How to evaluate a program's runtime? - c++

I've developed a simple program and want to evaluate its runtime performance on a real machine, e.g. my MacBook.
The source code goes:
#include <stdio.h>
#include <vector>
#include <ctime>
int main () {
auto beg = std::clock () ;
for (int i = 0; i < 1e8; ++ i) {
}
auto end = std::clock () ;
printf ("CPU time used: %lf ms\n", 1000.0*(end-beg)/CLOCKS_PER_SEC) ;
}
It's compiled with gcc and the optimization flag is set to the default.
With the help of bash script, I ran it for 1000 times and recorded the runtime by my MacBook, as following:
[130.000000, 136.000000): 0
[136.000000, 142.000000): 1
[142.000000, 148.000000): 234
[148.000000, 154.000000): 116
[154.000000, 160.000000): 138
[160.000000, 166.000000): 318
[166.000000, 172.000000): 139
[172.000000, 178.000000): 40
[178.000000, 184.000000): 11
[184.000000, 190.000000): 3
"[a, b): n" means that the actual runtime of the same program is between a ms and b ms for n times.
It's clear that the real runtime varies greatly and it seems not a normal distribution. Could someone kindly tell me what causes this and how I can evaluate the runtime correctly?
Thanks for responding to this question.

Benchmarking is hard!
Short answer: use google benchmark
Long answer:
There are many things that will interfere with timings.
Scheduling (the OS running other things instead of you)
CPU Scaling (the OS deciding it can save energy by running slower)
Memory contention (Something else using the memory when you want to)
Bus contention (Something else talking to a device you want to talk to)
Cache (The CPU holding on to a value to avoid having to use memory)
CPU migration. (The OS moving you from one CPU to another)
Inaccurate clocks (Only CPU clocks are accurate to any degree, but they change if you migrate)
The only way to avoid these effects are to disable CPU scaling, to do "cache-flush" functions (normally just touching a lot of memory before starting), running at high priority, and locking yourself to a single CPU. Even after all that, your timings will still be noisy, so the last thing is simply to repeat a lot, and use the average.
This why tools like google benchmark are probably your best bet.
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Related

Execution time inconsistency in a program with high priority in the scheduler using RT Kernel

Problem
We are trying to implement a program that sends commands to a robot in a given cycle time. Thus this program should be a real-time application. We set up a pc with a preempted RT Linux kernel and are launching our programs with chrt -f 98 or chrt -rr 99 to define the scheduling policy and priority. Loading of the kernel and launching of the program seems to be fine and work (see details below).
Now we were measuring the time (CPU ticks) it takes our program to be computed. We expected this time to be constant with very little variation. What we measured though, were quite significant differences in computation time. Of course, we thought this could be undefined behavior in our rather complex program, so we created a very basic program and measured the time as well. The behavior was similarly bad.
Question
Why are we not measuring a (close to) constant computation time even for our basic program?
How can we solve this problem?
Environment Description
First of all, we installed an RT Linux Kernel on the PC using this tutorial. The main characteristics of the PC are:
PC Characteristics
Details
CPU
Intel(R) Atom(TM) Processor E3950 # 1.60GHz with 4 cores
Memory RAM
8 GB
Operating System
Ubunut 20.04.1 LTS
Kernel
Linux 5.9.1-rt20 SMP PREEMPT_RT
Architecture
x86-64
Tests
The first time we detected this problem was when we were measuring the time it takes to execute this "complex" program with a single thread. We did a few tests with this program but also with a simpler one:
The CPU execution times
The wall time (the world real-time)
The difference (Wall time - CPU time) between them and the ratio (CPU time / Wall time).
We also did a latency test on the PC.
Latency Test
For this one, we followed this tutorial, and these are the results:
Latency Test Generic Kernel
Latency Test RT Kernel
The processes are shown in htop with a priority of RT
Test Program - Complex
We called the function multiple times in the program and measured the time each takes. The results of the 2 tests are:
From this we observed that:
The first execution (around 0.28 ms) always takes longer than the second one (around 0.18 ms), but most of the time it is not the longest iteration.
The mode is around 0.17 ms.
For those that take 17 ms the difference is usually 0 and the ratio 1. Although this is not exclusive to this time. For these, it seems like only 1 CPU is being used and it is saturated (there is no waiting time).
When the difference is not 0, it is usually negative. This, from what we have read here and here, is because more than 1 CPU is being used.
Test Program - Simple
We did the same test but this time with a simpler program:
#include <vector>
#include <iostream>
#include <time.h>
int main(int argc, char** argv) {
int iterations = 5000;
double a = 5.5;
double b = 5.5;
double c = 4.5;
std::vector<double> wallTime(iterations, 0);
std::vector<double> cpuTime(iterations, 0);
struct timespec beginWallTime, endWallTime, beginCPUTime, endCPUTime;
std::cout << "Iteration | WallTime | cpuTime" << std::endl;
for (unsigned int i = 0; i < iterations; i++) {
// Start measuring time
clock_gettime(CLOCK_REALTIME, &beginWallTime);
clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &beginCPUTime);
// Function
a = b + c + i;
// Stop measuring time and calculate the elapsed time
clock_gettime(CLOCK_REALTIME, &endWallTime);
clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &endCPUTime);
wallTime[i] = (endWallTime.tv_sec - beginWallTime.tv_sec) + (endWallTime.tv_nsec - beginWallTime.tv_nsec)*1e-9;
cpuTime[i] = (endCPUTime.tv_sec - beginCPUTime.tv_sec) + (endCPUTime.tv_nsec - beginCPUTime.tv_nsec)*1e-9;
std::cout << i << " | " << wallTime[i] << " | " << cpuTime[i] << std::endl;
}
return 0;
}
Final Thoughts
We understand that:
If the ratio == number of CPUs used, they are saturated and there is no waiting time.
If the ratio < number of CPUs used, it means that there is some waiting time (theoretically we should only be using 1 CPU, although in practice we use more).
Of course, we can give more details.
Thanks a lot for your help!
Your function will near certainly be optimized away so you are just measuring how long it takes to read the clocks. And as you can see that doesn't take very long with some exceptions:
The very first time you run the code (unless you just compiled it) the pages need to be loaded from disk. If you are unlucky the code spans pages and you include the loading of the next page in the measured time. Quite unlikely given the code size.
The first loop the code and any data needs to be loaded into cache. So that takes longer to execute. The branch predictor might also need a few loops to predict the loop right so the second, third loop might be slightly longer too.
For everything else I think you can blame scheduling:
an IRQ happens but nothing gets rescheduled
the process gets paused while another process runs
the process gets moved to another CPU thread leaving the caches hot
the process gets moved to another CPU core making L1 cache cold but leaving L2/L3 caches hot (if your L2 is shared)
the process gets moved to a CPU on another socket making L1/L2 caches cold but L3 cache hot (if L3 is shared)
You can do little about IRQs. Some you can fix to specific cores but others are just essential (like the timer interrupt for the scheduler itself). You kind of just have to live with that.
But you can fix your program to a specific CPU and you can fix everything else to all the other cores. Basically reserving the core for the real-time code. I guess you would have to use cgroups for this, to keep everything else off the chosen core. And you might still get some kernel threads run on the reserved core. Nothing you can do about that. But that should eliminate most of the large execution times.

Why is the CPU time different with every execution of this program?

I have a hard time understanding processor time. The result of this program:
#include <iostream>
#include <chrono>
// the function f() does some time-consuming work
void f()
{
volatile long double d;
int size = 10000;
for(int n=0; n<size; ++n)
for(int m=0; m<size; ++m)
d = n*m;
}
int main()
{
std::clock_t start = std::clock();
f();
std::clock_t end = std::clock();
std::cout << "CPU time used: "
<< (end - start)
<< "\n";
}
Seems to randomly fluctuate between 210 000, 220 000 and 230 000. At first I was amazed, why these discrete values. Then I found out that std::clock() returns only approximate processor time. So probably the value returned by std::clock() is rounded to a multiple of 10 000. This would also explain why the maximum difference between the CPU times is 20 000 (10 000 == rounding error by the first call to std::clock() and 10 000 by the second).
But if I change to int size = 40000; in the body of f(), I get fluctuations in the ranges of 3 400 000 to 3 500 000 which cannot be explained by rounding.
From what I read about the clock rate, on Wikipedia:
The CPU requires a fixed number of clock ticks (or clock cycles) to
execute each instruction. The faster the clock, the more instructions
the CPU can execute per second.
That is, if the program is deterministic (which I hope mine is), the CPU time needed to finish should be:
Always the same
Slightly higher than the number of instructions carried out
My experiments show neither, since my program needs to carry out at least 3 * size * size instructions. Could you please explain what I am doing wrong?
First, the statement you quote from Wikipedia is simply false.
It might have been true 20 years ago (but not always, even
then), but it is totally false today. There are many things
which can affect your timings:
The first: if you're running on Windows, clock is broken,
and totally unreliable. It returns the difference in elapsed
time, not CPU time. And elapsed time depends on all sorts of
other things the processor might be doing.
Beyond that: things like cache misses have a very significant
impact on time. And whether a particular piece of data is in
the cache or not can depend on whether your program was
interrupted between the last access and this one.
In general, anything less than 10% can easily be due to the
caching issues. And I've seen differences of a factor of 10
under Windows, depending on whether there was a build running or
not.
You don't state what hardware you're running the binary on.
Does it have an interrupt driven CPU ?
Is it a multitasking operating system ?
You're mistaking the cycle time of the CPU (the CPU clock as Wikipedia refers to) with the time it takes to execute a particular piece of code from start to end and all the other stuff the poor CPU has to do at the same time.
Also ... is all your executing code in level 1 cache, or is some in level 2 or in main memory, or on disk ... what about the next time you run it ?
Your program is not deterministic, because it uses library and system functions which are not deterministic.
As a particular example, when you allocate memory this is virtual memory, which must be mapped to physical memory. Although this is a system call, running kernel code, it takes place on your thread and will count against your clock time. How long it takes to do this will depend on what the overall memory allocation situation is.
The CPU time is indeed "fixed" for a given set of circumstances. However, in a modern computer, there are other things happening in the system, which interferes with the execution of your code. It may be that caches are being wiped out when your email software wakes up to check if there is any new emails for you, or when the HP printer software checks for updates, or when the antivirus software decides to run for a little bit checking if your memory contains any viruses, etc, etc, etc, etc.
Part of this is also caused by the problem that CPU time accounting in any system is not 100% accurate - it works on "clock-ticks" and similar things, so the time used by for example an interrupt to service a network packet coming in, or the hard disk servicing interrupt, or the timer interrupt to say "another millisecond ticked by" these all account into "the currently running process". Assuming this is Windows, there is a further "feature", and that is that for historical and other reasons, std::clock() simply returns the time now, not actually the time used by your process. So for exampple:
t = clock();
cin >> x;
t = clock() - t;
would leave t with a time of 10 seconds if it took ten seconds to input the value of x, even though 9.999 of those ten seconds were spent in the idle process, not your program.

Simulating CPU Load In C++

I am currently writing an application in Windows using C++ and I would like to simulate CPU load.
I have the following code:
void task1(void *param) {
unsigned elapsed =0;
unsigned t0;
while(1){
if ((t0=clock())>=50+elapsed){//if time elapsed is 50ms
elapsed=t0;
Sleep(50);
}
}
}
int main(){
int ThreadNr;
for(int i=0; i < 4;i++){//for each core (i.e. 4 cores)
_beginthread( task1, 0, &ThreadNr );//create a new thread and run the "task1" function
}
while(1){}
}
I wrote this code using the same methodology as in the answers given in this thread: Simulate steady CPU load and spikes
My questions are:
Have I translated the C# code from the other post correctly over to C++?
Will this code generate an average CPU load of 50% on a quad-core processor?
How can I, within reasonable accuracy, find out the load percentage of the CPU? (is task manager my only option?)
EDIT: The reason I ask this question is that I want to eventually be able to generate CPU loads of 10,20,30,...,90% within a reasonable tolerance. This code seems to work well for to generate loads 70%< but seems to be very inaccurate at any load below 70% (as measured by the task manager CPU load readings).
Would anyone have any ideas as to how I could generate said loads but still be able to use my program on different computers (i.e. with different CPUs)?
At first sight, this looks like not-pretty-but-correct C++ or C (an easy way to be sure is to compile it). Includes are missing (<windows.h>, <process.h>, and <time.h>) but otherwise it compiles fine.
Note that clock and Sleep are not terribly accurate, and Sleep is not terribly reliable either. On the average, the thread function should kind of work as intended, though (give or take a few percent of variation).
However, regarding question 2) you should replace the last while(1){} with something that blocks rather than spins (e.g. WaitForSingleObject or Sleep if you will). otherwise the entire program will not have 50% load on a quadcore. You will have 100% load on one core due to the main thread, plus the 4x 50% from your four workers. This will obviously sum up to more than 50% per core (and will cause threads to bounce from one core to the other, resulting in nasty side effects).
Using Task Manager or a similar utility to verify whether you get the load you want is a good option (and since it's the easiest solution, it's also the best one).
Also do note that simulating load in such a way will probably kind of work, but is not 100% reliable.
There might be effects (memory, execution units) that are hard to predict. Assume for example that you're using 100% of the CPU's integer execution units with this loop (reasonable assumption) but zero of it's floating point or SSE units. Modern CPUs may share resources between real or logical cores, and you might not be able to predict exactly what effects you get. Or, another thread may be memory bound or having significant page faults, so taking away CPU time won't affect it nearly as much as you think (might in fact give it enough time to make prefetching work better). Or, it might block on AGP transfers. Or, something else you can't tell.
EDIT:
Improved version, shorter code that fixes a few issues and also works as intended:
Uses clock_t for the value returned by clock (which is technically "more correct" than using a not specially typedef'd integer. Incidentially, that's probably the very reason why the original code does not work as intended, since clock_t is a signed integer under Win32. The condition in if() always evaluates true, so the workers sleep almost all the time, consuming no CPU.
Less code, less complicated math when spinning. Computes a wakeup time 50 ticks in the future and spins until that time is reached.
Uses getchar to block the program at the end. This does not burn CPU time, and it allows you to end the program by pressing Enter. Threads are not properly ended as one would normally do, but in this simple case it's probably OK to just let the OS terminate them as the process exits.
Like the original code, this assumes that clock and Sleep use the same ticks. That is admittedly a bold assumption, but it holds true under Win32 which you used in the original code (both "ticks" are milliseconds). C++ doesn't have anything like Sleep (without boost::thread, or C++11 std::thread), so if non-Windows portability is intended, you'd have to rethink anyway.
Like the original code, it relies on functions (clock and Sleep) which are unprecise and unreliable. Sleep(50) equals Sleep(63) on my system without using timeBeginPeriod. Nevertheless, the program works "almost perfectly", resulting in a 50% +/- 0.5% load on my machine.
Like the original code, this does not take thread priorities into account. A process that has a higher than normal priority class will be entirely unimpressed by this throttling code, because that is how the Windows scheduler works.
#include <windows.h>
#include <process.h>
#include <time.h>
#include <stdio.h>
void task1(void *)
{
while(1)
{
clock_t wakeup = clock() + 50;
while(clock() < wakeup) {}
Sleep(50);
}
}
int main(int, char**)
{
int ThreadNr;
for(int i=0; i < 4; i++) _beginthread( task1, 0, &ThreadNr );
(void) getchar();
return 0;
}
Here is an a code sample which loaded my CPU to 100% on Windows.
#include "windows.h"
DWORD WINAPI thread_function(void* data)
{
float number = 1.5;
while(true)
{
number*=number;
}
return 0;
}
void main()
{
while (true)
{
CreateThread(NULL, 0, &thread_function, NULL, 0, NULL);
}
}
When you build the app and run it, push Ctrl-C to kill the app.
You can use the Windows perf counter API to get the CPU load. Either for the entire system or for your process.

Best way to test code speed in C++ without profiler, or does it not make sense to try?

On SO, there are quite a few questions about performance profiling, but I don't seem to find the whole picture. There are quite a few issues involved and most Q & A ignore all but a few at a time, or don't justify their proposals.
What Im wondering about. If I have two functions that do the same thing, and Im curious about the difference in speed, does it make sense to test this without external tools, with timers, or will this compiled in testing affect the results to much?
I ask this because if it is sensible, as a C++ programmer, I want to know how it should best be done, as they are much simpler than using external tools. If it makes sense, lets proceed with all the possible pitfalls:
Consider this example. The following code shows 2 ways of doing the same thing:
#include <algorithm>
#include <ctime>
#include <iostream>
typedef unsigned char byte;
inline
void
swapBytes( void* in, size_t n )
{
for( size_t lo=0, hi=n-1; hi>lo; ++lo, --hi )
in[lo] ^= in[hi]
, in[hi] ^= in[lo]
, in[lo] ^= in[hi] ;
}
int
main()
{
byte arr[9] = { 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h' };
const int iterations = 100000000;
clock_t begin = clock();
for( int i=iterations; i!=0; --i )
swapBytes( arr, 8 );
clock_t middle = clock();
for( int i=iterations; i!=0; --i )
std::reverse( arr, arr+8 );
clock_t end = clock();
double secSwap = (double) ( middle-begin ) / CLOCKS_PER_SEC;
double secReve = (double) ( end-middle ) / CLOCKS_PER_SEC;
std::cout << "swapBytes, for: " << iterations << " times takes: " << middle-begin
<< " clock ticks, which is: " << secSwap << "sec." << std::endl;
std::cout << "std::reverse, for: " << iterations << " times takes: " << end-middle
<< " clock ticks, which is: " << secReve << "sec." << std::endl;
std::cin.get();
return 0;
}
// Output:
// Release:
// swapBytes, for: 100000000 times takes: 3000 clock ticks, which is: 3sec.
// std::reverse, for: 100000000 times takes: 1437 clock ticks, which is: 1.437sec.
// Debug:
// swapBytes, for: 10000000 times takes: 1781 clock ticks, which is: 1.781sec.
// std::reverse, for: 10000000 times takes: 12781 clock ticks, which is: 12.781sec.
The issues:
Which timers to use and how get the cpu time actually consumed by the code under question?
What are the effects of compiler optimization (since these functions just swap bytes back and forth, the most efficient thing is obviously to do nothing at all)?
Considering the results presented here, do you think they are accurate (I can assure you that multiple runs give very similar results)? If yes, can you explain how std::reverse gets to be so fast, considering the simplicity of the custom function. I don't have the source code from the vc++ version that I used for this test, but here is the implementation from GNU. It boils down to the function iter_swap, which is completely incomprehensible for me. Would this also be expected to run twice as fast as that custom function, and if so, why?
Contemplations:
It seems two high precision timers are being proposed: clock() and QueryPerformanceCounter (on windows). Obviously we would like to measure the cpu time of our code and not the real time, but as far as I understand, these functions don't give that functionality, so other processes on the system would interfere with measurements. This page on the gnu c library seems to contradict that, but when I put a breakpoint in vc++, the debugged process gets a lot of clock ticks even though it was suspended (I have not tested under gnu). Am I missing alternative counters for this, or do we need at least special libraries or classes for this? If not, is clock good enough in this example or would there be a reason to use the QueryPerformanceCounter?
What can we know for certain without debugging, dissassembling and profiling tools? Is anything actually happening? Is the function call being inlined or not? When checking in the debugger, the bytes do actually get swapped, but I'd rather know from theory why, than from testing.
Thanks for any directions.
update
Thanks to a hint from tojas the swapBytes function now runs as fast as the std::reverse. I had failed to realize that the temporary copy in case of a byte must be only a register, and thus is very fast. Elegance can blind you.
inline
void
swapBytes( byte* in, size_t n )
{
byte t;
for( int i=0; i<7-i; ++i )
{
t = in[i];
in[i] = in[7-i];
in[7-i] = t;
}
}
Thanks to a tip from ChrisW I have found that on windows you can get the actual cpu time consumed by a (read:your) process trough Windows Management Instrumentation. This definitely looks more interesting than the high precision counter.
Obviously we would like to measure the cpu time of our code and not the real time, but as far as I understand, these functions don't give that functionality, so other processes on the system would interfere with measurements.
I do two things, to ensure that wall-clock time and CPU time are approximately the same thing:
Test for a significant length of time, i.e. several seconds (e.g. by testing a loop of however many thousands of iterations)
Test when the machine is more or less relatively idle except for whatever I'm testing.
Alternatively if you want to measure only/more exactly the CPU time per thread, that's available as a performance counter (see e.g. perfmon.exe).
What can we know for certain without debugging, dissassembling and profiling tools?
Nearly nothing (except that I/O tends to be relatively slow).
To answer you main question, it "reverse" algorithm just swaps elements from the array and not operating on the elements of the array.
Use QueryPerformanceCounter on Windows if you need a high-resolution timing. The counter accuracy depends on the CPU but it can go up to per clock pulse. However, profiling in real world operations is always a better idea.
Is it safe to say you're asking two questions?
Which one is faster, and by how much?
And why is it faster?
For the first, you don't need high precision timers. All you need to do is run them "long enough" and measure with low precision timers. (I'm old-fashioned, my wristwatch has a stop-watch function, and it is entirely good enough.)
For the second, surely you can run the code under a debugger and single-step it at the instruction level. Since the basic operations are so simple, you will be able to easily see roughly how many instructions are required for the basic cycle.
Think simple. Performance is not a hard subject. Usually, people are trying to find problems, for which this is a simple approach.
(This answer is specific to Windows XP and the 32-bit VC++ compiler.)
The easiest thing for timing little bits of code is the time-stamp counter of the CPU. This is a 64-bit value, a count of the number of CPU cycles run so far, which is about as fine a resolution as you're going to get. The actual numbers you get aren't especially useful as they stand, but if you average out several runs of various competing approaches then you can compare them that way. The results are a bit noisy, but still valid for comparison purposes.
To read the time-stamp counter, use code like the following:
LARGE_INTEGER tsc;
__asm {
cpuid
rdtsc
mov tsc.LowPart,eax
mov tsc.HighPart,edx
}
(The cpuid instruction is there to ensure that there aren't any incomplete instructions waiting to complete.)
There are four things worth noting about this approach.
Firstly, because of the inline assembly language, it won't work as-is on MS's x64 compiler. (You'll have to create a .ASM file with a function in it. An exercise for the reader; I don't know the details.)
Secondly, to avoid problems with cycle counters not being in sync across different cores/threads/what have you, you may find it necessary to set your process's affinity so that it only runs on one specific execution unit. (Then again... you may not.)
Thirdly, you'll definitely want to check the generated assembly language to ensure that the compiler is generating roughly the code you expect. Watch out for bits of code being removed, functions being inlined, that sort of thing.
Finally, the results are rather noisy. The cycle counters count cycles spent on everything, including waiting for caches, time spent on running other processes, time spent in the OS itself, etc. Unfortunately, it's not possible (under Windows, at least) to time just your process. So, I suggest running the code under test a lot of times (several tens of thousands) and working out the average. This isn't very cunning, but it seems to have produced useful results for me at any rate.
I would suppose that anyone competent enough to answer all your questions is gong to be far too busy to answer all your questions. In practice it is probably more effective to ask a single, well-defined questions. That way you may hope to get well-defined answers which you can collect and be on your way to wisdom.
So, anyway, perhaps I can answer your question about which clock to use on Windows.
clock() is not considered a high precision clock. If you look at the value of CLOCKS_PER_SEC you will see it has a resolution of 1 millisecond. This is only adequate if you are timing very long routines, or a loop with 10000's of iterations. As you point out, if you try and repeat a simple method 10000's of times in order to get a time that can be measured with clock() the compiler is liable to step in and optimize the whole thing away.
So, really, the only clock to use is QueryPerformanceCounter()
Is there something you have against profilers? They help a ton. Since you are on WinXP, you should really give a trial of vtune a try. Try a call graph sampling test and look at self time and total time of the functions being called. There's no better way to tune your program so that it's the fastest possible without being an assembly genius (and a truly exceptional one).
Some people just seem to be allergic to profilers. I used to be one of those and thought I knew best about where my hotspots were. I was often correct about obvious algorithmic inefficiencies, but practically always incorrect about more micro-optimization cases. Just rewriting a function without changing any of the logic (ex: reordering things, putting exceptional case code in a separate, non-inlined function, etc) can make functions a dozen times faster and even the best disassembly experts usually can't predict that without the profiler.
As for relying on simplistic timing tests alone, they are extremely problematic. That current test is not so bad but it's a very common mistake to write timing tests in ways in which the optimizer will optimize out dead code and end up testing the time it takes to do essentially a nop or even nothing at all. You should have some knowledge to interpret the disassembly to make sure the compiler isn't doing this.
Also timing tests like this have a tendency to bias the results significantly since a lot of them just involve running your code over and over in the same loop, which tends to simply test the effect of your code when all the memory in the cache with all the branch prediction working perfectly for it. It's often just showing you best case scenarios without showing you the average, real-world case.
Depending on real world timing tests is a little bit better; something closer to what your application will be doing at a high level. It won't give you specifics about what is taking what amount of time, but that's precisely what the profiler is meant to do.
Wha? How to measure speed without a profiler? The very act of measuring speed is profiling! The question amounts to, "how can I write my own profiler?" And the answer is clearly, "don't".
Besides, you should be using std::swap in the first place, which complete invalidates this whole pointless pursuit.
-1 for pointlessness.

Create thread with >70% CPU utilization

I am creating a test program to test the functionality of program which calcultes CPU Utilization.
Now I want to test that program at different times when CPU utilization is 100%, 50% 0% etc.
My question how to make CPU to utilize to 100% or may be > 80%.
I think creating a while loop like will suffice
while(i++< 2000)
{
cout<<" in while "<< endl;
Sleep(10); // sleep for 10 ms.
}
After running this I dont get high CPU utilization.
What would be the possible solutions to make high cpu intensive??
You're right to use a loop, but:
You've got IO
You've got a sleep
Basically nothing in that loop is going to take very much CPU time compared with the time it's sleeping or waiting for IO.
To kill a CPU you need to give it just CPU stuff. The only tricky bit really is making sure the C++ compiler doesn't optimise away the loop. Something like this should probably be okay:
// A bit like generating a hashcode. Pretty arbitrary choice,
// but simple code which would be hard for the compiler to
// optimise away.
int running_total = 23;
for (int i=0; i < some_large_number; i++)
{
running_total = 37 * running_total + i;
}
return running_total;
Note the fact that I'm returning the value out of the loop. That should stop the C++ compiler from noticing that the loop is useless (if you never used the value anywhere, the loop would have no purpose). You may want to disable inlining too, as otherwise I guess there's a possibility that a smart compiler would notice you calling the function without using the return value, and inline it to nothing. (As Suma points out in the answer, using volatile when calling the function should disable inlining.)
Your loop mostly sleeps, which means it has very light CPU load. Besides of Sleep, be sure to include some loop performing any computations, like this (Factorial implementation is left as an exercise to reader, you may replace it with any other non-trivial function).
while(i++< 2000)
{
int sleepBalance = 10; // increase this to reduce the CPU load
int computeBalance = 1000; // increase this to increase the CPU load
for (int i=0; i<computeBalance; i++)
{
/* both volatiles are important to prevent compiler */
/* optimizing out the function */
volatile int n = 30;
volatile int pretendWeNeedTheResult = Factorial(n);
}
Sleep(sleepBalance);
}
By adjusting sleepBalance / computeBalance you may adjust how much CPU this program takes. If you want to this as a CPU load simulation, you might want to take a few addtional steps:
on a multicore system be sure to either spawn the loop like this in multiple threads (one for each CPU), or execute the process multiple times, and to make the scheduling predictable assign thread/process affinity explicitly
sometimes you may also want to increase the thread/process priority to simulate the environment where CPU is heavily loaded with high priority applications.
Use consume.exe in the Windows SDK.
Don't roll your own when someone else has already done the work and will give it to you for free.
If you call Sleep in your loop then most of the the loop's time will be spent doing nothing (sleeping). This is why your CPU utilization is low - because that 10mS sleep is huge compared to the time the CPU will spend executing the rest of the code in each loop iteration. It is a non-trivial task to write code to accurately waste CPU time. Roger's suggestion of using CPU Burn-In is a good one.
I know the "yes" command on UNIX systems, when routed to /dev/null will eat up 100% CPU on a single core (it doesn't thread). You can launch multiple instances of it to utilize each core. You could probably compile the "yes" code in your application and call it directly. You don't specify what C++ compiler you are using for Windows, but I am going to assume it has POSIX compatibility of some kind (ala Cygwin). If that's the case, "yes" should work fine.
To make a thread use a lot of CPU, make sure it doesn't block/wait. Your Sleep call will suspend the thread and not schedule it for at least the number of ms the Sleep call indicates, during which it will not use the CPU.
Get hold of a copy of CPU Burn-In.