Saturday, December 3, 2016

Performance of different lock methods in .net


Something that pops up from time to time is what kind of thread synchronization technique should be used when dealing with shared ´resources in a multi-threaded environment. And yes, I know that the best would be to not share resources at all but that is not always an option, especially when working with legacy code-bases and applications that have organically grown over time.

Shared resource access types

I've included the following operations in the test.
public interface ICacheTest
{
    void Add(CacheItem item);
    CacheItem Get(Guid id);
    CacheItem Search(Guid id);
    void Clear();
}


Add
Adds an item to the dictionary

Get
Gets an item with key lookup.

Search
There will always be scenarios when the key lookup isn't enough. Most code-bases that I've seen tend to go the LINQ way. Some have extra lookup dictionaries. For this test I wanted to include something that takes a little more time then a lookup, so LINQ query is used.

Techniques in the test

Unsafe

No thread synchronization, the test class basically just wraps an Dictionary<Guid, CacheItem>
public class CacheUnsafe : ICacheTest
{
    private readonly Dictionary<Guid, CacheItem> _cache = new Dictionary<Guid, CacheItem>();
    public void Add(CacheItem item)
    {
        _cache.Add(item.Id, item);
    }
    public CacheItem Get(Guid id)
    {
        if (_cache.ContainsKey(id))
            return _cache[id];
        return null;
    }
    public CacheItem Search(Guid id)
    {
        var item = (from x in _cache.Values where x.Id.Equals(id) select x).FirstOrDefault();
        return item;
    }
    public void Clear()
    {
        _cache.Clear();
    }
}


Full lock

using the lock key-word to just allow one thread at a time to execute within the block of code. This is usually my go-to method as it is easy to implement and usually performs good enough.
public class CacheFullLock : ICacheTest
{
    private readonly Dictionary<Guid, CacheItem> _cache = new Dictionary<Guid, CacheItem>();
    public void Add(CacheItem item)
    {
        lock (_cache)
        {
            _cache.Add(item.Id, item);
        }
    }
    public CacheItem Get(Guid id)
    {
        lock (_cache)
        {
            if(_cache.ContainsKey(id))  
                return _cache[id];
        }
        return null;
    }
    public CacheItem Search(Guid id)
    {
        lock (_cache)
        {
            var item = (from x in _cache.Values where x.Id.Equals(id) select x).FirstOrDefault();
            return item;
        }
    }
    public void Clear()
    {
        lock (_cache)
        {
            _cache.Clear();
        }
    }
}

Full lock with indexed search

Same as the full lock but also tries to optimize the search to a lookup instead. So in this simplified test the lookup looks kinda unnecessary but in the real world it could be looking up with multiple parameters instead of running the Linq query.
public CacheItem Search(Guid id)
{
    lock (_cache)
    {
        if (_index.ContainsKey(id))
            return _cache[_index[id]];
        return null;
    }
}

ReaderWriterLock

Using the ReaderWriterLock class. Allows multiple readers to access the resource at the same time, but only 1 writer at a time.
public class CacheWriteLock : ICacheTest
{
    private readonly Dictionary<Guid, CacheItem> _cache = new Dictionary<Guid, CacheItem>();
    private readonly ReaderWriterLock _lock = new ReaderWriterLock();
    public void Add(CacheItem item)
    {
        _lock.AcquireWriterLock(1000);
        try
        {
            _cache.Add(item.Id, item);
        }
        finally
        {
            _lock.ReleaseWriterLock();
        }
    }
    public CacheItem Get(Guid id)
    {
        _lock.AcquireReaderLock(1000);
        try
        {
            if (_cache.ContainsKey(id))
                return _cache[id];
            return null;
        }
        finally
        {
            _lock.ReleaseReaderLock();
        }
    }
    public CacheItem Search(Guid id)
    {
        _lock.AcquireReaderLock(1000);
        try
        {
            var item = (from x in _cache.Values where x.Id.Equals(id) select x).FirstOrDefault();
            return item;
        }
        finally
        {
            _lock.ReleaseReaderLock();
        }
    }
    public void Clear()
    {
        _lock.AcquireWriterLock(1000);
        try
        {
            _cache.Clear();
        }
        finally
        {
            _lock.ReleaseWriterLock();
        }
    }
}

ConcurrentDictionary

The built in concurrent dictionary that is thread-safe. I tried to use this a long way ago when it was first introduced, but found it under-performing compared to a simple Full lock strategy. So up to the test again. At least it looks easy to implement and you do not have to care about the thread safety yourself at it is handled internally.
public class CacheConcurrent : ICacheTest
{
    private readonly ConcurrentDictionary<Guid, CacheItem> _cache = new ConcurrentDictionary<Guid, CacheItem>();
    public void Add(CacheItem item)
    {
        _cache.AddOrUpdate(item.Id, item, (key, oldValue) => item);
    }
    public CacheItem Get(Guid id)
    {
        if (_cache.ContainsKey(id))
            return _cache[id];
        return null;
    }
    public CacheItem Search(Guid id)
    {
        var item = (from x in _cache.Values where x.Id.Equals(id) select x).FirstOrDefault();
        return item;
    }
    public void Clear()
    {
        _cache.Clear();
    }
}

Single-threaded test

Measuring ticks elapsed for add, get, search and clear methods. Number of items are increased with each test epoch. Each epoch executes the test for 1000 iterations.
So no multi-threading here, just a check of baseline differences between the solutions. I.e. time to acquire the lock, ability to cope with different number of elements etc.

The test rig:

Uses RunningAverage to calculate the average without storing each individual number.

private void ExecuteTestSingle(ICacheTest cache, int dataCount, int iterations)
{
    var type = cache.GetType().Name;
    try
    {
        var testData = GenerateTestData(dataCount);
        var addTimings = new RunningAverage();
        var clearTimings = new RunningAverage();
        var getTimings = new RunningAverage();
        var searchTimings = new RunningAverage();
        for (int i = 0; i < iterations; i++)
        {
            for (int dataIndex = 0; dataIndex < testData.Count; dataIndex++)
            {
                var item = testData[dataIndex];
                addTimings.Add(TimeAction(() =>
                {
                    cache.Add(item);
                }));
                getTimings.Add(TimeAction(() =>
                {
                    cache.Get(item.Id);
                }));
                searchTimings.Add(TimeAction(() =>
                {
                    cache.Search(item.Id);
                }));
            }
            clearTimings.Add(TimeAction(cache.Clear));
        }
        Log($"{type}\tAdd\tDataCount\t{dataCount}\tIterations:\t{iterations}\tAverage:\t{addTimings.Average:0.000}\tticks");
        Log($"{type}\tGet\tDataCount\t{dataCount}\tIterations:\t{iterations}\tAverage:\t{getTimings.Average:0.000}\tticks");
        Log($"{type}\tSearch\tDataCount\t{dataCount}\tIterations:\t{iterations}\tAverage:\t{searchTimings.Average:0.000}\tticks");
        Log($"{type}\tClear\tDataCount\t{dataCount}\tIterations:\t{iterations}\tAverage:\t{clearTimings.Average:0.000}\tticks");
    }
    catch (Exception ex)
    {
        Log($"{type}\tFail\tDataCount\t{dataCount}\tIterations:\t{iterations}\tFailed\t{ex.Message}");
    }
}

private float TimeAction(Action action)
{
    var sw = Stopwatch.StartNew();
    action();
    sw.Stop();
    return sw.ElapsedTicks;
}

Multi-threaded test

3 threads executing at the same time.

  • 1 thread Adds
  • 1 thread Gets
  • 1 thread Searches
Number of successful operations withing the allowed timespan (50 milliseconds) are counted.
The test is executed 1000 times per type and an average is calculated

The test rig:

private void ExecuteTestMulti(ICacheTest cache, int dataCount, int iterations)
{
    var type = cache.GetType().Name;
    try
    {
        var testData = GenerateTestData(dataCount);
        var getAverage = new RunningAverage();
        var searchAverage = new RunningAverage();
        var writeAverage = new RunningAverage();
        for (int i = 0; i < iterations; i++)
        {
            foreach (var data in testData)
                cache.Add(data);

            var d = testData.GetRandom();
            var startTime = DateTime.UtcNow.AddMilliseconds(8);
            var getter = CreateThread(startTime, () => { cache.Get(d.Id); });
            var searcher = CreateThread(startTime, () => { cache.Search(d.Id); });
            var writer = CreateThread(startTime, () => {cache.Add(CacheItem.Create());});

            getter.Thread.Start(startTime);
            writer.Thread.Start(startTime);
            searcher.Thread.Start(startTime);
            getter.Thread.Join();
            searcher.Thread.Join();
            writer.Thread.Join();
            if (!getter.Verify(type, Log)
                || !searcher.Verify(type, Log)
                || !writer.Verify(type, Log))
            {
                return;
            }
            getAverage.Add(getter.WorkIterations);
            searchAverage.Add(searcher.WorkIterations);
            writeAverage.Add(writer.WorkIterations);
            cache.Clear();
        }
        Log($"{type}\tGets\tDataCount\t{dataCount}\tIterations:\t{iterations}\tAverage:\t{getAverage.Average:0}\tgets");
        Log($"{type}\tSearch\tDataCount\t{dataCount}\tIterations:\t{iterations}\tAverage:\t{searchAverage.Average:0}\tsearches");
        Log($"{type}\tWrites\tDataCount\t{dataCount}\tIterations:\t{iterations}\tAverage:\t{writeAverage.Average:0}\twrites");
    }
    catch (Exception ex)
    {
        Log($"{type}\tFail\tDataCount\t{dataCount}\tIterations:\t{iterations}\tFailed\t{ex.Message}");
    }
}

private WorkerResult CreateThread(DateTime start, Action action )
{
    var work = new WorkerResult();
    work.Thread = new Thread((context =>
    {
        try
        {
            while (DateTime.UtcNow < start)
                Thread.Sleep(0);
            var sw = Stopwatch.StartNew();
            while (sw.ElapsedMilliseconds < 50)
            {
                action();
                work.Increment();
            }
        }
        catch (Exception ex)
        {
            work.Exception = ex;
        }
    }))
    {
        IsBackground = true
    };
    return work;
}

private class WorkerResult
{
    public Thread Thread { get; set; }
    public Exception Exception { get; set; }
    public float WorkIterations => _workIterations;
    private float _workIterations;

    public void Increment()
    {
        _workIterations++;
    }

    public bool Verify(string type, Action<string> logger)
    {
        if (Exception != null)
        {
            logger($"{type}\tFail\tDataCount\t-\tIterations:\t-\tFailed\t{Exception.Message}");
            return false;
        }
        return true;
    }
}

Results

This post only contains the summary..
If you are interested in all the timings, I've posted the table in a previous post.

Starting with the single threaded results





For the 16 items test, the ConcurrentDictionary clearly is a looser. The other strategies are at the same level and for this small number of items it seems to not be so important what strategy to chose.






So not much surprising here, the ConcurrentDictionary lost the search category and unsurprisingly the for the cause optimized lookup was the fastest that became clear with a little more data.
The Add and Get categories was won by the unsafe lookup, not really interesting for this test but
good for a baseline. The ConcurrentDictionary seems to have lost most categories.

Multi-threaded results

The unsafe did not make it here, due to the 'Collection was modified; enumeration operation may not execute' exception. The main reason we use locks in a multi-threaded environment ;)
So here we only look at 4 different contestants.



The full lock strategy seems to fail here, probably as they all lock out each other. I.e. a long duration search locks out other readers. The switch to full lock with a lookup dictionary instead of a linq query won the searches count by far, but that tends to be the case most times when writing a non-generic bit of code to optimize your scenario. So no surprise there.
The ConcurrentDictionary actually holds its place quite well, if you use it as a dictionary only. Doing searches in it seems to go very slow.

Conclusions

The numbers seem to jump a little and the conclusion I can draw is that if performance is key to your success, do your own performance tests for your exact scenario. For the general case, I think that I'll stick with the Full-Lock and extra indexes if needed strategy for now. The extra complexity needed to get a ReaderWriterLock is in my mind not worth the risk of me or someone else screwing it up, at least not for a 1 writer, 2 readers scenario.


All code provided as-is. This is copied from my own code-base, May need some additional programming to work. Hope this helps someone out there :)



Performance of different lock methods in .net, results table

This post only contains the results table for the test. Full report can be found in this post:
http://dreamstatecoding.blogspot.com/2016/12/performance-of-different-lock-methods.html

Results, single-threaded

CacheUnsafeAdd DataCount 16 Iterations: 1000 Average: 0,177 ticks
CacheUnsafeGet DataCount 16 Iterations: 1000 Average: 0,222 ticks
CacheUnsafeSearch DataCount 16 Iterations: 1000 Average: 1,057 ticks
CacheUnsafeClear DataCount 16 Iterations: 1000 Average: 0,306 ticks
CacheFullLockAdd DataCount 16 Iterations: 1000 Average: 0,238 ticks
CacheFullLockGet DataCount 16 Iterations: 1000 Average: 0,283 ticks
CacheFullLockSearch DataCount 16 Iterations: 1000 Average: 0,806 ticks
CacheFullLockClear DataCount 16 Iterations: 1000 Average: 0,55 ticks
CacheFullLockIxAdd DataCount 16 Iterations: 1000 Average: 0,342 ticks
CacheFullLockIxGet DataCount 16 Iterations: 1000 Average: 0,305 ticks
CacheFullLockIxSearch DataCount 16 Iterations: 1000 Average: 0,378 ticks
CacheFullLockIxClear DataCount 16 Iterations: 1000 Average: 0,738 ticks
CacheWriteLockAdd DataCount 16 Iterations: 1000 Average: 0,357 ticks
CacheWriteLockGet DataCount 16 Iterations: 1000 Average: 0,442 ticks
CacheWriteLockSearch DataCount 16 Iterations: 1000 Average: 1,018 ticks
CacheWriteLockClear DataCount 16 Iterations: 1000 Average: 0,602 ticks
CacheConcurrentAdd DataCount 16 Iterations: 1000 Average: 3,9 ticks
CacheConcurrentGet DataCount 16 Iterations: 1000 Average: 0,275 ticks
CacheConcurrentSearch DataCount 16 Iterations: 1000 Average: 48,013 ticks
CacheConcurrentClear DataCount 16 Iterations: 1000 Average: 46,609 ticks
CacheUnsafeAdd DataCount 128 Iterations: 1000 Average: 0,137 ticks
CacheUnsafeGet DataCount 128 Iterations: 1000 Average: 0,188 ticks
CacheUnsafeSearch DataCount 128 Iterations: 1000 Average: 2,94 ticks
CacheUnsafeClear DataCount 128 Iterations: 1000 Average: 0,591 ticks
CacheFullLockAdd DataCount 128 Iterations: 1000 Average: 0,188 ticks
CacheFullLockGet DataCount 128 Iterations: 1000 Average: 0,237 ticks
CacheFullLockSearch DataCount 128 Iterations: 1000 Average: 2,821 ticks
CacheFullLockClear DataCount 128 Iterations: 1000 Average: 0,608 ticks
CacheFullLockIxAdd DataCount 128 Iterations: 1000 Average: 0,257 ticks
CacheFullLockIxGet DataCount 128 Iterations: 1000 Average: 0,229 ticks
CacheFullLockIxSearch DataCount 128 Iterations: 1000 Average: 0,304 ticks
CacheFullLockIxClear DataCount 128 Iterations: 1000 Average: 0,961 ticks
CacheWriteLockAdd DataCount 128 Iterations: 1000 Average: 0,286 ticks
CacheWriteLockGet DataCount 128 Iterations: 1000 Average: 0,364 ticks
CacheWriteLockSearch DataCount 128 Iterations: 1000 Average: 2,883 ticks
CacheWriteLockClear DataCount 128 Iterations: 1000 Average: 0,719 ticks
CacheConcurrentAdd DataCount 128 Iterations: 1000 Average: 1,651 ticks
CacheConcurrentGet DataCount 128 Iterations: 1000 Average: 0,233 ticks
CacheConcurrentSearch DataCount 128 Iterations: 1000 Average: 48,919 ticks
CacheConcurrentClear DataCount 128 Iterations: 1000 Average: 45,472 ticks
CacheUnsafeAdd DataCount 256 Iterations: 1000 Average: 0,136 ticks
CacheUnsafeGet DataCount 256 Iterations: 1000 Average: 0,174 ticks
CacheUnsafeSearch DataCount 256 Iterations: 1000 Average: 5,088 ticks
CacheUnsafeClear DataCount 256 Iterations: 1000 Average: 0,803 ticks
CacheFullLockAdd DataCount 256 Iterations: 1000 Average: 0,19 ticks
CacheFullLockGet DataCount 256 Iterations: 1000 Average: 0,233 ticks
CacheFullLockSearch DataCount 256 Iterations: 1000 Average: 5,104 ticks
CacheFullLockClear DataCount 256 Iterations: 1000 Average: 0,915 ticks
CacheFullLockIxAdd DataCount 256 Iterations: 1000 Average: 0,26 ticks
CacheFullLockIxGet DataCount 256 Iterations: 1000 Average: 0,231 ticks
CacheFullLockIxSearch DataCount 256 Iterations: 1000 Average: 0,312 ticks
CacheFullLockIxClear DataCount 256 Iterations: 1000 Average: 1,789 ticks
CacheWriteLockAdd DataCount 256 Iterations: 1000 Average: 0,293 ticks
CacheWriteLockGet DataCount 256 Iterations: 1000 Average: 0,374 ticks
CacheWriteLockSearch DataCount 256 Iterations: 1000 Average: 5,282 ticks
CacheWriteLockClear DataCount 256 Iterations: 1000 Average: 0,976 ticks
CacheConcurrentAdd DataCount 256 Iterations: 1000 Average: 1,534 ticks
CacheConcurrentGet DataCount 256 Iterations: 1000 Average: 0,235 ticks
CacheConcurrentSearch DataCount 256 Iterations: 1000 Average: 52,51 ticks
CacheConcurrentClear DataCount 256 Iterations: 1000 Average: 45,32 ticks
CacheUnsafeAdd DataCount 512 Iterations: 1000 Average: 0,136 ticks
CacheUnsafeGet DataCount 512 Iterations: 1000 Average: 0,175 ticks
CacheUnsafeSearch DataCount 512 Iterations: 1000 Average: 9,784 ticks
CacheUnsafeClear DataCount 512 Iterations: 1000 Average: 1,377 ticks
CacheFullLockAdd DataCount 512 Iterations: 1000 Average: 0,208 ticks
CacheFullLockGet DataCount 512 Iterations: 1000 Average: 0,235 ticks
CacheFullLockSearch DataCount 512 Iterations: 1000 Average: 9,817 ticks
CacheFullLockClear DataCount 512 Iterations: 1000 Average: 1,663 ticks
CacheFullLockIxAdd DataCount 512 Iterations: 1000 Average: 0,265 ticks
CacheFullLockIxGet DataCount 512 Iterations: 1000 Average: 0,234 ticks
CacheFullLockIxSearch DataCount 512 Iterations: 1000 Average: 0,31 ticks
CacheFullLockIxClear DataCount 512 Iterations: 1000 Average: 3,482 ticks
CacheWriteLockAdd DataCount 512 Iterations: 1000 Average: 0,297 ticks
CacheWriteLockGet DataCount 512 Iterations: 1000 Average: 0,371 ticks
CacheWriteLockSearch DataCount 512 Iterations: 1000 Average: 9,889 ticks
CacheWriteLockClear DataCount 512 Iterations: 1000 Average: 1,774 ticks
CacheConcurrentAdd DataCount 512 Iterations: 1000 Average: 1,214 ticks
CacheConcurrentGet DataCount 512 Iterations: 1000 Average: 0,233 ticks
CacheConcurrentSearch DataCount 512 Iterations: 1000 Average: 58,012 ticks
CacheConcurrentClear DataCount 512 Iterations: 1000 Average: 44,27 ticks
CacheUnsafeAdd DataCount 1024 Iterations: 1000 Average: 0,147 ticks
CacheUnsafeGet DataCount 1024 Iterations: 1000 Average: 0,186 ticks
CacheUnsafeSearch DataCount 1024 Iterations: 1000 Average: 19,618 ticks
CacheUnsafeClear DataCount 1024 Iterations: 1000 Average: 3,47 ticks
CacheFullLockAdd DataCount 1024 Iterations: 1000 Average: 0,213 ticks
CacheFullLockGet DataCount 1024 Iterations: 1000 Average: 0,238 ticks
CacheFullLockSearch DataCount 1024 Iterations: 1000 Average: 19,128 ticks
CacheFullLockClear DataCount 1024 Iterations: 1000 Average: 3,541 ticks
CacheFullLockIxAdd DataCount 1024 Iterations: 1000 Average: 0,258 ticks
CacheFullLockIxGet DataCount 1024 Iterations: 1000 Average: 0,23 ticks
CacheFullLockIxSearch DataCount 1024 Iterations: 1000 Average: 0,307 ticks
CacheFullLockIxClear DataCount 1024 Iterations: 1000 Average: 6,754 ticks
CacheWriteLockAdd DataCount 1024 Iterations: 1000 Average: 0,307 ticks
CacheWriteLockGet DataCount 1024 Iterations: 1000 Average: 0,378 ticks
CacheWriteLockSearch DataCount 1024 Iterations: 1000 Average: 19,413 ticks
CacheWriteLockClear DataCount 1024 Iterations: 1000 Average: 3,584 ticks
CacheConcurrentAdd DataCount 1024 Iterations: 1000 Average: 0,933 ticks
CacheConcurrentGet DataCount 1024 Iterations: 1000 Average: 0,233 ticks
CacheConcurrentSearch DataCount 1024 Iterations: 1000 Average: 77,34 ticks
CacheConcurrentClear DataCount 1024 Iterations: 1000 Average: 45,052 ticks
CacheUnsafeAdd DataCount 2048 Iterations: 1000 Average: 0,139 ticks
CacheUnsafeGet DataCount 2048 Iterations: 1000 Average: 0,18 ticks
CacheUnsafeSearch DataCount 2048 Iterations: 1000 Average: 37,257 ticks
CacheUnsafeClear DataCount 2048 Iterations: 1000 Average: 6,617 ticks
CacheFullLockAdd DataCount 2048 Iterations: 1000 Average: 0,216 ticks
CacheFullLockGet DataCount 2048 Iterations: 1000 Average: 0,24 ticks
CacheFullLockSearch DataCount 2048 Iterations: 1000 Average: 37,24 ticks
CacheFullLockClear DataCount 2048 Iterations: 1000 Average: 6,759 ticks
CacheFullLockIxAdd DataCount 2048 Iterations: 1000 Average: 0,259 ticks
CacheFullLockIxGet DataCount 2048 Iterations: 1000 Average: 0,231 ticks
CacheFullLockIxSearch DataCount 2048 Iterations: 1000 Average: 0,31 ticks
CacheFullLockIxClear DataCount 2048 Iterations: 1000 Average: 12,961 ticks
CacheWriteLockAdd DataCount 2048 Iterations: 1000 Average: 0,313 ticks
CacheWriteLockGet DataCount 2048 Iterations: 1000 Average: 0,38 ticks
CacheWriteLockSearch DataCount 2048 Iterations: 1000 Average: 37,501 ticks
CacheWriteLockClear DataCount 2048 Iterations: 1000 Average: 6,127 ticks
CacheConcurrentAdd DataCount 2048 Iterations: 1000 Average: 0,87 ticks
CacheConcurrentGet DataCount 2048 Iterations: 1000 Average: 0,235 ticks
CacheConcurrentSearch DataCount 2048 Iterations: 1000 Average: 112,173 ticks
CacheConcurrentClear DataCount 2048 Iterations: 1000 Average: 44,945 ticks
CacheUnsafeAdd DataCount 4096 Iterations: 1000 Average: 0,146 ticks
CacheUnsafeGet DataCount 4096 Iterations: 1000 Average: 0,18 ticks
CacheUnsafeSearch DataCount 4096 Iterations: 1000 Average: 73,893 ticks
CacheUnsafeClear DataCount 4096 Iterations: 1000 Average: 13,552 ticks
CacheFullLockAdd DataCount 4096 Iterations: 1000 Average: 0,231 ticks
CacheFullLockGet DataCount 4096 Iterations: 1000 Average: 0,238 ticks
CacheFullLockSearch DataCount 4096 Iterations: 1000 Average: 73,968 ticks
CacheFullLockClear DataCount 4096 Iterations: 1000 Average: 13,778 ticks
CacheFullLockIxAdd DataCount 4096 Iterations: 1000 Average: 0,267 ticks
CacheFullLockIxGet DataCount 4096 Iterations: 1000 Average: 0,229 ticks
CacheFullLockIxSearch DataCount 4096 Iterations: 1000 Average: 0,306 ticks
CacheFullLockIxClear DataCount 4096 Iterations: 1000 Average: 28,183 ticks
CacheWriteLockAdd DataCount 4096 Iterations: 1000 Average: 0,328 ticks
CacheWriteLockGet DataCount 4096 Iterations: 1000 Average: 0,378 ticks
CacheWriteLockSearch DataCount 4096 Iterations: 1000 Average: 74,292 ticks
CacheWriteLockClear DataCount 4096 Iterations: 1000 Average: 13,97 ticks
CacheConcurrentAdd DataCount 4096 Iterations: 1000 Average: 0,784 ticks
CacheConcurrentGet DataCount 4096 Iterations: 1000 Average: 0,237 ticks
CacheConcurrentSearch DataCount 4096 Iterations: 1000 Average: 192,573 ticks
CacheConcurrentClear DataCount 4096 Iterations: 1000 Average: 56,879 ticks
CacheUnsafeAdd DataCount 8192 Iterations: 1000 Average: 0,179 ticks
CacheUnsafeGet DataCount 8192 Iterations: 1000 Average: 0,179 ticks
CacheUnsafeSearch DataCount 8192 Iterations: 1000 Average: 147,167 ticks
CacheUnsafeClear DataCount 8192 Iterations: 1000 Average: 19,92 ticks
CacheFullLockAdd DataCount 8192 Iterations: 1000 Average: 0,29 ticks
CacheFullLockGet DataCount 8192 Iterations: 1000 Average: 0,263 ticks
CacheFullLockSearch DataCount 8192 Iterations: 1000 Average: 155,426 ticks
CacheFullLockClear DataCount 8192 Iterations: 1000 Average: 20,904 ticks
CacheFullLockIxAdd DataCount 8192 Iterations: 1000 Average: 0,32 ticks
CacheFullLockIxGet DataCount 8192 Iterations: 1000 Average: 0,25 ticks
CacheFullLockIxSearch DataCount 8192 Iterations: 1000 Average: 0,338 ticks
CacheFullLockIxClear DataCount 8192 Iterations: 1000 Average: 46,742 ticks
CacheWriteLockAdd DataCount 8192 Iterations: 1000 Average: 0,391 ticks
CacheWriteLockGet DataCount 8192 Iterations: 1000 Average: 0,413 ticks
CacheWriteLockSearch DataCount 8192 Iterations: 1000 Average: 157,023 ticks
CacheWriteLockClear DataCount 8192 Iterations: 1000 Average: 21,709 ticks
CacheConcurrentAdd DataCount 8192 Iterations: 1000 Average: 0,836 ticks
CacheConcurrentGet DataCount 8192 Iterations: 1000 Average: 0,266 ticks
CacheConcurrentSearch DataCount 8192 Iterations: 1000 Average: 377,017 ticks
CacheConcurrentClear DataCount 8192 Iterations: 1000 Average: 48,153 ticks


Results, multi-threaded

CacheUnsafeFail DataCount - Iterations: - Failed Collection was modified; enumeration operation may not execute.
CacheFullLockGets DataCount 256 Iterations: 1000 Average: 22426 gets
CacheFullLockSearch DataCount 256 Iterations: 1000 Average: 27437 searches
CacheFullLockWrites DataCount 256 Iterations: 1000 Average: 396 writes
CacheFullLockIxGets DataCount 256 Iterations: 1000 Average: 170105 gets
CacheFullLockIxSearch DataCount 256 Iterations: 1000 Average: 153597 searches
CacheFullLockIxWrites DataCount 256 Iterations: 1000 Average: 1799 writes
CacheWriteLockGets DataCount 256 Iterations: 1000 Average: 126810 gets
CacheWriteLockSearch DataCount 256 Iterations: 1000 Average: 16548 searches
CacheWriteLockWrites DataCount 256 Iterations: 1000 Average: 1737 writes
CacheConcurrentGets DataCount 256 Iterations: 1000 Average: 342192 gets
CacheConcurrentSearch DataCount 256 Iterations: 1000 Average: 853 searches
CacheConcurrentWrites DataCount 256 Iterations: 1000 Average: 1518 writes




Friday, December 2, 2016

RunningAverage,how to calculate average without storing each individual value in C#


If I want to get an average of a series of values, I usually just put them in a List<float> and the run the Average() function on it.
But from time to time, there is a need to calculate averages continuously over time where the list alternative just won't cut it as the calculation will cost more and more over time.
The alternative is to write your own class that does just that, calculate the average continuously but doesn't store each individual value. I.e calculate average without storing values.
Different solutions are discussed at:
http://math.stackexchange.com/questions/106700/incremental-averageing
There seems to be many names for this type of averaging. Incremental average, travelling average or running average just to name a few. I stuck with Running Average.

Some source-code (c#)
public class RunningAverage
{
    public float Average => _sum / _count;
    private float _sum;
    private int _count;
    public void Add(float v)
    {
        _sum += v;
        _count++;
    }
}

[TestMethod]
public void RunningAverageTest_NoValue()
{
    var target = new RunningAverage();
    Assert.AreEqual(float.NaN, target.Average);
}

[TestMethod]
public void RunningAverageTest_OneValue()
{
    var target = new RunningAverage();
    target.Add(10);
    Assert.AreEqual(10, target.Average);
}

[TestMethod]
public void RunningAverageTest_100Values()
{
    var target = new RunningAverage();
    var expected = new List<float>();
    for (int i = 0; i < 100; i++)
    {
        target.Add(i);
        expected.Add(i);
    }
    Assert.AreEqual(expected.Average(), target.Average);
}

2017-01-03, update
Changes were made to improve the solution, based on comment from Dan in the comments section. i.e. changed average calculation to the Average getter. Updated unit-test RunningAverageTest_NoValue to assume float.NaN instead of 0.


All code provided as-is. This is copied from my own code-base, May need some additional programming to work. Hope this helps someone out there :)