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Skeinforge speed improvements (10-30%)
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Daid  
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 More options Sep 27 2011, 5:25 am
From: Daid <daid...@gmail.com>
Date: Tue, 27 Sep 2011 02:25:22 -0700 (PDT)
Local: Tues, Sep 27 2011 5:25 am
Subject: Skeinforge speed improvements (10-30%)
I did a half-assed writeup on my dead blag: http://daid.mine.nu/blag/
for more details. (I'm a bad writer, I know)

In short, I managed to speed up skeinforge quite a bit by some simple
optimizations. I shaved 30% of the time of generating gear1.stl from
the screwless cube gears.
It's only a 11% improvement if you have psyco working, but it might
spend a lot more time reading/writing files, maybe a larger file gives
more speed even with psyco.

It is quite risk free to apply this patch (before and after GCode
where 100% the same)
Patch file: http://daid2.mine.nu/~daid/SF.patch (from SF35, but should
apply to other versions)
Patched SF35 file: http://daid.mine.nu/~daid/euclidean.py

I'm wondering how much speed boost other people would get with this
patch, and if there are any problems with it (I don't expect problems,
but you'll never know) I think it should be possible to get even more
speed out of it, but one step at a time.


 
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Daid  
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 More options Sep 27 2011, 9:25 am
From: Daid <daid...@gmail.com>
Date: Tue, 27 Sep 2011 06:25:58 -0700 (PDT)
Local: Tues, Sep 27 2011 9:25 am
Subject: Re: Skeinforge speed improvements (10-30%)
I just noticed my patch is the wrong way around, so you'll have to
apply in in reverse.

And I saved another 8% on the psyco version (14% on the none-psyco),
because it scans the whole internal generated GCode for
"procedureDone" tags in a stupid way (about 88 times!), using
shitloads of memory and cpu-power. A simple change makes the function
drop from 40 seconds to 0 seconds. (in a 4 minute export)

Would be a shame to keep this from people, so patchy patchy:
http://daid.mine.nu/~daid/SF_2.patch

On Sep 27, 11:25 am, Daid <daid...@gmail.com> wrote:


 
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ddurant  
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 More options Sep 28 2011, 10:32 am
From: ddurant <dduran...@gmail.com>
Date: Wed, 28 Sep 2011 07:32:47 -0700 (PDT)
Local: Wed, Sep 28 2011 10:32 am
Subject: Re: Skeinforge speed improvements (10-30%)

You should really chat with Enrique about your changes, especially if it can
be applied to the latest version at
http://members.axion.net/~enrique/reprap_python_beanshell.zip.

His email can be found in
http://fabmetheus.crsndoo.com/wiki/index.php/Skeinforge#To_Troubleshoot.


 
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Daid  
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 More options Sep 28 2011, 10:43 am
From: Daid <daid...@gmail.com>
Date: Wed, 28 Sep 2011 07:43:03 -0700 (PDT)
Local: Wed, Sep 28 2011 10:43 am
Subject: Re: Skeinforge speed improvements (10-30%)
I've looked everywhere for that guy's email, it's really unorganized.
So much easier if there was just a github project or something. Some
pages link to his blog, there are 2 wikis, and the raprap forum.

On Sep 28, 4:32 pm, ddurant <dduran...@gmail.com> wrote:


 
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ddurant  
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 More options Sep 28 2011, 11:16 am
From: ddurant <dduran...@gmail.com>
Date: Wed, 28 Sep 2011 08:16:46 -0700 (PDT)
Local: Wed, Sep 28 2011 11:16 am
Subject: Re: Skeinforge speed improvements (10-30%)

I think there used to be a public svn for it but people broke the code on a
very regular basis so that went away..

There's only one 'offiical' wiki that I know of, at
http://fabmetheus.crsndoo.com/wiki/ . Google is quite fond of linking to
the BfB (now owned by 3D Systems) site but I think that's pretty dated -
good info but dated and not 'official'.

 Enrique's email is in the last paragraph of
http://fabmetheus.crsndoo.com/wiki/index.php/Skeinforge#To_Troubleshoot. I'd
rather not just post the address here - don't want to encourage the email
spam trollers.


 
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Taylor Alexander  
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 More options Sep 28 2011, 4:47 pm
From: Taylor Alexander <tlalexan...@gmail.com>
Date: Wed, 28 Sep 2011 13:47:34 -0700
Local: Wed, Sep 28 2011 4:47 pm
Subject: Re: Skeinforge speed improvements (10-30%)

On Wed, Sep 28, 2011 at 8:16 AM, ddurant <dduran...@gmail.com> wrote:
> I think there used to be a public svn for it but people broke the code on a
> very regular basis so that went away..

I think GIT/github has some improvements over SVN that would eliminate that
problem.

But I'm a super noob with version control systems so that would need to be
checked out.


 
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Daid  
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 More options Sep 29 2011, 3:39 am
From: Daid <daid...@gmail.com>
Date: Thu, 29 Sep 2011 00:39:00 -0700 (PDT)
Subject: Re: Skeinforge speed improvements (10-30%)
Public SVN is indeed a bad idea. Git solves this problem very nicely,
and github provides a nice interface. (I'm not that experienced with
it yet) Basicly you have a everyone has his own git repository where
they can commit stuff, which won't effect the mainline, and then they
can send "pull requests" where the maintainer of the mainline can
review and insert the patch into his own repository.

I managed to get in contact with him, and the patch ended up in
SF43 :D so if I messed up then it will affect every one of you ;P

On Sep 28, 10:47 pm, Taylor Alexander <tlalexan...@gmail.com> wrote:


 
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