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Old 11-26-2008, 04:34 PM   #46
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yes i know about this one, i actually always clear them after spell ends, or after system is done or when ever i use it, it will never be that long in there. However for other people they may need more then one object to be always stored so this might fail after long time if id will really get the same.

Thank you for your comment, then 100% Vexorian's system is better, but not red one but (blue one which has array size of 408000) and when we divide it with JASS_MAX_ARRAY_SIZE we get about 50 variables, lol for one system.

However his is still better as my can fail which is really true.

Anyway i am glade you respond!
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Old 12-06-2008, 03:39 AM   #47
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In TimerUtils red, what is the ARRAY_SIZE? It only needs to be as big as the QUANTITY, right?
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Old 12-06-2008, 12:55 PM   #48
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It is the size of the array the thing uses, you can increase it to 60000 making red timer utils safer, but slower since it will end up using vJass' big arrays... I think if you set the array size to something big like that, you will effectively turn red into blue.
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Old 02-18-2009, 11:04 PM   #49
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I updated Red , now OFFSET is a constant, seems to work as well, it would be unlikely to find a case in which OFFSET requires to be bigger, unless you leaked like thousands of handles at map init... Anyway, since OFFSET is a cosntant, it will get inlined by the optimizer and thus this thing will get slightly faster.
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Old 02-19-2009, 03:19 AM   #50
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Fixed a couple of bugs thanks to Joker.
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Old 02-19-2009, 03:29 AM   #51
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Quote:
I updated Red , now OFFSET is a constant, seems to work as well, it would be unlikely to find a case in which OFFSET requires to be bigger, unless you leaked like thousands of handles at map init... Anyway, since OFFSET is a cosntant, it will get inlined by the optimizer and thus this thing will get slightly faster.
Pre-placed destructables up the handle count though.. so a map with many destructables, this would fail afaik
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Old 02-19-2009, 04:01 AM   #52
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many ~= 7800 . But it will work again after you update the OFFSET,

Updated red again, should be more robust, also added documentation about OFFSET.
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Old 02-19-2009, 06:44 AM   #53
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I like the old red better, honestly. All this silly offset business just over inlining a constant? No thanks.
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Old 02-19-2009, 12:06 PM   #54
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It is very rare to find a map in which 0x100000 won't work, not even Joker's did and it has a ton of destructables and units.

Making it a constant and a good one also prevents the chance of leaking a lot of timers at map init in some maps,
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Old 02-25-2009, 10:10 AM   #55
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A small mini question,

GetTimerData(t,1)

If I have one line of this at 2 spells and they get casted together, do they get conflicts? Or I can always do GetTimerData(t,1) and no errors will occur
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Old 02-25-2009, 10:59 AM   #56
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it depends of how you code it. If t is a local variable timer, you won't have any issue, but if t is a global variable, then you'll have issues.
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Old 02-25-2009, 11:49 AM   #57
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Hmmm..

So a example like

local timer t = NewTimer

call TimerStart(......................)
set TimerData(t,1)

for 2 spells running at the same time , will work?

I am posting this just to double check / clarify
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Old 02-25-2009, 05:56 PM   #58
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@red:

The bestoffset thing seams stupid to me.
You belive in static initialisations, but _much_ maps create handles in the init based on thinks like playernumber and so on.

So you may get a good value for singleplayer, but in multiplayer this value is maybe to little ~

edit: you should leave us the old red; i like it much more and i'll use is

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Old 02-25-2009, 06:29 PM   #59
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Quote:
Originally Posted by wraithseeker
Hmmm..

So a example like

local timer t = NewTimer
set TimerData(t,1) // put it first!!
call TimerStart(......................)

for 2 spells running at the same time , will work?

I am posting this just to double check / clarify
yes, it will work.
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Old 03-10-2009, 01:55 PM   #60
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I moved the off-topic posts to a new thread, you may continue your discussion there.
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