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Paulo Dielli
Symfurny Furniture
Join date: 19 Jan 2007
Posts: 780
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10-20-2008 17:24
First the pie: it's great that SL 1.21 has an option to recompile scripts in one selection all at once! My furniture items have lots of sit and texture change scripts etc. Compiling them all at once to Mono saves a lot of time. Thanks!
Question 1: After recompiling, the script still looks the same. Is it the underlying script software, where the changes are made? For example: how the functions are being called?
Question 2: I read lots of posts that people say that scripts in Mono are NOT faster, but in fact take more ms than before. How can I see how many ms a script takes? I can see it in the region debug menu, but not per script.
Question 3: Is Mono indeed not as fast as we all thought? Or is that just talk?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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10-20-2008 18:40
1: yup, the title and what you see will not be any different (other than the checked mono box)... so make sure to mark your scripts after converting if you store them in inventory (so you don't have to open each one to chech in world) 2: Mono is faster on some things, not others... one of which is state changes... there are threads about it in the forum, with extensive testing by several people (Jesse is one I remember) depending on the active components of the script, you can either compile them both ways, set them next to each other and see (sometimes adding a set loop to both scripts to get better averaging if they are short / fairly close to the same speed).... or you can test parts of the script using the code found on the following page http://wiki.secondlife.com/wiki/LSL_Script_Efficiencyalso, while I can't vouch for it myself, Mono is supposed to be overall more 'sim friendly'... regardless of speed (YMMV)
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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10-21-2008 06:10
Mono is considerably faster in most cases, in terms of ops per second. However, what slows down most scripts is not the code itself, but intentional processing delays and limits. For example:
- a script won't process more than 20 events per second - delays caused by calling functions that LL put delays on, to keep scripts from latting the sim or asset servers - delays caused by how fast other things respond, like asset servers (reading notecards), outworld HTTP servers, or other objects processing and replying to messages.
And as Hewee mentioned, state transitions are slower in Mono. It's a bad idea to code a program that changes states many times per second, as its usual course of action.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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10-21-2008 16:15
From: Lear Cale And as Void mentioned =) I like heewee, but I like being me better (no offense)
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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10-28-2008 04:43
oops! sorry!
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