I'm making an application that needs some pretty tight timing, and the Stopwatch class is the perfect solution. However, I noticed sometimes, when running on a small panel PC, the Stopwatch values were way off. I added some debug printouts that monitor the value of the stopwatch every 200 ms or so:
0:00:197
0:00:502
0:00:702
...
0:03:356
0:12:93
0:13:21
0:13:421
...
How could it possibly jump from ~3 seconds to ~13 seconds? I now see that the underlying function QueryPerformanceCounter() is buggy (Beware of QueryPerformanceCounter()), but I get the sense that something else is going on here.
Any insight is appreciated.
Update:
Here's a little more detail on my code: it's pretty straightforward. It's a WPF application that creates a new Stopwatch
object on startup, and then kicks it off via Start()
. I then create a DispatcherTimer
, like so:
displayTimer = new DispatcherTimer();
displayTimer.Tick += display_Tick;
displayTimer.Interval = DISPLAY_INTERVAL_TIMESPAN;
where the timespan is 200 ms. My debug code simply prints out the value of the Stopwatch
object every time the dispatchTimer
ticks.
Update2:
A fun Microsoft support article is Performance counter value may unexpectedly leap forward.
Stopwatch class does accurately measure time elapsed, but the way that the ElapsedTicks method works has led some people to the conclusion that it is not accurate, when they really just have a logic error in their code.
Timing with a stopwatch has quite a large uncertainty (accuracy error) due to the problem of actually having to press the button at the right time to start and stop it. Human reaction time can be as much as 2or 3 tenths of a second.
No, you don't need to stop it. Stop() just stops tracking elapsed time. It does not free up any resources.
Stopwatch is a class in C# to measure the elapsed time. Use it to calculate the time a function took to execute. It is found under System. Diagnostics.
Update (after seeing your log)
As you already mentioned, the Stopwatch
class uses the QueryPerformanceCounter
function underneath. In the Remarks section MSDN says:
On a multiprocessor computer, it should not matter which processor is called. However, you can get different results on different processors due to bugs in the basic input/output system (BIOS) or the hardware abstraction layer (HAL). To specify processor affinity for a thread, use the SetThreadAffinityMask function.
As you are using the Dispatcher, QueryPerformanceCounter
might not be executed on the same CPU every time that you query the elapsed time.
You can possibly check if the issue mentioned in MSDN is the reason for your problem by specifying a processor affinity for your process, e.g. by calling your executable using the start
command. 10 seconds seems like a big lag between CPUs to me, but the documentation is very vague on how big the difference may be. The following command will bind your application to the first CPU:
> start.exe /AFFINITY 1 program.exe
If this should solve the issue you might want to have a look at the suggested workaround, i.e. calling the SetThreadAffinityMask
function before querying the Stopwatch
object.
Your comment said that you are using a WPF DispatcherTimer
. The documentation of that class states:
Timers are not guaranteed to execute exactly when the time interval occurs, but they are guaranteed to not execute before the time interval occurs. This is because DispatcherTimer operations are placed on the Dispatcher queue like other operations. When the DispatcherTimer operation executes is dependent on the other jobs in the queue and their priorities.
This means that the timer event may arrive delayed, especially if the dispatcher is busy with other tasks. Did you place other things in the dispatcher queue that will prevent the event from triggering earlier?
Exact timing on PC hardware isn't straightforward, period. Here are some resources, showing some experiences with timing in Windows, which will be the underlying implementation of any counter in a Windows environment, including .NET:
It explains why sometimes you will get 10 ms resolution, depending on which system call you use, and sheds a little more light on why QueryPerformanceCounter is "buggy". One of the points made is that power saving modes/variable CPU speeds can interfere with these timings.
A related concept to this is "locking the timestep" in real-time physical simulations. If you google for that, you may get some ideas on how to work around problems you are having. The basic concept is that you have fixed time steps, and do a sort of producer/consumer implementation for your timing/update functions. I don't know if this applies to your specific domain, but it is considered a best-practices in video games.
Perhaps I am misunderstanding your question, but do you need to just measure time intervals or do you need to execute code at those intervals? If you need to execute code, then check out System.Timers.Timer class as it is thread safe and should work fine for multi-processors.
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