Optimization Tips
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That's showing a for loop in the c language.
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That's what it's doing under the hood.
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@thomthom said:
That's what it's doing under the hood.
Right, so where is the definition for the
for
function?The answer is there isn't one because
for
is not a function, but is "sugar". Thefor
loop in Ruby really uses the.each
method behind the scenes.Although, I can't recall where I learned that. The link to the blog article mentions it, though.
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speaking of each vs for :
loop1 = [] loop2 = [] calls = ["one", "two", "three"] calls.each do |c| loop1 << Proc.new { puts c } end for c in calls loop2 << Proc.new { puts c } end loop1[1].call #=> "two" loop2[1].call #=> "three"
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@jim said:
The
for
loop in Ruby really uses the.each
method behind the scenes. ... Although, I can't recall where I learned that. -
I guess to get back on topic, for loops are not faster then .each iterators. The performance must have to do with how the
for
loop variables are not loop scoped, as ineach
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Came across this link:
http://www.h3rald.com/articles/efficient-ruby-code-shortcut-review/On that list it says
@unknownuser said:Use parallel assignment (a, b = 5, 6) where applicable
while at this link:
http://www.hxa.name/articles/content/ruby-speed-guide_hxa7241_2007.html@unknownuser said:
Avoid parallel assignment
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@thomthom said:
Came across this link:
http://www.h3rald.com/articles/efficient-ruby-code-shortcut-review/On that list it says
@unknownuser said:Use parallel assignment (a, b = 5, 6) where applicable
while at this link:
http://www.hxa.name/articles/content/ruby-speed-guide_hxa7241_2007.html@unknownuser said:
Avoid parallel assignment
I just bought the ebook and that review summary was wrong - parallel assignments are not recommended for performance important tasks.
Interesting read that book btw. -
Let's see - for performance I'm going to avoid iterations, arrays, hashes and objects.
What's left?
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@jim said:
I guess to get back on topic, for loops are not faster then .each iterators. The performance must have to do with how the
for
loop variables are not loop scoped, as ineach
."Your racing car is not faster than my Trabant, it just covers more ground in a shorter time than my car."
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Has anyone looked into Enumerable.grep()? it seems pretty useful, but I don't know how fast it is.
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@adamb said:
@jim said:
I guess to get back on topic, for loops are not faster then .each iterators. The performance must have to do with how the
for
loop variables are not loop scoped, as ineach
."Your racing car is not faster than my Trabant, it just covers more ground in a shorter time than my car."
Heh? Oh. Yes, I see.
Would it be correct to say: An each loop can be as fast as a for loop if the loop variable has been initialized?
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That would mean it's not the each loop itself that's slow - but the creation of variables.
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Vertex.position
is slow! Cache the result if you need to use the same Point3d multiple times.Point3d.distance
also accepts Vertex objects in place ofPoint3d
orArray
.
point1.distance(vertex2)
is faster thanpoint1.distance(vertex2.position)
.http://www.thomthom.net/blog/2010/04/sketchup-vertex-position-speed-performance/
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Its all interesting info you're digging up thomthom, but I wonder where you're going..
Ruby is a scripting language that makes for very quick development, modern constructs and good readability. So you pay for that with execution performance. However, performance with a big P which may include how fast you can complete and deliver functionality may be better - but once again I do think you should play to Ruby's strength rather than perhaps bend it into something it isn't.
By the time you've created local copies of state, rewritten everything using a compact form etc etc you end up with something that is less readable and probably more prone to bugs. And as you've discovered, there is a massive difference in performance between native code and Ruby - such a large gulf, you're never going to come even close to closing it.
You should do heavy lifting with a C extension and GUI / API / semantic stuff with Ruby. Processing geometry topology with Ruby is, in general, not practical. Not that it can't be done..but that's not what I'm suggesting.
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@adamb said:
Its all interesting info you're digging up thomthom, but I wonder where you're going..
That was actually stuff I found out before I got around to do a C extension.
Jumping from Ruby - or any other scripting language - C extensions is not an easy jump. If C isn't your cup of tea then it's worth knowing what saves time in Ruby. Most plugin writers here doesn't do C and have no interest in it either. Just making something that work - but still one can save noticeable time.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
.As for C extensions - it appear that there's a significant overhead of converting VALUEs to workable C types - so if you iterate only once over a set of data there isn't much to gain. Only if there's quite a bit more calculations.
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@thomthom said:
As for C extensions - it appear that there's a significant overhead of converting VALUEs to workable C types - so if you iterate only once over a set of data there isn't much to gain. Only if there's quite a bit more calculations.
Not really. You asked the wrong question, so you perhaps got an answer that has misled you.
You asked about converting Ruby arrays to C etc. And everything I said stands. However, sounds like you actually want a C extension that operates upon the Ruby structures. If you have a situation where you are just wanting to twiddle existing Ruby data from C, it is well worth doing even for 1 pass because the fixed costs are pretty much zero.
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I'm very green to this Ruby <-> C interaction - so its very likely I'm not doing thing the right way around.
@adamb said:
However, sounds like you actually want a C extension that operates upon the Ruby structures.
What I have done so far is to calculate the soft selection for my Vertex Edit. So for each vertex in the selection set I needed to find the closest closest distance to any of the vertices not selected. It was the
distance
method that was so slow.
I did some tests - created a dummy set of 3d data in C and calculated the soft selection for that. Very fast. But as soon as I made the source data set come from RUBY it became very slow. The C function was setting two sets of ruby arrays of vertices. Getting the X,Y,Z data for each vertex seemed to be very slow - converting Vertex to Point3d and then converting the X,Y,Z into C doubles.
For every vertex in the selection I was iterating the remaining set of vertices and converting them.
What I then did was to do a pre-pass of the non-selected vertices and create an C array of point3d structs. I then got a big speed increase. That's what lead me to the impression that converting Ruby VALUES to C types are expensive.
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