【问题标题】:CPU Emulation and locking to a specific clock speedCPU 仿真和锁定到特定的时钟速度
【发布时间】:2010-09-11 20:44:07
【问题描述】:

如果你读过我的另一篇question,你就会知道我这个周末花了一个 6502 CPU 模拟器作为编程练习。

CPU 模拟器大部分已经完成,从我有限的测试来看似乎相当准确,但是它运行得非常快,我想将其降低到机器的实际时钟速度。

我当前的测试循环是这样的:

    // Just loop infinitely.
    while (1 == 1)
    {                
        CPU.ClockCyclesBeforeNext--;

        if (CPU.ClockCyclesBeforeNext <= 0)
        {
            // Find out how many clock cycles this instruction will take
            CPU.ClockCyclesBeforeNext = CPU.OpcodeMapper.Map[CPU.Memory[CPU.PC]].CpuCycles;

            // Run the instruction
            CPU.ExecuteInstruction(CPU.Memory[CPU.PC]);

            // Debugging Info
            CPU.DumpDebug();
            Console.WriteLine(CPU.OpcodeMapper.Map[CPU.Memory[CPU.PC]].ArgumentLength);

            // Move to next instruction
            CPU.PC += 1 + CPU.OpcodeMapper.Map[CPU.Memory[CPU.PC]].ArgumentLength;                                        
        }
    }

如您所知,每个操作码都需要特定的时间才能完成,因此在倒计时 CPU 周期时钟之前,我不会运行下一条指令。这提供了操作码之间的适当时间,只是整个事情运行得很快。

目标 CPU 速度是 1.79mhz,但是我想要解决时钟问题的任何解决方案,以将速度保持在 1.79mhz,即使我增加了复杂性,所以我不必调整它。

有什么想法吗?

【问题讨论】:

    标签: low-level emulation 6502 clockrates


    【解决方案1】:

    我会使用时钟周期来计算时间,然后它们会在时间差中休眠。当然,要做到这一点,您需要一个高分辨率时钟。他们这样做的方式会使 CPU 在旋转循环中达到峰值。

    【讨论】:

      【解决方案2】:

      查看原始的 quicktime 文档以获取灵感。

      这是很久以前写的,当显示视频意味着以足够高的速度交换静止帧时,但苹果公司的人决定他们需要一个完整的时间管理框架。该设计起初看起来过度设计,但它让它们能够处理差异很大的速度要求并保持它们紧密同步。

      你很幸运 6502 具有确定性的时间行为,每条指令所用的确切时间都有详细记录;但这不是一成不变的。一些指令需要 2 个周期,而另一些需要 3 个周期。就像 QuickTime 中的帧一样,视频没有“每秒帧数”参数,每帧都说明它想在屏幕上显示多长时间。

      由于现代 CPU 非常不确定,多任务操作系统甚至可以冻结几毫秒(虚拟内存!),如果您落后于计划,或者如果您可以小睡几微秒,您应该留意。

      【讨论】:

        【解决方案3】:

        我多年前编写了一个 Z80 仿真器,为了进行周期精确执行,我将时钟速率划分为多个小块,让内核执行那么多时钟周期。就我而言,我将它与我正在模拟的游戏系统的帧速率联系起来。每个操作码都知道它需要执行多少个周期,并且内核将继续运行操作码,直到执行了指定的周期数。我有一个外部运行循环,它将运行 cpu 核心,并运行模拟系统的其他部分,然后休眠直到下一次迭代的开始时间。

        编辑:添加运行循环示例。

        int execute_run_loop( int cycles )
        {
            int n = 0;
            while( n < cycles )
            {
                /* Returns number of cycles executed */
                n += execute_next_opcode();
            }
        
            return n;
        }
        

        希望这会有所帮助。

        【讨论】:

          【解决方案4】:

          正如 jfk 所说,最常见的方法是将 cpu 速度与(模拟)视频输出的垂直刷新联系起来

          选择每个视频帧运行的周期数。这通常是特定于机器的,但您可以通过以下方式计算它:

          cycles = clock speed in Hz / required frames-per-second
          

          然后您还可以休眠,直到视频更新被触发,此时您开始接下来的 n 个 CPU 仿真周期。

          如果您正在模拟特定的东西,那么您只需要查看 fps 速率和处理器速度即可大致正确。

          编辑:如果您没有任何外部时序要求,那么模拟器尽可能快地运行是正常的。有时这是想要的效果,有时不是:)

          【讨论】:

            【解决方案5】:

            如果实现了音频仿真,并且音频输出与系统/CPU 时钟相关联,则可以使用另一个选项。特别是我知道 8 位 Apple ][ 计算机就是这种情况。

            通常声音是在固定大小(即固定时间)的缓冲区中生成的,因此这些缓冲区的操作(生成数据等)可以通过同步原语与 CPU 吞吐量相关联。

            【讨论】:

              【解决方案6】:

              是的,正如之前所说,大多数情况下您不需要 CPU 模拟器来以与真实事物相同的速度模拟指令。用户感知的是计算的输出(即音频和视频输出),因此您只需要与此类输出同步,这并不意味着您必须具有精确的 CPU 仿真速度。

              换句话说,如果视频输入的帧速率是 50Hz,那么让 CPU 仿真器尽可能快地运行以绘制屏幕,​​但确保以正确的速率输出屏幕帧( 50赫兹)。从外部角度来看,您的模拟器正在以正确的速度进行模拟。

              在 Windows 或 Linux 等多任务操作系统上,即使在执行时间上尝试精确循环也是毫无意义的,因为模拟器指令时间(对于老式 80 年代 CPU 通常为 1uS)和现代操作系统的调度时隙具有可比性。

              尝试以 50Hz 的频率输出东西是一项简单得多的任务,您可以在任何现代机器上做得很好

              【讨论】:

                【解决方案7】:

                我正在制作一些更通用的基于用例的东西,例如将时间转换为估计的指令数量的能力,反之亦然。

                项目主页是@http://net7mma.codeplex.com

                代码开头是这样的:(我认为)

                    #region Copyright
                /*
                This file came from Managed Media Aggregation, You can always find the latest version @ https://net7mma.codeplex.com/
                
                 Julius.Friedman@gmail.com / (SR. Software Engineer ASTI Transportation Inc. http://www.asti-trans.com)
                
                Permission is hereby granted, free of charge, 
                 * to any person obtaining a copy of this software and associated documentation files (the "Software"), 
                 * to deal in the Software without restriction, 
                 * including without limitation the rights to :
                 * use, 
                 * copy, 
                 * modify, 
                 * merge, 
                 * publish, 
                 * distribute, 
                 * sublicense, 
                 * and/or sell copies of the Software, 
                 * and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
                 * 
                 * 
                 * JuliusFriedman@gmail.com should be contacted for further details.
                
                The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
                
                THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
                 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
                 * 
                 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
                 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 
                 * TORT OR OTHERWISE, 
                 * ARISING FROM, 
                 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
                 * 
                 * v//
                 */
                #endregion
                namespace Media.Concepts.Classes
                {
                    //Windows.Media.Clock has a fairly complex but complete API
                
                    /// <summary>
                    /// Provides a clock with a given offset and calendar.
                    /// </summary>
                    public class Clock : Media.Common.BaseDisposable
                    {
                        static bool GC = false;
                
                        #region Fields
                
                        /// <summary>
                        /// Indicates when the clock was created
                        /// </summary>
                        public readonly System.DateTimeOffset Created;
                
                        /// <summary>
                        /// The calendar system of the clock
                        /// </summary>
                        public readonly System.Globalization.Calendar Calendar;
                
                        /// <summary>
                        /// The amount of ticks which occur per update of the <see cref="System.Environment.TickCount"/> member.
                        /// </summary>
                        public readonly long TicksPerUpdate;
                
                        /// <summary>
                        /// The amount of instructions which occured when synchronizing with the system clock.
                        /// </summary>
                        public readonly long InstructionsPerClockUpdate;
                
                        #endregion
                
                        #region Properties
                
                        /// <summary>
                        /// The TimeZone offset of the clock from UTC
                        /// </summary>
                        public System.TimeSpan Offset { get { return Created.Offset; } }
                
                        /// <summary>
                        /// The average amount of operations per tick.
                        /// </summary>
                        public long AverageOperationsPerTick { get { return InstructionsPerClockUpdate / TicksPerUpdate; } }
                
                        /// <summary>
                        /// The <see cref="System.TimeSpan"/> which represents <see cref="TicksPerUpdate"/> as an amount of time.
                        /// </summary>
                        public System.TimeSpan SystemClockResolution { get { return System.TimeSpan.FromTicks(TicksPerUpdate); } }
                
                        /// <summary>
                        /// Return the current system time in the TimeZone offset of this clock
                        /// </summary>
                        public System.DateTimeOffset Now { get { return System.DateTimeOffset.Now.ToOffset(Offset).Add(new System.TimeSpan((long)(AverageOperationsPerTick / System.TimeSpan.TicksPerMillisecond))); } }
                
                        /// <summary>
                        /// Return the current system time in the TimeZone offset of this clock converter to UniversalTime.
                        /// </summary>
                        public System.DateTimeOffset UtcNow { get { return Now.ToUniversalTime(); } }
                
                        //public bool IsUtc { get { return Offset == System.TimeSpan.Zero; } }
                
                        //public bool IsDaylightSavingTime { get { return Created.LocalDateTime.IsDaylightSavingTime(); } }
                
                        #endregion
                
                        #region Constructor
                
                        /// <summary>
                        /// Creates a clock using the system's current timezone and calendar.
                        /// The system clock is profiled to determine it's accuracy
                        /// <see cref="System.DateTimeOffset.Now.Offset"/>
                        /// <see cref="System.Globalization.CultureInfo.CurrentCulture.Calendar"/>
                        /// </summary>
                        public Clock(bool shouldDispose = true)
                            : this(System.DateTimeOffset.Now.Offset, System.Globalization.CultureInfo.CurrentCulture.Calendar, shouldDispose)
                        {
                            try { if (false == GC && System.Runtime.GCSettings.LatencyMode != System.Runtime.GCLatencyMode.NoGCRegion) GC = System.GC.TryStartNoGCRegion(0); }
                            catch { }
                            finally
                            {
                
                                System.Threading.Thread.BeginCriticalRegion();
                
                                //Sample the TickCount
                                long ticksStart = System.Environment.TickCount,
                                    ticksEnd;
                
                                //Continually sample the TickCount. while the value has not changed increment InstructionsPerClockUpdate
                                while ((ticksEnd = System.Environment.TickCount) == ticksStart) ++InstructionsPerClockUpdate; //+= 4; Read,Assign,Compare,Increment
                
                                //How many ticks occur per update of TickCount
                                TicksPerUpdate = ticksEnd - ticksStart;
                
                                System.Threading.Thread.EndCriticalRegion();
                            }
                        }
                
                        /// <summary>
                        /// Constructs a new clock using the given TimeZone offset and Calendar system
                        /// </summary>
                        /// <param name="timeZoneOffset"></param>
                        /// <param name="calendar"></param>
                        /// <param name="shouldDispose">Indicates if the instace should be diposed when Dispose is called.</param>
                        public Clock(System.TimeSpan timeZoneOffset, System.Globalization.Calendar calendar, bool shouldDispose = true)
                        {
                            //Allow disposal
                            ShouldDispose = shouldDispose;
                
                            Calendar = System.Globalization.CultureInfo.CurrentCulture.Calendar;
                
                            Created = new System.DateTimeOffset(System.DateTime.Now, timeZoneOffset);
                        }
                
                        #endregion
                
                        #region Overrides
                
                        public override void Dispose()
                        {
                
                            if (false == ShouldDispose) return;
                
                            base.Dispose();
                
                            try
                            {
                                if (System.Runtime.GCSettings.LatencyMode == System.Runtime.GCLatencyMode.NoGCRegion)
                                {
                                    System.GC.EndNoGCRegion();
                
                                    GC = false;
                                }
                            }
                            catch { }
                        }
                
                        #endregion
                
                        //Methods or statics for OperationCountToTimeSpan? (Estimate)
                        public void NanoSleep(int nanos)
                        {
                            Clock.NanoSleep((long)nanos);
                        }
                
                        public static void NanoSleep(long nanos)
                        {
                            System.Threading.Thread.BeginCriticalRegion(); 
                
                            NanoSleep(ref nanos); 
                
                            System.Threading.Thread.EndCriticalRegion();
                        }
                
                        static void NanoSleep(ref long nanos)
                        {
                            try
                            {
                                unchecked
                                {
                                    while (Common.Binary.Clamp(--nanos, 0, 1) >= 2)
                                    { 
                                        /* if(--nanos % 2 == 0) */
                                            NanoSleep(long.MinValue); //nanos -= 1 + (ops / (ulong)AverageOperationsPerTick);// *10;
                                    }
                                }
                            }
                            catch
                            {
                                return;
                            }
                        }
                    }
                }
                

                一旦你有某种类型的外行时钟实现,你就会前进到类似Timer

                /// <summary>
                /// Provides a Timer implementation which can be used across all platforms and does not rely on the existing Timer implementation.
                /// </summary>
                public class Timer : Common.BaseDisposable
                {
                    readonly System.Threading.Thread m_Counter; // m_Consumer, m_Producer
                
                    internal System.TimeSpan m_Frequency;
                
                    internal ulong m_Ops = 0, m_Ticks = 0;
                
                    bool m_Enabled;
                
                    internal System.DateTimeOffset m_Started;
                
                    public delegate void TickEvent(ref long ticks);
                
                    public event TickEvent Tick;
                
                    public bool Enabled { get { return m_Enabled; } set { m_Enabled = value; } }
                
                    public System.TimeSpan Frequency { get { return m_Frequency; } }
                
                    internal ulong m_Bias;
                
                    //
                
                    //Could just use a single int, 32 bits is more than enough.
                
                    //uint m_Flags;
                
                    //
                
                    readonly internal Clock m_Clock = new Clock();
                
                    readonly internal System.Collections.Generic.Queue<long> Producer;
                
                    void Count()
                    {
                
                        System.Threading.Thread Event = new System.Threading.Thread(new System.Threading.ThreadStart(() =>
                        {
                            System.Threading.Thread.BeginCriticalRegion();
                            long sample;
                        AfterSample:
                            try
                            {
                            Top:
                                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Highest;
                
                                while (m_Enabled && Producer.Count >= 1)
                                {
                                    sample = Producer.Dequeue();
                
                                    Tick(ref sample);
                                }
                
                                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Lowest;
                
                                if (false == m_Enabled) return;
                
                                while (m_Enabled && Producer.Count == 0) if(m_Counter.IsAlive) m_Counter.Join(0);  //++m_Ops;
                
                                goto Top;
                            }
                            catch { if (false == m_Enabled) return; goto AfterSample; }
                            finally { System.Threading.Thread.EndCriticalRegion(); }
                        }))
                        {
                            IsBackground = false,
                            Priority = System.Threading.ThreadPriority.AboveNormal
                        };
                
                        Event.TrySetApartmentState(System.Threading.ApartmentState.MTA);
                
                        Event.Start();
                
                        Approximate:
                
                        ulong approximate = (ulong)Common.Binary.Clamp((m_Clock.AverageOperationsPerTick / (Frequency.Ticks + 1)), 1, ulong.MaxValue);
                
                        try
                        {
                            m_Started = m_Clock.Now;
                
                            System.Threading.Thread.BeginCriticalRegion();
                
                            unchecked
                            {
                            Start:
                
                                if (IsDisposed) return;
                
                                switch (++m_Ops)
                                {
                                    default:
                                        {
                                            if (m_Bias + ++m_Ops >= approximate)
                                            {
                                                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Highest;
                
                                                Producer.Enqueue((long)m_Ticks++);
                
                                                ulong x = ++m_Ops / approximate;
                
                                                while (1 > --x /*&& Producer.Count <= m_Frequency.Ticks*/) Producer.Enqueue((long)++m_Ticks);
                
                                                m_Ops = (++m_Ops * m_Ticks) - (m_Bias = ++m_Ops / approximate);
                
                                                System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Lowest;
                                            }
                
                                            if(Event != null) Event.Join(m_Frequency);
                
                                            goto Start;
                                        }
                                }
                            }
                        }
                        catch (System.Threading.ThreadAbortException) { if (m_Enabled) goto Approximate; System.Threading.Thread.ResetAbort(); }
                        catch (System.OutOfMemoryException) { if ((ulong)Producer.Count > approximate) Producer.Clear(); if (m_Enabled) goto Approximate; }
                        catch { if (m_Enabled) goto Approximate; }
                        finally
                        {
                            Event = null;
                
                            System.Threading.Thread.EndCriticalRegion();
                        }
                    }
                
                    public Timer(System.TimeSpan frequency)
                    {
                        Producer = new System.Collections.Generic.Queue<long>((int)(m_Frequency = frequency).Ticks * 10);
                
                        m_Counter = new System.Threading.Thread(new System.Threading.ThreadStart(Count))
                        {
                            IsBackground = false,
                            Priority = System.Threading.ThreadPriority.AboveNormal
                        };
                
                        m_Counter.TrySetApartmentState(System.Threading.ApartmentState.MTA);
                
                        Tick = delegate { m_Ops += 1 + m_Bias; };
                    }
                
                    public void Start()
                    {
                        if (m_Enabled) return;
                
                        m_Enabled = true;
                
                        m_Counter.Start();
                
                        var p = System.Threading.Thread.CurrentThread.Priority;
                
                        System.Threading.Thread.CurrentThread.Priority = System.Threading.ThreadPriority.Lowest;
                
                        while (m_Ops == 0) m_Counter.Join(0); //m_Clock.NanoSleep(0);
                
                        System.Threading.Thread.CurrentThread.Priority = p;
                
                    }
                
                    public void Stop()
                    {
                        m_Enabled = false;
                    }
                
                    void Change(System.TimeSpan interval, System.TimeSpan dueTime)
                    {
                        m_Enabled = false;
                
                        m_Frequency = interval;
                
                        m_Enabled = true;
                    }
                
                    delegate void ElapsedEvent(object sender, object args);
                
                    public override void Dispose()
                    {
                        if (IsDisposed) return;            
                
                        base.Dispose();
                
                        Stop();
                
                        try { m_Counter.Abort(m_Frequency); }
                        catch (System.Threading.ThreadAbortException) { System.Threading.Thread.ResetAbort(); }
                        catch { }
                
                        Tick = null;
                
                        //Producer.Clear();
                    }
                
                }
                

                然后你可以使用类似的东西来复制一些逻辑

                 /// <summary>
                /// Provides a completely managed implementation of <see cref="System.Diagnostics.Stopwatch"/> which expresses time in the same units as <see cref="System.TimeSpan"/>.
                /// </summary>
                public class Stopwatch : Common.BaseDisposable
                {
                    internal Timer Timer;
                
                    long Units;
                
                    public bool Enabled { get { return Timer != null && Timer.Enabled; } }
                
                    public double ElapsedMicroseconds { get { return Units * Media.Common.Extensions.TimeSpan.TimeSpanExtensions.TotalMicroseconds(Timer.Frequency); } }
                
                    public double ElapsedMilliseconds { get { return Units * Timer.Frequency.TotalMilliseconds; } }
                
                    public double ElapsedSeconds { get { return Units * Timer.Frequency.TotalSeconds; } }
                
                    //public System.TimeSpan Elapsed { get { return System.TimeSpan.FromMilliseconds(ElapsedMilliseconds / System.TimeSpan.TicksPerMillisecond); } }
                
                    public System.TimeSpan Elapsed
                    {
                        get
                        {
                            switch (Units)
                            {
                                case 0: return System.TimeSpan.Zero;
                                default:
                                    {
                                        System.TimeSpan taken = System.DateTime.UtcNow - Timer.m_Started;
                
                                        return taken.Add(new System.TimeSpan(Units * Timer.Frequency.Ticks));
                
                                        //System.TimeSpan additional = new System.TimeSpan(Media.Common.Extensions.Math.MathExtensions.Clamp(Units, 0, Timer.Frequency.Ticks));
                
                                        //return taken.Add(additional);
                                    }
                            }
                
                
                
                            //////The maximum amount of times the timer can elapse in the given frequency
                            ////double maxCount = (taken.TotalMilliseconds / Timer.Frequency.TotalMilliseconds) / ElapsedMilliseconds;
                
                            ////if (Units > maxCount)
                            ////{
                            ////    //How many more times the event was fired than needed
                            ////    double overage = (maxCount - Units);
                
                            ////    additional = new System.TimeSpan(System.Convert.ToInt64(Media.Common.Extensions.Math.MathExtensions.Clamp(Units, overage, maxCount)));
                
                            ////    //return taken.Add(new System.TimeSpan((long)Media.Common.Extensions.Math.MathExtensions.Clamp(Units, overage, maxCount)));
                            ////}
                            //////return taken.Add(new System.TimeSpan(Units));
                
                
                        }
                    }
                
                    public void Start()
                    {
                        if (Enabled) return;
                
                        Units = 0;
                
                        //Create a Timer that will elapse every OneTick //`OneMicrosecond`
                        Timer = new Timer(Media.Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick);
                
                        //Handle the event by incrementing count
                        Timer.Tick += Count;
                
                        Timer.Start();
                    }
                
                    public void Stop()
                    {
                        if (false == Enabled) return;
                
                        Timer.Stop();
                
                        Timer.Dispose();           
                    }
                
                    void Count(ref long count) { ++Units; }
                }
                

                最后,创建一些半有用的东西,例如一个总线,然后可能是一个虚拟屏幕来向总线发送数据......

                public abstract class Bus : Common.CommonDisposable
                    {
                        public readonly Timer Clock = new Timer(Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick);
                
                        public Bus() : base(false) { Clock.Start(); }
                    }
                
                    public class ClockedBus : Bus
                    {
                        long FrequencyHz, Maximum, End;
                
                        readonly Queue<byte[]> Input = new Queue<byte[]>(), Output = new Queue<byte[]>();
                
                        readonly double m_Bias;
                
                        public ClockedBus(long frequencyHz, double bias = 1.5)
                        {
                            m_Bias = bias;
                
                            cache = Clock.m_Clock.InstructionsPerClockUpdate / 1000;
                
                            SetFrequency(frequencyHz);
                
                            Clock.Tick += Clock_Tick;
                
                            Clock.Start();
                        }
                
                        public void SetFrequency(long frequencyHz)
                        {
                            FrequencyHz = frequencyHz;
                
                            //Clock.m_Frequency = new TimeSpan(Clock.m_Clock.InstructionsPerClockUpdate / 1000); 
                
                            //Maximum = System.TimeSpan.TicksPerSecond / Clock.m_Clock.InstructionsPerClockUpdate;
                
                            //Maximum = Clock.m_Clock.InstructionsPerClockUpdate / System.TimeSpan.TicksPerSecond;
                
                            Maximum = cache / (cache / FrequencyHz);
                
                            Maximum *= System.TimeSpan.TicksPerSecond;
                
                            Maximum = (cache / FrequencyHz);
                
                            End = Maximum * 2;
                
                            Clock.m_Frequency = new TimeSpan(Maximum);
                
                            if (cache < frequencyHz * m_Bias) throw new Exception("Cannot obtain stable clock");
                
                            Clock.Producer.Clear();
                        }
                
                        public override void Dispose()
                        {
                            ShouldDispose = true;
                
                            Clock.Tick -= Clock_Tick;
                
                            Clock.Stop();
                
                            Clock.Dispose();
                
                            base.Dispose();
                        }
                
                        ~ClockedBus() { Dispose(); }
                
                        long sample = 0, steps = 0, count = 0, avg = 0, cache = 1;
                
                        void Clock_Tick(ref long ticks)
                        {
                            if (ShouldDispose == false && false == IsDisposed)
                            {
                                //Console.WriteLine("@ops=>" + Clock.m_Ops + " @ticks=>" + Clock.m_Ticks + " @Lticks=>" + ticks + "@=>" + Clock.m_Clock.Now.TimeOfDay + "@=>" + (Clock.m_Clock.Now - Clock.m_Clock.Created));
                
                                steps = sample;
                
                                sample = ticks;
                
                                ++count;
                
                                System.ConsoleColor f = System.Console.ForegroundColor;
                
                                if (count <= Maximum)
                                {
                                    System.Console.BackgroundColor = ConsoleColor.Yellow;
                
                                    System.Console.ForegroundColor = ConsoleColor.Green;
                
                                    Console.WriteLine("count=> " + count + "@=>" + Clock.m_Clock.Now.TimeOfDay + "@=>" + (Clock.m_Clock.Now - Clock.m_Clock.Created) + " - " + DateTime.UtcNow.ToString("MM/dd/yyyy hh:mm:ss.ffffff tt"));
                
                                    avg = Maximum / count;
                
                                    if (Clock.m_Clock.InstructionsPerClockUpdate / count > Maximum)
                                    {
                                        System.Console.ForegroundColor = ConsoleColor.Red;
                
                                        Console.WriteLine("---- Over InstructionsPerClockUpdate ----" + FrequencyHz);
                                    }
                                }
                                else if (count >= End)
                                {
                                    System.Console.BackgroundColor = ConsoleColor.Black;
                
                                    System.Console.ForegroundColor = ConsoleColor.Blue;
                
                                    avg = Maximum / count;
                
                                    Console.WriteLine("avg=> " + avg + "@=>" + FrequencyHz);
                
                                    count = 0;
                                }
                            }
                        }
                
                        //Read, Write at Frequency
                
                    }
                public class VirtualScreen
                    {
                        TimeSpan RefreshRate;    
                        bool VerticalSync;    
                        int Width, Height;            
                        Common.MemorySegment DisplayMemory, BackBuffer, DisplayBuffer;
                    }
                

                这是我测试StopWatch的方法

                internal class StopWatchTests
                    {
                        public void TestForOneMicrosecond()
                        {
                            System.Collections.Generic.List<System.Tuple<bool, System.TimeSpan, System.TimeSpan>> l = new System.Collections.Generic.List<System.Tuple<bool, System.TimeSpan, System.TimeSpan>>();
                
                            //Create a Timer that will elapse every `OneMicrosecond`
                            for (int i = 0; i <= 250; ++i) using (Media.Concepts.Classes.Stopwatch sw = new Media.Concepts.Classes.Stopwatch())
                            {
                                var started = System.DateTime.UtcNow;
                
                                System.Console.WriteLine("Started: " + started.ToString("MM/dd/yyyy hh:mm:ss.ffffff tt"));
                
                                //Define some amount of time
                                System.TimeSpan sleepTime = Media.Common.Extensions.TimeSpan.TimeSpanExtensions.OneMicrosecond;
                
                                System.Diagnostics.Stopwatch testSw = new System.Diagnostics.Stopwatch();
                
                                //Start
                                testSw.Start();
                
                                //Start
                                sw.Start();
                
                                while (testSw.Elapsed.Ticks < sleepTime.Ticks - (Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick + Common.Extensions.TimeSpan.TimeSpanExtensions.OneTick).Ticks)
                                    sw.Timer.m_Clock.NanoSleep(0); //System.Threading.Thread.SpinWait(0);
                
                                //Sleep the desired amount
                                //System.Threading.Thread.Sleep(sleepTime);
                
                                //Stop
                                testSw.Stop();
                
                                //Stop
                                sw.Stop();
                
                                var finished = System.DateTime.UtcNow;
                
                                var taken = finished - started;
                
                                var cc = System.Console.ForegroundColor;
                
                                System.Console.WriteLine("Finished: " + finished.ToString("MM/dd/yyyy hh:mm:ss.ffffff tt"));
                
                                System.Console.WriteLine("Sleep Time: " + sleepTime.ToString());
                
                                System.Console.WriteLine("Real Taken Total: " + taken.ToString());
                
                                if (taken > sleepTime) 
                                {
                                    System.Console.ForegroundColor = System.ConsoleColor.Red;
                                    System.Console.WriteLine("Missed by: " + (taken - sleepTime));
                                }
                                else
                                {
                                    System.Console.ForegroundColor = System.ConsoleColor.Green;
                                    System.Console.WriteLine("Still have: " + (sleepTime - taken));
                                }
                
                                System.Console.ForegroundColor = cc;
                
                                System.Console.WriteLine("Real Taken msec Total: " + taken.TotalMilliseconds.ToString());
                
                                System.Console.WriteLine("Real Taken sec Total: " + taken.TotalSeconds.ToString());
                
                                System.Console.WriteLine("Real Taken μs Total: " + Media.Common.Extensions.TimeSpan.TimeSpanExtensions.TotalMicroseconds(taken).ToString());
                
                                System.Console.WriteLine("Managed Taken Total: " + sw.Elapsed.ToString());
                
                                System.Console.WriteLine("Diagnostic Taken Total: " + testSw.Elapsed.ToString());
                
                                System.Console.WriteLine("Diagnostic Elapsed Seconds  Total: " + ((testSw.ElapsedTicks / (double)System.Diagnostics.Stopwatch.Frequency)));
                
                                //Write the rough amount of time taken in  micro seconds
                                System.Console.WriteLine("Managed Time Estimated Taken: " + sw.ElapsedMicroseconds + "μs");
                
                                //Write the rough amount of time taken in  micro seconds
                                System.Console.WriteLine("Diagnostic Time Estimated Taken: " + Media.Common.Extensions.TimeSpan.TimeSpanExtensions.TotalMicroseconds(testSw.Elapsed) + "μs");
                
                                System.Console.WriteLine("Managed Time Estimated Taken: " + sw.ElapsedMilliseconds);
                
                                System.Console.WriteLine("Diagnostic Time Estimated Taken: " + testSw.ElapsedMilliseconds);
                
                                System.Console.WriteLine("Managed Time Estimated Taken: " + sw.ElapsedSeconds);
                
                                System.Console.WriteLine("Diagnostic Time Estimated Taken: " + testSw.Elapsed.TotalSeconds);
                
                                if (sw.Elapsed < testSw.Elapsed)
                                {
                                    System.Console.WriteLine("Faster than Diagnostic StopWatch");
                                    l.Add(new System.Tuple<bool, System.TimeSpan, System.TimeSpan>(true, sw.Elapsed, testSw.Elapsed));
                                }
                                else if (sw.Elapsed > testSw.Elapsed)
                                {
                                    System.Console.WriteLine("Slower than Diagnostic StopWatch");
                                    l.Add(new System.Tuple<bool, System.TimeSpan, System.TimeSpan>(false, sw.Elapsed, testSw.Elapsed));
                                }
                                else
                                {
                                    System.Console.WriteLine("Equal to Diagnostic StopWatch");
                                    l.Add(new System.Tuple<bool, System.TimeSpan, System.TimeSpan>(true, sw.Elapsed, testSw.Elapsed));
                                }
                            }
                
                            int w = 0, f = 0;
                
                            var cc2 = System.Console.ForegroundColor;
                
                            foreach (var t in l)
                            {
                                if (t.Item1)
                                {
                                    System.Console.ForegroundColor = System.ConsoleColor.Green;
                                    ++w; System.Console.WriteLine("Faster than Diagnostic StopWatch by: " + (t.Item3 - t.Item2));
                                }
                                else
                                {
                                    System.Console.ForegroundColor = System.ConsoleColor.Red;
                                    ++f; System.Console.WriteLine("Slower than Diagnostic StopWatch by: " + (t.Item2 - t.Item3));
                                }
                            }
                
                            System.Console.ForegroundColor = System.ConsoleColor.Green;
                            System.Console.WriteLine("Wins = " + w);
                
                            System.Console.ForegroundColor = System.ConsoleColor.Red;
                            System.Console.WriteLine("Loss = " + f);
                
                            System.Console.ForegroundColor = cc2;
                        }
                    }
                

                【讨论】:

                  猜你喜欢
                  • 2016-09-25
                  • 2017-07-04
                  • 1970-01-01
                  • 2018-12-22
                  • 1970-01-01
                  • 2016-08-26
                  • 2012-10-22
                  • 2023-01-17
                  • 1970-01-01
                  相关资源
                  最近更新 更多