If your goal is to use a profiler, use one of the suggested ones.
However, if you're in a hurry and you can manually interrupt your program under the debugger while it's being subjectively slow, there's a simple way to find performance problems.
Just halt it several times, and each time look at the call stack. If there is some code that is wasting some percentage of the time, 20% or 50% or whatever, that is the probability that you will catch it in the act on each sample. So, that is roughly the percentage of samples on which you will see it. There is no educated guesswork required. If you do have a guess as to what the problem is, this will prove or disprove it.
You may have multiple performance problems of different sizes. If you clean out any one of them, the remaining ones will take a larger percentage, and be easier to spot, on subsequent passes. This magnification effect, when compounded over multiple problems, can lead to truly massive speedup factors.
Caveat: Programmers tend to be skeptical of this technique unless they've used it themselves. They will say that profilers give you this information, but that is only true if they sample the entire call stack, and then let you examine a random set of samples. (The summaries are where the insight is lost.) Call graphs don't give you the same information, because
- They don't summarize at the instruction level, and
- They give confusing summaries in the presence of recursion.
They will also say it only works on toy programs, when actually it works on any program, and it seems to work better on bigger programs, because they tend to have more problems to find. They will say it sometimes finds things that aren't problems, but that is only true if you see something once. If you see a problem on more than one sample, it is real.
P.S. This can also be done on multi-thread programs if there is a way to collect call-stack samples of the thread pool at a point in time, as there is in Java.
P.P.S As a rough generality, the more layers of abstraction you have in your software, the more likely you are to find that that is the cause of performance problems (and the opportunity to get speedup).
Added: It might not be obvious, but the stack sampling technique works equally well in the presence of recursion. The reason is that the time that would be saved by removal of an instruction is approximated by the fraction of samples containing it, regardless of the number of times it may occur within a sample.
Another objection I often hear is: "It will stop someplace random, and it will miss the real problem".
This comes from having a prior concept of what the real problem is.
A key property of performance problems is that they defy expectations.
Sampling tells you something is a problem, and your first reaction is disbelief.
That is natural, but you can be sure if it finds a problem it is real, and vice-versa.
Added: Let me make a Bayesian explanation of how it works. Suppose there is some instruction I
(call or otherwise) which is on the call stack some fraction f
of the time (and thus costs that much). For simplicity, suppose we don't know what f
is, but assume it is either 0.1, 0.2, 0.3, ... 0.9, 1.0, and the prior probability of each of these possibilities is 0.1, so all of these costs are equally likely a-priori.
Then suppose we take just 2 stack samples, and we see instruction I
on both samples, designated observation o=2/2
. This gives us new estimates of the frequency f
of I
, according to this:
Prior
P(f=x) x P(o=2/2|f=x) P(o=2/2&&f=x) P(o=2/2&&f >= x) P(f >= x | o=2/2)
0.1 1 1 0.1 0.1 0.25974026
0.1 0.9 0.81 0.081 0.181 0.47012987
0.1 0.8 0.64 0.064 0.245 0.636363636
0.1 0.7 0.49 0.049 0.294 0.763636364
0.1 0.6 0.36 0.036 0.33 0.857142857
0.1 0.5 0.25 0.025 0.355 0.922077922
0.1 0.4 0.16 0.016 0.371 0.963636364
0.1 0.3 0.09 0.009 0.38 0.987012987
0.1 0.2 0.04 0.004 0.384 0.997402597
0.1 0.1 0.01 0.001 0.385 1
P(o=2/2) 0.385
The last column says that, for example, the probability that f
>= 0.5 is 92%, up from the prior assumption of 60%.
Suppose the prior assumptions are different. Suppose we assume P(f=0.1)
is .991 (nearly certain), and all the other possibilities are almost impossible (0.001). In other words, our prior certainty is that I
is cheap. Then we get:
Prior
P(f=x) x P(o=2/2|f=x) P(o=2/2&& f=x) P(o=2/2&&f >= x) P(f >= x | o=2/2)
0.001 1 1 0.001 0.001 0.072727273
0.001 0.9 0.81 0.00081 0.00181 0.131636364
0.001 0.8 0.64 0.00064 0.00245 0.178181818
0.001 0.7 0.49 0.00049 0.00294 0.213818182
0.001 0.6 0.36 0.00036 0.0033 0.24
0.001 0.5 0.25 0.00025 0.00355 0.258181818
0.001 0.4 0.16 0.00016 0.00371 0.269818182
0.001 0.3 0.09 0.00009 0.0038 0.276363636
0.001 0.2 0.04 0.00004 0.00384 0.279272727
0.991 0.1 0.01 0.00991 0.01375 1
P(o=2/2) 0.01375
Now it says P(f >= 0.5)
is 26%, up from the prior assumption of 0.6%. So Bayes allows us to update our estimate of the probable cost of I
. If the amount of data is small, it doesn't tell us accurately what the cost is, only that it is big enough to be worth fixing.
Yet another way to look at it is called the Rule Of Succession.
If you flip a coin 2 times, and it comes up heads both times, what does that tell you about the probable weighting of the coin?
The respected way to answer is to say that it's a Beta distribution, with average value (number of hits + 1) / (number of tries + 2) = (2+1)/(2+2) = 75%
.
(The key is that we see I
more than once. If we only see it once, that doesn't tell us much except that f
> 0.)
So, even a very small number of samples can tell us a lot about the cost of instructions that it sees. (And it will see them with a frequency, on average, proportional to their cost. If n
samples are taken, and f
is the cost, then I
will appear on nf+/-sqrt(nf(1-f))
samples. Example, n=10
, f=0.3
, that is 3+/-1.4
samples.)
Added: To give an intuitive feel for the difference between measuring and random stack sampling:
There are profilers now that sample the stack, even on wall-clock time, but what comes out is measurements (or hot path, or hot spot, from which a "bottleneck" can easily hide). What they don't show you (and they easily could) is the actual samples themselves. And if your goal is to find the bottleneck, the number of them you need to see is, on average, 2 divided by the fraction of time it takes.
So if it takes 30% of time, 2/.3 = 6.7 samples, on average, will show it, and the chance that 20 samples will show it is 99.2%.
Here is an off-the-cuff illustration of the difference between examining measurements and examining stack samples.
The bottleneck could be one big blob like this, or numerous small ones, it makes no difference.

Measurement is horizontal; it tells you what fraction of time specific routines take.
Sampling is vertical.
If there is any way to avoid what the whole program is doing at that moment, and if you see it on a second sample, you've found the bottleneck.
That's what makes the difference - seeing the whole reason for the time being spent, not just how much.
Because that’s how the POSIX standard defines a line:
- 3.206 Line
- A sequence of zero or more non- <newline> characters plus a terminating <newline> character.
Therefore, lines not ending in a newline character aren't considered actual lines. That's why some programs have problems processing the last line of a file if it isn't newline terminated.
There's at least one hard advantage to this guideline when working on a terminal emulator: All Unix tools expect this convention and work with it. For instance, when concatenating files with cat
, a file terminated by newline will have a different effect than one without:
$ more a.txt
foo
$ more b.txt
bar$ more c.txt
baz
$ cat {a,b,c}.txt
foo
barbaz
And, as the previous example also demonstrates, when displaying the file on the command line (e.g. via more
), a newline-terminated file results in a correct display. An improperly terminated file might be garbled (second line).
For consistency, it’s very helpful to follow this rule – doing otherwise will incur extra work when dealing with the default Unix tools.
Think about it differently: If lines aren’t terminated by newline, making commands such as cat
useful is much harder: how do you make a command to concatenate files such that
- it puts each file’s start on a new line, which is what you want 95% of the time; but
- it allows merging the last and first line of two files, as in the example above between
b.txt
and c.txt
?
Of course this is solvable but you need to make the usage of cat
more complex (by adding positional command line arguments, e.g. cat a.txt --no-newline b.txt c.txt
), and now the command rather than each individual file controls how it is pasted together with other files. This is almost certainly not convenient.
… Or you need to introduce a special sentinel character to mark a line that is supposed to be continued rather than terminated. Well, now you’re stuck with the same situation as on POSIX, except inverted (line continuation rather than line termination character).
Now, on non POSIX compliant systems (nowadays that’s mostly Windows), the point is moot: files don’t generally end with a newline, and the (informal) definition of a line might for instance be “text that is separated by newlines” (note the emphasis). This is entirely valid. However, for structured data (e.g. programming code) it makes parsing minimally more complicated: it generally means that parsers have to be rewritten. If a parser was originally written with the POSIX definition in mind, then it might be easier to modify the token stream rather than the parser — in other words, add an “artificial newline” token to the end of the input.
Best Solution
You should adhere your application to the XDG Base Directory Specification. Most answers here are either obsolete or wrong.
Your application should store and load data and configuration files to/from the directories pointed by the following environment variables:
$XDG_DATA_HOME
(default:"$HOME/.local/share"
): user-specific data files.$XDG_CONFIG_HOME
(default:"$HOME/.config"
): user-specific configuration files.$XDG_DATA_DIRS
(default:"/usr/local/share/:/usr/share/"
): precedence-ordered set of system data directories.$XDG_CONFIG_DIRS
(default:"/etc/xdg"
): precedence-ordered set of system configuration directories.$XDG_CACHE_HOME
(default:"$HOME/.cache"
): user-specific non-essential data files.You should first determine if the file in question is:
$XDG_CONFIG_HOME:$XDG_CONFIG_DIRS
);$XDG_DATA_HOME:$XDG_DATA_DIRS
); or$XDG_CACHE_HOME
).It is recommended that your application put its files in a subdirectory of the above directories. Usually, something like
$XDG_DATA_DIRS/<application>/filename
or$XDG_DATA_DIRS/<vendor>/<application>/filename
.When loading, you first try to load the file from the user-specific directories (
$XDG_*_HOME
) and, if failed, from system directories ($XDG_*_DIRS
). When saving, save to user-specific directories only (since the user probably won't have write access to system directories).For other, more user-oriented directories, refer to the XDG User Directories Specification. It defines directories for the Desktop, downloads, documents, videos, etc.