Difference between revisions of "LSL Script Efficiency"

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(Added info on other types of efficiency.)
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Efficiency is how long it takes to run a script.  
Efficiency is how much resource a particular script uses to accomplish a goal. This often goes hand-in-hand with speed of execution, but not always.
 
There are many ways to speed up scripts, such as using ++a instead of a++.


However most of those micro optimizations might not hold true in the future. But there are some common guidelines to avoid:
Things to watch out for, in rough order of importance:


* Using a lot of scripts to accomplish something.  See Efficient Design.
* llSleep - This function uses up 0.2 to 0.3 ms per frame while the script sleeps, timers are much better.
* Short frequency timers (<5 sec)
* Short frequency timers (<5 sec)
* Listen - especially to the 0 channel
* Listen - especially to the 0 channel
* Changing textures on attachments (Others have to download them)
* Changing textures often (Others have to download them)
* Use of server/physical rotations instead of omega
* Inappropriate use of server/physical rotations instead of omega
* Event handlers which are not needed (touch, collision, ...)
* Event handlers which are not needed (touch, collision, ...)
* Large amount of email or IM
* Large amount of email or IM
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== Efficient Design ==
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Each idle script in an object adds 0.001 to 0.003 milliseconds per frame of script time usage.  Less scripts is better.
* If you need to have a bunch of "buttons", don't put a script in each prim.  Use [[llDetectedLinkNumber]] to detect which button was touched from your main script instead. 
* If you need to change color, alpha, or texture of child prims, do not put a script in each prim.  Instead use [[llSetLinkAlpha]], [[llSetLinkColor]], [[llSetLinkTexture]], or [[llSetLinkPrimitiveParams]].
* '''Never''' put a script in each prim that listens on channel 0 (or any other channel).  This is probably the worst thing you can do for efficiency.  Unfortunately it is all too common.
* Consider using [[XyzzyText]] instead of [[XyText]].
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== Micro-optimization ==
There are many ways to speed up scripts, such as using ++a instead of a++, however, most of those micro optimizations might not hold true in the future.


== Rules for posting ==
== Rules for posting ==

Revision as of 11:58, 22 July 2007


What is Efficiency

Efficiency is how much resource a particular script uses to accomplish a goal. This often goes hand-in-hand with speed of execution, but not always.

Things to watch out for, in rough order of importance:

  • Using a lot of scripts to accomplish something. See Efficient Design.
  • llSleep - This function uses up 0.2 to 0.3 ms per frame while the script sleeps, timers are much better.
  • Short frequency timers (<5 sec)
  • Listen - especially to the 0 channel
  • Changing textures often (Others have to download them)
  • Inappropriate use of server/physical rotations instead of omega
  • Event handlers which are not needed (touch, collision, ...)
  • Large amount of email or IM
  • Inefficient algorithms (like linear search)
  • Busy (polling) loops

Efficient Design

Each idle script in an object adds 0.001 to 0.003 milliseconds per frame of script time usage. Less scripts is better.

  • If you need to have a bunch of "buttons", don't put a script in each prim. Use llDetectedLinkNumber to detect which button was touched from your main script instead.
  • If you need to change color, alpha, or texture of child prims, do not put a script in each prim. Instead use llSetLinkAlpha, llSetLinkColor, llSetLinkTexture, or llSetLinkPrimitiveParams.
  • Never put a script in each prim that listens on channel 0 (or any other channel). This is probably the worst thing you can do for efficiency. Unfortunately it is all too common.
  • Consider using XyzzyText instead of XyText.

Micro-optimization

There are many ways to speed up scripts, such as using ++a instead of a++, however, most of those micro optimizations might not hold true in the future.


Rules for posting

1. Don't add theories.
2. Don't write "x is faster than y", write, "x takes X millis, y takes Y milis".


The following code will get the time for each function call in millis.

Please do not modify the script below, as any small change could change efficiency. Thanks to Xaviar Czervik for the original code, and Strife Onizuka for optimizing the code.

//IMPORTANT: Only perform tests in an empty region.
// To reduce contamination and be sure to wearing no attachments.
// Preferably do tests in a private sim with one on it.
// Don't move while performing the test.
// There is a margin of error so run the tests multiple times to determine it.

integer time() {
    string stamp = llGetTimestamp();
    return (integer) llGetSubString(stamp, 11, 12) * 3600000 + 
           (integer) llGetSubString(stamp, 14, 15) * 60000 + 
           llRound((float)llGetSubString(stamp, 17, -2) * 1000000.0)/1000;
//llInsertString(llDeleteSubString(stamp, 19, 19) + "000000", 23, ".")
}

default {
  state_entry() {
    //test variables
    float counter;

    //framework variables
    float i = 0;
    float j = 0;
    float max = 10000;
    float start = time();
    do {
      //test
      counter += 1;
      
    }while (++i < max);
    float delta = time();
    do ; while (++j < max);
    float end = time();//remove the time required by the framework
    float t = ((delta - start) - (end - delta))/max;
    llOwnerSay("The function in the loop took a total of " + (string)t + " milliseconds.");
  }
}

Efficiency

While the following data is correct, the function above was not used. A slightly less optimized version written by Xaviar Czervik was used. If someone could please repeat the tests with the function above.

In theory, ++a and a += 1 are equal in speed, however this is not true:

  ++a:     0.364700 millis
  a += 1:  0.346900 millis
  a++:     0.413700 millis

Testing the same function in for loops:

  ++a:     0.358370 millis
  a += 1:  0.351200 millis
  a++:     0.424600 millis

llOwnerSay v. llSay v. llShout v. llWhisper (Channel 0 where applies):

  llOwnerSay(): 4.359000 millis
  llWhisper():  5.201000 millis
  llSay():      5.226000 millis
  llShout():   14.877000 millis

Different Channels (llSay() Used for all):

  -100000000: 1.226400 millis
  -100000:    1.254300 millis
  -100:       1.296100 millis
  -1:         1.292400 millis
  0:          5.226000 millis
  1:          1.242300 millis
  100:        1.249100 millis
  100000:     1.219700 millis
  100000000:  1.228700 millis

Amount of text (llSay() and Channel 1 used for all):

   1 Character:    1.242300 millis
   10 Characters:  1.309700 millis
   100 Characters: 1.965600 millis