Your bench mark doesn't really measure FLOPS, it does some floating point operations and looping in C#.
However, if you can isolate your code to a repetition of just floating point operations you still have some problems.
Your code should include some "pre-cycles" to allow the "jitter to warm-up", so you are not measuring compile time.
Then, even if you do that,
You need to compile in release mode with optimizations on and execute your test from the commmand-line on a known consistent platform.
Fiddle here
Here is my alternative benchmark,
using System;
using System.Linq;
using System.Diagnostics;
class Program
{
static void Main()
{
const int Flops = 10000000;
var random = new Random();
var output = Enumerable.Range(0, Flops)
.Select(i => random.NextDouble())
.ToArray();
var left = Enumerable.Range(0, Flops)
.Select(i => random.NextDouble())
.ToArray();
var right = Enumerable.Range(0, Flops)
.Select(i => random.NextDouble())
.ToArray();
var timer = Stopwatch.StartNew();
for (var i = 0; i < Flops - 1; i++)
{
unchecked
{
output[i] += left[i] * right[i];
}
}
timer.Stop();
for (var i = 0; i < Flops - 1; i++)
{
output[i] = random.NextDouble();
}
timer = Stopwatch.StartNew();
for (var i = 0; i < Flops - 1; i++)
{
unchecked
{
output[i] += left[i] * right[i];
}
}
timer.Stop();
Console.WriteLine("ms: {0}", timer.ElapsedMilliseconds);
Console.WriteLine(
"MFLOPS: {0}",
(double)Flops / timer.ElapsedMilliseconds / 1000.0);
}
}
On my VM I get results like
ms: 73
MFLOPS: 136.986301...
Note, I had to increase the number of operations significantly to get over 1 millisecond.