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Re: Gets vertical skylines from grob stencils (issue 5626052)

From: address@hidden
Subject: Re: Gets vertical skylines from grob stencils (issue 5626052)
Date: Sat, 18 Feb 2012 23:16:56 +0200

I'm relaunching my call for optimization, as the times of the patch are back up 
to prohibitive level as I've added more and more grobs into the vertical 
skyline calculation (notably flags, which add 3 seconds for every minute of 
compile time).  Obviously, the easy solution is to just pick and choose what 
grobs are part of the calculation.  Flags, in this scenario, would get voted 
off the island, as would some clefs.  However, before doing that, I'd like to 
have another go at optimizing the code.

So far, from my experience, here's what doesn't speed things up:
----) Caching files

Here's what does:
----) Moving things to C++

There's still a lot of scheme code in (scm_foo, scm_bar, 
etc.).  I don't know if this could be the reason for the slowdown.  The problem 
is that it's hard to get around this, as all of the data is stored in Scheme 

All ideas are appreciated!

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