\n"); return 0; } float elapsedTime; cudaSetDeviceFlags (cudaDeviceMapHost); // try it with malloc elapsedTime = malloc_test(N); printf("普通主机内存: %3.1f ms\n", elapsedTime ); // now try it with cudaHostAlloc elapsedTime = cuda_pinned_alloc_test(N); printf("零拷贝内存 : %3.1f ms\n", elapsedTime); // now try it with cudaHostAlloc elapsedTime = cuda_host_alloc_test (N); printf("页锁定内存: %3.1f ms\n", elapsedTime); }
= null private val _elapsedTime = MutableLiveData<Long>() var elapsedTime: LiveData<Long> = _ = null private val _elapsedTime = MutableLiveData<Long>() var elapsedTime: LiveData<Long> = _ object { const val ONE_SECOND = 1000L } } 3、在 Activity 中订阅 elapsedTime 如下代码,我们使用 viewModel.elapsedTime.observe (owner,Observer) 将 elapsedTime 订阅到 owner class CustomTimerActivity : AppCompatActivity() { private (this, Observer { tvTimer.text = "$it seconds elapsed" }) } } 这样 elapsedTime
_elapsedtime =0.0 self. _elapsedtime) self.timer = self.after(self.msec,self. _elapsedtime self._update() self. _elapsedtime) self. _elapsedtime = 0.0 self._setTime(self.
1.在按钮按下后有一段时间可以在接受一次按钮 变量: duration 延长时间长度 elapsedTime已经延长时间 STATE状态 public class MyTimer { //Timer计时多长 public float duration = 1.0f; private float elapsedTime = 0; public enum STATE { case STATE.IDLE: break; case STATE.RUN: elapsedTime += Time.deltaTime; if (elapsedTime >= duration) { Debug.Log("MyTimer Error"); break; } } public void Go() { elapsedTime
response; Number endTime = System.currentTimeMillis(); Number elapsedTime ; public VertxResponse(int statusCode, String body, MultiMap headers, long elapsedTime) { this.elapsedTime = elapsedTime; this.statusCode = statusCode; this.headers = headers ; } public void setElapsedTime(long elapsedTime) { this.elapsedTime = elapsedTime =" + elapsedTime + '}'; } }}四、使用方法以下是使用封装好的SimpleHttpClient类发送 GET 和 POST
objectToMove, Vector3 endPosition, float duration ) { var startTime = Time.time; var elapsedTime = 0f; while (elapsedTime < duration) { elapsedTime = Time.time - startTime; var t = Mathf.Clamp01(elapsedTime / duration); objectToMove.position = Vector3.Lerp ( Vector3 endPoint, float duration, float mspeed ) { var startTime = Time.time; var elapsedTime = 0f; while (elapsedTime < duration) { elapsedTime = Time.time - startTime;
variables 8 TimeSpan datetimeStarting = new TimeSpan(DateTime.Now.Ticks); 9 double elapsedTime ()); 21 22 try { 23 //only receive more queued orders if there is enough time 24 if ((elapsedTime 25 //Console.WriteLine(string.Format(“从消息队列中取数据.at:{0},{1},{2},{3},{4}”, DateTime.Now.ToString(), elapsedTime loop 31 } 32 33 //update elapsed time 34 elapsedTime if ((elapsedTime + queueTimeout + transactionTimeout) < tsTimeout.TotalSeconds) ,这个永远为
float> OnUpdate; //定时时长 private float duration; //开始计时时间 private float beginTime; //已计时间 private float elapsedTime isPaused) { elapsedTime = Time.realtimeSinceStartup - beginTime; OnUpdate Invoke(Mathf.Clamp(elapsedTime, 0, duration)); if(elapsedTime >= duration) {
BinarySearchBasic(a, target);//执行的算法 long endTime = System.nanoTime();//结束时时间点 long elapsedTime = BinarySearchUpgrades(a, target); long endTime_1 = System.nanoTime();//结束时时间点 long elapsedTime // 开始时时间点 let result = binarySearchBasic(a, target); let endTime = performance.now(); // 结束时时间点 let elapsedTime == -1) { console.log(`二分查找法1.0版本---------- 目标值 ${target} 在数组中的索引是 ${result}\n算法执行时间(毫秒): ${elapsedTime == -1) { console.log(`二分查找法2.0版本---------- 目标值 ${target} 在数组中的索引是 ${result1}\n算法执行时间(毫秒): ${elapsedTime1
protected Response logAndRebufferResponse(String configKey, Level logLevel, Response response, long elapsedTime , responseContent); return response; } private void log(Response response, long elapsedTime requestBody = transferRequestBody(feignRequest); int status = response.status(); if (elapsedTime else { log.info("FeignLogger cost:[{}]ms, status {} \n{} {} \nrequest:{} \nresponse:{}", elapsedTime ) { log.info("FeignLogger {} {} cost {} {} ", logLevel.name(), configKey, elapsedTime, ioe.getMessage
= curSysTime - m_StartTimeStamp; //向系统时钟同步 if(m_CurTimeStamp > elapsedTime) { //休眠时间 , elapsedTime); if(m_CurTimeStamp > elapsedTime) { //休眠时间 auto sleepTime = static_cast<unsigned int>(m_CurTimeStamp - elapsedTime);//ms av_usleep(sleepTime * 1000 , elapsedTime); if(m_CurTimeStamp > elapsedTime) { //休眠时间 auto sleepTime = static_cast<unsigned int>(m_CurTimeStamp - elapsedTime);//ms av_usleep(sleepTime * 1000
float elapsedTime = 0; void Update() { elapsedTime += Time.deltaTime; if(elapsedTime >= 2) { // 2秒后执行的代码 elapsedTime = 0; } } 使用线程睡眠 使用Thread.Sleep可以使当前线程睡眠指定时间。
e.printStackTrace(); } long endTime = System.currentTimeMillis(); long elapsedTime = endTime - startTime; System.out.println("Execution time: " + elapsedTime + "ms"); } } e.printStackTrace(); } long endTime = System.currentTimeMillis(); long elapsedTime = endTime - startTime; System.out.println("Execution time: " + elapsedTime + "ms"); } }
- 1) sf.mutex.Lock() defer sf.mutex.Unlock() current := currentElapsedTime(sf.startTime) if sf.elapsedTime < current { sf.elapsedTime = current sf.sequence = 0 } else { // sf.elapsedTime >= current sf.sequence = (sf.sequence + 1) & maskSequence if sf.sequence == 0 { sf.elapsedTime++ overtime := sf.elapsedTime
_10_HOURS 1000#define BACKOFF_DC_24_HOURS 10000 uint16_t RegionCommonGetJoinDc( TimerTime_t elapsedTime ){ uint16_t dutyCycle = 0; if( elapsedTime < 3600000 ) { dutyCycle = BACKOFF_DC_1_HOUR ; } else if( elapsedTime < ( 3600000 + 36000000 ) ) { dutyCycle = BACKOFF_DC_10_HOURS ; } else { dutyCycle = BACKOFF_DC_24_HOURS; } return dutyCycle;} elapsedTime表示过去的时间
例如延时) Sleep(2000); // 延时2秒 // 获取结束时间 DWORD endTime = GetTickCount(); // 计算时间差 DWORD elapsedTime = endTime - startTime; std::cout << "Elapsed time: " << elapsedTime << " milliseconds" << std::endl Sleep(2000); // 延时2秒 // 获取结束时间 ULONGLONG endTime = GetTickCount64(); // 计算时间差 ULONGLONG elapsedTime = endTime - startTime; std::cout << "Elapsed time: " << elapsedTime << " milliseconds" << std::endl
VOID Session::CalculateResultFPS() { UINT64 currentTime = OsUtils::GetNanoSeconds(); UINT64 elapsedTime currentTime; m_currentFrameCount = 0; } else { m_currentFrameCount++; } elapsedTime = currentTime - m_lastFPSCountTime; // Update FPS after 10 secs if (elapsedTime > (10 * NanoSecondsPerSecond )) { FLOAT fps = (m_currentFrameCount * NanoSecondsPerSecond / static_cast<FLOAT> (elapsedTime
/Perf.sh Elapsedtime for inserting 100000 records: 425 milliseconds Elapsedtime for 200000 hash searches : 278 milliseconds Elapsedtime for 200000 tree searches: 280 milliseconds Elapsedtime for traversal 100000 records: 98 milliseconds Elapsedtime for removing 100000 records: 527 milliseconds 则eXtremeDB部署成功 四、
MINIMUM_DISPLAY_TIME=2000; } override protected function showDisplayForInit( elapsedTime return true; } override protected function showDisplayForDownloading( elapsedTime
for (int i = 0; i < COUNT; i++) { System.currentTimeMillis(); } long elapsedTime System.nanoTime() - beginTime; System.out.println("100 System.currentTimeMillis() serial calls: " + elapsedTime beginTime = System.nanoTime(); startLatch.countDown(); endLatch.await(); elapsedTime System.nanoTime() - beginTime; System.out.println("100 System.currentTimeMillis() parallel calls: " + elapsedTime