So in effect, you are adding threadpool work requests at an enormous rate, 99 million of them in a handful of seconds. No way for the threadpool scheduler to keep up, you'll have roughly 4 of them executing at the same time. All competing to write to the console as well, only one of them can acquire the underlying lock.
So it is the threadpool scheduler that causes OOM, forced to store so many work requests.
And sure, when you call Report() less frequently then the fire-hose problem is a lot less worse. Not actually that simple to ensure it never causes a problem, although directly calling Console.Write() is an obvious fix. Ultimately simple, create a usable UI that is useful to a human. Nobody likes a crazily scrolling window or a blur of text. Reporting progress no more frequently than 20 times per second is plenty good enough for the user's eyes, the console has no trouble keeping up with that.
I've been trying to get what I believe to be the simplest possible form of threading to work in my application but I just can't do it.
What I want to do: I have a main form with a status strip and a progress bar on it. I have to read something between 3 and 99 files and add their hashes to a string[] which I want to add to a list of all files with their respective hashes. Afterwards I have to compare the items on that list to a database (which comes in text files).
Once all that is done, I have to update a textbox in the main form and the progressbar to 33%; mostly I just don't want the main form to freeze during processing.
The files I'm working with always sum up to 1.2GB (+/- a few MB), meaning I should be able to read them into byte[]s and process them from there (I have to calculate CRC32, MD5 and SHA1 of each of those files so that should be faster than reading all of them from a HDD 3 times).
Also I should note that some files may be 1MB while another one may be 1GB. I initially wanted to create 99 threads for 99 files but that seems not wise, I suppose it would be best to reuse threads of small files while bigger file threads are still running. But that sounds pretty complicated to me so I'm not sure if that's wise either.
So far I've tried workerThreads and backgroundWorkers but neither seem to work too well for me; at least the backgroundWorkers worked SOME of the time, but I can't even figure out why they won't the other times... either way the main form still froze.
Now I've read about the Task Parallel Library in .NET 4.0 but I thought I should better ask someone who knows what he's doing before wasting more time on this.
What I want to do looks something like this (without threading):
List<string[]> fileSpecifics = new List<string[]>();
int fileMaxNumber = 42; // something between 3 and 99, depending on file set
for (int i = 1; i <= fileMaxNumber; i++)
{
string fileName = "C:\\path\\to\\file" + i.ToString("D2") + ".ext"; // file01.ext - file99.ext
string fileSize = new FileInfo(fileName).Length.ToString();
byte[] file = File.ReadAllBytes(fileName);
// hash calculations (using SHA1CryptoServiceProvider() etc., no problems with that so I'll spare you that, return strings)
file = null; // I didn't yet check if this made any actual difference but I figured it couldn't hurt
fileSpecifics.Add(new string[] { fileName, fileSize, fileCRC, fileMD5, fileSHA1 });
}
// look for files in text database mentioned above, i.e. first check for "file bundles" with the same amount of files I have here; then compare file sizes, then hashes
// again, no problems with that so I'll spare you that; the database text files are pretty small so parsing them doesn't need to be done in an extra thread.
Would anybody be kind enough to point me in the right direction? I'm looking for the easiest way to read and hash those files quickly (I believe the hashing takes some time in which other files could already be read) and save the output to a string[], without the main form freezing, nothing more, nothing less.
I'm thankful for any input.
EDIT to clarify: by "backgroundWorkers working some of the time" I meant that (for the very same set of files), maybe the first and fourth execution of my code produces the correct output and the UI unfreezes within 5 seconds, for the second, third and fifth execution it freezes the form (and after 60 seconds I get an error message saying some thread didn't respond within that time frame) and I have to stop execution via VS.
Thanks for all your suggestions and pointers, as you all have correctly guessed I'm completely new to threading and will have to read up on the great links you guys posted.
Then I'll give those methods a try and flag the answer that helped me the most. Thanks again!
With .NET Framework 4.X
Use Directory.EnumerateFiles Method for efficient/lazy files enumeration
Use Parallel.For() to delegate parallelism work to PLINQ framework or use TPL to delegate single Task per pipeline Stage
Use Pipelines pattern to pipeline following stages: calculating hashcodes, compare with pattern, update UI
To avoid UI freeze use appropriate techniques: for WPF use Dispatcher.BeginInvoke(), for WinForms use Invoke(), see this SO answer
Considering that all this stuff has UI it might be useful adding some cancellation feature to abandon long running operation if needed, take a look at the CreateLinkedTokenSource class which allows triggering CancellationToken from the "external scope"
I can try adding an example but it's worth do it yourself so you would learn all this stuff rather than simply copy/paste - > got it working -> forgot about it.
PS: Must read - Pipelines paper at MSDN
TPL specific pipeline implementation
Pipeline pattern implementation: three stages: calculate hash, match, update UI
Three tasks, one per stage
Two Blocking Queues
//
// 1) CalculateHashesImpl() should store all calculated hashes here
// 2) CompareMatchesImpl() should read input hashes from this queue
// Tuple.Item1 - hash, Typle.Item2 - file path
var calculatedHashes = new BlockingCollection<Tuple<string, string>>();
// 1) CompareMatchesImpl() should store all pattern matching results here
// 2) SyncUiImpl() method should read from this collection and update
// UI with available results
var comparedMatches = new BlockingCollection<string>();
var factory = new TaskFactory(TaskCreationOptions.LongRunning,
TaskContinuationOptions.None);
var calculateHashesWorker = factory.StartNew(() => CalculateHashesImpl(...));
var comparedMatchesWorker = factory.StartNew(() => CompareMatchesImpl(...));
var syncUiWorker= factory.StartNew(() => SyncUiImpl(...));
Task.WaitAll(calculateHashesWorker, comparedMatchesWorker, syncUiWorker);
CalculateHashesImpl():
private void CalculateHashesImpl(string directoryPath)
{
foreach (var file in Directory.EnumerateFiles(directoryPath))
{
var hash = CalculateHashTODO(file);
calculatedHashes.Add(new Tuple<string, string>(hash, file.Path));
}
}
CompareMatchesImpl():
private void CompareMatchesImpl()
{
foreach (var hashEntry in calculatedHashes.GetConsumingEnumerable())
{
// TODO: obviously return type is up to you
string matchResult = GetMathResultTODO(hashEntry.Item1, hashEntry.Item2);
comparedMatches.Add(matchResult);
}
}
SyncUiImpl():
private void UpdateUiImpl()
{
foreach (var matchResult in comparedMatches.GetConsumingEnumerable())
{
// TODO: track progress in UI using UI framework specific features
// to do not freeze it
}
}
TODO: Consider using CancellationToken as a parameter for all GetConsumingEnumerable() calls so you easily can stop a pipeline execution when needed.
First off, you should be using a higher level of abstraction to solve this problem. You have a bunch of tasks to complete, so use the "task" abstraction. You should be using the Task Parallel Library to do this sort of thing. Let the TPL deal with the question of how many worker threads to create -- the answer could be as low as one if the work is gated on I/O.
If you do want to do your own threading, some good advice:
Do not ever block on the UI thread. That's is what is freezing your application. Come up with a protocol by which working threads can communicate with your UI thread, which then does nothing except for responding to UI events. Remember that methods of user interface controls like task completion bars must never be called by any other thread other than the UI thread.
Do not create 99 threads to read 99 files. That's like getting 99 pieces of mail and hiring 99 assistants to write responses: an extraordinarily expensive solution to a simple problem. If your work is CPU intensive then there is no point in "hiring" more threads than you have CPUs to service them. (That's like hiring 99 assistants in an office that only has four desks. The assistants spend most of their time waiting for a desk to sit at instead of reading your mail.) If your work is disk-intensive then most of those threads are going to be idle most of the time waiting for the disk, which is an even bigger waste of resources.
First, I hope you are using a built-in library for calculating hashes. It's possible to write your own, but it's far safer to use something that has been around for a while.
You may need only create as many threads as CPUs if your process is CPU intensive. If it is bound by I/O, you might be able to get away with more threads.
I do not recommend loading the entire file into memory. Your hashing library should support updating a chunk at a time. Read a chunk into memory, use it to update the hashes of each algorighm, read the next chunk, and repeat until end of file. The chunked approach will help lower your program's memory demands.
As others have suggested, look into the Task Parallel Library, particularly Data Parallelism. It might be as easy as this:
Parallel.ForEach(fileSpecifics, item => CalculateHashes(item));
Check out TPL Dataflow. You can use a throttled ActionBlock which will manage the hard part for you.
If my understanding that you are looking to perform some tasks in the background and not block your UI, then the UI BackgroundWorker would be an appropriate choice. You mentioned that you got it working some of the time, so my recommendation would be to take what you had in a semi-working state, and improve upon it by tracking down the failures. If my hunch is correct, your worker was throwing an exception, which it does not appear you are handling in your code. Unhandled exceptions that bubble out of their containing threads make bad things happen.
This code hashing one file (stream) using two tasks - one for reading, second for hashing, for more robust way you should read more chunks forward.
Because bandwidth of processor is much higher than of disk, unless you use some high speed Flash drive you gain nothing from hashing more files concurrently.
public void TransformStream(Stream a_stream, long a_length = -1)
{
Debug.Assert((a_length == -1 || a_length > 0));
if (a_stream.CanSeek)
{
if (a_length > -1)
{
if (a_stream.Position + a_length > a_stream.Length)
throw new IndexOutOfRangeException();
}
if (a_stream.Position >= a_stream.Length)
return;
}
System.Collections.Concurrent.ConcurrentQueue<byte[]> queue =
new System.Collections.Concurrent.ConcurrentQueue<byte[]>();
System.Threading.AutoResetEvent data_ready = new System.Threading.AutoResetEvent(false);
System.Threading.AutoResetEvent prepare_data = new System.Threading.AutoResetEvent(false);
Task reader = Task.Factory.StartNew(() =>
{
long total = 0;
for (; ; )
{
byte[] data = new byte[BUFFER_SIZE];
int readed = a_stream.Read(data, 0, data.Length);
if ((a_length == -1) && (readed != BUFFER_SIZE))
data = data.SubArray(0, readed);
else if ((a_length != -1) && (total + readed >= a_length))
data = data.SubArray(0, (int)(a_length - total));
total += data.Length;
queue.Enqueue(data);
data_ready.Set();
if (a_length == -1)
{
if (readed != BUFFER_SIZE)
break;
}
else if (a_length == total)
break;
else if (readed != BUFFER_SIZE)
throw new EndOfStreamException();
prepare_data.WaitOne();
}
});
Task hasher = Task.Factory.StartNew((obj) =>
{
IHash h = (IHash)obj;
long total = 0;
for (; ; )
{
data_ready.WaitOne();
byte[] data;
queue.TryDequeue(out data);
prepare_data.Set();
total += data.Length;
if ((a_length == -1) || (total < a_length))
{
h.TransformBytes(data, 0, data.Length);
}
else
{
int readed = data.Length;
readed = readed - (int)(total - a_length);
h.TransformBytes(data, 0, data.Length);
}
if (a_length == -1)
{
if (data.Length != BUFFER_SIZE)
break;
}
else if (a_length == total)
break;
else if (data.Length != BUFFER_SIZE)
throw new EndOfStreamException();
}
}, this);
reader.Wait();
hasher.Wait();
}
Rest of code here: http://hashlib.codeplex.com/SourceControl/changeset/view/71730#514336
I need an Http request that I can use in .Net which takes under 100 ms. I'm able to achieve this in my browser so I really don't see why this is such a problem in code.
I've tried WinHTTP as well as WebRequest.Create and both of them are over 500ms which isn't acceptable for my use case.
Here are examples of the simple test I'm trying to pass. (WinHttpFetcher is a simple wrapper I wrote but it does the most trivial example of a Get Request that I'm not sure it's worth pasting.)
I'm getting acceptable results with LibCurlNet but if there are simultaneous usages of the class I get an access violation. Also since it's not managed code and has to be copied to bin directory, it's not ideal to deploy with my open source project.
Any ideas of another implementation to try?
[Test]
public void WinHttp_Should_Get_Html_Quickly()
{
var fetcher = new WinHttpFetcher();
var startTime = DateTime.Now;
var result = fetcher.Fetch(new Uri("http://localhost"));
var endTime = DateTime.Now;
Assert.Less((endTime - startTime).TotalMilliseconds, 100);
}
[Test]
public void WebRequest_Should_Get_Html_Quickly()
{
var startTime = DateTime.Now;
var req = (HttpWebRequest) WebRequest.Create("http://localhost");
var response = req.GetResponse();
var endTime = DateTime.Now;
Assert.Less((endTime - startTime).TotalMilliseconds, 100);
}
When benchmarking, it is best to discard at least the first two timings as they are likely to skew the results:
Timing 1: Dominated by JIT overhead i.e. the process of turning byte code into native code.
Timing 2: A possible optimization pass for the JIT'd code.
Timings after this will reflect repeat performance much better.
The following is an example of a test harness that will automatically disregard JIT and optimization passes, and run a test a set number of iterations before taking an average to assert performance. As you can see the JIT pass takes a substantial amount of time.
JIT:410.79ms
Optimize:0.98ms.
Average over 10 iterations:0.38ms
Code:
[Test]
public void WebRequest_Should_Get_Html_Quickly()
{
private const int TestIterations = 10;
private const int MaxMilliseconds = 100;
Action test = () =>
{
WebRequest.Create("http://localhost/iisstart.htm").GetResponse();
};
AssertTimedTest(TestIterations, MaxMilliseconds, test);
}
private static void AssertTimedTest(int iterations, int maxMs, Action test)
{
double jit = Execute(test); //disregard jit pass
Console.WriteLine("JIT:{0:F2}ms.", jit);
double optimize = Execute(test); //disregard optimize pass
Console.WriteLine("Optimize:{0:F2}ms.", optimize);
double totalElapsed = 0;
for (int i = 0; i < iterations; i++) totalElapsed += Execute(test);
double averageMs = (totalElapsed / iterations);
Console.WriteLine("Average:{0:F2}ms.", averageMs);
Assert.Less(averageMs, maxMs, "Average elapsed test time.");
}
private static double Execute(Action action)
{
Stopwatch stopwatch = Stopwatch.StartNew();
action();
return stopwatch.Elapsed.TotalMilliseconds;
}
Use the StopWatch class to get accurate timings.
Then, make sure you're not seeing the results of un-optimized code or JIT compilation by running your timing test several times in Release code. Discard the first few calls to remove he impact of JIT and then take the mean tidings of the rest.
VS.NET has the ability to measure performance, and you might also want to use something like Fiddler to see how much time you're spending "on the wire" and sanity check that it's not your IIS/web server causing the delays.
500ms is a very long time, and it's possible to be in the 10s of ms with these classes, so don't give up hope (yet).
Update #1:
This is a great article that talks about micro benchmarking and what's needed to avoid seeing things like JIT:
http://blogs.msdn.com/b/vancem/archive/2009/02/06/measureit-update-tool-for-doing-microbenchmarks.aspx
You're not quite micro-benchmarking, but there are lots of best practices in here.
Update #2:
So, I wrote this console app (using VS.NET 2010)...
class Program
{
static void Main(string[] args)
{
var stopwatch = Stopwatch.StartNew();
var req = (HttpWebRequest)WebRequest.Create("http://localhost");
var response = req.GetResponse();
Console.WriteLine(stopwatch.ElapsedMilliseconds);
}
}
... and Ctrl-F5'd it. It was compiled as debug, but I ran it without debugging, and I got 63ms. I'm running this on my Windows 7 laptop, and so http://localhost brings back the default IIS7 home page. Running it again I get similar times.
Running a Release build gives times in the 50ms to 55ms range.
This is the order of magnitude I'd expect. Clearly, if your website is performing an ASP.NET recompile, or recycling the app pool, or doing lots of back end processing, then your timings will differ. If your markup is massive then it will also differ, but none of the classes you're using client side should be the rate limiting steps here. It'll be the network hope and/or the remote app processing.
Try setting the Proxy property of the HttpWebRequest instance to null.
If that works, then try setting it to GlobalProxySelection.GetEmptyWebProxy(), which seems to be more correct.
You can read more about it here:
- WebRequest slow?: http://holyhoehle.wordpress.com/2010/01/12/webrequest-slow/
Update 2018: Pulling this up from the comments.
System.Net.GlobalProxySelection is obsolete.This class has been deprecated. Please use WebRequest.DefaultWebProxy instead to access and set the global default proxy. Use null instead of GetEmptyWebProxy(). – jirarium Jul 22 '17 at 5:44