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Module: Execution Time v1.0 [Linux + Windows]


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micapat
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Old 11-03-2012 , 12:10   Re: Module: Execution Time v1.0
Reply With Quote #11

I think that you can provide more functions to manage timers, because if it's just to measure execution time, there is the sawce's profiler which does it nice.

So you can add a system with more than one timer for instance. But I don't know if this module will be usefull because it exists many other ways to measure time like get_gametime( ), halflife_time( ), get_time( ) and so on...
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hleV
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Old 11-03-2012 , 17:45   Re: Module: Execution Time v1.0
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Quote:
Originally Posted by micapat View Post
But I don't know if this module will be usefull because it exists many other ways to measure time like get_gametime( ), halflife_time( ), get_time( ) and so on...
You can't measure function's execution time with those.
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Old 01-07-2013 , 18:36   Re: Module: Execution Time v1.0
Reply With Quote #13

There's no Linux version yet?
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Old 01-07-2013 , 20:30   Re: Module: Execution Time v1.0
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Originally Posted by meTaLiCroSS View Post
There's no Linux version yet?
I'll publish it today.
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Last edited by claudiuhks; 01-07-2013 at 20:30.
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Old 01-08-2013 , 02:38   Re: Module: Execution Time v1.0
Reply With Quote #15

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Originally Posted by claudiuhks View Post
I'll publish it today.
Will wait for it, thanks
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Old 01-08-2013 , 10:36   Re: Module: Execution Time v1.0
Reply With Quote #16

Linux build has been published today.
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urban_ninja
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Old 01-15-2013 , 15:33   Re: Module: Execution Time v1.0
Reply With Quote #17

Is it possible to add a return function for microseconds and/or nanoseconds? This module as it is is kinda useless you're plugin uses large for loops. Anything less than a loop length of 70-100 or less than 100s of functions executing at once is unmeasurable in milliseconds.

Secondly the time stamps only work when the plugins 1st load. This is useless for time stamping code buried within a condition statements that don't execute until certain criteria occurs in game play. Plugins with dynamic code where data is constantly changing on the fly need more of a real time time stamping instead of this one off at map start.
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bibu
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Old 12-10-2013 , 09:48   Re: Module: Execution Time v1.0
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Originally Posted by urban_ninja View Post
Is it possible to add a return function for microseconds and/or nanoseconds? This module as it is is kinda useless you're plugin uses large for loops. Anything less than a loop length of 70-100 or less than 100s of functions executing at once is unmeasurable in milliseconds.
Since the amxx profiler doesn't work with latest builds, I wanted to try out the module finally. And I can agree with urban ninja. Because right now any other function just prints me 0.0000 . By using large arrays, it's fine though.
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Freezo Begin
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Old 04-23-2015 , 10:58   Re: Module: Execution Time v1.0 [Linux + Windows]
Reply With Quote #19

Hmm ,
how about doing something like this ?

Code:
#define MILLIS (10000) getTime() {     new time0,  time1, time2,   i;     time0 = tickcount()     for (i = 0; i < MILLIS; i++)     {         server_print("%d",100)     }     time1 = tickcount();     for (i = 0; i < MILLIS; i++)     {         server_print("100")     }     time2 = tickcount();     server_print("getTime 1: %04d || getTime 2: %04d", time1 - time0, time2 - time1) }

Well i didnt test it , i just found it ...

Last edited by Freezo Begin; 04-23-2015 at 12:32.
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Old 04-23-2015 , 12:41   Re: Module: Execution Time v1.0 [Linux + Windows]
Reply With Quote #20

This module is kinda' experimental and it has no public use...
If you want you can alter the source code and compile for yourself, I am not willing to change it anyways.

Quote:
Originally Posted by bibu View Post
just prints me 0.0000 . By using large arrays, it's fine though.
AMX Mod X is fast.
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Last edited by claudiuhks; 04-23-2015 at 12:51.
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