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  • C: performance of assignments, binary operations, et cetera...

    - by Shinka
    I've heard many things about performance in C; casting is slow compared to normal assignments, functional call is slow, binary operation are much faster than normal operations, et cetera... I'm sure some of those things are specific to the architecture, and compiler optimization might make a huge difference, but I would like to see a chart to get a general idea what I should do and what I should avoid to write high-performance programs. Is there such a chart (or a website, a book, anything) ?

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  • Performance Cost of a Memcopy in C/C++

    - by Cenoc
    So whenever I write code I always think about the performance implications. I've often wondered, what is the "cost" of using a memcopy relative to other functions in terms of performance? For example, I may be writing a sequence of numbers to a static buffer and concentrate on a frame within the buffer, in order to keep the frame once I get to the end of the buffer, I might memcopy all of it to the beginning OR I can implement an algorithm to amortize the computation.

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  • What kind of performance issues does multiple instances of the exact same object have on a game?

    - by lggmonclar
    I'm fairly new to programming, and I've pretty much learned all the things I know on the go, while working on projects. The problem is that there some things that I just don't know where to begin searching. My question is about performance, and how can multiple instances of the same object affect it -- Specifically, I'm talking about XNA's "GraphicsDevice" class. I have it instanced on four different parts of my game, and in three of those, the object has the exact same values for all the attributes. So, in that case, should I be using the same instance of GraphicsDevice, passing it as a parameter, even if I use it in different classes? I apologize if the question seems redundant, but like I said, I've taught myself most of what I know, so there are quite a few "holes" in my learning process.

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  • Algorithm performance

    - by william007
    I am testing an algorithm for different parameters on a computer. I notice the performance fluctuates for each parameters. Say I run for the first time I got 20 ms, second times I got 5ms, third times I got 4ms: But the algorithm should work the same for these 3 times. I am using stopwatch from C# library to count the time, is there a better way to measure the performance without subjecting to those fluctuations?

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  • Taskbar Meters Turn Your Taskbar into a System Resource Monitor

    - by Jason Fitzpatrick
    If you’re looking for some simple hardware monitoring tools that don’t clutter up your screen real estate but are right in front of you when you need them, Taskbar Meters sit unobtrusively right on the Windows taskbar. Open source, lightweight, and portable Taskbar Meters is actually a set of three applications. There is one for monitoring memory use, one for CPU use, and one for disk activity. Using the application is as simple as running the specific app for the monitoring you want (we have all three running in the screenshot here) and adjusting the sliders to set the update frequency and the percent utilization at which the meters turn from green, to yellow, to red. If you’re testing software loads and benchmarking Taskbar Meters doesn’t offer the kind of fine-tooth-comb view into system performance that you’ll need but for casual “What’s going on with my machine?” monitoring, it’s unobtrusive and effective. Taskbar Meters is an open source set of portable applications, Windows 7 only. Taskbar Meters [Codeplex] Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform] Etch a Circuit Board using a Simple Homemade Mixture Sync Blocker Stops iTunes from Automatically Syncing

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  • ANTS Performance Profiler 7.0 has been released!

    - by Michaela Murray
    Please join me in welcoming ANTS Performance Profiler 7 to the world of .NET. ANTS Performance Profiler is a .NET code profiling tool. It lets you identify performance bottlenecks within minutes and therefore enables you to optimize your application performance. Version 7.0 includes integrated decompilation: when profiling methods and assemblies with no source code file, you can generate source code right from the profiler interface. You can then browse and navigate this automatically generated source as if it was your own. If you have an assembly's PDB file but no source, integrated decompilation even lets you view line-level timings for each method, pinpointing the exact cause of performance bottlenecks. Integrated decompilation is powered by .NET Reflector, but you don't need Reflector installed to use the functionality. Watch this video to see it in action. Also new in ANTS Performance Profiler 7.0: · Full support for SharePoint 2010 - No need to manually configure profiling for the latest version of SharePoint · Full support for IIS Express · Azure and Amazon EC2 support, enabling you to profile in the cloud Please click here, for more details about the ANTS Performance Profiler 7.0.

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  • RAM caching causes severe performance drops

    - by B T
    I have read plenty of threads on memory caching and the standard response of "large cache is good, it shouldn't effect performance", "the kernel knows best". I have recently upgraded from 12.04 to 12.10 and changed from VirtualBox to VMware Workstation and the performance differences are severe (I suspect it is because of the latter). When I am running my virtual machine the system load monitor graph shows less than 50% memory usage generally. System load indicator is showing me that the rest of my RAM is used in the cache all the time. Plain and simple this is the comparison: BEFORE Cache was very sparingly used, pretty much none of my memory usage was the cache Swappiness was 0 (caused my memory to be used first, then swap only if needed) Performance was quite good and logical RAM was used fully first, caching was minimal. I could run enough software to utilize my full 4GB of RAM without any performance degradation whatsoever Swap space was then used as needed which was obviously slower (I am on a HDD) but was still usable when the current program was loaded into memory AFTER Cache is used to fill the full 4GB as soon as my virtual machine is run Swappiness is 0 (same behaviour as before but cache uses full memory straight away) Performance is terrible and unusable while running Ubuntu software Basic things like changing windows takes 2 minutes + Changing screens happens frame by frame over sometimes up to 5 minutes Cannot run an IDE and VM like I could with ease before So basically, any suggestions on how to take my performance back to how it was before while keeping my current setup? My suspicion is VMWare is the problem, but how do I see what is tied to the use of the cache? Surely there is a way to control this behaviour in software as polished as VMware? Thanks EDIT: Could also be important to note that the behaviour differs depending on whether VMware is open or closed. If VMware is open, then the ram will lock at like 50% and 50% cache and go into the complete lock up mentioned above. Contrastingly, if VMware is closed (after being open), then the RAM will continue to rise as it needs / cache will stay as the complete remaining memory and there is no noticeable performance degradation.

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  • Changing time intervals for vSphere performance monitoring, and is there a better way?

    - by user991710
    I have a set of experiments running on a cluster node which is running ESXi 5.1, and I want to monitor the resource consumption on the node itself. Specifically, I am currently running experiments on a subset of the VMs on the ESXi host and wish to monitor resource consumption on those specific VMs. Right now, since I'm using only a single ESXi host, I am using vSphere to access it and the performance reports. Ideally, I would like to get these reports for different time intervals. I can already get the charts for a time interval of 1h, but these are rather long-running experiments and something like 2h, 3h,... would be preferable. However, I cannot seem to change the time interval. Here is an example of what my Customize Performance Chart dialog shows: I am also running on a trial key at the moment. How can I change this interval? Do I need a standard license, or do I just need to turn off the VM (unlikely, but I haven't attempted it yet as these are long-running experiments)? Any help (or pointers to documentation which deals with the above -- I've already looked but did not find much) would be greatly appreciated.

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  • C# performance analysis- how to count CPU cycles?

    - by Lirik
    Is this a valid way to do performance analysis? I want to get nanosecond accuracy and determine the performance of typecasting: class PerformanceTest { static double last = 0.0; static List<object> numericGenericData = new List<object>(); static List<double> numericTypedData = new List<double>(); static void Main(string[] args) { double totalWithCasting = 0.0; double totalWithoutCasting = 0.0; for (double d = 0.0; d < 1000000.0; ++d) { numericGenericData.Add(d); numericTypedData.Add(d); } Stopwatch stopwatch = new Stopwatch(); for (int i = 0; i < 10; ++i) { stopwatch.Start(); testWithTypecasting(); stopwatch.Stop(); totalWithCasting += stopwatch.ElapsedTicks; stopwatch.Start(); testWithoutTypeCasting(); stopwatch.Stop(); totalWithoutCasting += stopwatch.ElapsedTicks; } Console.WriteLine("Avg with typecasting = {0}", (totalWithCasting/10)); Console.WriteLine("Avg without typecasting = {0}", (totalWithoutCasting/10)); Console.ReadKey(); } static void testWithTypecasting() { foreach (object o in numericGenericData) { last = ((double)o*(double)o)/200; } } static void testWithoutTypeCasting() { foreach (double d in numericTypedData) { last = (d * d)/200; } } } The output is: Avg with typecasting = 468872.3 Avg without typecasting = 501157.9 I'm a little suspicious... it looks like there is nearly no impact on the performance. Is casting really that cheap?

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  • Poor Ruby on Rails performance when using nested :include

    - by Jeremiah Peschka
    I have three models that look something like this: class Bucket < ActiveRecord::Base has_many :entries end class Entry < ActiveRecord::Base belongs_to :submission belongs_to :bucket end class Submission < ActiveRecord::Base has_many :entries belongs_to :user end class User < ActiveRecord::Base has_many :submissions end When I retrieve a collection of entries doing something like: @entries = Entry.find(:all, :conditions => ['entries.bucket_id = ?', @bucket], :include => :submission) The performance is pretty quick although I get a large number of extra queries because the view uses the Submission.user object. However, if I add the user to the :include statement, the performance becomes terrible and it takes over a minute to return a total of 50 entries and submissions spread across 5 users. When I run the associated SQL commands, they complete in well under a second. @entries = Entry.find(:all, :conditions => ['entries.bucket_id = ?', @bucket], :include => {:submission => :user}) Why would this second command have such terrible performance compared to the first?

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  • best way to set up a VM for development (regarding performance)

    - by raticulin
    I am trying to set up a clean vm I will use in many of my devs. Hopefully I will use it many times and for a long time, so I want to get it right and set it up so performance is as good as possible. I have searched for a list of things to do, but strangely found only older posts, and none here. My requirements are: My host is Vista 32b, and guest is Windows2008 64b, using Vmware Workstation. The VM should also be able to run on a Vmware ESX I cannot move to other products (VirtualBox etc), but info about performance of each one is welcomed for reference. Anyway I guess most advices would apply to other OSs and other VM products. I need network connectivity to my LAN Guest will run many java processes, a DB and perform lots of file I/O What I have found so far is: HOWTO: Squeeze Every Last Drop of Performance Out of Your Virtual PCs: it's and old post, and about Virtual PC, but I guess most things still apply (and also apply to vmware). I guess it makes a difference to disable all unnecessary services, but the ones mentioned in 1 seem like too few, I specifically always disable Windows Search. Any other service I should disable?

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  • Rails performance tests "rake test:benchmark" and "rake test:profile" give me errors

    - by go minimal
    I'm trying to run a blank default performance test with Ruby 1.9 and Rails 2.3.5 and I just can't get it to work! What am I missing here??? rails testapp cd testapp script/generate scaffold User name:string rake db:migrate rake test:benchmark - /usr/local/bin/ruby19 -I"lib:test" "/usr/local/lib/ruby19/gems/1.9.1/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" "test/performance/browsing_test.rb" -- --benchmark Loaded suite /usr/local/lib/ruby19/gems/1.9.1/gems/rake-0.8.7/lib/rake/rake_test_loader Started /usr/local/lib/ruby19/gems/1.9.1/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:105:in `rescue in const_missing': uninitialized constant BrowsingTest::STARTED (NameError) from /usr/local/lib/ruby19/gems/1.9.1/gems/activesupport-2.3.5/lib/active_support/dependencies.rb:94:in `const_missing' from /usr/local/lib/ruby19/gems/1.9.1/gems/activesupport-2.3.5/lib/active_support/testing/performance.rb:38:in `run' from /usr/local/lib/ruby19/1.9.1/minitest/unit.rb:415:in `block (2 levels) in run_test_suites' from /usr/local/lib/ruby19/1.9.1/minitest/unit.rb:409:in `each' from /usr/local/lib/ruby19/1.9.1/minitest/unit.rb:409:in `block in run_test_suites' from /usr/local/lib/ruby19/1.9.1/minitest/unit.rb:408:in `each' from /usr/local/lib/ruby19/1.9.1/minitest/unit.rb:408:in `run_test_suites' from /usr/local/lib/ruby19/1.9.1/minitest/unit.rb:388:in `run' from /usr/local/lib/ruby19/1.9.1/minitest/unit.rb:329:in `block in autorun' rake aborted! Command failed with status (1): [/usr/local/bin/ruby19 -I"lib:test" "/usr/l...]

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  • Java Performance measurement

    - by portoalet
    Hi, I am doing some Java performance comparison between my classes, and wondering if there is some sort of Java Performance Framework to make writing performance measurement code easier? I.e, what I am doing now is trying to measure what effect does it have having a method as "synchronized" as in PseudoRandomUsingSynch.nextInt() compared to using an AtomicInteger as my "synchronizer". So I am trying to measure how long it takes to generate random integers using 3 threads accessing a synchronized method looping for say 10000 times. I am sure there is a much better way doing this. Can you please enlighten me? :) public static void main( String [] args ) throws InterruptedException, ExecutionException { PseudoRandomUsingSynch rand1 = new PseudoRandomUsingSynch((int)System.currentTimeMillis()); int n = 3; ExecutorService execService = Executors.newFixedThreadPool(n); long timeBefore = System.currentTimeMillis(); for(int idx=0; idx<100000; ++idx) { Future<Integer> future = execService.submit(rand1); Future<Integer> future1 = execService.submit(rand1); Future<Integer> future2 = execService.submit(rand1); int random1 = future.get(); int random2 = future1.get(); int random3 = future2.get(); } long timeAfter = System.currentTimeMillis(); long elapsed = timeAfter - timeBefore; out.println("elapsed:" + elapsed); } the class public class PseudoRandomUsingSynch implements Callable<Integer> { private int seed; public PseudoRandomUsingSynch(int s) { seed = s; } public synchronized int nextInt(int n) { byte [] s = DonsUtil.intToByteArray(seed); SecureRandom secureRandom = new SecureRandom(s); return ( secureRandom.nextInt() % n ); } @Override public Integer call() throws Exception { return nextInt((int)System.currentTimeMillis()); } } Regards

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  • Java performance issue

    - by Colby77
    Hi, I've got a question related to java performance and method execution. In my app there are a lot of place where I have to validate some parameter, so I've written a Validator class and put all the validation methods into it. Here is an example: public class NumberValidator { public static short shortValidator(String s) throws ValidationException{ try{ short sh = Short.parseShort(s); if(sh < 1){ throw new ValidationException(); } return sh; }catch (Exception e) { throw new ValidationException("The parameter is wrong!"); } } ... But I'm thinking about that. Is this OK? It's OO and modularized, but - considering performance - is it a good idea? What if I had awful lot of invocation at the same time? The snippet above is short and fast, but there are some methods that take more time. What happens when there are a lot of calling to a static method or an instance method in the same class and the method is not synchronized? All the calling methods have to fall in line and the JVM executes them sequentially? Is it a good idea to have some class that are identical to the above-mentioned and randomly call their identical methods? I think it is not, because "Don't repeat yourself " and "Duplication is Evil" etc. But what about performance? Thanks is advance.

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  • Need guidelines for optimizing WebGL performance by minimizing shader changes

    - by brainjam
    I'm trying to get an idea of the practicality of WebGL for rendering large architectural interior scenes, consisting of 100K's of triangles. These triangles are distributed over many objects, and there are many materials in the scene. On the other hand, there are no moving parts. And the materials tend to be fairly simple, mostly based on texture maps. There is a lot of texture map sharing .. for example all the chairs in scene will share a common map. There is also some multitexturing - up to three textures overlaid in a material. I've been doing a little experimentation and reading, and gather that frequently switching materials during a rendering pass will slow things down. For example, a scene with 200K triangles will have significant performance differences, depending on whether there are 10 or 1000 objects, assuming that each time an object is displayed a new material is set up. So it seems that if performance is important the scene should be sorted by materials so as to minimize material switching. What I'm looking for is guidelines on how to think of the overhead of various state changes, and where do I get the biggest bang for the buck. For example, what are the relative performance costs of, say, gl.useProgram(), gl.uniformMatrix4fv(), gl.drawElements() should I try to write ubershaders to minimize shader switching? should I try to aggregate geometry to minimize the number of gl.drawElements() calls I realize that mileage may vary depending on browser, OS, and graphics hardware. And I'm also not looking for heroic measures. Just some guidelines from people who have already had some experience in making scenes fast. I'll add that while I've had some experience with fixed-pipeline OpenGL programming in the past, I'm rather new to the WebGL/OpenGL ES 2.0 way of doing things.

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  • Improving I/O performance in C++ programs[external merge sort]

    - by Ajay
    I am currently working on a project involving external merge-sort using replacement-selection and k-way merge. I have implemented the project in C++[runs on linux]. Its very simple and right now deals with only fixed sized records. For reading & writing I use (i/o)fstream classes. After executing the program for few iterations, I noticed that I/O read blocks for requests of size more than 4K(typical block size). Infact giving buffer sizes greater than 4K causes performance to decrease. The output operations does not seem to need buffering, linux seemed to take care of buffering output. So I issue a write(record) instead of maintaining special buffer of writes and then flushing them out at once using write(records[]). But the performance of the application does not seem to be great. How could I improve the performance? Should I maintain special I/O threads to take care of reading blocks or are there existing C++ classes providing this abstraction already?(Something like BufferedInputStream in java)

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  • JDBC programms running long time performance issue

    - by phyerbarte
    My program has an issue with Oracle query performance, I believe the SQL have good performance, because it returns quickly in SQLPlus. But when my program has been running for a long time, like 1 week, the SQL query (using JDBC) becomes slower (In my logs, the query time is much longer than when I originally started the program). When I restart my program, the query performance comes back to normal. I think it is could be something wrong with the way I use the preparedStatement, because the SQL I'm using does not use placeholders "?" at all. Just a complex select query. The query process is done by a util class. Here is the pertinent code building the query: public List<String[]> query(String sql, String[] args) { Connection conn = null; conn = openConnection(); conn.setAutocommit(true); .... PreparedStatement preStatm = null; ResultSet rs = null; ....//set preparedstatment arg code rs = preStatm.executeQuery(); .... finally{ //close rs //close prestatm //close connection } } In my case, the args is always null, so it just passes a query sql to this query method. Is that possible this way could slow down the DB query after program long time running? Or I should use statement instead, or just pass args with "?" in the SQL? How can I find out the root cause for my issue? Thanks.

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  • Essbase Analytics Link (EAL) - Performance of some operation of EAL could be improved by tuning of EAL Data Synchronization Server (DSS) parameters

    - by Ahmed Awan
    Generally, performance of some operation of EAL (Essbase Analytics Link) could be improved by tuning of EAL Data Synchronization Server (DSS) parameters. a. Expected that DSS machine will be 64-bit machine with 4-8 cores and 5-8 GB of RAM dedicated to DSS. b. To change DSS configuration - open EAL Configuration Tool on DSS machine.     ->Next:     and define: "Job Units" as <Number of Cores dedicated to DSS> * 1.5 "Max Memory Size" (if this is 64-bit machine) - ~1G for each Job Unit. If DSS machine is 32-bit - max memory size is 2600 MB. "Data Store Size" - depends on number of bridges and volume of HFM applications, but in most cases 50000 MB is enough. This volume should be available in defined "Data Store Dir" driver.   Continue with configuration and finish it. After that, DSS should be restarted to take new definitions.  

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  • Why is Python used for high-performance/scientific computing (but Ruby isn't)?

    - by Cyclops
    There's a quote from a PyCon 2011 talk that goes: At least in our shop (Argonne National Laboratory) we have three accepted languages for scientific computing. In this order they are C/C++, Fortran in all its dialects, and Python. You’ll notice the absolute and total lack of Ruby, Perl, Java. It was in the more general context of high-performance computing. Granted the quote is only from one shop, but another question about languages for HPC, also lists Python as one to learn (and not Ruby). Now, I can understand C/C++ and Fortran being used in that problem-space (and Perl/Java not being used). But I'm surprised that there would be a major difference in Python and Ruby use for HPC, given that they are fairly similar. (Note - I'm a fan of Python, but have nothing against Ruby). Is there some specific reason why the one language took off? Is it about the libraries available? Some specific language features? The community? Or maybe just historical contigency, and it could have gone the other way?

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  • Information about rendering, batches, the graphical card, performance etc. + XNA?

    - by Aidiakapi
    I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but when it comes to the GPU due to my lack of technical background information, I'm clueless. I'm using XNA so it'd be nice if theory could be related to that. So what I actually wanna know is, what happens when and where (CPU/GPU) when you do specific draw actions? What is a batch? What influence do effects, projections etc have? Is data persisted on the graphics card or is it transferred over every step? When there's talk about bandwidth, are you talking about a graphics card internal bandwidth, or the pipeline from CPU to GPU? Note: I'm not actually looking for information on how the drawing process happens, that's the GPU's business, I'm interested on all the overhead that precedes that. I'd like to understand what's going on when I do action X, to adapt my architectures and practices to that. Any articles (possibly with code examples), information, links, tutorials that give more insight in how to write better games are very much appreciated. Thanks :)

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  • Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?

    - by Manuel Maier
    I would like to know what the performance difference is between using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and using one sprite per file but rotating that character to my needs. I am aware that the sprite sheet method restricts the character to only be able to look into predefined directions, whereas the rotation method would give the character the freedom of "looking everywhere". Here's an example of what I am doing: Single Sprite Method Assuming I have a 64x64 texture that points north. So I do the following if I wanted it to point east: spriteBatch.Draw( _sampleTexture, new Rectangle(200, 100, 64, 64), null, Color.White, (float)(Math.PI / 2), Vector2.Zero, SpriteEffects.None, 0); Multiple Sprite Method Now I got a sprite sheet (128x128) where the top-left 64x64 section contains a sprite pointing north, top-right 64x64 section points east, and so forth. And to make it point east, i do the following: spriteBatch.Draw( _sampleSpritesheet, new Rectangle(400, 100, 64, 64), new Rectangle(64, 0, 64, 64), Color.White); So which of these methods is using less CPU-time and what are the pro's and con's? Is .NET/XNA optimizing this in any way (e.g. it notices that the same call was done last frame and then just uses an already rendered/rotated image thats still in memory)?

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  • What to monitor on MSSQL Server

    - by user361434
    Hi all I have been asked to monitor MSSQL Server (2005 & 2008) and am wondering what are good metrics to look at? I can access WMI counters but am slightly lost as to how much depth is going to be useful. Currently I have on my list: user connections logins per second latch waits per second total latch wait time dead locks per second errors per second Log and data file sizes I am looking to be able to monitor values that will indicate a degradation of performance on the machine or a potential serious issue. To this end I am also wondering at what values some of these things would be considered normal vs problematic? As I reckon it would probably be a really good question to have answered for the general community I thought i'd court some of you DBA experts out there (I am certainly not one of them!) Apologies if a rather open ended question. Ry

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  • Very large database, very small portion most being retrieved in real time

    - by mingyeow
    Hi folks, I have an interesting database problem. I have a DB that is 150GB in size. My memory buffer is 8GB. Most of my data is rarely being retrieved, or mainly being retrieved by backend processes. I would very much prefer to keep them around because some features require them. Some of it (namely some tables, and some identifiable parts of certain tables) are used very often in a user facing manner How can I make sure that the latter is always being kept in memory? (there is more than enough space for these) More info: We are on Ruby on rails. The database is MYSQL, our tables are stored using INNODB. We are sharding the data across 2 partitions. Because we are sharding it, we store most of our data using JSON blobs, while indexing only the primary keys

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