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    • thomthomT 離線
      thomthom
      最後由 編輯

      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 離線
        Pout
        最後由 編輯

        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 離線
          thomthom
          最後由 編輯

          .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 離線
            Pout
            最後由 編輯

            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 離線
              Pout
              最後由 編輯

              all works, speeds increase is fine 😄
              thx!

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              • thomthomT 離線
                thomthom
                最後由 編輯

                👍

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

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                • K 離線
                  kwalkerman
                  最後由 編輯

                  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 離線
                    Dan Rathbun
                    最後由 編輯

                    @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 離線
                      Dan Rathbun
                      最後由 編輯

                      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 線上
                        TIG Moderator
                        最後由 編輯

                        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 離線
                          Dan Rathbun
                          最後由 編輯

                          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 線上
                            TIG Moderator
                            最後由 編輯

                            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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                            • K 離線
                              kwalkerman
                              最後由 編輯

                              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.

                              --
                              Karen

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                              • thomthomT 離線
                                thomthom
                                最後由 編輯

                                @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.

                                --
                                Karen

                                You are using .start_operation with the disable_ui flag, right?

                                Also, try to do as much as possible in bulk operations. Transform and erase in bulks. entities.erase_entities instead of entity.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 iteration vertex.position will eat time. So try to feed the methods raw vertices instead.

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

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                                • Dan RathbunD 離線
                                  Dan Rathbun
                                  最後由 編輯

                                  @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.

                                  I'm not here much anymore.

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                                  • Dan RathbunD 離線
                                    Dan Rathbun
                                    最後由 編輯

                                    @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?

                                    I'm not here much anymore.

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                                    • J 離線
                                      jessejames
                                      最後由 編輯

                                      @thomthom said:

                                      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.

                                      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! 😉

                                      Always sleep with a loaded gun under your pillow!

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                                      • J 離線
                                        Jernej Vidmar
                                        最後由 編輯

                                        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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                                        • thomthomT 離線
                                          thomthom
                                          最後由 編輯

                                          @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.

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

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                                          • TIGT 線上
                                            TIG Moderator
                                            最後由 編輯

                                            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 have mm 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... 🤓

                                            TIG

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