Hi all, I am trying to write a script that checks for flipped curves within 
a rig.
Initially I had one written up, though the script execution is very fast, 
it is unable to process for any controllers that are either constrained or 
if it is on animation layers.

However, I have re-written my old script and currently while it is able to 
iterate values on constrained/ animation layers, the execution now becomes 
very slow as a result.

In my scene, I have a human rig that comprises of approximately 300 
controllers, and most of its main controllers (eg. spine, chest etc) are 
animated with a run cycle (81 frames).
When I selected all the controllers and run using the `old_code`, it took 
less than a second or at most 2 seconds. As soon as I tried to run it with 
the `new_code`, it took about 10 times longer, between 15- 19 seconds at 
times.

I am kind of stumped on how to efficiently speed up my `new_code` as the 
slowness seems to be occurring at the `has_flip()` method.
Additionally, I also noted that, while running the `new_code`, script 
editor is spewing the cycleCheck warning. (I do not think these cycleCheck 
warning attributes to the time taken?)

For your reference, here is my old and new code:
old_code <https://pastebin.com/mLfE0NeE> (unable to work on values on 
constrained/ animation layer)
new_code <https://pastebin.com/SWfdSNpk>

Appreciate in advance if anyone could kindly share with me any insights 
that you have, or other methods that I could try out with.

P.S: I apologize in advance for not able to provide a scene file as I am 
unable to share the rig.

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