MIB wrote on Fri, 03 July 2009 05:42If I remember correctly, there is no guarantee in which order the loadbangs are going to fire.
My experience is that they fire bottom-up, reliably. But note that "bottom-up" where subpatchers is concerned is affected by the stacking order of the subpatchers in their parent.
Optimization (for non-audio objects):
Every object counts. Some objects use more CPU than others. Graphical objects are especially CPU-intensive due to redraw, get rid of them if they're not used for the UI.
Printing to the Max window is expensive.
Every connection that a message will pass through counts. Don't connect objects to others that will only do something with the message occasionally, if possible.
Test variations of algorithms with uzi and timer, averaging over large numbers of iterations to determine the most efficient version (or objects used).
Avoid structures like cascaded split objects if possible.
If you are storing integers, bag, table and funbuff are more efficient than coll, especially when the size gets larger.
Use << and >> rather than multiplying or dividing by powers of two.
Combining math objects into one expr object can be useful if the math operation requires more than a couple of objects.