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    • thomthomT Offline
      thomthom
      last edited by

      @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.

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

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      • Dan RathbunD Offline
        Dan Rathbun
        last edited by

        Ruby is a 100% Object-Oriented Interpreted Scripting Language.

        See: "Ruby Newbie's Guide to Getting Started"

        I'm not here much anymore.

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        • Dan RathbunD Offline
          Dan Rathbun
          last edited by

          @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.)

          I'm not here much anymore.

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          • thomthomT Offline
            thomthom
            last edited by

            i += 1 vs i = 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
            1.682

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

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            • TIGT Offline
              TIG Moderator
              last edited by

              @thomthom said:

              i += 1 vs i = 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
              1.682

              So avoid i='0'; t=Time.now; 10000000.times { i.next! }; Time.now-t
              ~8.300 😒

              TIG

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              • thomthomT Offline
                thomthom
                last edited by

                @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
                3.402

                t=Time.now; x=0; range.each { |i| x = i + 1 }; Time.now-t
                2.848

                t=Time.now; x=0; i=0; range.each { |i| x = i + 1 }; Time.now-t
                2.39

                t=Time.now; for j in range; y = j + 1; end; Time.now-t
                2.196

                t=Time.now; y=0; for j in range; y = j + 1; end; Time.now-t
                2.186

                If one has to use blocks, init the variables you use inside the block first.

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

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                • D Offline
                  dany67300
                  last edited by

                  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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                  • TIGT Offline
                    TIG Moderator
                    last edited by

                    @dany67300 said:

                    I have read all you optimization tips and tried them, but nothing seems to change the speed creation of my objects. I'm using Sketchup 8 to create dominoes described by a picture. To create the dominoes, 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 pces -> 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.

                    Since all dominoes are fixed by there number pattern, why not make the set as separate SKPs with common origins.
                    Then load them into the model when you run the script - no need to make geometry at all - and ' entities.add_instance(defn, trans)' of them as needed - the transformation used when adding determines the location and rotation.
                    Because they are each component instances you can swap one type for another as you wish - in code instance.definition=xxxx ...
                    IF you only have one simple block domino make one definition and add_instances of that multiple times... You can apply different materials separately to each instance... 🤓

                    TIG

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                    • D Offline
                      dany67300
                      last edited by

                      I hadn't seen that i could put a different material to each instance of a same defintion 😳
                      thanks a lot ! it works very well 😄

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                      • B Offline
                        bentleykfrog
                        last edited by

                        @dany67300 said:

                        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.

                        I've noticed that sketchup slows down greatly once the number of groups in the current tier is greater than 1000 on my machine. Does your script speed up if the geometry is written straight to Sketchup.active_model.entities?

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                        • thomthomT Offline
                          thomthom
                          last edited by

                          @bentleykfrog said:

                          @dany67300 said:

                          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.

                          I've noticed that sketchup slows down greatly once the number of groups in the current tier is greater than 1000 on my machine. Does your script speed up if the geometry is written straight to Sketchup.active_model.entities?

                          Adding entities to SketchUp slows down in direct proportion to how many existing entities there is in the entities collection you add to.

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

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                          • S Offline
                            sm4rt
                            last edited by

                            Well I got a situation !! 😲

                            C:\>ruby test.rb range = (0..90000000) t=Time.now; x=0; i=0; range.each { |i| x = 0b0011_1100<<2 }; Time.now-t 13.156753 t=Time.now; x=0; i=0; range.each { |i| x = 60*4 }; Time.now-t 10.400594

                            just a no sens !!!
                            Really a human oriented language 😉

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                            • Dan RathbunD Offline
                              Dan Rathbun
                              last edited by

                              The for loop should be faster, try:

                              ` t = Time.now
                              for i in range do

                              code here

                              end
                              puts Time.now - t`

                              I'm not here much anymore.

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                              • S Offline
                                sm4rt
                                last edited by

                                Was talking about shifting binary number is longer then the same "base 10" arithmetic operation...

                                Which is no sense in processor calculation.
                                Try the same comparison in ASM, C++, PHP etc. and look the result^^

                                But in this case I think it's because x = 0b0011_1100<<2 affect the decimal number of the binary one to x variable so the number of edge clock needed is greater... IMO

                                Edit: And for loop isn't for me Result-for-each-variables.txt
                                here is my results of the test that ThomThom put above to prove that for loop is better then each one and that declaring variable before is faster too but it's still not true for my equipment...
                                (Ruby 1.9.2-p180 / Windows 7 64 bit / Intel Core i3 M 350 2.27GHz)

                                So I think that these optimizations depend of many variables....(versions of Ruby/Sketchup) Even if some will still be true in the future...

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                                • AdamBA Offline
                                  AdamB
                                  last edited by

                                  Here's another to look out for. There is a (time) cost associated with "creating" a variable, so its often faster to use variables declared outside the scope of the executing block.

                                  def doit
                                  	
                                          start = Time.now
                                  	10000.times {
                                  		c = 5
                                  		d = 5
                                  		
                                  		e = c + d
                                  	}
                                  	puts Time.now - start
                                  	
                                  	a = 0
                                  	b = 0
                                  	c = 0
                                  	start = Time.now
                                  	10000.times {
                                  		a = 5
                                  		b = 5
                                  		
                                  		c = a + b
                                  	}
                                  	puts Time.now - start
                                  
                                  end
                                  

                                  Developer of LightUp Click for website

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                                  • G Offline
                                    glro
                                    last edited by

                                    @dan rathbun said:

                                    @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 run a spanish computer using french as default language, and it doesn't work...

                                    But there is a simple way to do it, using the standard line of code you mentioned, plus a messagebox

                                    result = UI.messagebox "if the outliner window is opened, close it?'", MB_YESNO
                                      if result == 6 #yes
                                    	  #close or open the outliner window
                                    		status=UI.show_inspector "Outliner"
                                    		if status==false then
                                    		  UI.show_inspector "Outliner"
                                    		end
                                     end
                                    

                                    This way, you don't toggle on the outliner window if it is not opened already, and if it is, you close it

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                                    • Dan RathbunD Offline
                                      Dan Rathbun
                                      last edited by

                                      Actually we cannot close inspectors singly. Once they are open, we can only collapse or expand them.

                                      I'm not here much anymore.

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                                      • TIGT Offline
                                        TIG Moderator
                                        last edited by

                                        For Windows windows only - using Win32API.so - which you'll need to 'require'...
                                        You can 'close' just one window thus:
                                        closeWindow("Outliner")
                                        where:

                                        def closeWindow(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,0x0112,0xF060,0)#CLOSES
                                        end
                                        

                                        You can check if a window is 'visible' with:

                                        def windowIsVisible?(name)
                                            findWindow = Win32API.new("user32.dll","FindWindow",['P','P'],'N')
                                            isWindowVisible= Win32API.new("user32.dll","IsWindowVisible",['P'],'N')
                                            pw=findWindow.call(0,name)
                                            return isWindowVisible.call(pw)==1 
                                        end
                                        

                                        Incidentally, the roll 'up'/'down' methods I often use are:

                                        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
                                        

                                        ... using isRolledUp?("Outliner") to then toggleRollUp("Outliner") to roll it up if it's down etc...

                                        TIG

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                                        • G Offline
                                          glro
                                          last edited by

                                          @dan rathbun said:

                                          Actually we cannot close inspectors singly. Once they are open, we can only collapse or expand them.

                                          i am surely missing something

                                          you are right; the window is not closed, only collapsed

                                          but it is sufficient; my experience is that sketchup doesn't crash anymore

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                                          • TIGT Offline
                                            TIG Moderator
                                            last edited by

                                            Collapsing [rolling-up] the Outliner is sufficient to stop it updating and causing bugsplats.
                                            However, my methods just posted do also 'close' the window if desired - but this might be annoying for users [?]... remember to use the 'locale' name for the window...

                                            TIG

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