Optimization Tips
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I also read that depending on the settings of the compiler the instruction set used to compute sqrt and it's performance vary greatly. One of the articles I read suggested that many compilers will use old set of instructions by default for greater compatibility.
What do you do for your projects?Edit: one of the articles I read: http://assemblyrequired.crashworks.org/2009/10/16/timing-square-root/
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concerning typename vs class:
For, till now, unexplained reason when i change typename with class the results are different
Script is a bit like this:x=entity.class (or entity.typename) if x=="Face" do something elsif x=="Group" do something elsif x=="ComponentInstance" do something else end
When the type is "ComponentInstance" the results are not the same for class and typename.
I need to check on this since the speed increase is huge -
.class
returns a Class object - not a string.
What causes the slow down is the string comparison - that's what you want to avoid.x=entity.class if x==Sketchup;;Face do something elsif x==Sketchup;;Group do something elsif x==Sketchup;;ComponentInstance do something else end
or
if entity.is_a?(Sketchup;;Face) do something elsif entity.is_a?(Sketchup;;Group) do something elsif entity.is_a?(Sketchup;;ComponentInstance) do something else end
Update: fixed
is_?
tois_a?
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I'll check and let you know. When i use 'class' the correct conditions are entered but the result differs.
I'll keep you posted if it changes with your scripts.Thx
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all works, speeds increase is fine
thx! -
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One thing I have noticed is that some code runs much slower with the outliner window open. Is there a way to close the window at the start of certain code execution, and then re-open it at the end?
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Karen -
@kwalkerman said:
One thing I have noticed is that some code runs much slower with the outliner window open. Is there a way to close the window at the start of certain code execution, and then re-open it at the end?
Maybe...
but have you tried using Model.start_operation ?see also abort_operation and commit_operation
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UI.show_inspector "Outliner"
toggles it.
Shows it if it's closed
Rolls it up if it's shown
Unrolls it if it's rolled upThere's no way with the API to tell (now) what state it is in.
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I think Jim made a Windows hack to toggle a rollup...
### toggleWindows.rb - based on Jim's ideas - only for Windows... ### 20090401 TIG ### needs "win32api.so" if [PLATFORM].grep(/mswin/)==[PLATFORM] and Sketchup.find_support_file("Win32API.so","Plugins/") ### = a Windows machine require 'Win32API.so' def toggleRollUp(name) findWindow = Win32API.new("user32.dll","FindWindow",['P','P'],'N') pw=findWindow.call(0,name) sendMessage = Win32API.new("user32.dll","SendMessage",['N','N','N','P'],'N') sendMessage.call(pw,0x00a1,2,"")#WM_NCLBUTTONDOWN sendMessage.call(pw,0x0202,0,"")#WM_LBUTTONUP end def isRolledUp(name) findWindow = Win32API.new("user32.dll","FindWindow",['P','P'],'N') getWindowRect= Win32API.new("user32.dll","GetWindowRect",['P','PP'],'N') pw=findWindow.call(0,name) data=Array.new.fill(0.chr,0..4*4).join getWindowRect.call(pw,data); rect=data.unpack("i*") #if window height is less than 90 then the window is rolledup return (rect[3]-rect[1])<90 end end#if
You add 'Outliner' to run it... test if rolled up, toggle roll up if not etc etc........
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its nice but...
The windows have other language names in the loacalized versions.
The code needs updating. It needs to search by ID instead.
(Or have arrays of the Inspector captions in all the local versions.)It also should be in the SKX forum, either as a UI module extended method (which would be half done, as it's only Win32,) or a SKX::GUI::WIN method.. or something
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I only pass on Jim's hack... if you want to 'fix' it please do... It'd be better if the API had proper access to these anyway !
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Dan, this is absolutely what I need. It is the updating of the UI that is slowing the calculation down. Having the outliner window open compounds the problem.
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Karen -
@kwalkerman said:
Dan, this is absolutely what I need. It is the updating of the UI that is slowing the calculation down. Having the outliner window open compounds the problem.
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KarenYou are using
.start_operation
with thedisable_ui
flag, right?Also, try to do as much as possible in bulk operations. Transform and erase in bulks.
entities.erase_entities
instead ofentity.erase!
etc.
Cache calculation results - Ruby is horribly slow in crunching numbers.
Often, methods that accepts Point3D objects can use Vertex objects as well - though the API docs doesn't mention this. If you are doing many iterationvertex.position
will eat time. So try to feed the methods raw vertices instead. -
@dan rathbun said:
its nice but...
The code needs updating. It needs to search by ID instead.
(Or have arrays of the Inspector captions in all the local versions.)Ooops.. just checked. The Outliner does not have an ID.
But Jim's system call 'may' work. The window object can have a different "name" than the text displayed on the caption bar.
Someone running a non-English version could test it and let us know. -
@dan rathbun said:
@dan rathbun said:
The code needs updating. ...
(Or have arrays of the Inspector captions in all the local versions.)But Jim's system call 'may' work. The window object can have a different "name" than the text displayed on the caption bar.
Someone running a non-English version could test it and let us know.
Didier tested it and the results are both good and bad:
see: Re: Anyone with non-english Sketchup? -
@thomthom said:
What I found most interesting in those test was that
Vertex
is a valid argument where the manual claims onlyPoint3d
. And passing the Vertex is faster thanVertex.position
.Well i think you'll find this is a commonality of the API and the Docs is the fact that "those" who are creating the API and the Docs ARE NOT "those" who use it on a daily basis!
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Hi guys,
I have just found out that converting String to Length directly is up to 13x slower in comparision to converting it to Float first and only then to Length...
def string_to_length_conversion(iterations=100_000) a=0 t1=Time.now.to_f iterations.times do # convert to Length directly a = '5,0'.to_l end t2=Time.now.to_f puts "Conversion to Length directly took #{t2-t1} sec, a=#{a}" t1=Time.now.to_f iterations.times do # convert to Float, then apply units (meters in this case) and set to Length a = '5,0'.to_f.m.to_l end t2=Time.now.to_f puts "Conversion to Length via Float took #{t2-t1} sec, a=#{a}" end #Conversion to Length directly took 1.84500002861023 sec, a=5,00m #Conversion to Length via Float took 0.14300012588501 sec, a=5,00m
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@unknownuser said:
I have just found out that converting String to Length directly is up to 13x slower in comparision to converting it to Float first and only then to Length...
That is useful to know. But that assumes one has a string with only a numeral.
String.to_l
will allow you to covert strings such as '20m' and '20mm'. With out any length unit indication in the string it will assume the length is in the unit of the current model. -
BUT remember that
.to_l
parses any 'units' text to work out the actual value into inches...
So"1.0m".to_l
>>>39.3700787401575"
or"1'".to_l
>>>12"
BUT
"1.0m".to_f.to_l
>>>1.0"
and"1'".to_f.to_l
>>>1"
therefore you may as well miss out the second method.to_l
as
"1.0m".to_f >>> 1.0
and"1'".to_f >>> 1
i.e. as a 'raw number'... AND 'raw numbers' are assumed to be in inches anyway ==1.0"
...
Also .to_l and .to_f work differently if there is no 'unit' suffix...
If you havemm
set as your current units then
"1".to_l
>>>0.0393700787401575
(inches)
but"1".to_f
>>> [ruby:3h6c8mbs]1.0[/ruby:3h6c8mbs] (float/number),
and with inches as the current units
"1".to_l
>>> [ruby:3h6c8mbs]1[/ruby:3h6c8mbs] (inch)
SO if you have an input that might be in anything other than inches and might have units in its string you do need to use.to_l
or you risk returning a wrong value...
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