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    • thomthomT Offline
      thomthom
      last edited by

      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 of Point3d or Array.
      point1.distance(vertex2) is faster than point1.distance(vertex2.position).

      Link Preview Image
      Sketchup Vertex.position speed performance - ThomThom's Website

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      (www.thomthom.net)

      Thomas Thomassen — SketchUp Monkey & Coding addict
      List of my plugins and link to the CookieWare fund

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      • AdamBA Offline
        AdamB
        last edited by

        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.

        Developer of LightUp Click for website

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        • thomthomT Offline
          thomthom
          last edited by

          @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 only Point3d. And passing the Vertex is faster than Vertex.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.

          Thomas Thomassen — SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • AdamBA Offline
            AdamB
            last edited by

            @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.

            Developer of LightUp Click for website

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            • thomthomT Offline
              thomthom
              last edited by

              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.

              Thomas Thomassen — SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • AdamBA Offline
                AdamB
                last edited by

                distance requires a square root of a scalar product. ie sqrt(A.B)

                Keep in mind that in native "cpu" math, A.B is perhaps ~5 cycles and sqrt(X) is perhaps ~35 cycles. If you don't actually need the squareroot but just need to find the closest, then just compare A.B which should be significantly faster.

                Developer of LightUp Click for website

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                • thomthomT Offline
                  thomthom
                  last edited by

                  @adamb said:

                  distance requires a square root of a scalar product. ie sqrt(A.B)

                  Keep in mind that in native "cpu" math, A.B is perhaps ~5 cycles and sqrt(X) is perhaps ~35 cycles. If you don't actually need the squareroot but just need to find the closest, then just compare A.B which should be significantly faster.

                  Yes - I was reading up on sqrt and found that to compare "longer" and "shorter" I didn't need sqrt. So I changed my code to only do the square root after I've found the shortest distance. That way it's called only once per vertex in Selection. (I needed the distance for some other calculations)

                  Thomas Thomassen — SketchUp Monkey & Coding addict
                  List of my plugins and link to the CookieWare fund

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                  • C Offline
                    cjthompson
                    last edited by

                    @cjthompson said:

                    Has anyone looked into Enumerable.grep()? it seems pretty useful, but I don't know how fast it is.

                    well, since no one seems to be listening... 😢
                    I ran my own test (for: is using a for loop, grep: is using Enumerable.grep)
                    speedTest for: entities - 0.016 grep: entities - 0.015 for: entities array - 0.0 grep: entities array - 0.016 for: range - 0.219 grep: range - 0.203 for: range array - 0.219 grep: range array - 0.218 for: strings - 0.469 grep: strings - 0.234 nil

                    here is the code I used:

                    def speedTest
                    	entities = Sketchup.active_model.entities
                    	entitiesArray = entities.to_a
                    	range = 0..1000000
                    	rangeArray = range.to_a
                    	strings = range.collect{|number| number.to_s}
                    	
                    	## Entities
                    	
                    	results = []
                    	start = Time.now
                    	for ent in entities
                    		if(ent.class == Sketchup;;Edge)
                    			results << ent
                    		end
                    	end
                    	puts "for; entities - " + (Time.now - start).to_s
                    	
                    	results = []
                    	start = Time.now
                    	results = entities.grep(Sketchup;;Edge)
                    	puts "grep; entities - " + (Time.now - start).to_s
                    	
                    	## Entities array
                    	
                    	results = []
                    	start = Time.now
                    	for ent in entitiesArray
                    		if(ent.class == Sketchup;;Edge)
                    			results << ent
                    		end
                    	end
                    	puts "for; entities array - " + (Time.now - start).to_s
                    	
                    	results = []
                    	start = Time.now
                    	results = entitiesArray.grep(Sketchup;;Edge)
                    	puts "grep; entities array - " + (Time.now - start).to_s
                    	
                    	## Range
                    	
                    	results = []
                    	start = Time.now
                    	for num in range
                    		if(num == 318256)
                    			results << num
                    		end
                    	end
                    	puts "for; range - " + (Time.now - start).to_s
                    	
                    	results = []
                    	start = Time.now
                    	results = range.grep(318256)
                    	puts "grep; range - " + (Time.now - start).to_s
                    	
                    	## Range Array
                    	
                    	results = []
                    	start = Time.now
                    	for num in rangeArray
                    		if(num == 318256)
                    			results << num
                    		end
                    	end
                    	puts "for; range array - " + (Time.now - start).to_s
                    	
                    	results = []
                    	start = Time.now
                    	results = rangeArray.grep(318256)
                    	puts "grep; range array - " + (Time.now - start).to_s
                    	
                    	## Strings
                    	
                    	results = []
                    	start = Time.now
                    	for str in strings
                    		if(str.match(/312\Z/))
                    			results << str
                    		end
                    	end
                    	puts "for; strings - " + (Time.now - start).to_s
                    	
                    	results = []
                    	start = Time.now
                    	results = range.grep(/312\Z/)
                    	puts "grep; strings - " + (Time.now - start).to_s
                    	
                    end
                    

                    and the model I tested on:


                    test1k.skp

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      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/

                      Thomas Thomassen — SketchUp Monkey & Coding addict
                      List of my plugins and link to the CookieWare fund

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                      • P Offline
                        Pout
                        last edited by

                        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

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                        • thomthomT Offline
                          thomthom
                          last edited by

                          .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_? to is_a?

                          Thomas Thomassen — SketchUp Monkey & Coding addict
                          List of my plugins and link to the CookieWare fund

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                          • P Offline
                            Pout
                            last edited by

                            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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                            • P Offline
                              Pout
                              last edited by

                              all works, speeds increase is fine 😄
                              thx!

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                👍

                                Thomas Thomassen — SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • K Offline
                                  kwalkerman
                                  last edited by

                                  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?

                                  --
                                  Karen

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                                  • Dan RathbunD Offline
                                    Dan Rathbun
                                    last edited by

                                    @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

                                    I'm not here much anymore.

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                                    • Dan RathbunD Offline
                                      Dan Rathbun
                                      last edited by

                                      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 up

                                      There's no way with the API to tell (now) what state it is in.

                                      I'm not here much anymore.

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                                      • TIGT Online
                                        TIG Moderator
                                        last edited by

                                        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........

                                        TIG

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                                        • Dan RathbunD Offline
                                          Dan Rathbun
                                          last edited by

                                          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

                                          I'm not here much anymore.

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                                          • TIGT Online
                                            TIG Moderator
                                            last edited by

                                            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 !

                                            TIG

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