Optimization Tips
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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... -
+ vs << vs "#{}"
Benchmark Test (at ruby-talk-google)
String concatenation in ruby -
` t=Time.now; 1000000.times{ 3**2 }; puts Time.now - t
0.948
nilt=Time.now; 1000000.times{ 3*3 }; puts Time.now - t
0.216
nil` -
@unknownuser said:
does the whole line have to be in c? im trying to map this out---
%(#0040FF)[]What do you mean? Are you making a C Extension?
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@unknownuser said:
THOM THOM WHAT KIND OF SCRIPTING LANGUAGE IS RUBY???????
Sorry, but I don't understand what 'kind' you mean. Can you elaborate a bit more?
And please, do not use all caps. It's hard to read and it's considered bad manners.
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Ruby is a 100% Object-Oriented Interpreted Scripting Language.
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@unknownuser said:
does the whole line have to be in c? im trying to map this out---
If you are new to Ruby... learn Ruby scripting, don't worry about it's C source code, you'll just confuse yourself. (The Ruby interpreter engine just happens to be written in C and compiled. You don't need to know C unless your involved with actually maintaining / updating the Ruby Core libraries. This has noting to do with using Ruby or writing Ruby scripts, or using Sketchup.)
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i += 1
vsi = i.next
i=0; t=Time.now; 10000000.times { i+=1 }; Time.now-t
2.045i=0; t=Time.now; 10000000.times { i=i.next }; Time.now-t
1.682 -
@thomthom said:
i += 1
vsi = i.next
i=0; t=Time.now; 10000000.times { i+=1 }; Time.now-t
2.045
i=0; t=Time.now; 10000000.times { i=i.next }; Time.now-t
1.682So avoid
i='0'; t=Time.now; 10000000.times { i.next! }; Time.now-t
~8.300 -
@thomthom said:
That would mean it's not the each loop itself that's slow - but the creation of variables.
range = (0..10000000)
t=Time.now; range.each { |i| x = i + 1 }; Time.now-t
3.402t=Time.now; x=0; range.each { |i| x = i + 1 }; Time.now-t
2.848t=Time.now; x=0; i=0; range.each { |i| x = i + 1 }; Time.now-t
2.39t=Time.now; for j in range; y = j + 1; end; Time.now-t
2.196t=Time.now; y=0; for j in range; y = j + 1; end; Time.now-t
2.186If one has to use blocks, init the variables you use inside the block first.
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I have read all you optimisation tips and tried them, but nothing seems to change the speed creation of my objects. I'm using Sketchup 8 to create dominos described by a picture. To create the dominos, I tried the add_face method and the fill_from_mesh, but the times are exactly the same. It takes me about 2 s to create 400 pieces, and it's growing exponentially. With 600 pieces -> 7s, 1200 pcs -> 50s...
Is it normal to take so much time ? Each domino is created in his own group for the moment, but it doesn't change if I create them directly in my scene.
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