Removing code portions does not match the profiler's data - c++

I am doing a little proof of concept profile and optimize type of example. However, I ran into something that I can't quite explain, and I'm hoping that someone here can clear this up.
I wrote a very short snippet of code:
int main (void)
{
for (int j = 0; j < 1000; j++)
{
a = 1;
b = 2;
c = 3;
for (int i = 0; i < 100000; i++)
{
callbackWasterOne();
callbackWasterTwo();
}
printf("Two a: %d, b: %d, c: %d.", a, b, c);
}
return 0;
}
void callbackWasterOne(void)
{
a = b * c;
}
void callbackWasterTwo(void)
{
b = a * c;
}
All it does is call two very basic functions that just multiply numbers together. Since the code is identical, I expect the profiler (oprofile) to return roughly the same number.
I run this code 10 times per profile, and I got the following values for how long time is spent on each function:
main: average = 5.60%, stdev = 0.10%
callbackWasterOne = 43.78%, stdev = 1.04%
callbackWasterTwo = 50.24%, stdev = 0.98%
rest is in miscellaneous things like printf and no-vmlinux
The difference between the time for callbackWasterOne and callbackWasterTwo is significant enough (to me at least) given that they have the same code, that I switched their order in my code and reran the profiler with the following results now:
main: average = 5.45%, stdev = 0.40%
callbackWasterOne = 50.69%, stdev = 0.49%
callbackWasterTwo = 43.54%, stdev = 0.18%
rest is in miscellaneous things like printf and no-vmlinux
So evidently the profiler samples one more than the other based on the execution order. Not good. Disregarding this, I decided to see the effects of removing some code and I got this for execution times (averages):
Nothing removed: 0.5295s
call to callbackWasterOne() removed from for loop: 0.2075s
call to callbackWasterTwo() removed from for loop: 0.2042s
remove both calls from for loop: 0.1903s
remove both calls and the for loop: 0.0025s
remove contents of callbackWasterOne: 0.379s
remove contents of callbackWasterTwo: 0.378s
remove contents of both: 0.382s
So here is what I'm having trouble understanding:
When I remove just one of the calls from the for loop, the execution time drops by ~60%, which is greater than the time spent by that one function + the main in the first place! How is this possible?
why is the effect of removing both calls from the loop so little compared to removing just one? I can't figure out this non-linearity. I understand that the for loop is expensive, but in that case (if most of the remaining time can be attributed to the for loop that performs the function calls), why would removing one of the calls cause such a large improvement in the first place?
I looked at the disassembly and the two functions are the same in code. The calls to them are the same, and removing the call simply deletes the one call line.
Other info that might be relevant
I'm using Ubuntu 14.04LTS
The code is complied by Eclipse with no optimization (O0)
I time the code by running it in terminal using "time"
I use OProfile with count = 10000 and 10 repetitions.
Here are the results from when I do this with -O1 optimization:
main: avg = 5.89%, stdev = 0.14%
callbackWasterOne: avg = 44.28%, stdev = 2.64%
callbackWasterTwo: avg = 49.66%, stdev = 2.54% (greater than before)
Rest is miscellaneous
Results of removing various bits (execution time averages):
Nothing removed: 0.522s
Remove callbackWasterOne call: 0.149s (71.47% decrease)
Remove callbackWasterTwo call: 0.123% (76.45% decrease)
Remove both calls: 0.0365s (93.01% decrease) (what I would expect given the profile data just above)
So removing one call now is much better than before, and removing both still carries a benefit (probably because the optimizer understands that nothing happens in the loop). Still, removing one is much more beneficial than I would have anticipated.
Results of the two functions using different variables:
I defined 3 more variables for callbackWasterTwo() to use instead of reusing same ones. Now the results are what I would have expected.
main: avg = 10.87%, stdev = 0.19% (average is greater, but maybe due to those new variables)
callbackWasterOne: avg = 46.08%, stdev = 0.53%
callbackWasterTwo: avg = 42.82%, stdev = 0.62%
Rest is miscellaneous
Results of removing various bits (execution time averages):
Nothing removed: 0.520s
Remove callbackWasterOne call: 0.292s (43.83% decrease)
Remove callbackWasterTwo call: 0.291% (44.07% decrease)
Remove both calls: 0.065s (87.55% decrease)
So now removing both calls is pretty much equivalent (within stdev) to removing one call + the other.
Since the result of removing either function is pretty much the same (43.83% vs 44.07%), I am going to go out on a limb and say that perhaps the profiler data (46% vs 42%) is still skewed. Perhaps it is the way it samples (going to vary the counter value next and see what happens).
It appears that the success of optimization relates pretty strongly to the code reuse fraction. The only way to achieve "exactly" (you know what I mean) the speedup noted by the profiler is to optimize on completely independent code. Anyway this is all interesting.
I am still looking for some explanation ideas for the 70% decrease in the -O1 case though...
I did this with 10 functions (different formulas in each, but using some combination of 6 different variables, 3 at a time, all multiplication):
These results are disappointing to say the least. I know the functions are identical, and yet, the profiler indicates that some take significantly longer. No matter which one I remove ("fast" or "slow" one), the results are the same ;) So this leaves me to wonder, how many people are incorrectly relying on the profiler to indicate the incorrect areas of code to fix? If I unknowingly saw these results, what could possible tell me to go fix the 5% function rather than the 20% (even though they are exactly the same)? What if the 5% one was much easier to fix, with a large potential benefit? And of course, this profiler might just not be very good, but it is popular! People use it!
Here is a screenshot. I don't feel like typing it in again:
My conclusion: I am overall rather disappointed with Oprofile. I decided to try out callgrind (valgrind) through command line on the same function and it gave me far more reasonable results. In fact, the results were very reasonable (all functions spent ~ the same amount of time executing). I think Callgrind samples far more than Oprofile ever did.
Callgrind will still not explain the difference in improvement when a function is removed, but at least it gives the correct baseline information...

Ah, I see you did look at the assembly. This question is indeed interesting in its own right, but in general there's no point profiling unoptimized code, since there's so much boilerplate that could easily be reduced even in -O1.
If it's really only the call that's missing, then that could explain the timing differences -- there's lots of boilerplate from the -O0 stack manipulation code (any caller-saved registers have to be pushed onto the stack, and any arguments too, then afterwards the any return value has to be treated and the opposite stack manipulation has to be done) which contributes to the time it takes to call the functions, but is not necessarily completely attributed to the functions themselves by oprofile since that code is executed before/after the function is actually called.
I suspect the reason the second function seems to always take less time is that there's less (or no) stack juggling that needs to be done -- the parameter values are already on the stack thanks to the previous function call, and so, as you've seen, only the call to the function has to be executed, without any other extra work.

Related

Performance impact of using 'break' inside 'for-loop'

I have done my best and read a lot of Q&As on SO.SE, but I haven't found an answer to my particular question. Most for-loop and break related question refer to nested loops, while I am concerned with performance.
I want to know if using a break inside a for-loop has an impact on the performance of my C++ code (assuming the break gets almost never called). And if it has, I would also like to know tentatively how big the penalization is.
I am quite suspicions that it does indeed impact performance (although I do not know how much). So I wanted to ask you. My reasoning goes as follows:
Independently of the extra code for the conditional statements that
trigger the break (like an if), it necessarily ads additional
instructions to my loop.
Further, it probably also messes around when my compiler tries to
unfold the for-loop, as it no longer knows the number of iterations
that will run at compile time, effectively rendering it into a
while-loop.
Therefore, I suspect it does have a performance impact, which could be
considerable for very fast and tight loops.
So this takes me to a follow-up question. Is a for-loop & break performance-wise equal to a while-loop? Like in the following snippet, where we assume that checkCondition() evaluates 99.9% of the time as true. Do I loose the performance advantage of the for-loop?
// USING WHILE
int i = 100;
while( i-- && checkCondition())
{
// do stuff
}
// USING FOR
for(int i=100; i; --i)
{
if(checkCondition()) {
// do stuff
} else {
break;
}
}
I have tried it on my computer, but I get the same execution time. And being wary of the compiler and its optimization voodoo, I wanted to know the conceptual answer.
EDIT:
Note that I have measured the execution time of both versions in my complete code, without any real difference. Also, I do not trust compiling with -s (which I usually do) for this matter, as I am not interested in the particular result of my compiler. I am rather interested in the concept itself (in an academic sense) as I am not sure if I got this completely right :)
The principal answer is to avoid spending time on similar micro optimizations until you have verified that such condition evaluation is a bottleneck.
The real answer is that CPU have powerful branch prediction circuits which empirically work really well.
What will happen is that your CPU will choose if the branch is going to be taken or not and execute the code as if the if condition is not even present. Of course this relies on multiple assumptions, like not having side effects on the condition calculation (so that part of the body loop depends on it) and that that condition will always evaluate to false up to a certain point in which it will become true and stop the loop.
Some compilers also allow you to specify the likeliness of an evaluation as a hint the branch predictor.
If you want to see the semantic difference between the two code versions just compile them with -S and examinate the generated asm code, there's no other magic way to do it.
The only sensible answer to "what is the performance impact of ...", is "measure it". There are very few generic answers.
In the particular case you show, it would be rather surprising if an optimising compiler generated significantly different code for the two examples. On the other hand, I can believe that a loop like:
unsigned sum = 0;
unsigned stop = -1;
for (int i = 0; i<32; i++)
{
stop &= checkcondition(); // returns 0 or all-bits-set;
sum += (stop & x[i]);
}
might be faster than:
unsigned sum = 0;
for (int i = 0; i<32; i++)
{
if (!checkcondition())
break;
sum += x[i];
}
for a particular compiler, for a particular platform, with the right optimization levels set, and for a particular pattern of "checkcondition" results.
... but the only way to tell would be to measure.

How to generate computation intensive code in C++ that will not be removed by compiler? [duplicate]

This question already has an answer here:
How to prevent optimization of busy-wait
(1 answer)
Closed 7 years ago.
I am doing some experiments on CPU's performance. I wonder if anyone know a formal way or a tool to generate simple code that can run for a period of time (several seconds) and consumes significant computation resource of a CPU.
I know there are a lot of CPU benchmarks but the code of them is pretty complicated. What I want is a program more straight forward.
As the compiler is very smart, writing some redundant code as following will not work.
for (int i = 0; i < 100; i++) {
int a = i * 200 + 100;
}
Put the benchmark code in a function in a separate translation unit from the code that calls it. This prevents the code from being inlined, which can lead to aggressive optimizations.
Use parameters for the fixed values (e.g., the number of iterations to run) and return the resulting value. This prevents the optimizer from doing too much constant folding and it keeps it from eliminating calculations for a variable that it determines you never use.
Building on the example from the question:
int TheTest(int iterations) {
int a;
for (int i = 0; i < iterations; i++) {
a = i * 200 + 100;
}
return a;
}
Even in this example, there's still a chance that the compiler might realize that only the last iteration matters and completely omit the loop and just return 200*(iterations - 1) + 100, but I wouldn't expect that to happen in many real-life cases. Examine the generated code to be certain.
Other ideas, like using volatile on certain variables can inhibit some reasonable optimizations, which might make your benchmark perform worse that actual code.
There are also frameworks, like this one, for writing benchmarks like these.
It's not necessarily your optimiser that removes the code. CPU's these days are very powerful, and you need to increase the challenge level. However, note that your original code is not a good general benchmark: you only use a very subset of a CPU's instruction set. A good benchmark will try to challenge the CPU on different kinds of operations, to predict the performance in real world scenarios. Very good benchmarks will even put load on various components of your computer, to test their interplay.
Therefore, just stick to a well known published benchmark for your problem. There is a very good reason why they are more involved. However, if you really just want to benchmark your setup and code, then this time, just go for higher counter values:
double j=10000;
for (double i = 0; i < j*j*j*j*j; i++)
{
}
This should work better for now. Note that there a just more iterations. Change j according to your needs.

Code reordering due to optimization

I've heard so many times that an optimizer may reorder your code that I'm starting to believe it.
Are there any examples or typical cases where this might happen and how can I Avoid such a thing (eg I want a benchmark to be impervious to this)?
There are LOTS of different kinds of "code-motion" (moving code around), and it's caused by lots of different parts of the optimisation process:
move these instructions around, because it's a waste of time to wait for the memory read to complete without putting at least one or two instructions between the memory read and the operation using the content we got from memory
Move things out of loops, because it only needs to happen once (if you call x = sin(y) once or 1000 times without changing y, x will have the same value, so no point in doing that inside a loop. So compiler moves it out.
Move code around based on "compiler expects this code to hit more often than the other bit, so better cache-hit ratio if we do it this way" - for example error handling being moved away from the source of the error, because it's unlikely that you get an error [compilers often understand commonly used functions and that they typically result in success].
Inlining - code is moved from the actual function into the calling function. This often leads to OTHER effects such as reduction in pushing/poping registers from the stack and arguments can be kept where they are, rather than having to move them to the "right place for arguments".
I'm sure I've missed some cases in the above list, but this is certainly some of the most common.
The compiler is perfectly within its rights to do this, as long as it doesn't have any "observable difference" (other than the time it takes to run and the number of instructions used - those "don't count" in observable differences when it comes to compilers)
There is very little you can do to avoid compiler from reordering your code - you can write code that ensures the order to some degree. So for example, we can have code like this:
{
int sum = 0;
for(i = 0; i < large_number; i++)
sum += i;
}
Now, since sum isn't being used, the compiler can remove it. Adding some code that checks prints the sum would ensure that it's "used" according to the compiler.
Likewise:
for(i = 0; i < large_number; i++)
{
do_stuff();
}
if the compiler can figure out that do_stuff doesn't actually change any global value, or similar, it will move code around to form this:
do_stuff();
for(i = 0; i < large_number; i++)
{
}
The compiler may also remove - in fact almost certainly will - the, now, empty loop so that it doesn't exist at all. [As mentioned in the comments: If do_stuff doesn't actually change anything outside itself, it may also be removed, but the example I had in mind is where do_stuff produces a result, but the result is the same each time]
(The above happens if you remove the printout of results in the Dhrystone benchmark for example, since some of the loops calculate values that are never used other than in the printout - this can lead to benchmark results that exceed the highest theoretical throughput of the processor by a factor of 10 or so - because the benchmark assumes the instructions necessary for the loop were actually there, and says it took X nominal operations to execute each iteration)
There is no easy way to ensure this doesn't happen, aside from ensuring that do_stuff either updates some variable outside the function, or returns a value that is "used" (e.g. summing up, or something).
Another example of removing/omitting code is where you store values repeatedly to the same variable multiple times:
int x;
for(i = 0; i < large_number; i++)
x = i * i;
can be replaced with:
x = (large_number-1) * (large_number-1);
Sometimes, you can use volatile to ensure that something REALLY happens, but in a benchmark, that CAN be detrimental, since the compiler also can't optimise code that it SHOULD optimise (if you are not careful with the how you use volatile).
If you have some SPECIFIC code that you care particularly about, it would be best to post it (and compile it with several state of the art compilers, and see what they actually do with it).
[Note that moving code around is definitely not a BAD thing in general - I do want my compiler (whether it is the one I'm writing myself, or one that I'm using that was written by someone else) to make optimisation by moving code, because, as long as it does so correctly, it will produce faster/better code by doing so!]
Most of the time, reordering is only allowed in situations where the observable effects of the program are the same - this means you shouldn't be able to tell.
Counterexamples do exist, for example the order of operands is unspecified and an optimizer is free to rearrange things. You can't predict the order of these two function calls for example:
int a = foo() + bar();
Read up on sequence points to see what guarantees are made.

How do I force the compiler not to skip my function calls?

Let's say I want to benchmark two competing implementations of some function double a(double b, double c). I already have a large array <double, 1000000> vals from which I can take input values, so my benchmarking would look roughly like this:
//start timer here
double r;
for (int i = 0; i < 1000000; i+=2) {
r = a(vals[i], vals[i+1]);
}
//stop timer here
Now, a clever compiler could realize that I can only ever use the result of the last iteration and simply kill the rest, leaving me with double r = a(vals[999998], vals[999999]). This of course defeats the purpose of benchmarking.
Is there a good way (bonus points if it works on multiple compilers) to prevent this kind of optimization while keeping all other optimizations in place?
(I have seen other threads about inserting empty asm blocks but I'm worried that might prevent inlining or reordering. I'm also not particularly fond of the idea of adding the results sum += r; during each iteration because that's extra work that should not be included in the resulting timings. For the purposes of this question, it would be great if we could focus on other alternative solutions, although for anyone interested in this there is a lively discussion in the comments where the consensus is that += is the most appropriate method in many cases. )
Put a in a separate compilation unit and do not use LTO (link-time optimizations). That way:
The loop is always identical (no difference due to optimizations based on a)
The overhead of the function call is always the same
To measure the pure overhead and to have a baseline to compare implementations, just benchmark an empty version of a
Note that the compiler can not assume that the call to a has no side-effect, so it can not optimize the loop away and replace it with just the last call.
A totally different approach could use RDTSC, which is a hardware register in the CPU core that measures the clock cycles. It's sometimes useful for micro-benchmarks, but it's not exactly trivial to understand the results correctly. For example, check out this and goggle/search SO for more information on RDTSCs.

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.