Created
January 15, 2024 13:36
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Very bad benchmark
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#include "vector_lib.h" | |
#include <stdio.h> | |
#include <time.h> | |
#include <windows.h> | |
int main() { | |
struct timespec start, end; | |
setup(); | |
// Get start time | |
clock_gettime(CLOCK_MONOTONIC, &start); | |
run(); | |
// Wait for completion | |
while (ready() != 1) { | |
continue; | |
} | |
// Get end time | |
clock_gettime(CLOCK_MONOTONIC, &end); | |
// Calculate nanoseconds elapsed | |
long long diff_nsec = (end.tv_sec - start.tv_sec) * 1e9 + (end.tv_nsec - start.tv_nsec); | |
// Print time in nanoseconds and seconds | |
printf("done in: %lld nanoseconds (%f ms)\n", diff_nsec, diff_nsec / 1e9 * 1000); | |
// Get start time | |
clock_gettime(CLOCK_MONOTONIC, &start); | |
runSync(); | |
// Get end time | |
clock_gettime(CLOCK_MONOTONIC, &end); | |
// Calculate nanoseconds elapsed | |
diff_nsec = (end.tv_sec - start.tv_sec) * 1e9 + (end.tv_nsec - start.tv_nsec); | |
// Print time in nanoseconds and seconds | |
printf("done in: %lld nanoseconds (%f ms)\n", diff_nsec, diff_nsec / 1e9 * 1000); | |
return 0; | |
} |
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gcc -Wall -O3 main.c vector_lib.c -o program.exe -lm |
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#include "vector_lib.h" | |
#include <stdlib.h> | |
#include <stdio.h> | |
#include <windows.h> | |
typedef struct { | |
double x; | |
double y; | |
} Vector2D; | |
typedef struct { | |
Vector2D vectors[MAX_VECTORS]; | |
Vector2D otherVectors[MAX_WALLS]; | |
int cycleDone; | |
HANDLE thread; | |
} GameState; | |
GameState ggs; | |
DWORD WINAPI perf(void* vgs) { | |
GameState* gs = (GameState*)vgs; | |
// Perform the vector operations | |
for (int i = 0; i < 5; i++) { | |
for (int j = 0; j < MAX_VECTORS; j++) { | |
int moveOut = 0; | |
for (int k = 0; k < MAX_WALLS; k++) { | |
if (gs->vectors[j].x < gs->otherVectors[k].x) { | |
moveOut = 1; | |
break; | |
} | |
} | |
if (moveOut) { | |
gs->vectors[j].x += 1; | |
} | |
} | |
} | |
// printf("Code execution in perf finished!\n"); | |
gs->cycleDone = 1; | |
return 0; | |
} | |
int run() { | |
ggs.thread = CreateThread( | |
NULL, | |
0, | |
&perf, | |
&ggs, | |
0, | |
NULL); | |
return 0; | |
} | |
int ready() { | |
return ggs.cycleDone; | |
} | |
void setup() { | |
GameState* gs = &ggs; | |
srand(1234); | |
for (int i = 0; i < MAX_VECTORS; i++) { | |
gs->vectors[i].x = rand() / (double)RAND_MAX; | |
gs->vectors[i].y = rand() / (double)RAND_MAX; | |
} | |
for (int i = 0; i < MAX_WALLS; i++) { | |
gs->otherVectors[i].x = rand() / (double)RAND_MAX; | |
gs->otherVectors[i].y = rand() / (double)RAND_MAX; | |
} | |
} | |
int runSync() { | |
return (int)perf(&ggs); | |
} |
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#ifndef VECTORLIB | |
#define VECTORLIB | |
#define MAX_VECTORS 6000 | |
#define MAX_WALLS 100 | |
int run(); | |
int runSync(); | |
int ready(); | |
void setup(); | |
#endif |
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