I'm trying to measure user reaction time. My code looks like this:
int clocks2ms(clock_t range) {
return (int)((double)range*1000/CLOCKS_PER_SEC);
}
clock_t start = clock(); // start measuring
while(!kbhit()); // wait for keypress
int reaction = clocks2ms(clock()-start); // measure reaction
The reaction time is 186ms (+-1ms), 201ms, 216ms etc, so there are equal 15ms gaps. Is there any way to shorten the gaps? I tried to run it with realtime priority
start "test" /Realtime "test.exe"
but nothing changed. I'd like to get 1ms accurancy.
You'll have to use a timer with a higher precision like GetPerformanceCounter() (ref):
LARGE_INTEGER StartCounter;
LARGE_INTEGER EndCounter;
LARGE_INTEGER Frequency;
QueryPerformanceCounter(&StartCounter);
QueryPerformanceFrequency(&Frequency);
// Do stuff...
QueryPerformanceCounter(&EndCounter);
double TimeDelta = (EndCounter.QuadPart - StartCounter.QuadPart) / (double) Frequency.QuadPart;
Note that I've omitted error checking for the Query... functions in the example code above.
2 approaches to gain more precise answers.
Synchronize the start. Rather than start someplace within a clock tick, start just after a change. This will typically reduce the "jitter" of the start. This idea is the better of the 2 - it does not gain a more precise answer but does improve accuracy.
clock_t prestart = clock();
clock_t start,end;
while((start = clock()) == prestart); //
puts("Hit Any Key");
fflush(stdout);
while(!kbhit()); // wait for keypress
end = clock();
int reaction = clocks2ms(end-start);
Clock cycles after end sample. This potentially improves precision, but depends on the stability of the system - that is how much other processing is going on.
unsigned count = 0;
...
while(!kbhit()); // wait for keypress
end = clock();
while(end == clock()) count++;
int reaction = clocks2ms(end + (max_cnt_per_tck-count)/max_cnt_per_tck - start);
Of course neither of these methods are better than access to a higher precision clock as suggest by #uesp. They suffer from real time aspects of systems such as the inconsistency in the time to print() or interrupts that may occur between this thread's code. But they do offer some improvement when a more precise time source is not available.
If the time resolution of kbhit() is the problem here, then there are a few alternatives you could try:
Since the kbhit() function is actually deprecated, you might get better results using the _kbhit() function instead.
If you are able to compile your project with ncurses, there is a getch() function that fetches characters without waiting for the return key.
This question at the C FAQ lists a few other ways of fetching characters from the console that might give better results.
Related
I'm trying to establish what practical jitter I can achieve by using clock_nanosleep() in a loop and through experimentation I'm observing something I'm not confident I understand.
I'm using code posted in this SO question by another user to benchmark performance, targeting a 250ms interval. I've observed that on my system the sleep function returns very consistently 10us late with only about 2us jitter the vast majority of the time (fairly narrow statistical distribution).
NOTE: I haven't collected data to present a plot of statistical distribution but casual qualitative description should hopefully suffice.
I decided to subtract the 10us offset from the target wakeup time to compensate for it, and this caused the average error to be approximately zero as expected, however the jitter increased dramatically - I would estimate most wakeups are >100us early/late, and much more widely distributed.
Why is this?
My theory is that with the 10us correction the target waketimes are less nicely aligned with the underlying hardware clock, but it would be helpful to get confirmation. If this is true, is there a method to synchronize the phase of the target waketimes with the hardware clock?
Manpages for clock_nanosleep(2) say: "Furthermore, after the
sleep completes, there may still be a delay before the CPU
becomes free to once again execute the calling thread."
I tried to comprehend your question. For this I created the source code below based on the reference at SO which you provided. I include the source code such that you or someone else can check it, test it, play with it.
The debug print refers to a sleep of exactly 1 second. The debug print is shorter than the print in the comments - and the debug print will always refer to the deviation from 1 second, no matter which wakeTime has been defined. Thus, it is possible, to try a reduced wakeTime (wakeTime.tv_nsec-= some_value;) to achieve the target of 1 second.
Conclusions:
I would generally agree to all you (davegravy) write about it in your post, except that I am seeing much higher delays and deviations.
There are minor changes in the delay between a non-loaded and a heavy loaded system (all CPUs 100% load). On heavy loaded system scattering of delay reduces and the average delay also reduces (on my system - but not very significant).
As expected, the delay changes quite a bit when I try it on another machine (as expected raspberry pi is worse :o).
For a specific machine and moment it is possible to define a correction value of nanoseconds to bring the average sleep closer to the target. Anyway, the correction value is not necessarily equal to the delay error without correction. And the correction value might be different for different machines.
Idea: As the provided code can measure how good it is. There might be the chance, that the code does a few loops from which it can derive an optimized delay correction value by itself. (This auto-correction might be interesting just from a theoretical point of view. Well, it is an idea.)
Idea 2: Or some correction values can be created just to avoid a long-term shift when considering many intervals, one after another.
#include <pthread.h>
#include <unistd.h>
#include <stdint.h>
#include <stdio.h>
#define CLOCK CLOCK_MONOTONIC
//#define CLOCK CLOCK_REALTIME
//#define CLOCK CLOCK_TAI
//#define CLOCK CLOCK_BOOTTIME
static long calcTimeDiff(struct timespec const* t1, struct timespec const* t2)
{
long diff = t1->tv_nsec - t2->tv_nsec;
diff += 1000000000 * (t1->tv_sec - t2->tv_sec);
return diff;
}
static void* tickThread()
{
struct timespec sleepStart;
struct timespec currentTime;
struct timespec wakeTime;
long sleepTime;
long wakeDelay;
while(1)
{
clock_gettime(CLOCK, &wakeTime);
wakeTime.tv_sec += 1;
wakeTime.tv_nsec -= 0; // Value to play with for delay "correction"
clock_gettime(CLOCK, &sleepStart);
clock_nanosleep(CLOCK, TIMER_ABSTIME, &wakeTime, NULL);
clock_gettime(CLOCK, ¤tTime);
sleepTime = calcTimeDiff(¤tTime, &sleepStart);
wakeDelay = calcTimeDiff(¤tTime, &wakeTime);
{
/*printf("sleep req=%-ld.%-ld start=%-ld.%-ld curr=%-ld.%-ld sleep=%-ld delay=%-ld\n",
(long) wakeTime.tv_sec, (long) wakeTime.tv_nsec,
(long) sleepStart.tv_sec, (long) sleepStart.tv_nsec,
(long) currentTime.tv_sec, (long) currentTime.tv_nsec,
sleepTime, wakeDelay);*/
// Debug Short Print with respect to target sleep = 1 sec. = 1000000000 ns
long debugTargetDelay=sleepTime-1000000000;
printf("sleep=%-ld delay=%-ld targetdelay=%-ld\n",
sleepTime, wakeDelay, debugTargetDelay);
}
}
}
int main(int argc, char*argv[])
{
tickThread();
}
Some output with wakeTime.tv_nsec -= 0;
sleep=1000095788 delay=96104 targetdelay=95788
sleep=1000078989 delay=79155 targetdelay=78989
sleep=1000080717 delay=81023 targetdelay=80717
sleep=1000068001 delay=68251 targetdelay=68001
sleep=1000080475 delay=80519 targetdelay=80475
sleep=1000110925 delay=110977 targetdelay=110925
sleep=1000082415 delay=82561 targetdelay=82415
sleep=1000079572 delay=79713 targetdelay=79572
sleep=1000098609 delay=98664 targetdelay=98609
and with wakeTime.tv_nsec -= 65000;
sleep=1000031711 delay=96987 targetdelay=31711
sleep=1000009400 delay=74611 targetdelay=9400
sleep=1000015867 delay=80912 targetdelay=15867
sleep=1000015612 delay=80708 targetdelay=15612
sleep=1000030397 delay=95592 targetdelay=30397
sleep=1000015299 delay=80475 targetdelay=15299
sleep=999993542 delay=58614 targetdelay=-6458
sleep=1000031263 delay=96310 targetdelay=31263
sleep=1000002029 delay=67169 targetdelay=2029
sleep=1000031671 delay=96821 targetdelay=31671
sleep=999998462 delay=63608 targetdelay=-1538
Anyway, the delays change all the time. I tried different CLOCK definitions and different compiler options, but without any special results.
Some statistics from further testing, sample size = 100 in both cases.
targetdelay from wakeTime.tv_nsec -= 0;
Mean value = 97503 Standard deviation = 27536
targetdelay from wakeTime.tv_nsec -= 97508;
Mean value = -1909 Standard deviation = 32682
In both cases, there were a few massive outliers, such that even this result from 100 samples might not quite be representative.
I would like to know how I can program something so that my program runs as long as a second lasts.
I would like to evaluate parts of my code and see where the time is spend most so I am analyzing parts of it.
Here's the interesting part of my code :
int size = 256
clock_t start_benching = clock();
for (uint32_t i = 0;i < size; i+=4)
{
myarray[i];
myarray[i+1];
myarray[i+2];
myarray[i+3];
}
clock_t stop_benching = clock();
This just gives me how long the function needed to perform all the operations.
I want to run the code for one second and see how many operations have been done.
This is the line to print the time measurement:
printf("Walking through buffer took %f seconds\n", (double)(stop_benching - start_benching) / CLOCKS_PER_SEC);
A better approach to benchmarking is to know the % of time spent on each section of the code.
Instead of making your code run for exactly 1 second, make stop_benchmarking - start_benchmarking the total run time - Take the time spent on any part of the code and divide by the total runtime to get a value between 0 and 1. Multiply this value by 100 and you have the % of time consumed at that specific section.
Non-answer advice: Use an actual profiler to profile the performance of code sections.
On *nix you can set an alarm(2) with a signal handler that sets a global flag to indicate the elapsed time. The Windows API provides something similar with SetTimer.
#include <unistd.h>
#include <signal.h>
int time_elapsed = 0;
void alarm_handler(int signal) {
time_elapsed = 1;
}
int main() {
signal(SIGALRM, &alarm_handler);
alarm(1); // set alarm time-out to 1 second
do {
// stuff...
} while (!time_elapsed);
return 0;
}
In more complicated cases you can use setitimer(2) instead of alarm(2), which lets you
use microsecond precision and
choose between counting
wall clock time,
user CPU time, or
user and system CPU time.
I am using the time.h lib in c to find the time taken to run an algorithm. The code structure is somewhat as follows :-
#include <time.h>
int main()
{
time_t start,end,diff;
start = clock();
//ALGORITHM COMPUTATIONS
end = clock();
diff = end - start;
printf("%d",diff);
return 0;
}
The values for start and end are always zero. Is it that the clock() function does't work? Please help.
Thanks in advance.
Not that it doesn't work. In fact, it does. But it is not the right way to measure time as the clock () function returns an approximation of processor time used by the program. I am not sure about other platforms, but on Linux you should use clock_gettime () with CLOCK_MONOTONIC flag - that will give you the real wall time elapsed. Also, you can read TSC, but be aware that it won't work if you have a multi-processor system and your process is not pinned to a particular core. If you want to analyze and optimize your algorithm, I'd recommend you use some performance measurement tools. I've been using Intel's vTune for a while and am quite happy. It will show you not only what part uses the most cycles, but highlight memory problems, possible parallelism issues etc. You may be very surprised with the results. For example, most of the CPU cycles might be spent waiting for memory bus. Hope it helps!
UPDATE: Actually, if you run later versions of Linux, it might provide CLOCK_MONOTONIC_RAW, which is a hardware-based clock that is not a subject to NTP adjustments. Here is a small piece of code you can use:
stopwatch.hpp
stopwatch.cpp
Note that clock() returns the execution time in clock ticks, as opposed to wall clock time. Divide a difference of two clock_t values by CLOCKS_PER_SEC to convert the difference to seconds. The actual value of CLOCKS_PER_SEC is a quality-of-implementation issue. If it is low (say, 50), your process would have to run for 20ms to cause a nonzero return value from clock(). Make sure your code runs long enough to see clock() increasing.
I usually do it this way:
clock_t start = clock();
clock_t end;
//algo
end = clock();
printf("%f", (double)(end - start));
Consider the code below:
#include <stdio.h>
#include <time.h>
int main()
{
clock_t t1, t2;
t1 = t2 = clock();
// loop until t2 gets a different value
while(t1 == t2)
t2 = clock();
// print resolution of clock()
printf("%f ms\n", (double)(t2 - t1) / CLOCKS_PER_SEC * 1000);
return 0;
}
Output:
$ ./a.out
10.000000 ms
Might be that your algorithm runs for a shorter amount of time than that.
Use gettimeofday for higher resolution timer.
I'm testing one code provided from my colleague and I need to measure the time of execution of one routine than performs a context switch (of threads).
What's the best choice to measure the time? I know that is available High Resolution Timers like,
QueryPerformanceCounter
QueryPerformanceFrequency
but how can I translate using that timers to miliseconds or nanoseconds?
LARGE_INTEGER lFreq, lStart;
LARGE_INTEGER lEnd;
double d;
QueryPerformanceFrequency(&lFreq);
QueryPerformanceCounter(&lStart);
/* do something ... */
QueryPerformanceCounter(&lEnd);
d = ((doublel)End.QuadPart - (doublel)lStart.QuadPart) / (doublel)lFreq.QuadPart;
d is time interval in seconds.
As the operation than i am executing is in order of 500 nanos, and the timers doens't have precision, what i made was,
i saved actual time with GetTickCount() - (Uses precision of ~ 12milis) and performs the execution of a route N_TIMES (Number of times than routine executed) than remains until i press something on console.
Calculate the time again, and make the difference dividing by N_TIMES, something like that:
int static counter;
void routine()
{
// Operations here..
counter++;
}
int main(){
start <- GetTickCount();
handle <- createThread(....., routine,...);
resumeThread(handle);
getchar();
WaitForSingleObject(handle, INFINITE);
Elapsed = (GetTickCount() - start) * 1000000.0) / counter;
printf("Nanos: %d", elapsed);
}
:)
Okay, so I've got some C code to perform a mathematical operation which could, pretty much, take any length of time (depending on the operands supplied to it, of course). I was wondering if there is a way to register some kind of method which will be called every n seconds which can analyse the state of the operation, i.e. what iteration it is currently at, possibly using a hardware timer interrupt or something?
The reason I ask this is because I know the common way to implement this is to be keeping track of the current iteration in a variable; say, an integer called progress and have an IF statement like this in the code:
if ((progress % 10000) == 0)
printf("Currently at iteration %d\n", progress);
but I believe that a mod operation takes a relatively long time to execute, so the idea of having it inside a loop which will be ran many, many times scares me, from an optimisation point of view.
So I get the feeling that having an external way of signalling a progress print is nice and efficient. Are there any great ways to perform this, or is the simple 'mod check' the best (in terms of optimising)?
I'd go with the mod check, but maybe with subtractions instead :-)
icount = 0;
progress = 10000;
/* ... */
if (--progress == 0) {
progress = 10000;
printf("Currently at iteration %d0000\n", ++icount);
}
/* ... */
While mod operations are usually slow, the compiler should be able to optimize and predict this really well and only mis-predict once ever 10'000 ifs, burning one mod operation and ~20 cycles (for the mis-prediction) on it, which is fine. So you are trying to optimize one mod operation every 10'000 iterations. Of course this assumes you are running it on a modern and typical CPU, and not some embedded system with unknown specs. This should even be faster than having a counter variable.
Suggestion: Test it with and without the timing code, and figure out a complex solution if there is really a problem.
Premature optimisation is the root of all evil. -Knuth
mod is about the same speed as division, on most CPU's these days that means about 5-10 cycles... in other words hardly anything, slower than multiply/add/subtract, but not enough to really worry about.
However you are right to want to avoid sting in a loop spinning if you're doing work in another thread or something like that, if you're on a unixish system there's timer_create() or on linux the much easier to use timerfd_create()
But for single threaded, just putting that if in is enough.
Use alarm setitimer to raise SIGALRM signals at regular intervals.
struct itimerval interval;
void handler( int x ) {
write( STDOUT_FILENO, ".", 1 ); /* Defined in POSIX, not in C */
}
int main() {
signal( SIGALRM, &handler );
interval.it_value.tv_sec = 5; /* display after 5 seconds */
interval.it_interval.tv_sec = 5; /* then display every 5 seconds */
setitimer( ITIMER_REAL, &interval, NULL );
/* do computations */
interval.it_interval.tv_sec = 0; /* don't display progress any more */
setitimer( ITIMER_REAL, &interval, NULL );
printf( "\n" ); /* done with the dots! */
}
Note, only a smattering of functions are OK to call inside handler. They are listed partway down this page. If you want to communicate anything for a fancier printout, do it through a sig_atomic_t variable.
you could have a global variable for the iterations, which you could monitor from an external thread.
While () {
Print(iteration);
Sleep(1000);
}
You may need to watch out for data races though.