Qt Timer Problem - c++

I have a timer whose tick time is 100. but it tick 125 msec.So i reduced the tick time from 100 to 80, but i still tick approximately 125 msec again. This timer is in main thread. How can i solve this problem? and i m open any suggestions.
Any help will be appreciated.

See http://doc.qt.nokia.com/4.2/qtimer.html
.... a timer cannot fire while your
application is busy doing something
else. In other words: the accuracy of
timers depends on the granularity of
your application.
and
Note that QTimer's accuracy depends
on the underlying operating system and
hardware. ... If Qt is unable to
deliver the requested number of timer
clicks, it will silently discard some.
NOTE: Some older version of Qt use other api that give 20-50ms accuracy.
All non-realtime OS give no guarantee on sleep time and it depends on your cpu power and how bust your system is, you should never relay on this.

Related

How to decrease CPU usage of high resolution (10 micro second) precise timer?

I'm writing up a timer for some complex communication application in windows 10 with qt5 and c++. I want to use max 3 percent of CPU with micro second resolution.
Initially i used qTimer (qt5) in this app. It was fine with low CPU usage and developer friendly interface. But It was not precise as i need.It takes only millisecond as parameter but i need microsecond. And the accuracy of the timer wasn't equal this resolution in many real-world situations like heavy load on cpu. Sometimes the timer fires at 1 millisecond, sometimes 15 millisecond. You can see this problem in picture:
I searched a solution for days. But in the end i found Windows is a non real-time Operating System (RTOS) and don't give high resolution and precise timer.
I wrote my own High resolution precise timer with CPU polling for this goal. I developed a singleton class working in separate thread. It works at 10 micro second resolution.
But it is consuming one logical core in CPU. Equivalent to 6.25 percent at ryzen 2700.
For my application this CPU usage is unacceptable. How can i reduce this CPU usage without give high resolution away ?
This is the code that does the job:
void CsPreciseTimerThread::run()
{
while (true)
{
QMutexLocker locker(&mMutex);
for (int i=0;i<mTimerList.size();i++)
{
CsPreciseTimerMiddleLayer* timer = mTimerList[i];
int interval = timer->getInterval();
if ( (timer->isActive() == true&&timer->remainingTime()<0))
{
timer->emitTimeout();
timer->resetTime();
}
}
}
}
I tried to down priority of timer thread. I used this lines:
QThread::start(QThread::Priority::LowestPriority);
And this:
QThread::start(QThread::Priority::IdlePriority);
That changes makes timer less precise but CPU usage didn't decrease.
After that i tried force the current thread to sleep for few microseconds in loop.
QThread::usleep(15);
As you might guess sleep function did screw up the accuracy. Sometimes timer sleeps longer than expected , like 10 ms or 15 ms.
I'm going to reference Windows APIs directly instead of the Qt abstractions.
I don't think you want to lower your thread priority, I think you want to raise your thread priority and use the smallest amount of Sleep between polling to balance between latency and CPU overhead.
Two ideas:
In Windows Vista, they introduced the Multimedia Class Scheduler Service specifically so that they could move the Windows audio components out of kernel mode and running in user mode, without impacting pro-audio tools. That's probably going to be helpful to you - it's not precisesly "real time" guararteed, but it's meant for low latency operations.
Going the classic way - raise your process and thread priority to high or critical, while using a reasonable sleep statement of a few milliseconds. That is, raise your thread priority to THREAD_PRIORITY_TIME_CRITICAL. Then do a very small Sleep after completion of the for loop. This sleep amount should be between 0..10 milliseconds. Some experimentation required, but I would sleep no more than half the time to the next expected timeout, with a max of 10ms. And when you are within N microseconds of your timer, you might need to just spin instead of yielding. Some experimentation is required. You can also experiment with raising your Process priority to REALTIME_PRIORITY_CLASS.
Be careful - A handful of runaway processes and threads at these higher priority levels that isn't sleeping can lock up the system.

Threads are slow when audio is off

I have 2 projects. One is built by C++ Builder without MFC Style. And other one is VC++ MFC 11.
When I create a thread and create a cycle -- let's say this cycle adds one to progressbar position -- from 1 to 100 by using Sleep(10) it works of course for both C++ Builder and C++ MFC.
Now, Sleep(10) is wait 10 miliseconds. OK. But the problem is only if I have open media player, Winamp or anything else that produces "Sound". If I close all media player, winamp and other sound programs, my threads get slower than 10 miliseconds.
It takes like 50-100 ms / each. If I open any music, it works normally as I expected.
I have no any idea why this is happening. I first thought that I made a mistake inside MFC App but why does C++ Builder also slow down?
And yes, I am positively sure it is sound related because I even re-formated my windows, disabled everything. Lastly I discovered that sound issue.
Does my code need something?
Update:
Now, I follow the code and found that I used Sleep(1) in such areas to wait 1 miliseconds. The reason of this, I move an object from left to right. If I remove this sleep then the moving is not showing up because it is very fast. So, I should use Sleep(1). With Sleep(1), if audio is on than it works. If audio is off than it is very slow.
for (int i = 0; i <= 500; i++) {
theDialog->staticText->SetWindowsPosition(NULL, i, 20, 0, 0);
Sleep(1);
}
So, suggestions regarding this are really appreciated. What should I do?
I know this is the incorrect way. I should use something else that is proper and valid. But what exactly? Which function or class help me to move static texts from one position to another smoothly?
Also, changing the thread priority has not helped.
Update 2:
Update 1 is an another question :)
Sleep (10), will (as we know), wait for approximately 10 milliseconds. If there is a higher priority thread which needs to be run at that moment, the thread wakeup maybe delayed. Multimedia threads are probably running in a Real-Time or High priority, as such when you play sound, your thread wakeup gets delayed.
Refer to Jeffrey Richters comment in Programming Applications for Microsoft Windows (4th Ed), section Sleeping in Chapter 7:
The system makes the thread not schedulable for approximately the
number of milliseconds specified. That's right—if you tell the system
you want to sleep for 100 milliseconds, you will sleep approximately
that long but possibly several seconds or minutes more. Remember that
Windows is not a real-time operating system. Your thread will probably
wake up at the right time, but whether it does depends on what else is
going on in the system.
Also as per MSDN Multimedia Class Scheduler Service (Windows)
MMCSS ensures that time-sensitive processing receives prioritized access to CPU resources.
As per the above documentation, you can also control the percentage of CPU resources that will be guaranteed to low-priority tasks, through a registry key
Sleep(10) waits for at least 10 milliseconds. You have to write code to check how long you actually waited and if it's more than 10 milliseconds, handle that sanely in your code. Windows is not a real time operating system.
The minimum resolution for Sleep() timing is set system wide with timeBeginPeriod() and timeEndPeriod(). For example passing timeBeginPeriod(1) sets the minimum resolution to 1 ms. It may be that the audio programs are setting the resolution to 1 ms, and restoring it to something greater than 10 ms when they are done. I had a problem with a program that used Sleep(1) that only worked fine when the XE2 IDE was running but would otherwise sleep for 12 ms. I solved the problem by directly setting timeBeginPeriod(1) at the beginning of my program.
See: http://msdn.microsoft.com/en-us/library/windows/desktop/dd757624%28v=vs.85%29.aspx

Sleep Function Error In C

I have a file of data Dump, in with different timestamped data available, I get the time from timestamp and sleep my c thread for that time. But the problem is that The actual time difference is 10 second and the data which I receive at the receiving end is almost 14, 15 second delay. I am using window OS. Kindly guide me.
Sorry for my week English.
The sleep function will sleep for at least as long as the time you specify, but there is no guarantee that it won't sleep for longer.If you need an accurate interval, you will need to use some other mechanism.
If I understand well:
you have a thread that send data (through network ? what is the source of data ?)
you slow down sending rythm using sleep
the received data (at the other end of network) can be delayed much more (15 s instead of 10s)
If the above describe what you are doing, your design has several flaws:
sleep is very imprecise, it will wait at least n seconds, but it may be more (especially if your system is loaded by other running apps).
networks introduce a buffering delay, you have no guarantee that your data will be send immediately on the wire (usually it is not).
the trip itself introduce some delay (latency), if your protocol wait for ACK from the receiving end you should take that into account.
you should also consider time necessary to read/build/retrieve data to send and really send it over the wire. Depending of what you are doing it can be negligible or take several seconds...
If you give some more details it will be easier to diagnostic the source of the problem. sleep as you believe (it is indeed a really poor timer) or some other part of your system.
If your dump is large, I will bet that the additional time comes from reading data and sending it over the wire. You should mesure time consumed in the sending process (reading time before and after finishing sending).
If this is indeed the source of the additional time, you just have to remove that time from the next time to wait.
Example: Sending the previous block of data took 4s, the next block is 10s later, but as you allready consumed 4s, you just wait for 6s.
sleep is still a quite imprecise timer and obviously the above mechanism won't work if sending time is larger than delay between sendings, but you get the idea.
Correction sleep is not so bad in windows environment as it is in unixes. Accuracy of windows sleep is millisecond, accuracy of unix sleep is second. If you do not need high precision timing (and if network is involved high precision timing is out of reach anyway) sleep should be ok.
Any modern multitask OS's scheduler will not guarantee any exact timings to any user apps.
You can try to assign 'realtime' priority to your app some way, from a windows task manager for instance. And see if it helps.
Another solution is to implement a 'controlled' sleep, i.e. sleep a series of 500ms, checking current timestamp between them. so, if your all will sleep a 1s instead of 500ms at some step - you will notice it and not do additional sleep(500ms).
Try out a Multimedia Timer. It is about as accurate as you can get on a Windows system. There is a good article on CodeProject about them.
Sleep function can take longer than requested, but never less. Use winapi timer functions to get one function called-back in a interval from now.
You could also use the windows task scheduler, but that's going outside programmatic standalone options.

Timer message in MFC/Win32

I was just trying the SetTimer method in Win32 with some low values such as 10ms as the timeout period. I calculated the time it took to get 500 timer events and expected it to be around 5 seconds. Surprisingly I found that it is taking about 7.5 seconds to get these many events which means that it is timing out at about 16ms. Is there any limitation on the value we can set for the timeout period ( I couldn't find anything on the MSDN ) ? Also, does the other processes running in my system affect these timer messages?
OnTimer is based on WM_TIMER message, which is a low message priority, meaning it will be send only when there's no other message waiting.
Also MSDN explain that you can not set an interval less than USER_TIMER_MINIMUM, which is 10.
Regardless of that the scheduler will honor the time quantum.
Windows is not a real-time OS and can't handle that kind of precision (10 ms intervals). Having said that, there are multiple kinds of timers and some have better precision than others.
You can alter the granularity of the system timer down to 1ms - this is intended for MIDI work.
Basically, my experiences on w2k are that any requested wait period under 13ms returns a wait which oscillates randomly between two values, 0ms and 13ms. Timers longer than that are generally very accurate. Your 500 timer events - some were 0ms, some were 13ms (assuming 13ms is still correct). You ended up with a time shortfall.
As stated - windows is not a realtime OS. Asking it to do anything and expecting it at a specific time later is a fools errand. Setting a timer asks windows nicely to fire the WM_TIMER event as soon after the time has passed as is possible. This may be after other threads are dealt with and done. Therefore the actual time to see the WM_TIMER event can't be realistically predicted - All you know is it's >the time you set....
Checkout this article on windows time

Concurrency question about program running in OS

Here is what I know about concurrency in OS.
In order to run multi-task in an OS, the CPU will allocate a time slot to each task. When doing task A, other task will "sleep" and so on.
Here is my question:
I have a timer program that count for inactivity of keyboard / mouse. If inactivity continues within 15min, a screen saver program will popup.
If the concurrency theory is as I stated above, then the timer will be inaccurate? Because each program running in OS will have some time "sleep", then the timer program also have chance "sleeping", but in the real world the time is not stop.
You would use services from the OS to provide a timer you would not try to implement yourself. If code had to run simple to count time we would still be in the dark ages as far as computing is concerned.
In most operating systems, your task will not only be put to sleep when its time slice has been used but also while it is waiting for I/O (which is much more common for most programs).
Like AnthonyWJones said, use the operating system's concept of the current time.
The OS kernel's time slices are much too short to introduce any noticeable inaccuracy for a screen saver.
I think your waiting process can be very simple:
activityTime = time of last last keypress or mouse movement [from OS]
now = current time [from OS]
If now >= 15 mins after activityTime, start screensaver
sleep for a few seconds and return to step 1
Because steps 1 and 2 use the OS and not some kind of running counter, you don't care if you get interrupted anytime during this activity.
This could be language-dependent. In Java, it's not a problem. I suspect that all languages will "do the right thing" here. That's with the caveat that such timers are not extremely accurate anyway, and that usually you can only expect that your timer will sleep at least as long as you specify, but might sleep longer. That is, it might not be the active thread when the time runs out, and would therefore resume processing a little later.
See for example http://www.opengroup.org/onlinepubs/000095399/functions/sleep.html
The suspension time may be longer than requested due to the scheduling of other activity by the system.
The time you specify in sleep() is in realtime, not the cpu time your process uses. (As the CPU time is approximately 0 while your program sleeps.)