Why does my program run faster on first launch than on next launches? - c++

I have been working for 2.5 years on a personal flight sim project on my leisure time, written in C++ and using Opengl on a windows 7 PC.
I recently had to move to windows 10. Hardware is exactly the same. I reinstalled Code::blocks.
It turns out that on first launch of my project after the system start, performance is OK, similar to what I used to see with windows 7. But, the second, third, and all next launches give me lower performance, with significant less fluidity in frame rate compared to the first run, detectable by eye. This never happened with windows 7.
Any time I start my system, first run is fast, next ones are slower.
I had a look at the task manager while doing some runs. The first run is handled by one of the 4 cores of my CPU (iCore5-6500) at approximately 85%. For the next runs, the load is spread accross the 4 cores. During those slower runs on 4 cores, I tried to modify the affinity and direct my program to only one core without significant improvement in performance. The selected core was working at full load, though.
My C++ code doesn't explicitly use any thread function at this stage. From my modest programmer's point of view, there is only one main thread run in the main(). On the task manager, I can see that some 10 to 14 threads are alive when my program runs. I guess (wrongly?) that they are implicitly created by the use of joysticks, track ir or other communication task with GPU...
Could it come from memory not being correctly freed when my program stops? I thought windows would free it properly, even if I forgot some 'delete' after using 'new'.
Has anyone encountered a similar situation? Any explanation coming to your minds?
Any suggestion to better understand these facts? Obviously, my ultimate goal is to have a consistent performance level whatever the number of launches.
trying to upload screenshots of second run as viewed by task manager:
trying to upload screenshots of first run as viewed by task manager:

Well I got a problems when switching to win10 for clients at my work too here few I encountered all because Windows10 has changed up scheduling of processes creating a lot of issues like:
older windowses blockless thread synchronizations techniques not working anymore
well placed Sleep() helps sometimes. Btw. similar problems was encountered when switching from w2k to wxp.
huge slowdowns and frequent freezes for few seconds on older single threaded apps
usually setting affinity to single core solves this. You can do this also in task manager just to check and if helps then you can do this in code too. Here an example on how to do it with winapi:
Cache size estimation on your system?
messed up drivers timings causing zombies processes even total freeze and or BSOD
I deal with USB in my work and its a nightmare sometimes on win10. On top of all this Win10 tends to enforce wrong drivers on devices (like gfx cards, custom USB systems etc ...)
auto freeze close app if it does not respond the wndproc in time
In Windows10 the timeout is much much smaller than in older versions. If the case You can try running in compatibility mode (set in icon properties on desktop) for older windows (however does not work for #1,#2), or change the apps code to speed up response. For example in VCL you can call Process Messages from inside of blocking code to remedy this... Or you can use threads for the heavy lifting ... just be careful with rendering and using winapi as accessing some winapi (any window/visual related stuff) functions from outside main thread causes havoc ...
On top of all this old IDEs (especially for MCUs) don't work properly anymore and new ones are usually much worse (or unusable because of lack of functionality that was present in older versions) to work with so I stayed faith full to Windows7 for developer purposes.
If none of above helps then try to log the times some of your task did need ... it might show you which part of code is the problem. I usually do this using timing graph like this:
both x,y axises are time and each task has its own color and row in graph. the graph is scrolling in time (to the left side in my case) and has changeable time scale. The numbers are showing actual and max (or sliding avg) value ...
This way I can see if some task is not taking too much time or even overlaps its next execution, peaks are also nicely visible and all runs during runtime without any debug tools which might change the behavior of execution.

Related

CPU Usage gradually increases in dotnet core webservice

I have a .net Core web service which seems to slowly increase its cpu usage.
meaning at the first day it won't go past 10%, the second day it can go up to 20% and so on.
Using the TOP command in linux, all my webservices seems to sometime be shown there (probably when a request is made) and afterward disappear.
This specific process after running for a while just stays there constantly consuming cpu even when no request has been made.
the API still working fine, it seems like there are some threads that just keeps hanging and consuming cpu. last time I checked I had 5 threads that consumed 3-4% cpu and didn't die for some reason.
My guess is that in some specific scenario a thread just stays alive consuming cpu.
The app runs on ubuntu machine, my first step was trying to create a dump file with ProcDump so I can analyze those threads and maybe find where they are hanging.
ProcDump generates a huge 21gb file, which trying to analyze with lldb throws out of memory exception. even tried transferring it to a windows machine to debug with windbg , no help there as it couldn't open the file.
As there is no specific exception or anything I can't really share any piece of code as I have no idea where the issue is... just kind a hoping for some suggestion that might help me get to a solution or at least understand where the problem is.
Thanks a lot for reading, cheers
You could try using something like jetBrains’ DotMemory, they also have a fairly high level but helpful guide https://www.jetbrains.com/help/dotmemory/How_to_Find_a_Memory_Leak.html it also worth checking your startup file and double checking the services you’ve registered are used in the correct way ie not added as scoped when they should be transient or even a singleton etc
so iv'e been at it for a while.
Eventually found out that my problem was with HttpClient
Probably some bad mix of static class and creating new instances of HttpClient that causes the issue Iv'e explained above.
Solved it by utilizing HttpClientFactory as explained here -
https://learn.microsoft.com/en-us/aspnet/core/fundamentals/http-requests?view=aspnetcore-2.1
Lesson learned :)
A little late but Procdump for Linux just added .NET Core 3 support that generates much more managable sized core dumps. It automatically detects if the target process is .NET Core and does the right thing (i.e., no need to specify switches).

SDL_RenderPresent Hangs Forever

I've come across an inexplicable error in SDL 2.0.3 when using hardware rendered graphics. For some reason, around 5 minutes after the program starts my graphical window closes but my console window stays open. There is no error thrown or anything to signify a problem.
When I pause the debugger, the program puts the breakpoint inside of SDL_RenderPresent(). I followed the call stack to a function inside of ntdll.dll called WaitForSingleObject() but I'm not sure what's causing it to hang forever.
Also, this does not happen when I use software rendered graphics. I am running it on an AMD FirePro M5100 FireGL V with the latest drivers installed.
My question is, does anyone know what might cause SDL_RenderPresent() to never return?
From the description seems that there are locks not released by the lower levels of the graphics pipeline.
From the fact that it happens after 5 minutes seems that there is a resource leak somewhere.
All of this is just a wild guess of course, but I'd say that either the application code or the SDL code is leaking resources (handles to textures, vertex buffers and the like) and that part of the code (either at the lower levels of SDL or in the driver) when running out is not behaving nicely (this happens often... in many cases low-resource conditions are not very well tested and handled).
This doesn't happen in software rendering because there resources are basically unlimited. A confirm of this kind of problem would be that when running in software rendering the program works but process memory use keeps growing and growing.
Pay attention also to any code that "catches" any exception/failure and keeps running after that. Writing complex software that works correctly after an abnormal state is extremely difficult (basically impossible beyond trivial cases because exception safety doesn't scale by composition: the only way that doesn't make the complexity explode is to have logical partitioning "walls" and re-initialize whole subsystems).

Standalone Windows app hangs upon change of focus

I have written an app in C++ from Visual Studio 2008, running on Windows 7, that runs fine, using either the debug or release versions, when under the control of the debugger, but when running standalone, using either the debug or release versions, it also runs fine except whenever I click on any unrelated window, say a file explorer window, whereupon the app hangs without any warnings from Windows, I see the little circle thing.
The code is doing something rather computationally intensive, accessing data from a 10Mb global array, and it is well within the 2Gb limit of 32 bit Windows. I have checked for the obvious things, such as uninitialized variables, infinite loops, and the like, I am not allocating any big local arrays, but have found nothing wrong. The code is running directly from the UI thread, blocking, but I do not care as there is nothing else to do till that task completes. Alternatively, I could put this code in its own worker thread communicating back to the UI thread by an interlocked buffer, but this seems redundant. I've tried this on two different machines running Windows 7 and get identical behavior. Is there something about Windows process management that I am overlooking? Is there a way to tell whether there is some sort of memory corruption going on that could cause some other process to affect the app's process?
[Edit1 by spektre] just copied user3481340's code from comment to be readable
I do not think that the computational time, which is about an hour
has anything to do with the problem.
Rather, the windows messaging for the edit box is getting messed-up.
The relevant code is:
int textlen=GetWindowTextLength(Editwin);
int k=strcspn(messagebuf,"\n");
if(k<strlen(messagebuf))textlength=strlen(messagebuf)-k;
else textlength+=k;
SendMessage (Editwin, EM_SETSEL, (WPARAM)textlen, (LPARAM)textlen);
SendMessage (Editwin, EM_REPLACESEL, 0, (LPARAM) messagebuf);
Somehow Windows stops responding to these messages.
Windows7 has some changes (from previous versions of windows)
in process scheduling
which can mess up lock-less multi-thread apps which are working 100% thread safe on older versions of windows. There is not much to do with this (unless add some safety sleeps or locks)
critical sections
I am not 100% convinced that critical sections work properly on Win7SP1 as I have some issues on specific machine setup where they do not work with combination of:
heavy duty USB HS bulk data transfers
OpenGL use
multi-threading with heavy multiple critical sections use
but it could be a hidden bug or messed-up Windows7 installation or even HW error
WindowProc
if your message loop get stuck for a longer time then it should then it will cause the program to be detected as non-responding even if it is not. Usually run in compatibility for XPSP3 helps but sadly not on all machines or all apps :( this is the main reason why many games does not run on Win7
I suspect this is your case and according to your last comment I was right.
Transfer critical processing to some thread instead so the WindowProc is not blocked. If you need an event after computation is done then flag some variable as done and scan for it in some timer so you can respond inside main thread (to avoid winapi calls outside main thread).
32bit Driver+App use on x64 windows (WOW64)
if your app is accessing any driver then on WOW64 you need special driver build to access real hardware instead of emulated by WOW64 !!! If you did not then your App is most likely waiting for real device respond instead is getting emulated one which can be different and cause real hang ups. In that case you need compile your app as x64
Or use some kind of WOW64.x86 -> x64 bridge
Or use driver which can handle it itself (usually link do different dll)

Is there any reason why multithreaded app will loop forever when win7 is screen locked?

I'm working on an application that uses multiple threads to process its data. The app is developped in C++ (Intel C++ comp. 9.1) and uses OpenMP. It is a 64 bit app running on Win7.
The problem is that when I run it during day, it runs correctly. But when I run it during night after the screen has been locked, it enters in a forever loop after a few processes.
To be more precise, the app is called many times for different files to process. The calls are done within a batch file (no problem there).
I found that it enters in the forever loop about 2 hours after the lock screen occurs.
I disabled all power saving settings. But nothing changed.
It is not very clear as description but the reason is that I don't have a clue about the source of the problem. I just hope someone among you could have had the same problem (and found a fix!). If you want more details, just let me know.
Any idea? Thanks in advance!
As my tests go on, I installed the same setup (but in release rather than debug version) on another computer. I ran into the same problem after 20 minutes (after the screen lock) with another set of data. I ran the same data on my own computer (which is not locked) and everything was fine.
I'm mystified!
Are you giving a thread priority that is taking control of the application?
Also, I would suggest taking running it through some kind of profiling, such as VTune as it can point out potential odd cases that could be causing an issue for you. (There is a free evaluation that you can try).

Profiling a legacy application

I am using an old version of a metastorm workflow designer.
We support this while we rewriting it in Microsoft Technologies.
After a few changes the "MAP" (*.epc) has become exceedingly slow to work with and "PUBLISH".
The publish writes the map and its binaries to the DB which then a service will pick up and execute.
However the publish "hangs" never completing and taking from a completion time of 15 min to in excess of 3 hours but still not completing.
I can see the CPU is being hammered but memory seems fine.
I ran process monitor but it does not show me much which leads me to believe the process is doing something either than the norm or the map has grown to a point which is leading it to destruction.
My question: How else can I profile this black box exe?