'Determining function time using a wrapper
I'm looking for a generic way of measuring a functions timing like Here, but for c++.
My main goal is to not have cluttered code like this piece everywhere:
auto t1 = std::chrono::high_resolution_clock::now();
function(arg1, arg2);
auto t2 = std::chrono::high_resolution_clock::now();
auto tDur = std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1);
But rather have a nice wrapper around the function. What I got so far is:
timing.hpp:
#pragma once
#include <chrono>
#include <functional>
template <typename Tret, typename Tin1, typename Tin2> unsigned int getDuration(std::function<Tret(Tin1, Tin2)> function, Tin1 arg1, Tin2 arg2, Tret& retValue)
{
auto t1 = std::chrono::high_resolution_clock::now();
retValue = function(arg1, arg2);
auto t2 = std::chrono::high_resolution_clock::now();
auto tDur = std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1);
return tDur.count();
}
main.cpp:
#include "timing.hpp"
#include "matrix.hpp"
constexpr int G_MATRIXSIZE = 2000;
int main(int argc, char** argv)
{
CMatrix<double> myMatrix(G_MATRIXSIZE);
bool ret;
// this call is quite ugly
std::function<bool(int, std::vector<double>)> fillRow = std::bind(&CMatrix<double>::fillRow, &myMatrix, 0, fillVec);
auto duration = getDuration(fillRow, 5, fillVec, ret );
std::cout << "duration(ms): " << duration << std::endl;
}
in case sb wants to test the code, matrix.hpp:
#pragma once
#include <iostream>
#include <string>
#include <sstream>
#include <vector>
template<typename T> class CMatrix {
public:
// ctor
CMatrix(int size) :
m_size(size)
{
m_matrixData = new std::vector<std::vector<T>>;
createUnityMatrix();
}
// dtor
~CMatrix()
{
std::cout << "Destructor of CMatrix called" << std::endl;
delete m_matrixData;
}
// print to std::out
void printMatrix()
{
std::ostringstream oss;
for (int i = 0; i < m_size; i++)
{
for (int j = 0; j < m_size; j++)
{
oss << m_matrixData->at(i).at(j) << ";";
}
oss << "\n";
}
std::cout << oss.str() << std::endl;
}
bool fillRow(int index, std::vector<T> row)
{
// checks
if (!indexValid(index))
{
return false;
}
if (row.size() != m_size)
{
return false;
}
// data replacement
for (int j = 0; j < m_size; j++)
{
m_matrixData->at(index).at(j) = row.at(j);
}
return true;
}
bool fillColumn(int index, std::vector<T> column)
{
// checks
if (!indexValid(index))
{
return false;
}
if (column.size() != m_size)
{
return false;
}
// data replacement
for (int j = 0; j < m_size; j++)
{
m_matrixData->at(index).at(j) = column.at(j);
}
return true;
}
private:
// variables
std::vector<std::vector<T>>* m_matrixData;
int m_size;
bool indexValid(int index)
{
if (index + 1 > m_size)
{
return false;
}
return true;
}
// functions
void createUnityMatrix()
{
for (int i = 0; i < m_size; i++)
{
std::vector<T> _vector;
for (int j = 0; j < m_size; j++)
{
if (i == j)
{
_vector.push_back(1);
}
else
{
_vector.push_back(0);
}
}
m_matrixData->push_back(_vector);
}
}
};
The thing is, this code is still quite ugly due to the std::function usage. Is there a better and/or simpler option ? (+ also I'm sure I messed sth up with the std::bind, I think I need to use std::placeholders since I want to set the arguments later on.)
// edit, correct use of placeholder in main:
std::function<bool(int, std::vector<double>)> fillRow = std::bind(&CMatrix<double>::fillRow, &myMatrix, std::placeholders::_1, std::placeholders::_2);
auto duration = getDuration(fillRow, 18, fillVec, ret );
Sources
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Source: Stack Overflow
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