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Update docs to use Time class rather than OS class.
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@@ -127,13 +127,13 @@ needs optimization. Is it your math or the way you access other pieces of data
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to do the math with? Is it the `for` loop? The `if` statements?
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You can narrow down the measurement by manually counting ticks as the code runs
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with some temporary functions. The two functions are part of the `OS` class
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with some temporary functions. The two functions are part of the `Time` class
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object. They are `get_ticks_msec` and `get_ticks_usec`. The first measures in
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milliseconds (1,000 per second), and the second measures in microseconds
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(1,000,000 per second).
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Either one returns the amount of time since the game started in their respective
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time frame. This comes directly from the operating system rather than Godot.
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Either one returns the amount of time since the game engine started in their respective
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time frame.
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If you wrap a piece of code with a start and end count of microseconds, the
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difference between the two is the amount of time it took to run that piece of
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@@ -143,16 +143,16 @@ code.
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.. code-tab:: gdscript GDScript
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# Measuring the time it takes for worker_function() to run
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var start = OS.get_ticks_usec()
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var start = Time.get_ticks_usec()
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worker_function()
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var end = OS.get_ticks_usec()
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var end = Time.get_ticks_usec()
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var worker_time = (end-start)/1000000.0
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# Measuring the time spent running a calculation over each element of an array
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start = OS.get_ticks_usec()
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start = Time.get_ticks_usec()
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for calc in calculations:
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result = pow(2, calc.power) * calc.product
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end = OS.get_ticks_usec()
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end = Time.get_ticks_usec()
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var loop_time = (end-start)/1000000.0
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print("Worker time: %s\nLoop time: %s" % [worker_time, loop_time])
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