I can't figure out what is slowing my program down - c#

I have created a Windows Form application that reads in a text file, rearranges the data, and writes to a new text file. I have noticed that it slows down exponentially as it runs. I have been using tracepoints, stopwatches, and datetime to figure out why each iteration is taking longer than the previous, but I can't figure it out. My best guess would be that it might have something to do with the way I'm initializing variables.
I'm not sure how helpful this snippet of code will be but maybe it will give some insight into my problem:
while (cuttedWords.Any())
{
var variable = cuttedWords.TakeWhile(x => x != separator).ToArray();
cuttedWords = cuttedWords.Skip(variable.Length + 1);
sortDataObject.SortDataMethod(variable, b);
if (sortDataObject.virtualPara)
{
if (!virtualParaUsed)
{
listOfNames = sortDataObject.findListOfNames(backgroundWords, ref IDforCounting, countParametersTable);
}
virtualParaUsed = true;
printDataObject.WriteFileVirtual(fileName, ID, sortDataObject.listNames[0], sortDataObject.listNames[1],
sortDataObject.unit, listOfNames, sortDataObject.virtualNames);
sortDataObject.virtualNames.Clear();
}
else
{
int[] indexes = checkedListBox1.CheckedIndices.Cast<int>().ToArray();
printDataObject.WriteFile(fileName, ID, sortDataObject.listNames[0], sortDataObject.listNames[1],
sortDataObject.unit, sortDataObject.hexValue[0], sortDataObject.stringShift, sortDataObject.sign,
sortDataObject.SFBinary[0], sortDataObject.wordValue, sortDataObject.conversions, sortDataObject.stringData, indexes, sortDataObject.conType);
}
decimal sum = ((decimal)IDforCounting) / countParametersTable * 100;
int sum2 = (int)sum;
backgroundWorker1.ReportProgress(sum2);
ID++;
IDforCounting++;
b++;
}
What is strange to me is that I know that each loop runs in a matter of milliseconds, but from the start of one loop to the start of the next, the time keeps increasing.
I apologize if this is not enough information to analyze my issue, but I'm not sure what else I can provide without showing my entire solution.
Thank you.
EDIT: A better questions might be: what is a good way to analyze performance if stopwatches aren't doing the trick. I'd rather not have to download a profiler.

If its taking longer and longer, on each iteration, its probably related to the initial cuttedWords.any().
What type is cuttedWords? If its a database-backed enumerable, it will re-issue the sql statement on every iteration, which may or may not be what you want.
On the other hand, if this is a producer-consumer scenario, it may be that cuttedWords is locked by the producer, causing the consumer to be thread-locked while waiting for the producer to complete its action.
Also, the .reportProgress will cause the backgroundworker to raise an event on the thread that created it, potentially causing UI updates, so maybe try removing that line and see if it helps any. Then replace it with some code that only calls reportProgress if the progress has actually changed.

Related

How can i minimize performance hit for Coded ui when using nested if statement in test method

Is there a way for me to minimize the performance hit when i'm either running or debugging my coded U.I test. Currently its taking me a long time to run my coded UI test because it takes to long to execute. I"ve timed it and too long means that for checking if a screen exist and doing an action it takes over 1min plus, so its taking me to long to debug and finish it out.
To give some more background. These if statements are all inside one test method, where i'm checking for different screens. Its very dynamic but takes to long to run. I've read i can do ordered test but i didn't think i can create ordered test with these dynamic screens(reason being i dont think ordered test can act as if statements to account for dynamic dialog and screens) and plus i think its too late in the process to go to that architecture.
I've tried the following playback settings with little or no improvements.
Here are my current playback settings
Playback.PlaybackSettings.WaitForReadyLevel = WaitForReadyLevel.Disabled;
//Playback.PlaybackSettings.SmartMatchOptions = SmartMatchOptions.None;
Playback.PlaybackSettings.MaximumRetryCount = 10;
Playback.PlaybackSettings.ShouldSearchFailFast = false;
Playback.PlaybackSettings.DelayBetweenActions = 1000;
Playback.PlaybackSettings.SearchTimeout = 2000;
None of these setting have helped either turning off smart options.
I could have sworn that i've read somewhere that if i replace my if statements
with try catch that this would help, but i maybe totally wrong since i'm just grabbing at straws to try to atleast increase performance by 40% or so.
Would anyone have any tips or tricks when dealing with ifs statements that you had to code in your coded ui code.
I'm guessing your if statements are of a kind:
if (uTtestControl.exists)
{
do something
}
if that's the case - your delays are a result of codedui searching for the control - a time costly operation - especially when searching for a control that doesn't exists.
there are a number of ways to handle this - if my guess is in the ball park - please confirm and i'll detail the options.
Updtae:
the main reason for delay is the MaximumRetryCount =10. in addition try the following settings:
Playback.PlaybackSettings.MaximumRetryCount = 3;
Playback.PlaybackSettings.DelayBetweenActions = 100;
Playback.PlaybackSettings.SearchTimeout = 15000;
when waiting for control to exists use the:
uiTtestControl.WaitForControlExist(5000)
this will tell the playback to search for the control for a max of 5 sec.
in addition - you should reduce the Playback.PlaybackSettings.SearchTimeout before searching for a control that you know might not exists:
var defaultTimeout = Playback.PlaybackSettings.SearchTimeout;
Playback.PlaybackSettings.SearchTimeout = 5000;
and after you finish searching return it to the default value:
Playback.PlaybackSettings.SearchTimeout = defaultTimeout;
this should do the trick

C# Parallel.foreach - Making variables thread safe

I have been rewriting some process intensive looping to use TPL to increase speed. This is the first time I have tried threading, so want to check what I am doing is the correct way to do it.
The results are good - processing the data from 1000 Rows in a DataTable has reduced processing time from 34 minutes to 9 minutes when moving from a standard foreach loop into a Parallel.ForEach loop. For this test, I removed non thread safe operations, such as writing data to a log file and incrementing a counter.
I still need to write back into a log file and increment a counter, so i tried implementing a lock which encases the streamwriter/increment code block.
FileStream filestream = new FileStream("path_to_file.txt", FileMode.Create);
StreamWriter streamwriter = new StreamWriter(filestream);
streamwriter.AutoFlush = true;
try
{
object locker = new object();
// Lets assume we have a DataTable containing 1000 rows of data.
DataTable datatable_results;
if (datatable_results.Rows.Count > 0)
{
int row_counter = 0;
Parallel.ForEach(datatable_results.AsEnumerable(), data_row =>
{
// Process data_row as normal.
// When ready to write to log, do so.
lock (locker)
{
row_counter++;
streamwriter.WriteLine("Processing row: {0}", row_counter);
// Write any data we want to log.
}
});
}
}
catch (Exception e)
{
// Catch the exception.
}
streamwriter.Close();
The above seems to work as expected, with minimal performance costs (still 9 minutes execution time). Granted, the actions contained in the lock are hardly significant themselves - I assume that as the time taken to process code within the lock increases, the longer the thread is locked for, the more it affects processing time.
My question: is the above an efficient way of doing this or is there a different way of achieving the above that is either faster or safer?
Also, lets say our original DataTable actually contains 30000 rows. Is there anything to be gained by splitting this DataTable into chunks of 1000 rows each and then processing them in the Parallel.ForEach, instead of processing all 300000 rows in one go?
Writing to the file is expensive, you're holding a exclusive lock while writing to the file, that's bad. It's going to introduce contention.
You could add it in a buffer, then write to the file all at once. That should remove contention and provide way to scale.
if (datatable_results.Rows.Count > 0)
{
ConcurrentQueue<string> buffer = new ConcurrentQueue<string>();
Parallel.ForEach(datatable_results.AsEnumerable(), (data_row, state, index) =>
{
// Process data_row as normal.
// When ready to write to log, do so.
buffer.Enqueue(string.Format( "Processing row: {0}", index));
});
streamwriter.AutoFlush = false;
string line;
while (buffer.TryDequeue(out line))
{
streamwriter.WriteLine(line);
}
streamwriter.Flush();//Flush once when needed
}
Note that you don't need to maintain a loop counter,
Parallel.ForEach provides you one. Difference is that it is not
the counter but index. If I've changed the expected behavior you can
still add the counter back and use Interlocked.Increment to
increment it.
I see that you're using streamwriter.AutoFlush = true, that will hurt performance, you can set it to false and flush it once you're done writing all the data.
If possible, wrap the StreamWriter in using statement, so that you don't even need to flush the stream(you get it for free).
Alternatively, you could look at the logging frameworks which does their job pretty well. Example: NLog, Log4net etc.
You may try to improve this, if you avoid logging, or log into only thread specific log file (not sure if that makes sense to you)
TPL start as many threads as many cores you have Does Parallel.ForEach limits the number of active threads?.
So what you can do is:
1) Get numbers of core on target machine
2) Create a list of counters, with as many elements inside as many cores you have
3) Update counter for every core
4) Sum all them up after parallel execution terminates.
So, in practice :
//KEY(THREAD ID, VALUE: THREAD LOCAL COUNTER)
Dictionary<int,int> counters = new Dictionary<int, int>(NUMBER_OF_CORES);
....
Parallel.ForEach(datatable_results.AsEnumerable(), data_row =>
{
// Process data_row as normal.
// When ready to write to log, do so.
//lock (locker) //NO NEED FOR LOCK, EVERY THREAD UPDATES ITS _OWN_ COUNTER
//{
//row_counter++;
counters[Thread.CurrentThread.ManagedThreadId].Value +=1;
//NO WRITING< OR WRITING THREAD SPECIFIC FILE ONLY
//streamwriter.WriteLine("Processing row: {0}", row_counter);
//}
});
....
//AFTER EXECUTION OF PARALLEL LOOP SUM ALL COUNTERS AND GET TOTAL OF ALL THREADS.
The benefit of this that no locking envolved at all, which will drammatically improve performance. When you use .net concurent collections, they are always use some kind of locking inside.
This is naturally a basic idea, may not work as it expected if you copy paste. We are talking about multi threading , which is always a hard topic. But, hopefully, it provides to you some ideas to relay on.
First of all, it takes about 2 seconds to process a row in your table and perhaps a few milliseconds to increment the counter and write to the log file. With the actual processing being 1000x more than the part you need to serialize, the method doesn't matter too much.
Furthermore, the way you have implemented it is perfectly solid. There are ways to optimize it, but none that are worth implementing in your situation.
One useful way to avoid locking on the increment is to use Interlocked.Increment. It is a bit slower than x++ but much faster than lock {x++;}. In your case, though, it doesn't matter.
As for the file output, remember that the output is going to be serialized anyway, so at best you can minimize the amount of time spent in the lock. You can do this by buffering all of your output before entering the lock, then just perform the write operation inside the lock. You probably want to do async writes to avoid unnecessary blocking on I/O.
You can transfer the parallel code in new method. For example :
// Class scope
private string GetLogRecord(int rowCounter, DataRow row)
{
return string.Format("Processing row: {0}", rowCounter); // Write any data we want to log.
}
//....
Parallel.ForEach(datatable_results.AsEnumerable(), data_row =>
{
// Process data_row as normal.
// When ready to write to log, do so.
lock (locker)
row_counter++;
var logRecord = GetLogRecord(row_counter, data_row);
lock (locker)
streamwriter.WriteLine(logRecord);
});
This is my code that uses a parallel for. The concept is similar, and perhaps easier for you to implement. FYI, for debugging, I keep a regular for loop in the code and conditionally compile the parallel code. Hope this helps. The value of i in this scenario isn't the same as the number of records processed, however. You could create a counter and use a lock and add values for that. For my other code where I do have a counter, I didn't use a lock and just allowed the value to be potentially off to avoid the slower code. I have a status mechanism to indicate number of records processed. For my implementation, the slight chance that the count is not an issue - at the end of the loop I put out a message saying all the records have been processed.
#if DEBUG
for (int i = 0; i < stend.PBBIBuckets.Count; i++)
{
//int serverIndex = 0;
#else
ParallelOptions options = new ParallelOptions();
options.MaxDegreeOfParallelism = m_maxThreads;
Parallel.For(0, stend.PBBIBuckets.Count, options, (i) =>
{
#endif
g1client.Message request;
DataTable requestTable;
request = new g1client.Message();
requestTable = request.GetDataTable();
requestTable.Columns.AddRange(
Locations.Columns.Cast<DataColumn>().Select(x => new DataColumn(x.ColumnName, x.DataType)).ToArray
());
FillPBBIRequestTables(requestTable, request, stend.PBBIBuckets[i], stend.BucketLen[i], stend.Hierarchies);
#if DEBUG
}
#else
});
#endif

.net section running real slow

Update: The answers from Andrew and Conrad were both equally helpful. The easy fix for the timing issue fixed the problem, and caching the bigger object references instead of re-building them every time removed the source of the problem. Thanks for the input, guys.
I'm working with a c# .NET API and for some reason the following code executes what I feel is /extremely/ slowly.
This is the handler for a System.Timers.Timer that triggers its elapsed event every 5 seconds.
private static void TimerGo(object source, System.Timers.ElapsedEventArgs e)
{
tagList = reader.GetData(); // This is a collection of 10 objects.
storeData(tagList); // This calls the 'storeData' method below
}
And the storeData method:
private static void storeData(List<obj> tagList)
{
TimeSpan t = (DateTime.UtcNow - new DateTime(1970, 1, 1));
long timestamp = (long)t.TotalSeconds;
foreach (type object in tagList)
{
string file = #"path\to\file" + object.name + ".rrd";
RRD dbase = RRD.load(file);
// Update rrd with current time timestamp and data.
dbase.update(timestamp, new object[1] { tag.data });
}
}
Am I missing some glaring resource sink? The RRD stuff you see is from the NHawk C# wrapper for rrdtool; in this case I update 10 different files with it, but I see no reason why it should take so long.
When I say 'so long', I mean the timer was triggering a second time before the first update was done, so eventually "update 2" would happen before "update 1", which breaks things because "update 1" has a timestamp that's earlier than "update 2".
I increased the timer length to 10 seconds, and it ran for longer, but still eventually out-raced itself and tried to update a file with an earlier timestamp. What can I do differently to make this more efficient, because obviously I'm doing something drastically wrong...
Doesn't really answer your perf question but if you want to fix the rentrancy bit set your timer.AutoRest to false and then call start() at the end of the method e.g.
private static void TimerGo(object source, System.Timers.ElapsedEventArgs e)
{
tagList = reader.GetData(); // This is a collection of 10 objects.
storeData(tagList); // This calls the 'storeData' method below
timer.Start();
}
Is there a different RRD file for each tag in your tagList? In your pseudo code you open each file N number of times. (You stated there is only 10 objects in the list thought.) Then you perform an update. I can only assume that you dispose your RRD file after you have updated it. If you do not you are keeping references to an open file.
If the RRD is the same but you are just putting different types of plot data into a single file then you only need to keep it open for as long as you want exclusive write access to it.
Without profiling the code you have a few options (I recommend profiling btw)
Keep the RRD files open
Cache the opened files to prevent you from having to open, write close every 5 seconds for each file. Just cache the 10 opened file references and write to them every 5 seconds.
Separate the data collection from data writing
It appears you are taking metric samples from some object every 5 seconds. If you do not having something 'tailing' your file, separate the collection from the writing. Take your data sample and throw it into a queue to be processed. The processor will dequeue each tagList and write it as fast as it can, going back for more lists from the queue.
This way you can always be sure you are getting ~5 second samples even if the writing mechanism is slowed down.
Use a profiler. JetBrains is my personal recommendation. Run the profiler with your program and look for the threads / methods taking the longest time to run. This sounds very much like an IO or data issue, but that's not immediately obvious from your example code.

While loop execution time

We were having a performance issue in a C# while loop. The loop was super slow doing only one simple math calc. Turns out that parmIn can be a huge number anywhere from 999999999 to MaxInt. We hadn't anticipated the giant value of parmIn. We have fixed our code using a different methodology.
The loop, coded for simplicity below, did one math calc. I am just curious as to what the actual execution time for a single iteration of a while loop containing one simple math calc is?
int v1=0;
while(v1 < parmIn) {
v1+=parmIn2;
}
There is something else going on here. The following will complete in ~100ms for me. You say that the parmIn can approach MaxInt. If this is true, and the ParmIn2 is > 1, you're not checking to see if your int + the new int will overflow. If ParmIn >= MaxInt - parmIn2, your loop might never complete as it will roll back over to MinInt and continue.
static void Main(string[] args)
{
int i = 0;
int x = int.MaxValue - 50;
int z = 42;
System.Diagnostics.Stopwatch st = new System.Diagnostics.Stopwatch();
st.Start();
while (i < x)
{
i += z;
}
st.Stop();
Console.WriteLine(st.Elapsed.Milliseconds.ToString());
Console.ReadLine();
}
Assuming an optimal compiler, it should be one operation to check the while condition, and one operation to do the addition.
The time, small as it is, to execute just one iteration of the loop shown in your question is ... surprise ... small.
However, it depends on the actual CPU speed and whatnot exactly how small it is.
It should be just a few machine instructions, so not many cycles to pass once through the iteration, but there could be a few cycles to loop back up, especially if branch prediction fails.
In any case, the code as shown either suffers from:
Premature optimization (in that you're asking about timing for it)
Incorrect assumptions. You can probably get a much faster code if parmIn is big by just calculating how many loop iterations you would have to perform, and do a multiplication. (note again that this might be an incorrect assumption, which is why there is only one sure way to find performance issues, measure measure measure)
What is your real question?
It depends on the processor you are using and the calculation it is performing. (For example, even on some modern architectures, an add may take only one clock cycle, but a divide may take many clock cycles. There is a comparison to determine if the loop should continue, which is likely to be around one clock cycle, and then a branch back to the start of the loop, which may take any number of cycles depending on pipeline size and branch prediction)
IMHO the best way to find out more is to put the code you are interested into a very large loop (millions of iterations), time the loop, and divide by the number of iterations - this will give you an idea of how long it takes per iteration of the loop. (on your PC). You can try different operations and learn a bit about how your PC works. I prefer this "hands on" approach (at least to start with) because you can learn so much more from physically trying it than just asking someone else to tell you the answer.
The while loop is couple of instructions and one instruction for the math operation. You're really looking at a minimal execution time for one iteration. it's the sheer number of iterations you're doing that is killing you.
Note that a tight loop like this has implications on other things as well, as it bogs down one CPU and it blocks the UI thread (if it's running on it). Thus, not only it is slow due to the number of operations, it also adds a perceived perf impact due to making the whole machine look unresponsive.
If you're interested in the actual execution time, why not time it for yourself and find out?
int parmIn = 10 * 1000 * 1000; // 10 million
int v1=0;
Stopwatch sw = Stopwatch.StartNew();
while(v1 < parmIn) {
v1+=parmIn2;
}
sw.Stop();
double opsPerSec = (double)parmIn / sw.Elapsed.TotalSeconds;
And, of course, the time for one iteration is 1/opsPerSec.
Whenever someone asks about how fast control structures in any language you know they are trying to optimize the wrong thing. If you find yourself changing all your i++ to ++i or changing all your switch to if...else for speed you are micro-optimizing. And micro optimizations almost never give you the speed you want. Instead, think a bit more about what you are really trying to do and devise a better way to do it.
I'm not sure if the code you posted is really what you intend to do or if it is simply the loop stripped down to what you think is causing the problem. If it is the former then what you are trying to do is find the largest value of a number that is smaller than another number. If this is really what you want then you don't really need a loop:
// assuming v1, parmIn and parmIn2 are integers,
// and you want the largest number (v1) that is
// smaller than parmIn but is a multiple of parmIn2.
// AGAIN, assuming INTEGER MATH:
v1 = (parmIn/parmIn2)*parmIn2;
EDIT: I just realized that the code as originally written gives the smallest number that is a multiple of parmIn2 that is larger than parmIn. So the correct code is:
v1 = ((parmIn/parmIn2)*parmIn2)+parmIn2;
If this is not what you really want then my advise remains the same: think a bit on what you are really trying to do (or ask on Stackoverflow) instead of trying to find out weather while or for is faster. Of course, you won't always find a mathematical solution to the problem. In which case there are other strategies to lower the number of loops taken. Here's one based on your current problem: keep doubling the incrementer until it is too large and then back off until it is just right:
int v1=0;
int incrementer=parmIn2;
// keep doubling the incrementer to
// speed up the loop:
while(v1 < parmIn) {
v1+=incrementer;
incrementer=incrementer*2;
}
// now v1 is too big, back off
// and resume normal loop:
v1-=incrementer;
while(v1 < parmIn) {
v1+=parmIn2;
}
Here's yet another alternative that speeds up the loop:
// First count at 100x speed
while(v1 < parmIn) {
v1+=parmIn2*100;
}
// back off and count at 50x speed
v1-=parmIn2*100;
while(v1 < parmIn) {
v1+=parmIn2*50;
}
// back off and count at 10x speed
v1-=parmIn2*50;
while(v1 < parmIn) {
v1+=parmIn2*10;
}
// back off and count at normal speed
v1-=parmIn2*10;
while(v1 < parmIn) {
v1+=parmIn2;
}
In my experience, especially with graphics programming where you have millions of pixels or polygons to process, speeding up code usually involve adding even more code which translates to more processor instructions instead of trying to find the fewest instructions possible for the task at hand. The trick is to avoid processing what you don't have to.

C# *Strange* problem with StopWatch and a foreach loop

I have the this code:
var options = GetOptions(From, Value, SelectedValue);
var stopWatch = System.Diagnostics.Stopwatch.StartNew();
foreach (Option option in options)
{
stringBuilder.Append("<option");
stringBuilder.Append(" value=\"");
stringBuilder.Append(option.Value);
stringBuilder.Append("\"");
if (option.Selected)
stringBuilder.Append(" selected=\"selected\"");
stringBuilder.Append('>');
stringBuilder.Append(option.Text);
stringBuilder.Append("</option>");
}
HttpContext.Current.Response.Write("<b>" + stopWatch.Elapsed.ToString() + "</b><br>");
It is writing:
00:00:00.0004255 in the first try (not in debug)
00:00:00.0004260 in the second try and
00:00:00.0004281 in the third try.
Now, if I change the code so the measure will be inside the foreach loop:
var options = GetOptions(From, Value, SelectedValue);
foreach (Option option in options)
{
var stopWatch = System.Diagnostics.Stopwatch.StartNew();
stringBuilder.Append("<option");
stringBuilder.Append(" value=\"");
stringBuilder.Append(option.Value);
stringBuilder.Append("\"");
if (option.Selected)
stringBuilder.Append(" selected=\"selected\"");
stringBuilder.Append('>');
stringBuilder.Append(option.Text);
stringBuilder.Append("</option>");
HttpContext.Current.Response.Write("<b>" + stopWatch.Elapsed.ToString() + "</b><br>");
}
...I get
[00:00:00.0000014, 00:00:00.0000011] = 00:00:00.0000025 in the first try (not in debug),
[00:00:00.0000016, 00:00:00.0000011] = 00:00:00.0000027 in the second try and
[00:00:00.0000013, 00:00:00.0000011] = 00:00:00.0000024 in the third try.
?!
It is completely unsense according to the first results... I've heard that the foreach loop is slow, but never imagined that it is so slow... Is it that?
options has 2 options.
Here's the option class, if it is needed:
public class Option
{
public Option(string text, string value, bool selected)
{
Text = text;
Value = value;
Selected = selected;
}
public string Text
{
get;
set;
}
public string Value
{
get;
set;
}
public bool Selected
{
get;
set;
}
}
Thanks.
The foreach loop itself has nothing to do with the time difference.
What is the GetOptions method returning? My guess is that it's not returning a collection of options, but rather an enumerator that is capable of getting the options. That means that actually fetching the options are not done until you start to iterate them.
In the first case you are starting the clock before starting iterating the options, which means that the time for fetching the options is included in the time.
In the second case you are starting the clock after starting iterating the options, which means that the time for fetching the options is not included in the time.
So, the time difference that you see it not due to the foreach loop itself, it's the time it takes to fetch the options.
You can make sure that the options are fetched immediately by reading them into a collection:
var options = GetOptions(From, Value, SelectedValue).ToList();
Now measure the performance, and you will see very little difference.
If you measure the time taken to do something 160 times, it will usually take of the order of 160 times longer than measuring the time it takes to do it once. Are you suggesting that the contents of the loop is only executed once, or are you trying to compare chalk and cheese?
In the first case, try changing the last line of your code from using
stopWatch.Elapsed.ToString()
to
stopWatch.Elapsed.ToString() / options.Count
That will at least mean you are comparing one iteration with one iteration.
However, your results will still be useless. Timing a very short operation once gives poor results - you have to repeat such thing tens of thousands of times to get a statistically meaningingful average time. Otherwise the inaccuracy of the system clock and the overheads involved in starting and stopping your timer will swamp your results.
Also, what is the PC doing while all this is happening? If there are other processes loading the CPU, then they could easily interfere with your timings. If you're running this on a busy server then you may get competely random results.
Lastly, how you exceute the tests can alter things. If you always run test 1 followed by test 2, it's possible that running the first test affects CPU caches (e.g. of the data in the options list) etc so that the following code is able to execute faster. If garbage collection occurs during one of your tests, it wil skew the results.
You need to eliminate all these factors before you have numbers that are worth comparing. Only then should you ask "why is test 1 running so much slower than test 2"?
The first code example doesn't output anything until all the options have been iterated while the second one outputs a time after the first option has been processed. If there are multiple options, you would expect to see such a difference.
Just pause it a few times in the IDE and you'll see where the time goes.
There's a very natural and strong temptation to think that the time things take is proportional to how much code they are. For example, which do you think is faster?
for (MyClass x in y)
for (MyClass theParticularInstanceOfClass in MyCollectionOfInstances)
It is natural to think that the first is faster, when in fact the code size is irrelevant and could be hiding a multitude of expensive operations.

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