Cpu benchmark script

Hello,
please move this topic to the correct forum if this post is not at the right place!
Going to the point, I'm facing the possibility of upgrade my SUN computing park, but not sure if I'll have the gain (%) that I expect and need. So, if somebody could waste 2 minutes of his time, I've a very simple perl script that I'm using to measure and simple benchmark the floating point of the new CPUs.
If you have a server with SPARC64 VI or VII and can help me on this issue, please answer this and I'll private post the script - it is a simple bash script that calls (and loops) the perl sequence, which does some randoms shots around the P.I. (3,1416.....) number. It would really really help me A LOT. It wont take more than 2 minutes, I swear.
Thank you guys very much.
Thiago.
Edited by: tlucasbr on Feb 19, 2009 4:44 PM

Hello,
please move this topic to the correct forum if this post is not at the right place!
Going to the point, I'm facing the possibility of upgrade my SUN computing park, but not sure if I'll have the gain (%) that I expect and need. So, if somebody could waste 2 minutes of his time, I've a very simple perl script that I'm using to measure and simple benchmark the floating point of the new CPUs.
If you have a server with SPARC64 VI or VII and can help me on this issue, please answer this and I'll private post the script - it is a simple bash script that calls (and loops) the perl sequence, which does some randoms shots around the P.I. (3,1416.....) number. It would really really help me A LOT. It wont take more than 2 minutes, I swear.
Thank you guys very much.
Thiago.
Edited by: tlucasbr on Feb 19, 2009 4:44 PM

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    Quote
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  • Optimizing Performance

    I am having a problem with my program as I am not getting the
    desired frame rate due to all the code that is getting executed per
    tick. So I have some questions about director and lingo as to which
    way actually executes faster.
    1. Multiple
    ExitFrame calls vs a single
    ExitFrame call.
    I have alot of sprites in my app. Almost all of them have an
    ExitFrame handler.
    Question: is it faster to have each sprite handle it's own
    ExitFrame routine and do code specific to that sprite or is
    it faster to have one generic
    ExitFrame to loop through and execute code for each sprite?
    2. Puppeted sprites vs Non-Puppeted sprites.
    I have a alot of sprites in my program. To make life ALOT
    easier, I simply allocated a good chunk of sprite channels to sole
    use of "dynamically created sprites". My program can have hunders
    of puppeted sprites from any given moment to the next.
    Question: Does director progress faster or slower depending
    on if a sprite is puppeted or not? Or is there any difference at
    all?
    3. Checking to see if a variable is set before setting it.
    I have only recently come into the Director/Lingo world of
    programming. I am originally a VB programmer for almost a decade.
    In visual basic, I have noticed that the code executes faster if
    you don't do unneeded variable assignments by checking to see if it
    was already set.
    Example: In visual basic, let's say you have an array of 1000
    elements, some elements are already set, some are not.
    for i = 1 to 1000
    var(i) = i
    next
    The above code executes fast, but if you are doing that very
    very often, it can be a bottle neck.
    the below code, while doing the exact same thing, actually is
    faster.
    for i = 1 to 1000
    if var(i) <> i then var(i) = i
    next
    In VB, it's faster to do a check of a variable than it is to
    do the assignment when it's not needed. Now granted, this is a poor
    example, usually I am dealing with much more complex routines, but
    the basic principle of what I am trying to get across is the same.
    Question: in Director/lingo, would it speed up the execution
    of code to do a variable check before the assignment, or is the
    very act of adding the check going to slow the down the execution?
    Anyone have any ideas about these? Or anyone have any other
    tips about stupid little things to speed up execution of
    code?

    >
    1. Multiple
    ExitFrame calls vs a single
    ExitFrame
    > call.
    You should consider dropping the exitframe approach, in favor
    of an oop
    model.
    OOP is not faster, as a dual core processor is not faster
    than a single core
    one running at double the speed. In fact, the second should
    be faster, since
    there is no synchronization penalty. However, it is much
    smoother. Same with
    oop, you have a penalty, since you are using more objects,
    but the objects
    can be smart enough to adjust the number of instructions they
    execute as
    required.
    If you e.g. have objects whose coordinates can be calculated
    and stored
    inside the object, you don't have to update the stage each
    time an object
    moves. You can do that once, for all objects in set
    intervals. Long as the
    interval is large enough to handle all intermediate
    processing and
    updatestage cost, you'll have a very smooth movie.
    >
    2. Puppeted sprites vs Non-Puppeted sprites.
    Puppeting does not affect performance -or at least it
    shouldn't. The number
    of sprites, and number of behaviors attached to each sprite
    does. However,
    even when there is a very large number of sprites active, the
    procedure
    should be a joke for any modern cpu. What does cost, is
    redrawing the
    sprites. So, if it's image sprites we are talking about, you
    should perhaps
    consider a single bitmap member you should use as a buffer,
    and imaging
    lingo for drawing each frame. The mouse click events can be
    evaluated by
    keeping a list of virtual sprite positions. Even if not
    familiar with the
    above, the time you'll invest in learning what is required,
    will be rewarded
    with a significant -up to times x- performance increase.
    >
    3. Checking to see if a variable is set before setting it.
    You can create a simple lingo benchmarking script to get your
    answers. As a
    general principle, the less commands the faster. Though not
    really into VB
    (I find c++ and lingo to be a killer combination), I can
    assume why this is
    happening: when setting a variable, vb is executing some code
    to evaluate
    what the value was, and what -if anything- has to be
    released. Though
    nowhere documented, it seems that several years ago, someone
    in the director
    dev team was smart enough to take this matter into account
    when creating the
    object that is known as a lingo variable (64bit internally,
    btw). So,
    director doesn't suffer slow variable release - releasing
    what shouldn't be
    released that is.
    > Anyone have any ideas about these? Or anyone have any
    other tips about
    > stupid
    > little things to speed up execution of code?
    You know, a few years ago, lingo performance/speeding up
    director was a
    regular discussion issue in this list. This is not the case
    anymore. And
    though I can guess a couple reasons why, I found none to be
    qualified as an
    explanation.. Not in my book at least. Case you have any more
    questions, I'd
    be happy to answer. Building a site with director performance
    hints /
    optimizing lingo code is high in my to do list.
    "DaveGallant" <[email protected]> wrote in
    message
    news:[email protected]...
    >I am having a problem with my program as I am not getting
    the desired frame
    > rate due to all the code that is getting executed per
    tick. So I have some
    > questions about director and lingo as to which way
    actually executes
    > faster.
    >
    >
    1. Multiple
    ExitFrame calls vs a single
    ExitFrame
    > call.
    >
    > I have alot of sprites in my app. Almost all of them
    have an
    >
    ExitFrame
    > handler.
    > Question: is it faster to have each sprite handle it's
    own
    >
    ExitFrame
    > routine and do code specific to that sprite or is it
    faster to have one
    > generic
    >
    ExitFrame to loop through and execute code for each sprite?
    >
    >
    2. Puppeted sprites vs Non-Puppeted sprites.
    >
    > I have a alot of sprites in my program. To make life
    ALOT easier, I simply
    > allocated a good chunk of sprite channels to sole use of
    "dynamically
    > created
    > sprites". My program can have hunders of puppeted
    sprites from any given
    > moment
    > to the next.
    > Question: Does director progress faster or slower
    depending on if a sprite
    > is
    > puppeted or not? Or is there any difference at all?
    >
    >
    3. Checking to see if a variable is set before setting it.
    >
    > I have only recently come into the Director/Lingo world
    of programming. I
    > am
    > originally a VB programmer for almost a decade. In
    visual basic, I have
    > noticed
    > that the code executes faster if you don't do unneeded
    variable
    > assignments by
    > checking to see if it was already set.
    >
    > Example: In visual basic, let's say you have an array of
    1000 elements,
    > some
    > elements are already set, some are not.
    >
    > for i = 1 to 1000
    > var(i) = i
    > next
    >
    > The above code executes fast, but if you are doing that
    very very often,
    > it
    > can be a bottle neck.
    > the below code, while doing the exact same thing,
    actually is faster.
    >
    > for i = 1 to 1000
    > if var(i) <> i then var(i) = i
    > next
    >
    > In VB, it's faster to do a check of a variable than it
    is to do the
    > assignment
    > when it's not needed. Now granted, this is a poor
    example, usually I am
    > dealing
    > with much more complex routines, but the basic principle
    of what I am
    > trying to
    > get across is the same.
    >
    > Question: in Director/lingo, would it speed up the
    execution of code to do
    > a
    > variable check before the assignment, or is the very act
    of adding the
    > check
    > going to slow the down the execution?
    >
    >
    >
    > Anyone have any ideas about these? Or anyone have any
    other tips about
    > stupid
    > little things to speed up execution of code?
    >

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