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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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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    Page 152
                                    http://www.slideshare.net/tenderlove/zomg-why-is-this-code-so-slow

                                    attr_accessor :property vs def property; @property; end

                                    attr_accessor wins.

                                    Video of the presentation where the linked slideshow was used: http://confreaks.com/videos/427-rubyconf2010-zomg-why-is-this-code-so-slow

                                    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

                                      That would be in the sub-catagory of load optimization.

                                      However, later is there any difference when instances are instantiated ??

                                      ❓

                                      I'm not here much anymore.

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        What do you mean?

                                        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

                                          The attr_* creation call is run on the C side so is bound to be faster. There is no parsing of text characters that make up the method definition, and translating to C-calls.

                                          Also the built-in creates the @var and sets it to nil, so the pure Ruby version would also need to do that (within the initialize method, just to be fair.)


                                          This work is all defintion work, done when the class is parsed and defined. It is only done once.

                                          Who's classes have a million accessor methods that need to be defined ?

                                          What I mean?
                                          .. is that later, at Runtime, when actually calling the accessor method, to get the value of the instance variable, is there a speed difference between the method created by the C-call, and the method created by the Pure Ruby definition ?

                                          I read the example as measuring the difference in method instance creation times. (Even methods are instances of a class object.)

                                          I'm not here much anymore.

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            Have a look at the slideshow linked - from page 152 - it displays what does on on the C side and explains the difference. It also shows graphs for the speed difference.

                                            The whole presentation is also interesting.

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

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