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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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                                    • Dan RathbunD Offline
                                      Dan Rathbun
                                      last edited by

                                      I did.. It is not clear.

                                      I'm not here much anymore.

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        @dan rathbun said:

                                        I did.. It is not clear.

                                        Page 154 vs 155 - you can see it does quite a lot of different things. On 154 which is the code for attr_reader it just directly fetches the value. In page 155 you can see it invokes a whole lot more (explained partly on page 156).

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

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                                        • jolranJ Offline
                                          jolran
                                          last edited by

                                          if vector1.samedirection?(vector2) => do something.... end

                                          seams a little faster than:

                                          next unless vector1.samedirection?(vector2) => do something...

                                          Havent done any vigourious testing, could be specific case for me or maybe just a difference between if and unless.

                                          Just wanted to mention I noticed some difference in speed for the 2 cases.

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            Got some numbers? I'd be surprised if there was a change due to if vs unless.

                                            Isn't it the "do something" that makes the difference here? Because you're comparing inverted logic that control whether "do something" is executed or not...

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

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