void runTest() { _chronometer.start(); for(int i = 0; i < 1000000; i++){ // string c[] = { "foo", "bar" }; // string b[2] = c; } _chronometer.end(); }
void benchmarkSendUnavailablePresence() { Clock clk; std::vector<std::string> lst; for (int i = 0; i < 1000; i++) { pbnetwork::Buddy buddy; buddy.set_username("user@localhost"); buddy.set_buddyname("buddy" + boost::lexical_cast<std::string>(i) + "@test"); buddy.set_status((pbnetwork::StatusType) 5); std::string message; buddy.SerializeToString(&message); lst.push_back(message); } std::vector<std::string> lst2; for (int i = 0; i < 1000; i++) { pbnetwork::Buddy buddy; buddy.set_username("user@localhost"); buddy.set_buddyname("buddy" + boost::lexical_cast<std::string>(1000+i) + "@test"); buddy.set_status((pbnetwork::StatusType) 2); std::string message; buddy.SerializeToString(&message); lst2.push_back(message); } for (int i = 0; i < 1000; i++) { serv->handleBuddyChangedPayload(lst[i]); received.clear(); } for (int i = 0; i < 1000; i++) { serv->handleBuddyChangedPayload(lst2[i]); received.clear(); } User *user = userManager->getUser("user@localhost"); clk.start(); user->getRosterManager()->sendUnavailablePresences("user@localhost"); clk.end(); std::cerr << " " << clk.elapsedTime() << " s"; }
void runTest() { _chronometer.start(); // int ar1[5] = {1,2,3,4,5}, ar2[5] = {6,7,8,9,10}; // int ar3[10]; // std::copy(ar1, ar1+5, ar3); // std::copy(ar2, ar2+5, ar3+5); // std::cout << ar1<< ar2<< ar3<< "\n"; // MengerSponge * sponge = new MengerSponge(5); // GLfloat verts[3] = {1,2,3}; // GLuint index[5] = {1,2,1,0,2}; // Mesh * mesh = new Mesh(); // mesh->addBuffer(verts, 3, "in_Vertex"); // mesh->addElementBuffer(index); // mesh->setDrawType(GL_TRIANGLES); // // int arr[0]; // int size = sizeof( arr ) / sizeof( arr[0] ); // printf("size: %d\n", size ); _chronometer.end(); }
void runTest() { _chronometer.start(); for(int i = 0; i < 1000000; i++){ vector<string> cpp = { "foo", "bar" }; vector<string> bpp = cpp; } _chronometer.end(); // // MengerSponge * sponge = new MengerSponge(3); // Camera * camera = new Camera(); // // Light * light = new Light(QVector3D(0, 0, 0),QVector3D(0, -5, 0)); // // Material * material = new EmptyMat(); // Mesh * mesh = new Mesh(); // Node * node = new Node("", QVector3D(0,0,0), 1, mesh, material); // CPPUNIT_ASSERT( 0 == 0 ); }