Line Level Profiling for iPhone - iphone

I'm looking for a way to find out how much time is spent in each of my program's source line when running on the iPhone.Similar to what Shark can provide on the method/function level. Is this possible with the standard tools? Are there 3rd party tools that can provide this sort of granularity?
It wouldn't be necessary for profiling data for every line of source code in the project to be collected. Ideally one would be able to select specific methods or functions whose performance would be analyzed.

This link talks about how to gather trace data on an iPhone app, and that includes sampling the stack. Unfortunately, I could not tell from the doc if you can have samples drawn at random wall-clock times, or manually when you hit a key combination.
When you have traces, you can get a call tree, and that should get you line-level information. In fact the percent of time a line is responsible for is a simple number, the fraction of stack traces containing the line. The problem is, the UI may not show you that. The fact that that is a useful statistic is not well known.

Related

Firebase analytics - Unity - time spent on a level

is there any possibility to get exact time spent on a certain level in a game via firebase analytics? Thank you so much 🙏
I tried to use logEvents.
The best way to do so would be measuring the time on the level within your codebase, then have a very dedicated event for level completion, in which you would pass the time spent on the level.
Let's get to details. I will use Kotlin as an example, but it should be obvious what I'm doing here and you can see more language examples here.
firebaseAnalytics.setUserProperty("user_id", userId)
firebaseAnalytics.logEvent("level_completed") {
param("name", levelName)
param("difficulty", difficulty)
param("subscription_status", subscriptionStatus)
param("minutes", minutesSpentOnLevel)
param("score", score)
}
Now see how I have a bunch of parameters with the event? These parameters are important since they will allow you to conduct a more thorough and robust analysis later on, answer more questions. Like, Hey, what is the most difficult level? Do people still have troubles on it when the game difficulty is lower? How many times has this level been rage-quit or lost (for that you'd likely need a level_started event). What about our paid players, are they having similar troubles on this level as well? How many people have ragequit the game on this level and never played again? That would likely be easier answer with sql at this point, taking the latest value of the level name for the level_started, grouped by the user_id. Or, you could also have levelName as a UserProperty as well as the EventProperty, then it would be somewhat trivial to answer in the default analytics interface.
Note that you're limited in the number of event parameters you can send per event. The total number of unique parameter names is limited too. As well as the number of unique event names you're allowed to have. In our case, the event name would be level_completed. See the limits here.
Because of those limitations, it's important to name your event properties in somewhat generic way so that you would be able to efficiently reuse them elsewhere. For this reason, I named minutes and not something like minutes_spent_on_the_level. You could then reuse this property to send the minutes the player spent actively playing, minutes the player spent idling, minutes the player spent on any info page, minutes they spent choosing their upgrades, etc. Same idea about having name property rather than level_name. Could as well be id.
You need to carefully and thoughtfully stuff your event with event properties. I normally have a wrapper around the firebase sdk, in which I would enrich events with dimensions that I always want to be there, like the user_id or subscription_status to not have to add them manually every time I send an event. I also usually have some more adequate logging there Firebase Analytics default logging is completely awful. I also have some sanitizing there, lowercasing all values unless I'm passing something case-sensitive like base64 values, making sure I don't have double spaces (so replacing \s+ with " " (space)), maybe also adding the user's local timestamp as another parameter. The latter is very helpful to indicate time-cheating users, especially if your game is an idler.
Good. We're halfway there :) Bear with me.
Now You need to go to firebase and register your eps (event parameters) into cds (custom dimensions and metrics). If you don't register your eps, they won't be counted towards the global cd limit count (it's about 50 custom dimensions and 50 custom metrics). You register the cds in the Custom Definitions section of FB.
Now you need to know whether this is a dimension or a metric, as well as the scope of your dimension. It's much easier than it sounds. The rule of thumb is: if you want to be able to run mathematical aggregation functions on your dimension, then it's a metric. Otherwise - it's a dimension. So:
firebaseAnalytics.setUserProperty("user_id", userId) <-- dimension
param("name", levelName) <-- dimension
param("difficulty", difficulty) <-- dimension (or can be a metric, depends)
param("subscription_status", subscriptionStatus) <-- dimension (can be a metric too, but even less likely)
param("minutes", minutesSpentOnLevel) <-- metric
param("score", score) <-- metric
Now another important thing to understand is the scope. Because Firebase and GA4 are still, essentially just in Beta being actively worked on, you only have user or hit scope for the dimensions and only hit for the metrics. The scope basically just indicates how the value persists. In my example, we only need the user_id as a user-scoped cd. Because user_id is the user-level dimension, it is set separately form the logEvent function. Although I suspect you can do it there too. Haven't tried tho.
Now, we're almost there.
Finally, you don't want to use Firebase to look at your data. It's horrible at data presentation. It's good at debugging though. Cuz that's what it was intended for initially. Because of how horrible it is, it's always advised to link it to GA4. Now GA4 will allow you to look at the Firebase values much more efficiently. Note that you will likely need to re-register your custom dimensions from Firebase in GA4. Because GA4 is capable of getting multiple data streams, of which firebase would be just one data source. But GA4's CDs limits are very close to Firebase's. Ok, let's be frank. GA4's data model is almost exactly copied from that of Firebase's. But GA4 has a much better analytics capabilities.
Good, you've moved to GA4. Now, GA4 is a very raw not-officially-beta product as well as Firebase Analytics. Because of that, it's advised to first change your data retention to 12 months and only use the explorer for analysis, pretty much ignoring the pre-generated reports. They are just not very reliable at this point.
Finally, you may find it easier to just use SQL to get your analysis done. For that, you can easily copy your data from GA4 to a sandbox instance of BQ. It's very easy to do.This is the best, most reliable known method of using GA4 at this moment. I mean, advanced analysts do the export into BQ, then ETL the data from BQ into a proper storage like Snowflake or even s3, or Aurora, or whatever you prefer and then on top of that, use a proper BI tool like Looker, PowerBI, Tableau, etc. A lot of people just stay in BQ though, it's fine. Lots of BI tools have BQ connectors, it's just BQ gets expensive quickly if you do a lot of analysis.
Whew, I hope you'll enjoy analyzing your game's data. Data-driven decisions rock in games. Well... They rock everywhere, to be honest.

How to delete memory usage during an Experiment?

I am constructing an experiment in Anylogic, which saves data in the Parameter variation tab under a custom-class list. The model needs to perform a lot of simulations, and repetitions to optimize for Setting variables in the model itself. After x amount of iterations, I use a Python connector to run some code in finding new possible parameters for the underlaying model.
The problem I am having right now, is that around Simulation-run number 200, the memory usage is maximum (4Gb), and it proceeds to run super-slow. I have found some interesting ways to cut on memory usage, but I believe there is only one thing that could help me right now: let the system delete memory that is used for past iterations. After each iteration, the data of a simulation is stored, so I am fine with anylogic deleting the logs of the specific simulation afterwards.
Is such a thing possible? If so, how can I implement that?
Java makes use of a Garbage collector to manage memory usage and you have no control over it. How it works is that every now and then, based on some internal logic, it will collect and remove all instances of classes in memory that do not contain any active references and remove them.
Thus to reduce memory you must ensure that any instances that are no longer needed are not referenced by any of the objects currently active in your model.
To identify these you must use a Java profiler like JProfiler, or some of the free alternatives - see here for more.
This will show you exactly what classes are using up all your memory and with some deep diving you should be able to identify who is keeping reference to them.

IBM Window Services (DWS) csrevw function on MVS

I'm working on IBM MVS (z/OS) and trying to make Window Services working.
On the function CSREVW I don't understand what the purpose of the parameter pfcount.
Acording to the documentation this will ask to the window services to read more than one block after my program references a block that is not in my window.
But how the window services is suposed to know that I tried to reference data that are not in my window? I mean, it can't know that I'm reading data out of my window if i don't call CSREVW or CSRVIEW again.
Maybe my major issue is that I have trouble to understand english but this seems clear to me...
Here is the link to the documentation, this is explained at pages 23-24 :
http://publibz.boulder.ibm.com/epubs/pdf/iea3c102.pdf
I know this is a very specific problem about an IBM service and I apologize about that.
Thank you !
Tim
I think the problem you're having is that you need to understand a little bit about how the underlying objects behind the windowing service work in virtual storage.
At the core, the various windowing services work to give you what amounts to a "private" page dataset. You allocate and reference storage, but the objects in that virtual space aren't really in memory - the system's page fault mechanism brings them in as you reference them. So yes, you're accessing data within a "window", but in reality, the data you expect to see may not be "paged in" at that moment.
Going a little deeper, when you first allocate the object, the virtual storage it's mapped to has all of the pages marked "invalid" in the underlying page table entries. That means that as soon as you touch this storage, a page fault interrupt occurs. At this point, the operating system steps in and resolves the page fault by brining the necessary data into memory, then your program continues, oblivious to all of this processing on your behalf. You're correct that you're just referencing data within the window, but there's a lot under the covers going on to support this.
This is where PFCOUNT comes in...
Let's say you have structures that are, say, 64K long inside your virtual window. It would be sloppy and slow to reference each page of this structure and cause a page fault each time. Much better would be to use PFCOUNT to cause the page you reference and all 15 other pages needed by your object to be paged-in with a single operation. Conversely, if your data was small and you were highly random about how you access it, PFCOUNT isn't going to help you - the next page you reference could be anywhere, and it's actually wasteful to have a large PFCOUNT since you end up bringing in a lot of data you never use.
Hope that makes sense - if you'd like a challenge, take yourself a system dump and examine the system trace entries as you reference data...you'll see a very distinct pattern of page faults, I/O and resumption of your program, and hopefully it will all make sense to you.
From the manual
,pfcount
Specifies the number of additional blocks you want window services to bring into the window each time your program references data that
is not already in the window. The number you specify is added to the
minimum of one block that window services always brings in. That is,
if you specify a value of 20, window services brings in up to 21. The
number of additional blocks ranges from zero through 255.
Note that you get 1 block without asking.

How to implement deterministic single threaded network simulation

I read about how FoundationDB does its network testing/simulation here: http://www.slideshare.net/FoundationDB/deterministic-simulation-testing
I would like to implement something very similar, but cannot figure out how they actually did implement it. How would one go about writing, for example, a C++ class that does what they do. Is it possible to do the kind of simulation they do without doing any code generation (as they presumeably do)?
Also: How can a simulation be repeated, if it contains random events?? Each time the simulation would require to choose a new random value and thus be not the same run as the one before. Maybe I am missing something here...hope somebody can shed a bit of light on the matter.
You can find a little bit more detail in the talk that went along with those slides here: https://www.youtube.com/watch?v=4fFDFbi3toc
As for the determinism question, you're right that a simulation cannot be repeated exactly unless all possible sources of randomness and other non-determinism are carefully controlled. To that end:
(1) Generate all random numbers from a PRNG that you seed with a known value.
(2) Avoid any sort of branching or conditionals based on facts about the world which you don't control (e.g. the time of day, the load on the machine, etc.), or if you can't help that, then pseudo-randomly simulate those things too.
(3) Ensure that whatever mechanism you pick for concurrency has a mode in which it can guarantee a deterministic execution order.
Since it's easy to mess all those things up, you'll also want to have a way of checking whether determinism has been violated.
All of this is covered in greater detail in the talk that I linked above.
In the sims I've built the biggest issue with repeatability ends up being proper seed management (as per the previous answer). You want your simulations to give different results only when you supply a different seed to your random number generators than before.
After that the biggest issue I've seen seems tends to be making sure you don't iterate over collections with nondeterministic ordering. For instance, in Java, you'd use a LinkedHashMap instead of a HashMap.

how to measure the CPU cycles of a C function in iPhone4 application with xCode4?

The system time substraction may be one method, but it includes the running time for all the tasks/threads, the function is only in one thread of one task.
Instrument in Xcode may be another method, but how to measure the time for a specific function?
You need to understand a few things here: firstly, the concept of a 'CPU cycle' isn't very useful. It's in fact fairly meaningless. You're never going to get an accurate result. You can use valgrind to get detailed output regarding the number of instructions being executed, and in theory (that's a big 'in theory') you could use this information to derive cycle counts. Realistically it's impossible, and not worth the effort.
One would have to ask why you'd want to find this out in the first place.