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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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                                      • jolranJ Offline
                                        jolran
                                        last edited by

                                        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 results 😄

                                        Edit: 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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                                        • dkendigD Offline
                                          dkendig
                                          last edited by

                                          woof... just switched from using Entities.add_face to Entities.fill_from_mesh... sped up adding 100k faces significantly... Used to take over an hour, now it takes 3 minutes... ::blinks:: wow!

                                          ---- adding each face manually ----

                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 45.3479998111725 sec (10k model)
                                          inner_group.entities after import: 36232
                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: ... I had to stop after waiting 35 minutes... (100k model)
                                          inner_group.entities after import: 361832

                                          ---- using add poly ----

                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 2.85800004005432 sec (10k model)
                                          inner_group.entities after import: 37348
                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 209.193000078201 sec (100k model)
                                          inner_group.entities after import: 361832

                                          ---- using add point and add poly ----

                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 2.79900002479553 sec (10k model)
                                          inner_group.entities after import: 37348
                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 200.332000017166 sec (100k model)
                                          inner_group.entities after import: 361832

                                          ---- using add point and add poly, passing vert and face count ----

                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 3.19099998474121 sec (10k model)
                                          inner_group.entities after import: 37348
                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 182.280999898911 sec (100k model)
                                          inner_group.entities after import: 361832

                                          ---- using add point and add poly, passing vert and face count, passing arrays of floats instead of Point3d ----

                                          inner_group.entities prior to import: 0
                                          VfSTimer - addPreviewMeshToEntitiesObject: 179.599999904633 sec (100k model)
                                          inner_group.entities after import: 361832

                                          Devin Kendig
                                          Developer

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                                          • L Offline
                                            ladyquestio
                                            last edited by

                                            @whaat said:

                                            I noticed in that thread about adding geometry to the model that someone tried creating the geometry by writing the mesh out to a temporary file format and then importing presumably with the model.import method. I'll have to try this and see how it compares with fill_from_mesh. 3DS format seems like the logical choice.

                                            Would XMF or CMF files quailfy under this topic?

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