Optimization Tips
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@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.
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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 -
The for loop should be faster, try:
` t = Time.now
for i in range docode here
end
puts Time.now - t` -
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 tox
variable so the number of edge clock needed is greater... IMOEdit: 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 thatfor
loop is better theneach
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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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
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@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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Actually we cannot close inspectors singly. Once they are open, we can only collapse or expand them.
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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 thentoggleRollUp("Outliner")
to roll it up if it's down etc... -
@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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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... -
Page 152
http://www.slideshare.net/tenderlove/zomg-why-is-this-code-so-slowattr_accessor :property
vsdef 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
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That would be in the sub-catagory of load optimization.
However, later is there any difference when instances are instantiated ??
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What do you mean?
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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.)
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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.
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I did.. It is not clear.
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@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). -
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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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...
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We are talking ms here, but still a consistent difference for me.
I was doing the condition inside a for loop.
@unknownuser said:
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...
Maybe, I don't quite know the difference
This was at the end of the loop, so the loop would restart again anyway if the "if" statement was false and there where more items to process.
My theory was to shortcut whats inside the if statement and just go ahead to the next one. But that was slower..I have also noticed the same kind of ms speedgain when using if @edge VS if @edge == true while setting
true or false elsewhere in the script.
But that is probably more logic, although one could possibly expect that only if @edge needs to do more lookups.Again I could be overlooking something fundamental gotcha in Ruby, needs testing by others.
Maybe next time I'll test I 'll get opposite resultsEdit: It could have something to do with that the if statement has an end in this case?
So the code get's encapsulated or something.
next unless vector1.samedirection?(vector2) => do something... end. Doesent work.Anyway it shaved 2 seconds of a process that took 30 seconds.
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