How nice. Learning something new everyday. This looks like an obvious
must-have for any serious Tapestry app.

Thanks Ryan!

On 3/26/06, Ryan Holmes <[EMAIL PROTECTED]> wrote:
> Don't forget about the Tapestry-Prop library at
> http://howardlewisship.com/tapestry-javaforge/tapestry-prop/
> Combined with the "dot-pruning" technique this will let you eliminate a
> lot of OGNL.
>
> -Ryan
>
> Vincent wrote:
> > Hi ,
> >
> > That may explain a lot why the performance of the my application slow
> > down a lot recently.
> > But anyway , is there any plan to improve the performance of OGNL ,
> > since Tapestry 4.0 already released?
> >
> > On 3/26/06, Adam Zimowski <[EMAIL PROTECTED]> wrote:
> >
> >> Hi Andreas,
> >>
> >> FYI, OGNL is one of the biggest bottlencecks in Tapestry. I'm learning
> >> about it from performance testing my own app, but I could not say it
> >> better than what Patrick explained a while back on this list. His post
> >> was regarding Tap 3.0.3, but from my Tap4 tests, the OGNL performance
> >> is still very much a case for performance tweaks. In short, try to
> >> limit your OGNL usage to what's absolutely necessary, and do the rest
> >> in plain Java. My app is growing large very quickly, but I'm able to
> >> keep OGNL down to simple one-dot expressions.
> >>
> >> Perhaps you've seen Patrick's post (it's really well explained), but
> >> I'm including it here:
> >> -------------------------------------------------------------------------
> >>
> >> From: Patrick Casey <[EMAIL PROTECTED]>     Mailed-By: jakarta.apache.org
> >> Reply-To: Tapestry users <tapestry-user@jakarta.apache.org>
> >> To: Tapestry users <tapestry-user@jakarta.apache.org>
> >> Date: Feb 15, 2006 11:38 AM
> >> Subject: RE: Optimization Questions
> >>
> >> The last time I did a serious performance attach on a Tapestry 3.0.3
> >> app, by far the biggest performance bottleneck was the demon OGNL. Howard
> >> and I went round and round on that one, but the upshot is that Howard's
> >> using OGNL right, and OGNL is actually a decent reflection package (and
> >> hence faster than, say, Apache PropUtils), but it's still not native code.
> >>
> >>        Given that some page renders can require literally thousands of OGNL
> >> calls (I was up at like 1800 distinct evaluations for one page), its often
> >> the bottleneck.
> >>
> >>        I've pasted my OGNL performance hints below. None of it's rocket
> >> science, but aggressively following these techniques knocked about 50% off
> >> the page render time on my forms, so there's some serious performance to be
> >> gained.
> >>
> >>        --- Pat
> >>
> >>    Rules to Make OGNL Run Faster:
> >>
> >>
> >> **Dot Pruning:
> >>
> >> Reduce the number of "dots" in your calls. For example, lets say you had a
> >> call that read: "ognl:foo.bar.dog". That's a three-hopper as far as OGNL is
> >> concerned, requiring three times the work of a one hopper like "ognl:dog".
> >> You can make the thing run 3X as fast if your go into your page class and
> >> create a getter and setter for "dog" e.g.
> >>
> >>
> >>
> >> Public String getDog() {
> >>
> >>            Foo foo = getFoo();
> >>
> >>            If (foo == null)
> >>
> >>                        Return null;
> >>
> >>            Bar bar = getBar();
> >>
> >>            If (bar == null)
> >>
> >>                        Return null;
> >>
> >>            Return bar.getDog();
> >>
> >> }
> >>
> >>
> >>
> >> Public void setDog(String value) {
> >>
> >>            Foo foo = getFoo();
> >>
> >>            If (foo == null)
> >>
> >>                        Return;
> >>
> >>            Bar bar = getBar();
> >>
> >>            If (bar == null)
> >>
> >>                        Return;
> >>
> >>            Bar.setDog(value);
> >>
> >> }
> >>
> >>
> >>
> >>            What we've done is created two java stub classes that do 2/3 of
> >> the work for OGNL so it only has to make one "hop" to get at the methods it
> >> needs. Net result is it'll run 3X as fast.
> >>
> >>
> >> **Be Static:
> >>
> >>
> >>            OGNL isn't smart enough to realize that a reference to a public
> >> static final object is, in fact, static. It resolves the whole thing via
> >> inspection each time. So if you want to make an expression that reads, for
> >> example:
> >>
> >>
> >>
> >> <span jwcid="@Insert" value="ognl:@[EMAIL PROTECTED]" />
> >>
> >>
> >>            It's faster to do:
> >>
> >>
> >>            <span jwcid="@Insert" value="Monday" />
> >>
> >>
> >>            You're kind of Sol if you change "Monday" to "Mon" mind you, so
> >> I wouldn't switch over to literals like this until rollout time, but it 
> >> does
> >> make a difference.
> >>
> >>
> >> **Avoid Putting Components Inside Foreach:
> >>
> >> There's a lot of OGNL grinding going on behind the scenes to support a
> >> foreach, and even more ognl grinding going on to call a component. So if 
> >> you
> >> put the one inside the other, well, CPU cycles burn. So in many cases:
> >>
> >>
> >>
> >> <span jwcid="@Foreach" source="ognl:listOfDogs" values="ognl:currentDog">
> >>        <span jwcid="@DogDisplay" dog="ognl:currentDog"/>
> >>  <span>
> >>
> >>
> >> Is *dramatically* slower than moving the foreach down into the DogDisplay
> >> component e.g.
> >>
> >> <span jwcid="@ListOfDogsDisplay" listOfDogs="ognl:listOfDogs" />
> >>
> >>
> >> And then combing the foreach and the dogdisplay logic inside of one
> >> component. Otherwise every time the sub component gets called there's at
> >> least one ognl set/get pair being executed to push data into the component
> >> and pluck it out again. Basically pretend you're working in a system which
> >> has *really* inefficient method call overhead and view components as
> >> methods. Then optimize to reduce method calls.
> >>
> >> **Notes:
> >>
> >> If you do your own profiling, one warning I do want to give is that on
> >> JProfiler at least, it can "hide" the true culprit in the bowels of the 
> >> call
> >> stack. So if you have an ognl expression that reads
> >> "ognl:foo.bar.thisMethodTakesForever", it'll show up as a lot of CPU time
> >> belonging to ognlGet until you dive into the call stack and get to
> >> whatever's at the pointy end of the get. Most of the time the actual get is
> >> trivial so all the time really is going into OGNL, but sometimes if you 
> >> have
> >> expensive gets (or sets) it can make OGNL look worse than it is.
> >>
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> >>
> >>
> >>
>
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