Is there a way to determine how much time a method needs to execute (in milliseconds)?
Is there a way to determine how much time a method needs to execute (in milliseconds)?
NSDate *methodStart = [NSDate date];
/* ... Do whatever you need to do ... */
NSDate *methodFinish = [NSDate date];
NSTimeInterval executionTime = [methodFinish timeIntervalSinceDate:methodStart];
NSLog(@"executionTime = %f", executionTime);
Swift:
let methodStart = NSDate()
/* ... Do whatever you need to do ... */
let methodFinish = NSDate()
let executionTime = methodFinish.timeIntervalSinceDate(methodStart)
print("Execution time: \(executionTime)")
Swift3:
let methodStart = Date()
/* ... Do whatever you need to do ... */
let methodFinish = Date()
let executionTime = methodFinish.timeIntervalSince(methodStart)
print("Execution time: \(executionTime)")
Easy to use and has sub-millisecond precision.
For fine-grained timing on OS X, you should use mach_absolute_time( ) declared in <mach/mach_time.h>:
#include <mach/mach_time.h>
#include <stdint.h>
// Do some stuff to setup for timing
const uint64_t startTime = mach_absolute_time();
// Do some stuff that you want to time
const uint64_t endTime = mach_absolute_time();
// Time elapsed in Mach time units.
const uint64_t elapsedMTU = endTime - startTime;
// Get information for converting from MTU to nanoseconds
mach_timebase_info_data_t info;
if (mach_timebase_info(&info))
handleErrorConditionIfYoureBeingCareful();
// Get elapsed time in nanoseconds:
const double elapsedNS = (double)elapsedMTU * (double)info.numer / (double)info.denom;
Of course the usual caveats about fine-grained measurements apply; you're probably best off invoking the routine under test many times, and averaging/taking a minimum/some other form of processing.
Additionally, please note that you may find it more useful to profile your application running using a tool like Shark. This won't give you exact timing information, but it will tell you what percentage of the application's time is being spent where, which is often more useful (but not always).
There is a convenient wrapper for mach_absolute_time() – it's a CACurrentMediaTime() function.
Unlike
NSDateorCFAbsoluteTimeGetCurrent()offsets,mach_absolute_time()andCACurrentMediaTime()are based on the internal host clock, a precise, monatomic measure, and not subject to changes in the external time reference, such as those caused by time zones, daylight savings, or leap seconds.
ObjC
CFTimeInterval startTime = CACurrentMediaTime();
// Do your stuff here
CFTimeInterval endTime = CACurrentMediaTime();
NSLog(@"Total Runtime: %g s", endTime - startTime);
Swift
let startTime = CACurrentMediaTime()
// Do your stuff here
let endTime = CACurrentMediaTime()
print("Total Runtime: \(endTime - startTime) s")
An example of fine-grained timing using mach_absolute_time() in Swift 4:
let start = mach_absolute_time()
// do something
let elapsedMTU = mach_absolute_time() - start
var timebase = mach_timebase_info()
if mach_timebase_info(&timebase) == 0 {
let elapsed = Double(elapsedMTU) * Double(timebase.numer) / Double(timebase.denom)
print("render took \(elapsed)")
}
else {
print("timebase error")
}
OK, if your objective is to find out what you can fix to make it faster, that's a little different goal. Measuring the time that functions take is a good way to find out if what you did made a difference, but to find out what to do you need a different technique. This is what I recommend, and I know you can do it on iPhones.
Edit: Reviewers suggested I elaborate the answer, so I'm trying to think of a brief way to say it.
Your overall program takes enough clock time to bother you. Suppose that's N seconds.
You're assuming you can speed it up. The only way you can do that is by making it not do something it's doing in that time, accounting for m seconds.
You don't initially know what that thing is. You can guess, as all programmers do, but it could easily be something else. Whatever it is, here's how you can find it:
Since that thing, whatever it is, accounts for fraction m/N of the time, that means if you pause it at random the probability is m/N that you will catch it in the act of doing that thing. Of course it might be doing something else, but pause it and see what it's doing.
Now do it again. If you see it doing that same thing again, you can be more suspicious.
Do it 10 times, or 20. Now if you see it doing some particular thing (no matter how you describe it) on multiple pauses, that you can get rid of, you know two things. You know very roughly what fraction of time it takes, but you know very exactly what to fix.
If you also want to know very exactly how much time will be saved, that's easy. Measure it before, fix it, and measure it after. If you're really disappointed, back out the fix.
Do you see how this is different from measuring? It's finding, not measuring. Most profiling is based on measuring as exactly as possible how much time is taken, as if that's important, and hand-waves the problem of identifying what needs to be fixed. Profiling does not find every problem, but this method does find every problem, and it's the problems you don't find that hurt you.
I use this:
clock_t start, end;
double elapsed;
start = clock();
//Start code to time
//End code to time
end = clock();
elapsed = ((double) (end - start)) / CLOCKS_PER_SEC;
NSLog(@"Time: %f",elapsed);
But I'm not sure about CLOCKS_PER_SEC on the iPhone. You might want to leave it off.
I use this in my utils library (Swift 4.2):
public class PrintTimer {
let start = Date()
let name: String
public init(file: String=#file, line: Int=#line, function: String=#function, name: String?=nil) {
let file = file.split(separator: "/").last!
self.name = name ?? "\(file):\(line) - \(function)"
}
public func done() {
let end = Date()
print("\(self.name) took \((end.timeIntervalSinceReferenceDate - self.start.timeIntervalSinceReferenceDate).roundToSigFigs(5)) s.")
}
}
... then call in a method like:
func myFunctionCall() {
let timer = PrintTimer()
// ...
timer.done()
}
... which in turn looks like this in the console after running:
MyFile.swift:225 - myFunctionCall() took 1.8623 s.
Not as concise as TICK/TOCK above, but it is clear enough to see what it is doing and automatically includes what is being timed (by file, line at the start of the method, and function name). Obviously if I wanted more detail (ex, if I'm not just timing a method call as is the usual case but instead am timing a block within that method) I can add the "name="Foo"" parameter on the PrintTimer init to name it something besides the defaults.
Since you want to optimize time moving from one page to another in a UIWebView, does it not mean you really are looking to optimize the Javascript used in loading these pages?
To that end, I'd look at a WebKit profiler like that talked about here:
http://www.alertdebugging.com/2009/04/29/building-a-better-javascript-profiler-with-webkit/
Another approach would be to start at a high level, and think how you can design the web pages in question to minimize load times using AJAX style page loading instead of refreshing the whole webview each time.