| AngelScript |

Fine tuning

Here's a few recommendations to get the most performance out of AngelScript.

# Cache the functions and types

Doing searches by function declaration or name is rather time consuming and should not be done more than once per function that will be called. The same goes for the types that you might use it.

Also try to use the actual asIScriptFunction or asITypeInfo pointers instead of the ids where possible. This will save the engine from translating the
id to the actual object.

You may use the user data in the various engine interfaces to store the cached information. For example, store a structure with the commonly used class methods as user data in the asITypeInfo interface. This way you will have quick access to the functions when they need to be called.

# Reuse the context object

The context object is a heavy weight object and you should avoid allocating new instances for each call. The object has been designed to be reused for multiple calls.

## Context pool

Ideally the application will keep a simple memory pool of allocated context objects, where new objects are only allocated if the is no free objects in the pool.

By using the engine's context callbacks, this context pool will also be automatically available to the engine for use in internal calls and the add-ons.

The code that wants to use a context from the pool should use the RequestContext and ReturnContext methods instead of the CreateContext method.

Here's a simple implementation of a context pool.

std::vector<asIScriptContext *> pool;
asIScriptContext *RequestContextCallback(asIScriptEngine *engine, void *param)
{
// Get a context from the pool, or create a new
asIScriptContext *ctx = 0;
if( pool.size() )
{
ctx = *pool.rbegin();
pool.pop_back();
}
else
ctx = engine->CreateContext();
return ctx;
}
void ReturnContextToPool(asIScriptEngine *engine, asIScriptContext *ctx, void *param)
{
pool.push_back(ctx);
// Unprepare the context to free non-reusable resources
ctx->Unprepare();
}

## Nested calls

Another form of reusing a context is to use nested calls.

Whenever an application registered function that is called from a script needs to execute another script it can reuse the already active context for a nested call. This way it is not necessary to look for an available context from a pool or allocate a new context just for this call.

void Func()
{
// Get the active context
asIScriptContext *ctx = asGetActiveContext();
// Store the current context state so we can restore it later
if( ctx && ctx->PushState() > 0 )
{
// Use the context normally, e.g.
// ctx->Prepare(...);
// ctx->Execute(...);
// Once done, restore the previous state
ctx->PopState();
}
}

# Compile scripts without line cues

The line cues are normally placed in the bytecode between each script statement. These are where the VM will allow the execution to be suspended, and also where the line callback is invoked.

If you do not need to receive a callback for every statement executed in a script then you may get a little more performance out of the script by compiling without the line cues.

The line callback will still work and is guaranteed to be invoked at least once per loop and every function call in the script to allow the application to interrupt infinite loops or infinitely recursive calls.

engine->SetEngineProperty(asEP_BUILD_WITHOUT_LINE_CUES, true);

# Disable thread safety

If your application only uses one thread to invoke the script engine, then it may be worth it to compile the library without the thread safety to gain a little more performance.

To do this, define the AS_NO_THREADS flag in the as_config.h header or in the project settings when compiling the library.

# Turn off automatic garbage collection

While garbage collection is important in long running applications, it may be of interest to turn off the automatic garbage collection and then run the garbage collector manually in a controlled manner. The garbage collector is incremental so you shouldn't see long stalls while it is running, but it will consume CPU cycles that may be needed for other things.

To turn off the automatic garbage collector set the engine property asEP_AUTO_GARBAGE_COLLECT to false.

engine->SetEngineProperty(asEP_AUTO_GARBAGE_COLLECT, false);

See also
  Garbage collection

# Compare native calling convention versus generic calling convention

If you have specific functions that are called very frequently it may be worth comparing the performance between binding the functions using native calling convention versus the generic calling convention. It is not possible to generalize and say that one is always faster than the other, as it will vary depending on the function signature and the platforms ABI complexity.

See also
  The generic calling convention, Calling convention

asIScriptContext::PopState
virtual int PopState()=0
Restores the state to resume previous script execution.
asIScriptContext
The interface to the virtual machine.
Definition: angelscript.h:2731
asEP_AUTO_GARBAGE_COLLECT
@ asEP_AUTO_GARBAGE_COLLECT
Enable or disable automatic garbage collection. Default: true.
Definition: angelscript.h:186
asIScriptEngine
The engine interface.
Definition: angelscript.h:1102
asIScriptContext::Unprepare
virtual int Unprepare()=0
Frees resources held by the context.
asIScriptEngine::CreateContext
virtual asIScriptContext * CreateContext()=0
Creates a new script context.
asEP_BUILD_WITHOUT_LINE_CUES
@ asEP_BUILD_WITHOUT_LINE_CUES
Remove SUSPEND instructions between each statement. Default: false.
Definition: angelscript.h:170
asIScriptEngine::SetEngineProperty
virtual int SetEngineProperty(asEEngineProp property, asPWORD value)=0
Dynamically change some engine properties.
asIScriptContext::PushState
virtual int PushState()=0
Backups the current state to prepare the context for a nested call.
asGetActiveContext
AS_API asIScriptContext * asGetActiveContext()
Returns the currently active context.