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benchmark.cpp - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\test\benchmark.cpp
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#include
#include
namespace std { using ::clock_t; // using ::clock; } #define LUABIND_NO_ERROR_CHECKING #define LUABIND_DONT_COPY_STRINGS //#define LUABIND_NOT_THREADSAFE extern "C" { #include "lua.h" #include "lauxlib.h" } #include
struct A {}; // luabind function float f1(int a, float b, const char* str, A* c) { return 3.14f; } // empty function int f2(lua_State* L) { return 0; } int main() { const int num_calls = 100000; const int loops = 10; using namespace luabind; lua_State* L = lua_open(); open(L); class_
(L, "A") .def(constructor<>()); function(L, "test1", &f1); lua_pushstring(L, "test2"); lua_pushcclosure(L, &f2, 0); lua_settable(L, LUA_GLOBALSINDEX); std::clock_t total1 = 0; std::clock_t total2 = 0; for (int i = 0; i < loops; ++i) { // benchmark luabind std::clock_t start1 = std::clock(); lua_dostring(L, "a = A()\n" "for i = 1, 100000 do\n" "test1(5, 4.6, 'foo', a)\n" "end"); std::clock_t end1 = std::clock(); // benchmark empty binding std::clock_t start2 = std::clock(); lua_dostring(L, "a = A()\n" "for i = 1, 100000 do\n" "test2(5, 4.6, 'foo', a)\n" "end"); std::clock_t end2 = std::clock(); total1 += end1 - start1; total2 += end2 - start2; } double time1 = double(total1) / (double)CLOCKS_PER_SEC; double time2 = double(total2) / (double)CLOCKS_PER_SEC; #ifdef LUABIND_NO_ERROR_CHECKING std::cout << "without error-checking\n"; #endif std::cout << "luabind:\t" << time1 * 1000000 / num_calls / loops << " microseconds per call\n" << "empty:\t" << time2 * 1000000 / num_calls / loops << " microseconds per call\n" << "diff:\t" << ((time1 - time2) * 1000000 / num_calls / loops) << " microseconds\n\n"; lua_close(L); }
benchmark.cpp
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