Guava RateLimiter running too often - java

I am having a problem with Guava RateLimiter. I create the RateLimiter with RateLimiter.create(1.0) ("1 permit per second") and calls rateLimiter.acquire() on every cycle, but when I test run I get the following result:
Average: 1232.0 Diff since last: 2540
Average: 1180.0 Diff since last: 258
Average: 1159.0 Diff since last: 746
Average: 1151.0 Diff since last: 997
Average: 1144.0 Diff since last: 1004
Average is the number of milliseconds it sleeps on average and diff is the number of milliseconds passed since last print. On average it's okay, it does not permit my code to run more than once per second. But sometimes (as you can see) it runs more than once per second.
Do you have any idea why? Am I missing something?
The code that generates the above output:
private int numberOfRequests;
private Date start;
private long last;
private boolean first = true;
private void sleep() {
numberOfRequests++;
if(first) {
first = false;
start = new Date();
}
rateLimiter.acquire();
long current = new Date().getTime();
double num = (current -start.getTime()) / numberOfRequests;
System.out.println("Average: "+ num + " Diff since last: " + (current - last));
last = current;
}

Your benchmark appears to be flawed - when I try to replicate it I see very close to one acquisition per second. Here's my benchmark:
public class RateLimiterDemo {
public static void main(String[] args) {
StatsAccumulator stats = new StatsAccumulator();
RateLimiter rateLimiter = RateLimiter.create(1.0);
rateLimiter.acquire(); // discard initial permit
for (int i = 0; i < 10; i++) {
long start = System.nanoTime();
rateLimiter.acquire();
stats.add((System.nanoTime() - start) / 1_000_000.0);
}
System.out.println(stats.snapshot());
}
}
A sample run prints:
Stats{count=10, mean=998.9071456, populationStandardDeviation=3.25398397901304, min=989.303887, max=1000.971085}
The variance there is almost all attributable to the benchmark overhead (populating the StatsAccumulator and computing the time delta).
Even this benchmark has flaws (though I'll contend it's less-so). Creating an accurate benchmark is very hard, and simple whipped-together benchmarks are often either inaccurate or worse don't reflect the actual performance of the code being tested in a production setting.

Related

Why execution time is showing 0 milliseconds(java program )?

I am writing a word count program (very basic) and try to find its
execution time . What is strange is that sometime it shows
0 milliseconds after execution of same input for which earlier it gave
15 milliseconds.
Moreover sometime it shows 16 milliseconds and sometime 15
milliseconds for same input.Why is that variance? What could be the
possible reason for it?
Here is the program:
import java.util.*;
public class WordCount{
public static void main(String [] args){
Scanner scan=new Scanner(System.in);
System.out.println("Enetr the Line of String");
String words=scan.nextLine();
long startTime = System.currentTimeMillis();
wordCount(words);
long endTime = System.currentTimeMillis();
long totalTime = endTime - startTime;
System.out.println("\n TotalTime = "+totalTime + " mills");
}//main
public static void wordCount(String words){
Integer c=0;
String wor[]=words.split(" ");
//System.out.println(""+Arrays.toString(wor));
HashMap<String,Integer> hm=new HashMap<String,Integer>();
for(String word: wor){
// c=(Integer)hm.get(word);
c=hm.get(word);
c=(c==null)?1:c+1; //no c++
hm.put(word,c);
}
Set keySet=hm.keySet();
Iterator it=keySet.iterator();
while(it.hasNext()){
String key=(String)it.next();
System.out.println(""+key+" = " + hm.get(key));
}
}//wordCount
}//class
Output screen :
H:\Computer Science\Java>java WordCount
Enetr the Line of String
the is an the is an a is an the
the = 3
a = 1
is = 3
an = 3
TotalTime = 15 mills
H:\Computer Science\Java>java WordCount
Enetr the Line of String
the is an the is an a is an the
the = 3
a = 1
is = 3
an = 3
TotalTime = 16 mills
H:\Computer Science\Java>java WordCount
Enetr the Line of String
the is an the is an a is an the
the = 3
a = 1
is = 3
an = 3
TotalTime = 0 mills
H:\Computer Science\Java>java WordCount
Enetr the Line of String
the is an the is an a is an the
the = 3
a = 1
is = 3
an = 3
TotalTime = 0 mills
In the System.currentTimeMillis() JavaDoc we read that the method:
Returns the current time in milliseconds. Note that while the unit of
time of the return value is a millisecond, the granularity of the
value depends on the underlying operating system and may be larger.
For example, many operating systems measure time in units of tens of
milliseconds.
For Windows the resolution time for this method is longer than 1ms (in your case around 16ms) and this is a minimum time needed to update the timer. What this mean is that when you call System.currentTimeMillis() twice you get either two exactly same results (that explains 0) or two results which differ by amount of time needed to resolute time on your operating system.
Consider using System.nanoTime() instead System.currentTimeMillis(). It produces more precise results. You can read more about time measurement at the Oracle blog which concludes with the following paragraph:
If you are interested in measuring/calculating elapsed time, then
always use System.nanoTime(). On most systems it will give a
resolution on the order of microseconds. Be aware though, this call
can also take microseconds to execute on some platforms.
Execution time of your program is computationally 0. Counting words in a small sentence does not take time in milliseconds range. You are sometimes getting 15ms or 16ms most probably because of I/O (System.out), operating systems scheduling delays, other programs working on your system, or limitations of System.currentTimeInMillis() implementation. Actual working time of your word count program should be 0, take out the I/O.

java - Simple calculation takes longer in multi threads than in single thread

I'm trying to understand how to take advantage of using multi threads. I wrote a simple program that increments the value of i, let's say, 400,000 times using two ways : a single threaded way (0 to 400,000) and a multiple threaded way (in my case, 4 times : 0 to 100,000) with the number of thread equal to Runtime.getRuntime().availableProcessors().
I'm surprised with the results I measured : the single threaded way is decidedly faster, sometimes 3 times faster. Here is my code :
public class Main {
public static int LOOPS = 100000;
private static ExecutorService executor=null;
public static void main(String[] args) throws InterruptedException, ExecutionException {
int procNb = Runtime.getRuntime().availableProcessors();
long startTime;
long endTime;
executor = Executors.newFixedThreadPool(procNb);
ArrayList<Calculation> c = new ArrayList<Calculation>();
for (int i=0;i<procNb;i++){
c.add(new Calculation());
}
// Make parallel computations (4 in my case)
startTime = System.currentTimeMillis();
queryAll(c);
endTime = System.currentTimeMillis();
System.out.println("Computation time using " + procNb + " threads : " + (endTime - startTime) + "ms");
startTime = System.currentTimeMillis();
for (int i =0;i<procNb*LOOPS;i++)
{
}
endTime = System.currentTimeMillis();
System.out.println("Computation time using main thread : " + (endTime - startTime) + "ms");
}
public static List<Integer> queryAll(List<Calculation> queries) throws InterruptedException, ExecutionException {
List<Future<Integer>> futures = executor.invokeAll(queries);
List<Integer> aggregatedResults = new ArrayList<Integer>();
for (Future<Integer> future : futures) {
aggregatedResults.add(future.get());
}
return aggregatedResults;
}
}
class Calculation implements Callable<Integer> {
#Override
public Integer call() {
int i;
for (i=0;i<Main.LOOPS;i++){
}
return i;
}
}
Console :
Computation time using 4 threads : 10ms.
Computation time using main thread : 3ms.
Could anyone explain this ?
An addition probably takes one cpu cycle, so if your cpu runs at 3GHz, that's 0.3 nanoseconds. Do it 400k times and that becomes 120k nanoseconds or 0.1 milliseconds. So your measurement is more affected by the overhead of starting threads, thread switching, JIT compilation etc. than by the operation you are trying to measure.
You also need to account for the compiler optimisations: if you place your empty loop in a method and run that method many times you will notice that it runs in 0 ms after some time,. because the compiler determines that the loop does nothing and optimises it away completely.
I suggest you use a specialised library for micro benchmarking, such as jmh.
See also: How do I write a correct micro-benchmark in Java?

StackOverflowError using Recursion

I'm supposed to be comparing a Recursive and a Non-Recursive function to see which one is quicker for a class project. The professor also wants us to time the iterations in milliseconds when the iterator is equal to 10,100,1000, etc. I got it all to work but was having loads of trouble in C++ getting the timer, so I switched to Java as it's much much easier to get millisecond output.
But now when I try to use any number over 8,000 I get a big fat stack overflow error from the Recursive algorithm. Can anyone give me any insight?
Bonus: I also can't figure out how to do the timer in the Recursive function like I did in the Non-Recursive. How would I approach this?
public class comparingTimes {
public static void main(String[] args) {
double num = 10000;
double result;
nonRec(num);
result = rec(num);
System.out.printf("Rec %.0f",(result));
}
public static void nonRec(double num)
{
double resultNum = 1;
double total = 0;
long startTime = System.currentTimeMillis();
long endTime;
for (double i = 1; i < num; i++)
{
total += i * (i+1);
if (i == resultNum)
{
endTime = System.currentTimeMillis();
System.out.printf("Total execution time: %f seconds - num = %.0f%n", (endTime - startTime)/1000.0, i);
resultNum *= 10;
}
}
System.out.printf("NonRec: %.0f%n", total);
}
public static double rec(double num)
{
if (num == 0)
return 0;
else
return num * (num-1) + rec(num-1);
}
}
The ideal use case for recursion is when you reduce the "search space" massively on each recursion level. For example, consider a binary search where each recursion level halves the remaining search space.
Your particular problem is that you're trying to do 8000 levels of recursion since each level simply decrements the value. That's going to require a fairly large chunk of stack space.
You can look into increasing the stack size for your JVM with the -ss or -oss options (depending on implementation, of course). But that will only buy you so much.
In terms of timing the whole recursive operation, I would simply store the time before the top-level call in main(), then compare that to the time after that top-level call returns, something like:
long startTime = System.currentTimeMillis();
result = rec(num);
long endTime = System.currentTimeMillis();
// Now calculate the elapsed time.
There's no need to try and do it within the recursive call itself.
If you want to do it at certain points within the recursive call, you can initialise a "global" counter variable (one outside the recursion itself, such as a class-level static variable) to 0 and have the recursive function increment it for every recursion level.
Then have it output the time deltas at the points you're interested in, such as when the variable is set to 10, 100, 1000 and so on.
Try increasing the stack size.
As for measuring time
public static void main(String[] args) {
double num = 10000;
double result;
long start = System.currentTimeMillis();
nonRec(num);
long finish = System.currentTimeMillis();
System.out.println("Time taken (non-recursive): " + (finish -start));
start = System.currentTimeMillis();
result = rec(num);
finish = System.currentTimeMillis();
System.out.println("Time taken (recursive): " + (finish -start));
System.out.printf("Rec %.0f",(result));
}

Profiling java code that calls Runtime.freeMemory()

I have some code that profiles Runtime.freeMemory. Here is my code:
package misc;
import java.util.ArrayList;
import java.util.Random;
public class FreeMemoryTest {
private final ArrayList<Double> l;
private final Random r;
public FreeMemoryTest(){
this.r = new Random();
this.l = new ArrayList<Double>();
}
public static boolean memoryCheck() {
double freeMem = Runtime.getRuntime().freeMemory();
double totalMem = Runtime.getRuntime().totalMemory();
double fptm = totalMem * 0.05;
boolean toReturn = fptm > freeMem;
return toReturn;
}
public void freeMemWorkout(int max){
for(int i = 0; i < max; i++){
memoryCheck();
l.add(r.nextDouble());
}
}
public void workout(int max){
for(int i = 0; i < max; i++){
l.add(r.nextDouble());
}
}
public static void main(String[] args){
FreeMemoryTest f = new FreeMemoryTest();
int count = Integer.parseInt(args[1]);
long startTime = System.currentTimeMillis();
if(args[0].equals("f")){
f.freeMemWorkout(count);
} else {
f.workout(count);
}
long endTime = System.currentTimeMillis();
System.out.println(endTime - startTime);
}
}
When I run the profiler using -Xrunhprof:cpu=samples, the vast majority of the calls are to the Runtime.freeMemory(), like this:
CPU SAMPLES BEGIN (total = 531) Fri Dec 7 00:17:20 2012
rank self accum count trace method
1 83.62% 83.62% 444 300274 java.lang.Runtime.freeMemory
2 9.04% 92.66% 48 300276 java.lang.Runtime.totalMemory
When I run the profiler using -Xrunhprof:cpu=time, I don't see any of the calls to Runtime.freeMemory at all, and the top five calls are as follows:
CPU TIME (ms) BEGIN (total = 10042) Fri Dec 7 00:29:51 2012
rank self accum count trace method
1 13.39% 13.39% 200000 307547 java.util.Random.next
2 9.69% 23.08% 1 307852 misc.FreeMemoryTest.freeMemWorkout
3 7.41% 30.49% 100000 307544 misc.FreeMemoryTest.memoryCheck
4 7.39% 37.88% 100000 307548 java.util.Random.nextDouble
5 4.35% 42.23% 100000 307561 java.util.ArrayList.add
These two profiles are so different from one another. I thought that samples was supposed to at least roughly approximate the results from the times, but here we see a very radical difference, something that consumes more than 80% of the samples doesn't even appear in the times profile. This does not make any sense to me, does anyone know why this is happening?
More on this:
$ java -Xmx1000m -Xms1000m -jar memtest.jar a 20000000 5524
//does not have the calls to Runtime.freeMemory()
$ java -Xmx1000m -Xms1000m -jar memtest.jar f 20000000 9442
//has the calls to Runtime.freeMemory()
Running with freemem requires approximately twice the amount of time as running without it. If 80% of the CPU time is spent in java.Runtime.freeMemory(), and I remove that call, I would expect the program to speed up by a factor of approximately 5. As we can see above, the program speeds up by a factor of approximately 2.
A slowdown of a factor of 5 is way worse than a slowdown of a factor of 2 that was observed empirically, so what I do not understand is how the sampling profiler is so far off from reality.
The Runtime freeMemory() and totalMemory() are native calls.
See http://www.docjar.com/html/api/java/lang/Runtime.java.html
The timer cannot time them, but the sampler can.

Attempting to create a stable game engine loop

I'm writing a fairly simple 2D multiplayer-over-network game. Right now, I find it nearly impossible for myself to create a stable loop. By stable I mean such kind of loop inside which certain calculations are done and which is repeated over strict periods of time (let's say, every 25 ms, that's what I'm fighting for right now). I haven't faced many severe hindrances this far except for this one.
In this game, several threads are running, both in server and client applications, assigned to various tasks. Let's take for example engine thread in my server application. In this thread, I try to create game loop using Thread.sleep, trying to take in account time taken by game calculations. Here's my loop, placed within run() method. Tick() function is payload of the loop. It simply contains ordered calls to other methods doing constant game updating.
long engFPS = 40;
long frameDur = 1000 / engFPS;
long lastFrameTime;
long nextFrame;
<...>
while(true)
{
lastFrameTime = System.currentTimeMillis();
nextFrame = lastFrameTime + frameDur;
Tick();
if(nextFrame - System.currentTimeMillis() > 0)
{
try
{
Thread.sleep(nextFrame - System.currentTimeMillis());
}
catch(Exception e)
{
System.err.println("TSEngine :: run :: " + e);
}
}
}
The major problem is that Thread.sleep just loves to betray your expectations about how much it will sleep. It can easily put thread to rest for much longer or much shorter time, especially on some machines with Windows XP (I've tested it myself, WinXP gives really nasty results compared to Win7 and other OS). I've poked around internets quite a lot, and result was disappointing. It seems to be fault of the thread scheduler of the OS we're running on, and its so-called granularity. As far as I understood, this scheduler constantly, over certain amount of time, checks demands of every thread in system, in particular, puts/awakes them from sleep. When re-checking time is low, like 1ms, things may seem smooth. Although, it is said that WinXP has granularity as high as 10 or 15 ms. I've also read that not only Java programmers, but those using other languages face this problem as well.
Knowing this, it seems almost impossible to make a stable, sturdy, reliable game engine. Nevertheless, they're everywhere.
I'm highly wondering by which means this problem can be fought or circumvented. Could someone more experienced give me a hint on this?
Don't rely on the OS or any timer mechanism to wake your thread or invoke some callback at a precise point in time or after a precise delay. It's just not going to happen.
The way to deal with this is instead of setting a sleep/callback/poll interval and then assuming that the interval is kept with a high degree of precision, keep track of the amount of time that has elapsed since the previous iteration and use that to determine what the current state should be. Pass this amount through to anything that updates state based upon the current "frame" (really you should design your engine in a way that the internal components don't know or care about anything as concrete as a frame; so that instead there is just state that moves fluidly through time, and when a new frame needs to be sent for rendering a snapshot of this state is used).
So for example, you might do:
long maxWorkingTimePerFrame = 1000 / FRAMES_PER_SECOND; //this is optional
lastStartTime = System.currentTimeMillis();
while(true)
{
long elapsedTime = System.currentTimeMillis() - lastStartTime;
lastStartTime = System.currentTimeMillis();
Tick(elapsedTime);
//enforcing a maximum framerate here is optional...you don't need to sleep the thread
long processingTimeForCurrentFrame = System.currentTimeMillis() - lastStartTime;
if(processingTimeForCurrentFrame < maxWorkingTimePerFrame)
{
try
{
Thread.sleep(maxWorkingTimePerFrame - processingTimeForCurrentFrame);
}
catch(Exception e)
{
System.err.println("TSEngine :: run :: " + e);
}
}
}
Also note that you can get greater timer granularity by using System.nanoTime() in place of System.currentTimeMillis().
You may getter better results with
LockSupport.parkNanos(long nanos)
altho it complicates the code a bit compared to sleep()
maybe this helps you.
its from david brackeen's bock developing games in java
and calculates average granularity to fake a more fluent framerate:
link
public class TimeSmoothie {
/**
How often to recalc the frame rate
*/
protected static final long FRAME_RATE_RECALC_PERIOD = 500;
/**
Don't allow the elapsed time between frames to be more than 100 ms
*/
protected static final long MAX_ELAPSED_TIME = 100;
/**
Take the average of the last few samples during the last 100ms
*/
protected static final long AVERAGE_PERIOD = 100;
protected static final int NUM_SAMPLES_BITS = 6; // 64 samples
protected static final int NUM_SAMPLES = 1 << NUM_SAMPLES_BITS;
protected static final int NUM_SAMPLES_MASK = NUM_SAMPLES - 1;
protected long[] samples;
protected int numSamples = 0;
protected int firstIndex = 0;
// for calculating frame rate
protected int numFrames = 0;
protected long startTime;
protected float frameRate;
public TimeSmoothie() {
samples = new long[NUM_SAMPLES];
}
/**
Adds the specified time sample and returns the average
of all the recorded time samples.
*/
public long getTime(long elapsedTime) {
addSample(elapsedTime);
return getAverage();
}
/**
Adds a time sample.
*/
public void addSample(long elapsedTime) {
numFrames++;
// cap the time
elapsedTime = Math.min(elapsedTime, MAX_ELAPSED_TIME);
// add the sample to the list
samples[(firstIndex + numSamples) & NUM_SAMPLES_MASK] =
elapsedTime;
if (numSamples == samples.length) {
firstIndex = (firstIndex + 1) & NUM_SAMPLES_MASK;
}
else {
numSamples++;
}
}
/**
Gets the average of the recorded time samples.
*/
public long getAverage() {
long sum = 0;
for (int i=numSamples-1; i>=0; i--) {
sum+=samples[(firstIndex + i) & NUM_SAMPLES_MASK];
// if the average period is already reached, go ahead and return
// the average.
if (sum >= AVERAGE_PERIOD) {
Math.round((double)sum / (numSamples-i));
}
}
return Math.round((double)sum / numSamples);
}
/**
Gets the frame rate (number of calls to getTime() or
addSample() in real time). The frame rate is recalculated
every 500ms.
*/
public float getFrameRate() {
long currTime = System.currentTimeMillis();
// calculate the frame rate every 500 milliseconds
if (currTime > startTime + FRAME_RATE_RECALC_PERIOD) {
frameRate = (float)numFrames * 1000 /
(currTime - startTime);
startTime = currTime;
numFrames = 0;
}
return frameRate;
}
}

Categories