c ++高cpu使用率[重复]
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【中文标题】c ++高cpu使用率[重复]【英文标题】:c++ high cpu usage [duplicate] 【发布时间】:2010-08-25 04:08:12 【问题描述】:可能重复:c++ using too much cpu
我的游戏使用了超过 50% 的 CPU。我找到了将 cpu 减少到 40-50% 的方法,但我找不到任何其他方法来减少它。我尝试使用代码分析分析器,但它在我使用我的 cpu 的代码中没有给我任何好的信息。 这是我的代码
// Xstrike.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "Xstrike.h"
#include <vector>
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
RECT *rect;
const UINT_PTR EVERYTHING_ID=0x1;
const UINT_PTR LBUTTONDOWN_ID=0x3;
const UINT_PTR TDENEMIE1_ID=0x4;
const UINT_PTR TAENEMIE1_ID=0x5;
const UINT_PTR PROTECTED_ID=0x6;
int conno=2;
int health=0;
int life=3;
int score=0;
int level=1;
int protect=0;
int cursor=0;
HCURSOR hCursor[3];
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
struct Enemies
int cEnemie1;
int dEnemie1;
int aEnemie1;
int sEnemie1;
int pEnemie1;
bool e1;
time_t now;
time_t tEnemie1;
vector <POINT> vS1Enemie1;
vector <POINT> vS2Enemie1;
;
vector <POINT> vRegularShots;
Enemies Enemie1;
VOID installising()
Enemie1.cEnemie1=0;
Enemie1.dEnemie1=1;
Enemie1.aEnemie1=0;
Enemie1.sEnemie1=1;
Enemie1.pEnemie1=550;
Enemie1.e1=true;
POINT pt;
pt.x=0;
pt.y=0;
vRegularShots.push_back(pt);
VOID Paint(HDC hdc, HWND hWnd)
int lifePos=200;
hdc=GetDC(hWnd);
HDC memDC=CreateCompatibleDC(hdc);
HBITMAP hMemMap=CreateCompatibleBitmap(hdc, 225, 350);
HBITMAP hOldMap=(HBITMAP)SelectObject(memDC, hMemMap);
Graphics draw(memDC);
// Images
Image bg(L"bg.jpg");
Image shot(L"RegularShots.png");
Image iEnemie1(L"Enemie1.png");
Image lifes(L"lifes.png");
// Drawing
draw.DrawImage(&bg, 0, 0);
// if regular cursor
if(cursor==0)
// Regular shots
long s=vRegularShots.size();
// Draw shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
draw.DrawImage(&shot, vRegularShots[index].x, vRegularShots[index].y);
// Update the shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
vRegularShots[index].y--;
// Delete Shots
for(long index=0; index < (long)vRegularShots.size(); index++)
if(vRegularShots[index].y<-16)
vRegularShots.erase(vRegularShots.begin()+index);
// Create Enemies
if(Enemie1.dEnemie1==0)
if(Enemie1.cEnemie1<2)
if(Enemie1.aEnemie1==0)
SetTimer(hWnd, TAENEMIE1_ID, 550, NULL);
Enemie1.aEnemie1=1;
Enemie1.cEnemie1++;
else
KillTimer(hWnd, TDENEMIE1_ID);
Enemie1.dEnemie1=1;
// Draw enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); ++index)
draw.DrawImage(&iEnemie1, Enemie1.vS1Enemie1[index].x, Enemie1.vS1Enemie1[index].y);
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); ++index)
draw.DrawImage(&iEnemie1, Enemie1.vS2Enemie1[index].x, Enemie1.vS2Enemie1[index].y);
// Update enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
Enemie1.vS1Enemie1[index].x++;
Enemie1.vS1Enemie1[index].y++;
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
Enemie1.vS2Enemie1[index].x--;
Enemie1.vS2Enemie1[index].y++;
// Delete enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
if(Enemie1.vS1Enemie1[index].x>225)
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+index);
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
KillTimer(hWnd, TAENEMIE1_ID);
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
if(Enemie1.vS2Enemie1[index].x<-21)
Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin()+index);
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
KillTimer(hWnd, TAENEMIE1_ID);
// player hits
if(Enemie1.pEnemie1==550)
POINT pt;
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
if(((pt.x+5)>=Enemie1.vS1Enemie1[index].x&&(pt.x+5)<=(Enemie1.vS1Enemie1[index].x+17)&&pt.y>=Enemie1.vS1Enemie1[index].y&&pt.y<=(Enemie1.vS1Enemie1[index].y+17))||((pt.x+15)>=Enemie1.vS1Enemie1[index].x&&pt.y>=Enemie1.vS1Enemie1[index].y&&pt.y<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+14)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+21)>=Enemie1.vS1Enemie1[index].x&&(pt.y+14)>=Enemie1.vS1Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+21)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+23)>=Enemie1.vS1Enemie1[index].x&&(pt.y+22)>=Enemie1.vS1Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+23)<=(Enemie1.vS1Enemie1[index].x+17))||((pt.x+13)>=Enemie1.vS1Enemie1[index].x&&(pt.y+31)>=Enemie1.vS1Enemie1[index].y&&(pt.y+31)<=(Enemie1.vS1Enemie1[index].y+17)&&(pt.x+13)<=(Enemie1.vS1Enemie1[index].x+17))||(pt.x>=Enemie1.vS1Enemie1[index].x&&(pt.y+22)>=Enemie1.vS1Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS1Enemie1[index].y+17)&&pt.x<=(Enemie1.vS1Enemie1[index].x+21))||((pt.x+3)>=Enemie1.vS1Enemie1[index].x&&(pt.y+14)>=Enemie1.vS1Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS1Enemie1[index].y+21)&&(pt.x+3)<=(Enemie1.vS1Enemie1[index].x+21)))
health+=30;
Enemie1.pEnemie1=0;
InvalidateRect(hWnd, rect, false);
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
if(((pt.x+5)>=Enemie1.vS2Enemie1[index].x&&(pt.x+5)<=(Enemie1.vS2Enemie1[index].x+17)&&pt.y>=Enemie1.vS2Enemie1[index].y&&pt.y<=(Enemie1.vS2Enemie1[index].y+17))||((pt.x+15)>=Enemie1.vS2Enemie1[index].x&&pt.y>=Enemie1.vS2Enemie1[index].y&&pt.y<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+14)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+21)>=Enemie1.vS2Enemie1[index].x&&(pt.y+14)>=Enemie1.vS2Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+21)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+23)>=Enemie1.vS2Enemie1[index].x&&(pt.y+22)>=Enemie1.vS2Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+23)<=(Enemie1.vS2Enemie1[index].x+17))||((pt.x+13)>=Enemie1.vS2Enemie1[index].x&&(pt.y+31)>=Enemie1.vS2Enemie1[index].y&&(pt.y+31)<=(Enemie1.vS2Enemie1[index].y+17)&&(pt.x+13)<=(Enemie1.vS2Enemie1[index].x+17))||(pt.x>=Enemie1.vS2Enemie1[index].x&&(pt.y+22)>=Enemie1.vS2Enemie1[index].y&&(pt.y+22)<=(Enemie1.vS2Enemie1[index].y+17)&&pt.x<=(Enemie1.vS2Enemie1[index].x+21))||((pt.x+3)>=Enemie1.vS2Enemie1[index].x&&(pt.y+14)>=Enemie1.vS2Enemie1[index].y&&(pt.y+14)<=(Enemie1.vS2Enemie1[index].y+21)&&(pt.x+3)<=(Enemie1.vS2Enemie1[index].x+21)))
health+=30;
Enemie1.pEnemie1=0;
InvalidateRect(hWnd, rect, false);
if(health>225)
cursor=1;
SetTimer(hWnd, PROTECTED_ID, 1000, NULL);
life--;
health=0;
InvalidateRect(hWnd, rect, false);
// Hits
for(long index=0; index < (long)vRegularShots.size(); index++)
for(long indexs=0; indexs < (long)Enemie1.vS1Enemie1.size(); indexs++)
if((vRegularShots[index].x>=Enemie1.vS1Enemie1[indexs].x && vRegularShots[index].y>=Enemie1.vS1Enemie1[indexs].y && vRegularShots[index].y<=(Enemie1.vS1Enemie1[indexs].y+17) && vRegularShots[index].x<=(Enemie1.vS1Enemie1[indexs].x+17))||(Enemie1.vS1Enemie1[indexs].x>=vRegularShots[index].x && Enemie1.vS1Enemie1[indexs].y>=vRegularShots[index].y && Enemie1.vS1Enemie1[indexs].y<=(vRegularShots[index].y+16) && Enemie1.vS1Enemie1[indexs].x<=(vRegularShots[index].x+5)))
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+indexs);
vRegularShots[index].y=-17;
score+=100;
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
KillTimer(hWnd, TAENEMIE1_ID);
for(long indexs=0; indexs < (long)Enemie1.vS2Enemie1.size(); indexs++)
if((vRegularShots[index].x>=Enemie1.vS2Enemie1[indexs].x && vRegularShots[index].y>=Enemie1.vS2Enemie1[indexs].y && vRegularShots[index].y<=(Enemie1.vS2Enemie1[indexs].y+17) && vRegularShots[index].x<=(Enemie1.vS2Enemie1[indexs].x+17))||(Enemie1.vS2Enemie1[indexs].x>=vRegularShots[index].x && Enemie1.vS2Enemie1[indexs].y>=vRegularShots[index].y && Enemie1.vS2Enemie1[indexs].y<=(vRegularShots[index].y+16) && Enemie1.vS2Enemie1[indexs].x<=(vRegularShots[index].x+5)))
Enemie1.vS2Enemie1.erase(Enemie1.vS2Enemie1.begin()+indexs);
vRegularShots[index].y=-17;
score+=100;
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
KillTimer(hWnd, TAENEMIE1_ID);
// If protected
if(cursor==1)
if(protect!=4)
// Regular shots
// Draw shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
draw.DrawImage(&shot, vRegularShots[index].x, vRegularShots[index].y);
// Update the shots
for(long index=0; index < (long)vRegularShots.size(); ++index)
vRegularShots[index].y--;
// Delete Shots
for(long index=0; index < (long)vRegularShots.size(); index++)
if(vRegularShots[index].y<-16)
vRegularShots.erase(vRegularShots.begin()+index);
// Delete Shots
for(long index=0; index < (long)vRegularShots.size(); index++)
if(vRegularShots[index].y<-16)
vRegularShots.erase(vRegularShots.begin()+index);
// Create Enemies
if(Enemie1.dEnemie1==0)
if(Enemie1.cEnemie1<2)
if(Enemie1.aEnemie1==0)
SetTimer(hWnd, TAENEMIE1_ID, 550, NULL);
Enemie1.aEnemie1=1;
Enemie1.cEnemie1++;
else
KillTimer(hWnd, TDENEMIE1_ID);
Enemie1.dEnemie1=1;
// Draw enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); ++index)
draw.DrawImage(&iEnemie1, Enemie1.vS1Enemie1[index].x, Enemie1.vS1Enemie1[index].y);
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); ++index)
draw.DrawImage(&iEnemie1, Enemie1.vS2Enemie1[index].x, Enemie1.vS2Enemie1[index].y);
// Update enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
Enemie1.vS1Enemie1[index].x++;
Enemie1.vS1Enemie1[index].y++;
for(long index=0; index < (long)Enemie1.vS2Enemie1.size(); index++)
Enemie1.vS2Enemie1[index].x--;
Enemie1.vS2Enemie1[index].y++;
// Delete enemies
for(long index=0; index < (long)Enemie1.vS1Enemie1.size(); index++)
if(Enemie1.vS1Enemie1[index].x>225)
Enemie1.vS1Enemie1.erase(Enemie1.vS1Enemie1.begin()+index);
// Stop enemie1 timer
if(Enemie1.vS1Enemie1.size()==0&&Enemie1.vS2Enemie1.size()==0)
KillTimer(hWnd, TAENEMIE1_ID);
else
KillTimer(hWnd, PROTECTED_ID);
cursor=0;
protect=0;
// Draw Lifes
for(long index=0; index != life; index++)
draw.DrawImage(&lifes, lifePos, 275);
lifePos-=30;
SolidBrush textColor(Color(255, 255, 54, 0));
LinearGradientBrush linGrBrush(
Point(1000, 20),
Point(health, 20),
Color(255, 255, 0, 0), // opaque black
Color(0, 0, 0, 0)); // opaque red
SolidBrush databrush(Color(0, 225, 0));
draw.FillRectangle(&databrush, 0, 0, 225, 30);
draw.FillRectangle(&linGrBrush, 0, 0, 225, 30);
FontFamily courieNew(L"Courier New");
Font font(&courieNew, 12, 0, UnitPixel);
PointF pLevel(5.0f, 6.0f);
PointF pScore(100.0f, 6.0f);
WCHAR wLevel[11];
WCHAR wScore[60];
_swprintf(wLevel, L"Level : %d", level);
_swprintf(wScore, L"Score : %d", score);
draw.DrawString(wLevel, -1, &font, pLevel, &textColor);
draw.DrawString(wScore, -1, &font, pScore, &textColor);
BitBlt(hdc, 0, 0, 225, 350, memDC, 0, 0, SRCCOPY);
ReleaseDC(hWnd, hdc);
SelectObject(memDC, hOldMap);
DeleteObject(hMemMap);
DeleteDC(memDC);
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
GdiplusStartupInput gdiplusStartupInput;
ULONG_PTR gdiplusToken;
// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;
// Cursors
hCursor[0]=LoadCursor(hInstance, MAKEINTRESOURCE(IDC_CURSOR));
hCursor[1]=LoadCursor(hInstance, MAKEINTRESOURCE(IDC_PROTECTED));
// Initialize GDI+.
GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL);
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_XSTRIKE, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
return FALSE;
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_XSTRIKE));
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
TranslateMessage(&msg);
DispatchMessage(&msg);
GdiplusShutdown(gdiplusToken);
return (int) msg.wParam;
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage are only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_XSTRIKE));
wcex.hCursor = LoadCursor(hInstance, MAKEINTRESOURCE(IDC_CURSOR));
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_XSTRIKE);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
HWND hWnd;
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindow(szWindowClass, szTitle, (WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX),
CW_USEDEFAULT, 0, 225, 350, NULL, NULL, hInstance, NULL);
if (!hWnd)
return FALSE;
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
POINT pt;
switch (message)
case WM_CREATE:
installising();
SetTimer(hWnd, EVERYTHING_ID, 1, NULL);
break;
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
Paint(hdc, hWnd);
EndPaint(hWnd, &ps);
break;
case WM_LBUTTONDOWN:
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
if(conno==1)
conno++;
else
pt.x+=18;
conno--;
vRegularShots.push_back(pt);
SetTimer(hWnd, LBUTTONDOWN_ID, 350, NULL);
InvalidateRect(hWnd, rect, false);
break;
case WM_LBUTTONUP:
KillTimer(hWnd, LBUTTONDOWN_ID);
break;
case WM_TIMER:
switch(wParam)
case EVERYTHING_ID:
if(Enemie1.e1==true)
Enemie1.now=time(NULL);
Enemie1.tEnemie1=Enemie1.now+1;
Enemie1.e1=false;
Enemie1.now=time(NULL);
if(Enemie1.now==Enemie1.tEnemie1)
SetTimer(hWnd, TDENEMIE1_ID, 550, NULL);
InvalidateRect(hWnd, rect, false);
break;
case LBUTTONDOWN_ID:
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
if(conno==1)
if(cursor==0)
conno++;
else if(cursor==1)
pt.x+=2;
conno++;
else
if(cursor==0)
pt.x+=18;
else if(cursor==1)
pt.x+=15;
conno--;
vRegularShots.push_back(pt);
break;
case TDENEMIE1_ID:
pt.y=5;
pt.x=-21;
Enemie1.vS1Enemie1.push_back(pt);
pt.y=5;
pt.x=219;
Enemie1.vS2Enemie1.push_back(pt);
Enemie1.dEnemie1=0;
InvalidateRect(hWnd, rect, false);
break;
case TAENEMIE1_ID:
if(Enemie1.pEnemie1!=550)
Enemie1.pEnemie1+=550;
InvalidateRect(hWnd, rect, false);
break;
case PROTECTED_ID:
protect++;
break;
break;
case WM_SETCURSOR:
SetCursor(hCursor[cursor]);
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
return 0;
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
UNREFERENCED_PARAMETER(lParam);
switch (message)
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
break;
return (INT_PTR)FALSE;
如果您知道免费的良好分析器,或者知道如何减少我的 CPU 使用率。
【问题讨论】:
复制:***.com/questions/3561613/c-using-too-much-cpu 他。 真的吗?我无法在那边得到答案好吗? Stack Overflow 的工作方式使您最好只发布一次问题,如果您没有得到令人满意的答案,请尝试编辑您的问题以包含发布更好答案所需的详细信息。人们已经对你的问题发表了评论,给了你建议,并告诉你代码太多了。 【参考方案1】:我不知道如何分析 Windows 代码,但您的程序非常小而且简单(绝对而言 - 在 *** 上需要阅读很多内容),您可以轻松地手动检测它。我用谷歌搜索了这些功能:
LARGE_INTEGER 来自; LARGE_INTEGER 到; QueryPerformanceCounter (&from); // 做东西 查询性能计数器 (&to); LARGE_INTEGER 经过 = 到 - 从; LARGE_INTEGER 赫兹; 查询性能频率 (&hertz);利用您对程序可能花费时间的了解来优化计时器的位置,深入研究慢速代码。
【讨论】:
【参考方案2】:使用 QueryPerofmanceCounter 对自己进行分析,Microsoft 在此处有一篇关于如何做到这一点的文章:-
http://support.microsoft.com/kb/815668
【讨论】:
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