I have to count the input frequency of the parallel port at Pin no.13, comming from a 555 timer IC, the real frequency should be around 3-4 Hz (ON Pulse). I have tried several codes, several times but every time those are giving different values. I have tried the following code:
[DllImport("inpout32.dll", EntryPoint = "Inp32")]
public static extern int Input(int adress);
private void button1_Click(object sender, EventArgs e)
{
int currentState = Input(889);
int LastState;
while (true)
{
int State = Input(889);
if (State != currentState)
{
if (Input(889) == 120)
{
LastState = 0;
}
else
{
LastState = 1;
}
break;
}
}
GetFreq(LastState);
}
void GetFreq(int LastPulse)
{
int highPulseFreq = 0;
int lowPulseFreq = 0;
if (LastPulse == 1)
{
highPulseFreq++;
}
if (LastPulse == 0)
{
lowPulseFreq++;
}
int startTime = DateTime.Now.Second;
while (true)
{
if (startTime == DateTime.Now.Second)
{
if (Input(889) != 120)// ON
{
if (LastPulse == 0)
{
highPulseFreq++;
LastPulse = 1;
}
}
else
{
if (LastPulse == 1)
{
lowPulseFreq++;
LastPulse = 0;
}
}
}
else
{
MessageBox.Show("ON Pulses: " + highPulseFreq.ToString() + Environment.NewLine + "OFF Pulses: " + lowPulseFreq.ToString());
break;
}
}
}
OUTPUT:
What should I do, to get accurate frequency? Is any thing wrong in my code?
I am using the inpout32.dll to control parallel port.
You're doing all sorts of things a bit wrong. First, you're counting pulses for an entire second, you're counting pulses for up to a second (depends on where in the second GetFreq is called).
Second, you're counting up and down pulses, although I think the frequency should be the number of up (or down) pulses each second, not both of them (that would be double the frequency).
And finally, if you want to measure 3 or 4 Hz, measuring for one second is going to introduce rounding errors. Try measuring for 5 seconds. Use a Stopwatch to measure those 5 seconds.
Try using the following function instead:
double GetFreq(long time, out int highCount, out int lowCount)
{
const int ADDRESS = 0x378 + 1, MASK = 0x10;
highCount = lowCount = 0;
bool LastState = (Input(ADDRESS) & MASK) == MASK;
if (LastState)
{
highCount++;
}
else
{
lowCount++;
}
System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
stopwatch.Start();
while (stopwatch.ElapsedMilliseconds <= time)
{
if ((Input(ADDRESS) & MASK) == MASK) // High
{
if (!LastState)
{
highCount++;
LastState = true;
}
}
else
{
if (!LastState)
{
lowCount++;
LastState = false;
}
}
}
stopwatch.Stop();
return ((double)(highCount + lowCount)) / time * 500
}
And when you need to call the function, just do the following:
int highCount, lowCount;
double frequenct = GetFreq(1000, out highCount, out lowCount);
In my code, I used bitwise operator AND to mask out unnecessary bits, which should be better than directly comparing against 120. Remember when the results are bitwise, never compare directly using == or != operators.
I used System.Diagnostics.Stopwatch which is a lot more precise than using DateTime.Now.Second.
You need to sample your signal at rate that is at least twice the highest frequency in your signal. If your expected highest frequency is about 4Hz, then sampling the signal anywhere from 15 - 20Hz should give good results.
Fortunately, sampling at this rate is something that can be done without too much futzing around with high precision timers on Windows (if you don't require a lot of accuracy). A 20Hz sample rate corresponds to a sample period of 50ms, so you can use a loop where you sleep for about 50ms between recording sample values. You won't get a super precise delta-T between samples (you may see variations of up to 15-30ms in the time between each sample, depending on your system), but it should be good enough for the frequencies you're dealing with.
You can record several seconds worth of samples (and associated timestamps), and then export the data to a spreadsheet. Once in the spreadsheet, you can do some analysis and graphing. Or you can find some time series analysis code to analyze the list of samples, such as using a Fourier transform (FFT) to convert a signal from the time domain to the frequency domain.
Here is an example of creating the samples. You can replace the use of DateTime.Now with a StopWatch in GetInputSamples if you really need more accuracy in the timestamps.
[DllImport("inpout32.dll", EntryPoint = "Inp32")]
public static extern int Input(int adress);
struct Sample
{
public int Value;
public int Milliseconds;
};
private void button1_Click(object sender, EventArgs e)
{
TimeSpan duration = TimeSpan.FromSeconds(5);
TimeSpan samplePeriod = TimeSpan.FromMilliseconds(50);
var samples = GetInputSamples(889, duration, samplePeriod);
SaveSamplesCSV(samples, "test.csv");
}
private static List<Sample> GetInputSamples(int inputPort, TimeSpan duration, TimeSpan samplePeriod)
{
List<Sample> samples = new List<Sample>();
var oldPriority = Thread.CurrentThread.Priority;
try
{
Thread.CurrentThread.Priority = ThreadPriority.Highest;
DateTime start = DateTime.Now;
while (DateTime.Now - start < duration)
{
int value = Input(inputPort);
TimeSpan timestamp = DateTime.Now - start;
samples.Add(new Sample() { Value = value, Milliseconds = (int)timestamp.TotalMilliseconds });
Thread.Sleep(samplePeriod);
}
}
finally
{
Thread.CurrentThread.Priority = oldPriority;
}
return samples;
}
private static void SaveSamplesCSV(List<Sample> samples, string fileName)
{
using (StreamWriter writer = File.CreateText(fileName))
{
writer.WriteLine("Sample, Time (ms)");
foreach (var sample in samples)
{
writer.WriteLine("{0}, {1}", sample.Value, sample.Milliseconds);
}
}
}
Related
I'm new to threading, and the examples I see online construct threads by passing a void function. However, I want to speed up computation time by returning integer values in multiple threads. Here's the relevant part of my code:
public int CalculateLineWins5(List<List<Symbol>> _screen)
{
int wins = 0;
foreach (List<int> line in lines)
{
for (int i = 0; i < reelsNumber; i++)
{
lineSymbols[i] = _screen[i][line[i]];
}
//evaluate the win per line
wins += CalculateWinsInLine5(lineSymbols);
}
return wins;
}
public int CalculateWinsInLine5(List<Symbol> _symbolsOnLine)
{
// this function assumes there could be wilds on reel 1 (and there are only 5 reels)
int wildMultiplier = 1;
int win = 0;
Symbol symbol = _symbolsOnLine[0];
if (symbol.IsPayTableSymbol)
{
int oak = 0;
int oakWild = 0;
if (symbol.IsWild)
{
symbol = _symbolsOnLine[1];
if (symbol.IsWild)
{
oakWild++;
symbol = _symbolsOnLine[2];
if (symbol.IsWild)
{
oakWild++;
symbol = _symbolsOnLine[3];
if (symbol.IsWild)
{
oakWild++;
symbol = _symbolsOnLine[4];
if (symbol.IsWild)
{
oakWild++;
}
}
}
}
}
if (symbol.IsPayTableSymbol)
{
if (_symbolsOnLine[1].Index == symbol.Index || _symbolsOnLine[1].IsWild)
{
oak++;
if (_symbolsOnLine[1].IsWild) wildMultiplier *= _symbolsOnLine[1].Multiplier;
if (_symbolsOnLine[2].Index == symbol.Index || _symbolsOnLine[2].IsWild)
{
oak++;
if (_symbolsOnLine[2].IsWild) wildMultiplier *= _symbolsOnLine[2].Multiplier;
if (_symbolsOnLine[3].Index == symbol.Index || _symbolsOnLine[3].IsWild)
{
oak++;
if (_symbolsOnLine[3].IsWild) wildMultiplier *= _symbolsOnLine[3].Multiplier;
if (_symbolsOnLine[4].Index == symbol.Index || _symbolsOnLine[4].IsWild)
{
oak++;
if (_symbolsOnLine[4].IsWild) wildMultiplier *= _symbolsOnLine[4].Multiplier;
}
}
}
}
win += Mathf.Max(payTable[symbol.Index][oak], payTable[0][oakWild]) * wildMultiplier;
}
else
{
win += payTable[0][oakWild] * wildMultiplier;
}
}
return win;
}
Essentially, I want to run the computations within the foreach loop above in parallel. Typically that's going to be 40 to 50 iterations of the CalculateWinsInLine5 method, so I think I'd have to create 40 to 50 threads that are computed in parallel and each return an integer value. I just don't know how. Any help or feedback on how to approach this is welcome.
Edit: My project runs random simulations of slot machine payouts. In each simulation the program goes through a large number of iterations where it generates a random set of reel stops which generate a matrix of symbols (the screen). In each iteration, the screen pay is evaluated using the CalculateLineWins5 method.
This is actually a Unity project, and interestingly enough, I already tried using the Burst compiler which makes the simulations 1.5x slower, just like Parallel.ForEach.
I'm dealing with c# concurrent-queue and multi-threading in socket-programming tcp/ip
First, I've already done with socket-programming itself. That means, I've already finished coding about client, server and stuffs about communication itself
basic structure is pipe-lined(producer-consumer problem) and now I'm doing with bit conversion
below is brief summary about my code
client-socket ->server-socket -> concurrent_queue_1(with type byte[65536],Thread_1 process this) -> concurrent_queue_2(with type double[40,3500], Thread_2 process this) -> display-data or other work(It can be gpu-work)
*(double[40,3500] can be changed to other size)
Till now,I've implemented putting_data into queue1(Thread1) and just dequeuing all(Thread2) and, its speed is about 700Mbps
The reason I used two concurrent_queue is, I want communication,and type conversion work to be processed in background regardless of main procedure about control things.
Here is the code about my own concurrent_queue with Blocking
public class BlockingConcurrentQueue<T> : IDisposable
{
private readonly ConcurrentQueue<T> _internalQueue;
private AutoResetEvent _autoResetEvent;
private long _consumed;
private long _isAddingCompleted = 0;
private long _produced;
private long _sleeping;
public BlockingConcurrentQueue()
{
_internalQueue = new ConcurrentQueue<T>();
_produced = 0;
_consumed = 0;
_sleeping = 0;
_autoResetEvent = new AutoResetEvent(false);
}
public bool IsAddingCompleted
{
get
{
return Interlocked.Read(ref _isAddingCompleted) == 1;
}
}
public bool IsCompleted
{
get
{
if (Interlocked.Read(ref _isAddingCompleted) == 1 && _internalQueue.IsEmpty)
return true;
else
return false;
}
}
public void CompleteAdding()
{
Interlocked.Exchange(ref _isAddingCompleted, 1);
}
public void Dispose()
{
_autoResetEvent.Dispose();
}
public void Enqueue(T item)
{
_internalQueue.Enqueue(item);
if (Interlocked.Read(ref _isAddingCompleted) == 1)
throw new InvalidOperationException("Adding Completed.");
Interlocked.Increment(ref _produced);
if (Interlocked.Read(ref _sleeping) == 1)
{
Interlocked.Exchange(ref _sleeping, 0);
_autoResetEvent.Set();
}
}
public bool TryDequeue(out T result)
{
if (Interlocked.Read(ref _consumed) == Interlocked.Read(ref _produced))
{
Interlocked.Exchange(ref _sleeping, 1);
_autoResetEvent.WaitOne();
}
if (_internalQueue.TryDequeue(out result))
{
Interlocked.Increment(ref _consumed);
return true;
}
return false;
}
}
My question is here
As I mentioned above, concurrent_queue1's type is byte[65536] and 65536 bytes = 8192 double data.
(40 * 3500=8192 * 17.08984375)
I want merge multiple 8192 double data into form of double[40,3500](size can be changed)and enqueue to concurrent_queue2 with Thread2
It's easy to do it with naive-approach(using many complex for loop) but it's slow cuz, It copys all the
data and expose to upper class or layer.
I'm searching method automatically enqueuing with matched size like foreach loop automatically iterates through 2D-array in row-major way, not yet found
Is there any fast way to merge 1D-byte array into form of 2D-double array and enqueue it?
Thanks for your help!
I try to understand your conversion rule, so I write this conversion code. Use Parallel to speed up the calculation.
int maxSize = 65536;
byte[] dim1Array = new byte[maxSize];
for (int i = 0; i < maxSize; ++i)
{
dim1Array[i] = byte.Parse((i % 256).ToString());
}
int dim2Row = 40;
int dim2Column = 3500;
int byteToDoubleRatio = 8;
int toDoubleSize = maxSize / byteToDoubleRatio;
double[,] dim2Array = new double[dim2Row, dim2Column];
Parallel.For(0, toDoubleSize, i =>
{
int row = i / dim2Column;
int col = i % dim2Column;
int originByteIndex = row * dim2Column * byteToDoubleRatio + col * byteToDoubleRatio;
dim2Array[row, col] = BitConverter.ToDouble(
dim1Array,
originByteIndex);
});
I'm building a racing game and I'm working on race times.
I try to build a system to start an instance of a timer with various options.
My little experience is putting me in crisis ... would some good soul want to help me?
This was the idea:
public class Timer {
public float counter;
public bool reset;
public string runtime = "--:--:--";
public string istant = "not istant";
public void startTimer()
{
/* inupdatealternative: counter += Time.deltaTime; */
if(reset == true)
{
counter = 0;
}
else
{
counter = Time.time;
}
var minutes = counter/60; // divide guitime by sixty (minutes)
var seconds = counter%60; // euclidean division (seconds)
var fraction = (counter * 100) % 100; // get fraction of seconds
runtime = string.Format ( "{0:00}:{1:00}:{2:000}", minutes, seconds, fraction);
Debug.Log("in Start: "+runtime);
}
public void resetTimer()
{
reset = true;
}
public string getTimerRuntime()
{
return runtime;
}
public string getTimerIstant()
{
istant = runtime;
return istant;
}
}
in update, for exemple:
var lapTimer = new Timer(); // create a new timer
if(Lap < Pilot.pilotlap )
{
lapTimer.startTimer();
Lap++
}
else if(Lap==Pilot.pilotlap)
{
timerLabel.text = lapTimer.getTimerIstant();
lapTimer.resetTimer();
lapTimer.startTimer();
}
in my head I'm sure someone has already dealt with it ... surely there will be something that manages the times and returns values in various ways: does it exist? or is there anyway how to make or build such a thing?
There is, it's called Stopwatch, it's THE class used in C# to use precise timers, and it's located in the System.Diagnostics namespace.
Using your Update() example, you can use it like this:
// Create a new stopwatch instance
// If the timer is used repeatedly, just instantiate one at start and re-use the same,
// to avoid garbage generation
Stopwatch lapTimer = new Stopwatch();
if(Lap < Pilot.pilotlap )
{
lapTimer.Start();
Lap++
}
else if(Lap==Pilot.pilotlap)
{
lapTimer.Stop();
// ElapsedMilliseconds returns exactly what it says, so you may need to format the value
// before passing it to the timerLabel.text
timerLabel.text = lapTimer.ElapsedMilliseconds.ToString();
lapTimer.Reset();
lapTimer.Start();
}
You can read about the class (its methods, fields and properties) here:
Stopwatch Class Documentation
You are doing a lot of unnecessary bool and local fields copiing and setting there. I would simply use something like
public class Timer
{
private float _startTime;
public bool IsRunning;
// you don't need an extra reset method
// simply pass it as a parameter
public void Start(bool reset = false)
{
if(IsRunning && !reset)
{
Debug.LogWarning("Timer is already running! If you wanted to restart consider passing true as parameter.");
return;
}
_startTime = Time.time;
Debug.Log("in Start: " + GetFormattedTime(_startTime));
IsRunning = true;
}
// depending what stop should do
// since this doesn't use any resources while running you could also simply
// only stick to the Start method and pass in true .. does basically the same
public void Stop()
{
IsRunning = false;
}
// I didn't see any difference between you two methods so I would simply use
public string GetCurrentTime()
{
if(!IsRunning)
{
Debug.LogWarning("Trying to get a time from a Timer that isn't running!");
return "--:--:---";
}
var timeDifference = Time.time - _startTime;
return GetFormattedTime(timeDifference);
}
private static string GetFormattedTime(float time)
{
// e.g. time = 74.6753
var minutes = Mathf.FloorToInt(time / 60f); // e.g. 1 (rounded down)
var seconds = Mathf.FloorToInt(time - 60f * minutes); // e.g. 14 (rounded down)
var fraction = Mathf.RoundToInt((time - seconds) * 1000f); // e.g. 676 (rounded down or up)
// Use a string interpolation for better readability
return $"{minutes:00}:{seconds:00}:{fraction:000}";
}
}
then in your Update you don't want to use
var lapTimer = new Timer(); // create a new timer
all the time since it would create a new timer and you wouldn't get any tracked time ... you rather would use it only once like
private Timer timer;
// just in case you want to keep track of needed times per lap
public List<string> lapTimes = new List<string>();
private void Awake()
{
timer = new Timer();
lapTimes.Clear();
}
private void Update()
{
...
if(Lap < Pilot.pilotlap)
{
timer.Start();
Lap++
}
else if(Lap == Pilot.pilotlap)
{
var currentTime = timer.GetCurrentTime();
timerLabel.text = currentTime;
lapTimes.Add(currentTime);
timer.Start(true)
}
...
}
Note that I don't know if this is all you have in Update or how you use it but you probably also do not want to (re)start the timer and count up the Lap every frame your conditions are true ... there should be more checks involved to make sure this can only be called once per lap ...
I am looking to create an external application that monitors the 'FPS' of a DirectX application (like FRAPS without the recording). I have read several Microsoft articles on performance measuring tools - but I am looking to get the feedback (and experience) of the community.
My question: what is the best method for obtaining the FPS of a DirectX application?
Windows has some Event Tracing for Windows providers related to DirectX profiling. The most intresting ones are Microsoft-Windows-D3D9 and Microsoft-Windows-DXGI, which allow tracing of the frame presentation events. The simplest way to calculate FPS is to count the number of PresentStart events withing a time interval and divide that by the length of the interval.
To work with ETW in C#, install Microsoft.Diagnostics.Tracing.TraceEvent package.
The following code sample displays FPS of running processes:
using System;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using System.Threading;
using Microsoft.Diagnostics.Tracing.Session;
namespace ConsoleApp1
{
//helper class to store frame timestamps
public class TimestampCollection
{
const int MAXNUM = 1000;
public string Name { get; set; }
List<long> timestamps = new List<long>(MAXNUM + 1);
object sync = new object();
//add value to the collection
public void Add(long timestamp)
{
lock (sync)
{
timestamps.Add(timestamp);
if (timestamps.Count > MAXNUM) timestamps.RemoveAt(0);
}
}
//get the number of timestamps withing interval
public int QueryCount(long from, long to)
{
int c = 0;
lock (sync)
{
foreach (var ts in timestamps)
{
if (ts >= from && ts <= to) c++;
}
}
return c;
}
}
class Program
{
//event codes (https://github.com/GameTechDev/PresentMon/blob/40ee99f437bc1061a27a2fc16a8993ee8ce4ebb5/PresentData/PresentMonTraceConsumer.cpp)
public const int EventID_D3D9PresentStart = 1;
public const int EventID_DxgiPresentStart = 42;
//ETW provider codes
public static readonly Guid DXGI_provider = Guid.Parse("{CA11C036-0102-4A2D-A6AD-F03CFED5D3C9}");
public static readonly Guid D3D9_provider = Guid.Parse("{783ACA0A-790E-4D7F-8451-AA850511C6B9}");
static TraceEventSession m_EtwSession;
static Dictionary<int, TimestampCollection> frames = new Dictionary<int, TimestampCollection>();
static Stopwatch watch = null;
static object sync = new object();
static void EtwThreadProc()
{
//start tracing
m_EtwSession.Source.Process();
}
static void OutputThreadProc()
{
//console output loop
while (true)
{
long t1, t2;
long dt = 2000;
Console.Clear();
Console.WriteLine(DateTime.Now.ToString() + "." + DateTime.Now.Millisecond.ToString());
Console.WriteLine();
lock (sync)
{
t2 = watch.ElapsedMilliseconds;
t1 = t2 - dt;
foreach (var x in frames.Values)
{
Console.Write(x.Name + ": ");
//get the number of frames
int count = x.QueryCount(t1, t2);
//calculate FPS
Console.WriteLine("{0} FPS", (double)count / dt * 1000.0);
}
}
Console.WriteLine();
Console.WriteLine("Press any key to stop tracing...");
Thread.Sleep(1000);
}
}
public static void Main(string[] argv)
{
//create ETW session and register providers
m_EtwSession = new TraceEventSession("mysess");
m_EtwSession.StopOnDispose = true;
m_EtwSession.EnableProvider("Microsoft-Windows-D3D9");
m_EtwSession.EnableProvider("Microsoft-Windows-DXGI");
//handle event
m_EtwSession.Source.AllEvents += data =>
{
//filter out frame presentation events
if (((int)data.ID == EventID_D3D9PresentStart && data.ProviderGuid == D3D9_provider) ||
((int)data.ID == EventID_DxgiPresentStart && data.ProviderGuid == DXGI_provider))
{
int pid = data.ProcessID;
long t;
lock (sync)
{
t = watch.ElapsedMilliseconds;
//if process is not yet in Dictionary, add it
if (!frames.ContainsKey(pid))
{
frames[pid] = new TimestampCollection();
string name = "";
var proc = Process.GetProcessById(pid);
if (proc != null)
{
using (proc)
{
name = proc.ProcessName;
}
}
else name = pid.ToString();
frames[pid].Name = name;
}
//store frame timestamp in collection
frames[pid].Add(t);
}
}
};
watch = new Stopwatch();
watch.Start();
Thread thETW = new Thread(EtwThreadProc);
thETW.IsBackground = true;
thETW.Start();
Thread thOutput = new Thread(OutputThreadProc);
thOutput.IsBackground = true;
thOutput.Start();
Console.ReadKey();
m_EtwSession.Dispose();
}
}
}
Based on the source code of PresentMon project.
Fraps inserts a DLL into every running application and hooks specific DX calls to figure out the framerate and capture video, pretty sure that you'll have to do something similar. After a bit of poking around I found a Github project that does some basic DX hooking for doing captures and overlays, so that might be a good spot to start out with. Though I've not used it personally so I can't totally vouch for the quality.
http://spazzarama.com/2011/03/14/c-screen-capture-and-overlays-for-direct3d-9-10-and-11-using-api-hooks/
Building on https://stackoverflow.com/a/54625953/12047161:
I had more success not using the stopwatch as the event triggers seems to be asynchronous with the actual frames. I kept getting batches of 20-50 frames all at once, making the estimated FPS fluctuate between 50 and 250% of the actual value.
Instead i used TimeStampRelativeMSec
//handle event
m_EtwSession.Source.AllEvents += data =>
{
//filter out frame presentation events
if((int) data.ID == EventID_DxgiPresentStart && data.ProviderGuid == DXGI_provider)
{
int pid = data.ProcessID;
long t;
t = watch.ElapsedMilliseconds;
//if process is not yet in Dictionary, add it
if (!frames.ContainsKey(pid))
{
frames[pid] = new TimestampCollection();
string name = "";
var proc = Process.GetProcessById(pid);
if (proc != null)
{
using (proc)
{
name = proc.ProcessName;
}
}
else name = pid.ToString();
frames[pid].Name = name;
}
frames[pid].Add((long)data.TimeStampRelativeMSec);
}
};
property from the TraceEvent class, and calculate FPS by rounding the average time between an arbitrary number of past entries:
public double GetFrameTime(int count)
{
double returnValue = 0;
int listCount = timestamps.Count;
if(listCount > count)
{
for(int i = 1; i <= count; i++)
{
returnValue += timestamps[listCount - i] - timestamps[listCount - (i + 1)];
}
returnValue /= count;
}
return returnValue;
}
This method gave me far more accurate (Compared to, as available, in-game counters) of several different games i've tried.
This question already has answers here:
How to measure code performance in .NET?
(18 answers)
Closed 9 years ago.
What is the most exact way of seeing how long something, for example a method call, took in code?
The easiest and quickest I would guess is this:
DateTime start = DateTime.Now;
{
// Do some work
}
TimeSpan timeItTook = DateTime.Now - start;
But how exact is this? Are there better ways?
A better way is to use the Stopwatch class:
using System.Diagnostics;
// ...
Stopwatch sw = new Stopwatch();
sw.Start();
// ...
sw.Stop();
Console.WriteLine("Elapsed={0}",sw.Elapsed);
As others have said, Stopwatch is a good class to use here. You can wrap it in a helpful method:
public static TimeSpan Time(Action action)
{
Stopwatch stopwatch = Stopwatch.StartNew();
action();
stopwatch.Stop();
return stopwatch.Elapsed;
}
(Note the use of Stopwatch.StartNew(). I prefer this to creating a Stopwatch and then calling Start() in terms of simplicity.) Obviously this incurs the hit of invoking a delegate, but in the vast majority of cases that won't be relevant. You'd then write:
TimeSpan time = StopwatchUtil.Time(() =>
{
// Do some work
});
You could even make an ITimer interface for this, with implementations of StopwatchTimer, CpuTimer etc where available.
As others said, Stopwatch should be the right tool for this. There can be few improvements made to it though, see this thread specifically: Benchmarking small code samples in C#, can this implementation be improved?.
I have seen some useful tips by Thomas Maierhofer here
Basically his code looks like:
//prevent the JIT Compiler from optimizing Fkt calls away
long seed = Environment.TickCount;
//use the second Core/Processor for the test
Process.GetCurrentProcess().ProcessorAffinity = new IntPtr(2);
//prevent "Normal" Processes from interrupting Threads
Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.High;
//prevent "Normal" Threads from interrupting this thread
Thread.CurrentThread.Priority = ThreadPriority.Highest;
//warm up
method();
var stopwatch = new Stopwatch()
for (int i = 0; i < repetitions; i++)
{
stopwatch.Reset();
stopwatch.Start();
for (int j = 0; j < iterations; j++)
method();
stopwatch.Stop();
print stopwatch.Elapsed.TotalMilliseconds;
}
Another approach is to rely on Process.TotalProcessTime to measure how long the CPU has been kept busy running the very code/process, as shown here This can reflect more real scenario since no other process affects the measurement. It does something like:
var start = Process.GetCurrentProcess().TotalProcessorTime;
method();
var stop = Process.GetCurrentProcess().TotalProcessorTime;
print (end - begin).TotalMilliseconds;
A naked, detailed implementation of the samething can be found here.
I wrote a helper class to perform both in an easy to use manner:
public class Clock
{
interface IStopwatch
{
bool IsRunning { get; }
TimeSpan Elapsed { get; }
void Start();
void Stop();
void Reset();
}
class TimeWatch : IStopwatch
{
Stopwatch stopwatch = new Stopwatch();
public TimeSpan Elapsed
{
get { return stopwatch.Elapsed; }
}
public bool IsRunning
{
get { return stopwatch.IsRunning; }
}
public TimeWatch()
{
if (!Stopwatch.IsHighResolution)
throw new NotSupportedException("Your hardware doesn't support high resolution counter");
//prevent the JIT Compiler from optimizing Fkt calls away
long seed = Environment.TickCount;
//use the second Core/Processor for the test
Process.GetCurrentProcess().ProcessorAffinity = new IntPtr(2);
//prevent "Normal" Processes from interrupting Threads
Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.High;
//prevent "Normal" Threads from interrupting this thread
Thread.CurrentThread.Priority = ThreadPriority.Highest;
}
public void Start()
{
stopwatch.Start();
}
public void Stop()
{
stopwatch.Stop();
}
public void Reset()
{
stopwatch.Reset();
}
}
class CpuWatch : IStopwatch
{
TimeSpan startTime;
TimeSpan endTime;
bool isRunning;
public TimeSpan Elapsed
{
get
{
if (IsRunning)
throw new NotImplementedException("Getting elapsed span while watch is running is not implemented");
return endTime - startTime;
}
}
public bool IsRunning
{
get { return isRunning; }
}
public void Start()
{
startTime = Process.GetCurrentProcess().TotalProcessorTime;
isRunning = true;
}
public void Stop()
{
endTime = Process.GetCurrentProcess().TotalProcessorTime;
isRunning = false;
}
public void Reset()
{
startTime = TimeSpan.Zero;
endTime = TimeSpan.Zero;
}
}
public static void BenchmarkTime(Action action, int iterations = 10000)
{
Benchmark<TimeWatch>(action, iterations);
}
static void Benchmark<T>(Action action, int iterations) where T : IStopwatch, new()
{
//clean Garbage
GC.Collect();
//wait for the finalizer queue to empty
GC.WaitForPendingFinalizers();
//clean Garbage
GC.Collect();
//warm up
action();
var stopwatch = new T();
var timings = new double[5];
for (int i = 0; i < timings.Length; i++)
{
stopwatch.Reset();
stopwatch.Start();
for (int j = 0; j < iterations; j++)
action();
stopwatch.Stop();
timings[i] = stopwatch.Elapsed.TotalMilliseconds;
print timings[i];
}
print "normalized mean: " + timings.NormalizedMean().ToString();
}
public static void BenchmarkCpu(Action action, int iterations = 10000)
{
Benchmark<CpuWatch>(action, iterations);
}
}
Just call
Clock.BenchmarkTime(() =>
{
//code
}, 10000000);
or
Clock.BenchmarkCpu(() =>
{
//code
}, 10000000);
The last part of the Clock is the tricky part. If you want to display the final timing, its up to you to choose what sort of timing you want. I wrote an extension method NormalizedMean which gives you the mean of the read timings discarding the noise. I mean I calculate the the deviation of each timing from the actual mean, and then I discard the values which was farer (only the slower ones) from the mean of deviation (called absolute deviation; note that its not the often heard standard deviation), and finally return the mean of remaining values. This means, for instance, if timed values are { 1, 2, 3, 2, 100 } (in ms or whatever), it discards 100, and returns the mean of { 1, 2, 3, 2 } which is 2. Or if timings are { 240, 220, 200, 220, 220, 270 }, it discards 270, and returns the mean of { 240, 220, 200, 220, 220 } which is 220.
public static double NormalizedMean(this ICollection<double> values)
{
if (values.Count == 0)
return double.NaN;
var deviations = values.Deviations().ToArray();
var meanDeviation = deviations.Sum(t => Math.Abs(t.Item2)) / values.Count;
return deviations.Where(t => t.Item2 > 0 || Math.Abs(t.Item2) <= meanDeviation).Average(t => t.Item1);
}
public static IEnumerable<Tuple<double, double>> Deviations(this ICollection<double> values)
{
if (values.Count == 0)
yield break;
var avg = values.Average();
foreach (var d in values)
yield return Tuple.Create(d, avg - d);
}
Use the Stopwatch class
System.Diagnostics.Stopwatch is designed for this task.
Stopwatch is fine, but loop the work 10^6 times, then divide by 10^6.
You'll get a lot more precision.
I'm using this:
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(myUrl);
System.Diagnostics.Stopwatch timer = new Stopwatch();
timer.Start();
HttpWebResponse response = (HttpWebResponse)request.GetResponse();
statusCode = response.StatusCode.ToString();
response.Close();
timer.Stop();