How I can adjust stopwatch to get the same values every time?
For this code for example:
Stopwatch w = new Stopwatch();
for (int i = 0; i < 40; i++)
{
w.Start();
test();
w.Stop();
w.Reset();
Console.WriteLine(w.ElapsedMilliseconds);
}
I get different value each time.
That's because of interruptions and how much resources your process/thread got allocated during execution. You can't do anything about it.
You should run your measurement multiple times and do some statistical analysis on the results: either average, median or e.g. 75th percentile
Related
This is my first attempt at parallel programming.
I'm writing a test console app before using this in my real app and I can't seem to get it right. When I run this, the parallel search is always faster than the sequential one, but the parallel search never finds the correct value. What am I doing wrong?
I tried it without using a partitioner (just Parallel.For); it was slower than the sequential loop and gave the wrong number. I saw a Microsoft doc that said for simple computations, using Partitioner.Create can speed things up. So I tried that but still got the wrong values. Then I saw Interlocked, but I think I'm using it wrong.
Any help would be greatly appreciated
Random r = new Random();
Stopwatch timer = new Stopwatch();
do {
// Make and populate a list
List<short> test = new List<short>();
for (int x = 0; x <= 10000000; x++)
{
test.Add((short)(r.Next(short.MaxValue) * r.NextDouble()));
}
// Initialize result variables
short rMin = short.MaxValue;
short rMax = 0;
// Do min/max normal search
timer.Start();
foreach (var amp in test)
{
rMin = Math.Min(rMin, amp);
rMax = Math.Max(rMax, amp);
}
timer.Stop();
// Display results
Console.WriteLine($"rMin: {rMin} rMax: {rMax} Time: {timer.ElapsedMilliseconds}");
// Initialize parallel result variables
short pMin = short.MaxValue;
short pMax = 0;
// Create list partioner
var rangePortioner = Partitioner.Create(0, test.Count);
// Do min/max parallel search
timer.Restart();
Parallel.ForEach(rangePortioner, (range, loop) =>
{
short min = short.MaxValue;
short max = 0;
for (int i = range.Item1; i < range.Item2; i++)
{
min = Math.Min(min, test[i]);
max = Math.Max(max, test[i]);
}
_ = Interlocked.Exchange(ref Unsafe.As<short, int>(ref pMin), Math.Min(pMin, min));
_ = Interlocked.Exchange(ref Unsafe.As<short, int>(ref pMax), Math.Max(pMax, max));
});
timer.Stop();
// Display results
Console.WriteLine($"pMin: {pMin} pMax: {pMax} Time: {timer.ElapsedMilliseconds}");
Console.WriteLine("Press enter to run again; any other key to quit");
} while (Console.ReadKey().Key == ConsoleKey.Enter);
Sample output:
rMin: 0 rMax: 32746 Time: 106
pMin: 0 pMax: 32679 Time: 66
Press enter to run again; any other key to quit
The correct way to do a parallel search like this is to compute local values for each thread used, and then merge the values at the end. This ensures that synchronization is only needed at the final phase:
var items = Enumerable.Range(0, 10000).ToList();
int globalMin = int.MaxValue;
int globalMax = int.MinValue;
Parallel.ForEach<int, (int Min, int Max)>(
items,
() => (int.MaxValue, int.MinValue), // Create new min/max values for each thread used
(item, state, localMinMax) =>
{
var localMin = Math.Min(item, localMinMax.Min);
var localMax = Math.Max(item, localMinMax.Max);
return (localMin, localMax); // return the new min/max values for this thread
},
localMinMax => // called one last time for each thread used
{
lock(items) // Since this may run concurrently, synchronization is needed
{
globalMin = Math.Min(globalMin, localMinMax.Min);
globalMax = Math.Max(globalMax, localMinMax.Max);
}
});
As you can see this is quite a bit more complex than a regular loop, and this is not even doing anything fancy like partitioning. An optimized solution would work over larger blocks to reduce overhead, but this is omitted for simplicity, and it looks like the OP is aware such issues already.
Be aware that multi threaded programming is difficult. While it is a great idea to try out such techniques in a playground rather than a real program, I would still suggest that you should start by studying the potential dangers of thread safety, there is fairly easy to find good resources about this.
Not all problems will be as obviously wrong like this, and it is quite easy to cause issues that breaks once in a million, or only when the cpu load is high, or only on single CPU systems, or issues that are only detected long after the code is put into production. It is a good practice to be paranoid whenever multiple threads may read and write the same memory concurrently.
I would also recommend learning about immutable data types, and pure functions, since these are much safer and easier to reason about once multiple threads are involved.
Interlocked.Exchange is thread safe only for Exchange, every Math.Min and Math.Max can be with race condition. You should compute min/max for every batch separately and then join results.
Using low-lock techniques like the Interlocked class is tricky and advanced. Taking into consideration that your experience in multithreading is not excessive, I would say go with a simple and trusty lock:
object locker = new object();
//...
lock (locker)
{
pMin = Math.Min(pMin, min);
pMax = Math.Max(pMax, max);
}
I need to convert a large List of length n into a double[n,1] array. What is the fastest way to make the conversion?
For further background this is to pass into an set Excel object's Range.Value which requires a two dimensional array.
I'm writing this on the assumption that you really want the most efficient way to do this. Extreme performance almost always comes with a trade-off, usually code readability.
I can still substantially optimize one part of this as the comments note, but I didn't want to go overboard using dynamic methods on first pass.
const int TEST_SIZE = 100 * 1000;
//Test data setup
var list = new List<double>();
for (int i = 0; i < TEST_SIZE; i++)
list.Add(i);
//Grab the list's underlying array, which is not public
//This can be made MUCH faster with dynamic methods if you want me to optimize
var underlying = (double[])typeof(List<double>)
.GetField("_items", BindingFlags.NonPublic | BindingFlags.Instance)
.GetValue(list);
//We need the actual length of the list because there can be extra space in the array
//Do NOT use "underlying.Length"
int underlyingLength = list.Count;
//Benchmark it
var sw = Stopwatch.StartNew();
var twodarray = new double[underlyingLength, 1];
Buffer.BlockCopy(underlying, 0, twodarray, 0, underlyingLength * sizeof(double));
var elapsed = sw.Elapsed;
Console.WriteLine($"Elapsed: {elapsed}");
Output:
Elapsed: 00:00:00.0001998
Hardware used:
AMD Ryzen 7 3800X # 3.9 Ghz
32 GB DDR4 3200 RAM
I think this is what you want.
This operation will take no more than a few milliseconds even on a slow core. So why bother? How many times will you do this conversion? If millions of times, than try to find a better approach. But if you do this when the end-user presses a button...
Criticize the answer, but please providing metrics if about efficiency.
// Populate a List with 100.000 doubles
Random r = new Random();
List<double> dList = new List<double>();
int i = 0;
while (i++ < 100000) dList.Add(r.NextDouble());
// Convert to double[100000,1]
Stopwatch chrono = Stopwatch.StartNew();
// Conversion:
double[,] ddArray = new double[dList.Count, 1];
int dIndex = 0;
dList.ForEach((x) => ddArray[dIndex++, 0] = x);
Console.WriteLine("Completed in: {0}ms", chrono.Elapsed);
Outputs: (10 repetitions) - Maximum: 2.6 ms
Completed in: 00:00:00.0020677ms
Completed in: 00:00:00.0026287ms
Completed in: 00:00:00.0013854ms
Completed in: 00:00:00.0010382ms
Completed in: 00:00:00.0019168ms
Completed in: 00:00:00.0011480ms
Completed in: 00:00:00.0011172ms
Completed in: 00:00:00.0013586ms
Completed in: 00:00:00.0017165ms
Completed in: 00:00:00.0010508ms
Edit 1.
double[,] ddArray = new double[dList.Count, 1];
foreach (double x in dList) ddArray[dIndex++, 0] = x;
seems just a little bit faster, but needs more testing:
Completed in: 00:00:00.0020318ms
Completed in: 00:00:00.0019077ms
Completed in: 00:00:00.0023162ms
Completed in: 00:00:00.0015881ms
Completed in: 00:00:00.0013692ms
Completed in: 00:00:00.0022482ms
Completed in: 00:00:00.0015960ms
Completed in: 00:00:00.0012306ms
Completed in: 00:00:00.0015039ms
Completed in: 00:00:00.0016553ms
I need to find the time elapsed between two functions doing the same operation but written in different algorithm. I need to find the fastest among the two
Here is my code snippet
Stopwatch sw = new Stopwatch();
sw.Start();
Console.WriteLine(sample.palindrome()); // algorithm 1
sw.Stop();
Console.WriteLine(sw.ElapsedMilliseconds);//tried sw.elapsed and sw.elapsedticks
sw.Reset(); //tried with and without reset
sw.Start();
Console.WriteLine(sample.isPalindrome()); //algorithm 2
sw.Stop();
Console.WriteLine(sw.ElapsedMilliseconds);
Technically this should give the time taken for two algorithms. This gives that the algorithm 2 is faster. But it gives different time if I interchange the calling of two function. Like if I call algorithm2 first and algorithm1 second it says algorithm1 is faster.
I dont know what I am doing wrong.
I assume your palindrome methods runs extremely fast in this example and therefore in order to get a real result you will need to run them a couple of times and then decide which is faster.
Something like this:
int numberOfIterations = 1000; // you decide on a reasonable threshold.
sample.palindrome(); // Call this the first time and avoid measuring the JIT compile time
Stopwatch sw = new Stopwatch();
sw.Start();
for(int i = 0 ; i < numberOfIterations ; i++)
{
sample.palindrome(); // why console write?
}
sw.Stop();
Console.WriteLine(sw.ElapsedMilliseconds); // or sw.ElapsedMilliseconds/numberOfIterations
Now do the same for the second method and you will get more realistic results.
What you must do is execute both methods before the actual calculated tests for the compiled code to be JIT'd. Then test with multiple tries. Here is a code mockup.
The compiled code in CIL format will be JIT'd upon first execution, it will be translated into machine code. So testing it at first is in-accurate. So let the code be JIT'd before actually testing it.
sample.palindrome();
sample.isPalindrome();
Stopwatch sw = Stopwatch.StartNew();
for (int i = 0; i < 1000; i++)
{
sample.palindrome();
Console.WriteLine("palindrome test #{0} result: {1}", i, sw.ElapsedMilliseconds);
}
sw.Stop();
Console.WriteLine("palindrome test Final result: {0}", sw.ElapsedMilliseconds);
sw.Restart();
for (int i = 0; i < 1000; i++)
{
sample.isPalindrome();
Console.WriteLine("isPalindrome test #{0} result: {1}", i, sw.ElapsedMilliseconds);
}
sw.Stop();
Console.WriteLine("isPalindrome test Final result: {0}", sw.ElapsedMilliseconds);
Read more about CIL and JIT
Unless you provide the code of palindrome and isPalindrome function along with the sample class, I can't do much except speculate.
The most likely reason which I guess for this is that both your functions use the same class variables and other data. So when you call the function for the first time, it has to allocate memory to the variables, whereas the next time you call some other function, those one time expenses have already occurred. If not variables, it could be some other matter, but along the same lines.
I suggest that you call both the functions twice, and note the duration only the second time a function is called, so that any resources which they need to use may have been allocated once, and there's lesser probability of something behind the scenes messing with the result.
Let me know if this works. This is mere speculation on my part, and I may be wrong.
Wrote a little test for color conversion to the use of ICC profiles.
Conversion function works 1,000 times slower!
What's the problem?
Uri iccUri = new Uri("C:\\temp\\AdobeRGB1998.icc");
private Color AdobeColor(int r, int g, int b)
{
float[] colorValues = new float[3];
colorValues[0] = (float)r / 255.0f;
colorValues[1] = (float)g/255.0f;
colorValues[2] = (float)b/255.0f;
return Color.FromValues(colorValues,iccUri);
}
public void Test()
{
Stopwatch sw = new Stopwatch();
sw.Start();
for (int n = 0; n < 10; n++)
{
Color a = AdobeColor(n, n, n);//very very slow
//Color a = Color.FromRgb((byte)n, (byte)n, (byte)n);//very fast
}
sw.Stop();
TimeSpan ts;
ts = sw.Elapsed;
Console.WriteLine("result: {0}\n", ts.Seconds);
}
Two possible explanations:
Color.FromValues might need to lookup the ICC profile for each call, which is expensive (At least, orders of magnitude more expensive than creating a new simple Color object)
If Color.FromValues caches the profile, there might be a problem with your particular profile, causing the caching to not work.
Now, since FromValues requires disk access, and FromRgb is a very simple arithmetic operation followed by the creation of a single Color object, FromValues IS going to be orders of magnitude slower. I tried a simple benchmark and got:
FromValues 37.6278 ms
FromRgb 0.0029 ms
So it seems that FromValues is about 10000 times slower than FromRgb, at least on my system.
I am trying to find the time taken to run a function. I am doing it this way:
SomeFunc(input) {
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
//some operation on input
stopWatch.Stop();
long timeTaken = stopWatch.ElapsedMilliseconds;
}
Now the "some operation on input" as mentioned in the comments takes significant time based on the input to SomeFunc.
The problem is when I call SomeFunc multiple times from the main, I get timeTaken correctly only for the first time, and the rest of the time it is being assigned to 0. Is there a problem with the above code?
EDIT:
There is a UI with multiple text fields, and when a button is clicked, it is delegated to the SomeFunc. The SomeFunc makes some calculations based on the input (from the text fields) and displays the result on the UI. I am not allowed to share the code in "some operation on input" since I have signed an NDA. I can however answer your questions as to what I am trying to achieve there. Please help.
EDIT 2:
As it seems that I am getting weird value when the function is called the first time, and as #Mike Bantegui mentioned, there must be JIT optimization going on, the only solution I can think of now (to not get zero as execution time) is that to display the time in nano seconds. How is it possible to display the time in nano seconds in C#?
Well, you aren't outputing that data anywhere. Ideally you would do it something more like this.
void SomeFunc(input)
{
Do sstuff
}
main()
{
List<long> results = new List<long>();
Stopwatch sw = new Stopwatch();
for(int i = 0; i < MAX_TRIES; i++)
{
sw.Start();
SomeFunc(arg);
sw.Stop();
results.Add(sw.ElapsedMilliseconds);
sw.Reset();
}
//Perform analyses and results
}
In fact you are getting the wrong time at the first start and correct time to the remaining. You can't relay just on the first call to measure the time. However It seams to be that the operation is too fast and so you get the 0 results. To measure the test correctly call the function 1000 times for example to see the average cost time:
Stopwatch watch = StopWatch.StartNew();
for (int index = 0; index < 1000; index++)
{
SomeFunc(input);
}
watch.Stop();
Console.WriteLine(watch.ElapsedMilliseconds);
Edit:
How is it possible to display the time in nano seconds
You can get watch.ElapsedTicks and then convert it to nanoseconds : (watch.ElapsedTicks / Stopwatch.Frequency) * 1000000000
As a simple example, consider the following (contrived) example:
double Mean(List<double> items)
{
double mu = 0;
foreach (double val in items)
mu += val;
return mu / items.Length;
}
We can time it like so:
void DoTimings(int n)
{
Stopwatch sw = new Stopwatch();
int time = 0;
double dummy = 0;
for (int i = 0; i < n; i++)
{
List<double> items = new List<double>();
// populate items with random numbers, excluded for brevity
sw.Start();
dummy += Mean(items);
sw.Stop();
time += sw.ElapsedMilliseconds;
}
Console.WriteLine(dummy);
Console.WriteLine(time / n);
}
This works if the list of items is actually very large. But if it's too small, we'll have to do multiple runs under one timing:
void DoTimings(int n)
{
Stopwatch sw = new Stopwatch();
int time = 0;
double dummy = 0;
List<double> items = new List<double>(); // Reuse same list
// populate items with random numbers, excluded for brevity
sw.Start();
for (int i = 0; i < n; i++)
{
dummy += Mean(items);
time += sw.ElapsedMilliseconds;
}
sw.Stop();
Console.WriteLine(dummy);
Console.WriteLine(time / n);
}
In the second example, if the size of the list is too small, then we can accurately get an idea of how long it takes by simply running this for a large enough n. Each has it's advantages and flaws though.
However, before doing either of these I would do a "warm up" calculation before hand:
// Or something smaller, just enough to let the compiler JIT
double dummy = 0;
for (int i = 0; i < 10000; i++)
dummy += Mean(data);
Console.WriteLine(dummy);
// Now do the actual timing
An alternative method of both would be to do what #Rig did in his answer, and build up a list of results to do statistics on. In the first case, you'd simply build up a list of each individual time. In the second case, you would build up a list of the average timing of multiple runs, since the time for a calculation could smaller than finest grained time in your Stopwatch.
With all that said, I would say there is one very large caveat in all of this: Calculating the time it takes for something to run is very hard to do properly. It's admirable to want to do profiling, but you should do some research on SO and see what other people have done to do this properly. It's very easy to write a routine that times something badly, but very hard to do it right.