there was actual list somewhere, like each player in player group adds 10 kb of more memory usage etc.Are you referring to the "value" that can decrease the performance ?
A mere 5000 locations shall influence the gameplay? A little test gave me about 256 bytes per location, which seems already very much considering next to framework it only needs to store x and y coordinate. 256*5000/1024/1024~1,22mb. Locations do no stuff besides taking some space, so only allocation/deallocation and using them in triggers requires some active processing.
None. Unlike units which leak a few KB each.how much does point(location?) leak, in memory ?
obviously I was asking how much if I dont bother removing them.None. Unlike units which leak a few KB each.
That is if you bother freeing the location once you are done with it. The native to do this is RemoveLocation(locationvalue).
Obviously if you fail to free the location before losing all pointers to it you will cause a memory leak.
Then your a bad programmer.lets say I cause leak
It is not about programming, writing one/two lines of code, its all about time. Finishing my product is important as much as programming.Then your a bad programmer.
However, it is also probably a KB or less. as locations are simple objects.
The problem is not the quanity of memory locations leak, but the game complexity they leak. They leak handle identifiers and such with them which all means the game engine has to work harder to do other trigger opperaions.
No one will ever play my map if I waste my time with leaks that only leak 1 kb I can never finish my map.No one will play your map if that is the attitude you take to it.
You might wish to consider using JASS, it may be faster for stuff like this as it avoids the crappy GUI interface.
No one will play your map if that is the attitude you take to it.
You might wish to consider using JASS, it may be faster for stuff like this as it avoids the crappy GUI interface.
No one will ever play my map if I waste my time with leaks that only leak 1 kb I can never finish my map.
- Location: 0.361 kb
- Group: 0.62 kb + 0.040 kb for each unit in the group.
- Effect: 11.631 kb
It depend on your RAM capacityif you leak a location about 5000 time the game will be so laggy it would be impossible to move your mouse
If you only use the location for a second (no waits) you can use "TempLoc" variable for every single location in your game. so it's not like you have to make a variable every time.
and if you clean it up right when you make it in editor, it'll barley effect the time it takes to make a map....
you can code html in notepad html isnt something really serious. but whoever says c# should be coded in notepad is plain stupid.I don't agree with this.
Skibi's Castle - one of best warcraft 3 map. It is a really big map and written in GUI.
also some example in real life:
- for HTML, geek always say everyone should write in plain HTML with text editor.
- but in real life, you can't spent too much time on your project, and you must use dreamweaver/template do make the site quickly by drag/drop/copy/phase.
- for C#, geek always say everyone should code in text editor.
- but the fact is: programmer must use Visual Studio with special template/plugin to done their job quicky by drag/drop/copy/paste/import.
Time is costly for any real project, and you can't spent too much time on gold plating stuff.
It is because custom hero line wars is pure stupid. Im not talking about leaks like "hurr durr I create a loc every second and dont remove them" Im talking about leaks like "oh, I made a mistake but this isnt spell stuff or anything, maybe I should just leave them like this ?"Any template or import you will find for warcraft, has the leaks cleaned up, and if your making something from scratch as most maps are done, cleaning the leaks is very easy and takes very little time.
If you want to see the effects of location leaks over time, play Custom Hero Line wars, and pick Natures Wrath from the first building on top.
It roots units around you, and over time the game will be unplayable.
Removing a leak takes 2 seconds, so I dont see the problem really...
And if you have that attitude, why should you terrain? Just dirt ground and some forest that blocks the way and some houses goes way faster.
does it matter how much kb each points leaks?
the important thing is that it leaks and you should clear leaks...
No one will ever play my map if I waste my time with leaks that only leak 1 kb I can never finish my map.
Im alredy using basic jass or normal gui but I was just wondering if I should fix "center of region" stuff, apparently, im not.
RLstorm, the size of the leaks does not matter... if you have around 30,000 leaks your map will not be playable because of the gigantic lag... just avoid leaks. Or if you have some leaks - then they must be few...
I can't get it... is it that hard to type 'call RemoveLocation(udg_locationName)'?
5000 location = massive lag sounds ridiculous, I have a map with approx 2000~ center of region codes and it has no lag, no problem, on a normal computer.
Not everyone has 8 gigs of ram though
Sorry but you honestly have no idea about how RAM works...A lot of people playing WC3 still have a comp with 512 - 1gig ram,
That is impossible. WC3 usually uses 60 MB of memory just to show the main menu.wc3 used 160kb
http://www.hiveworkshop.com/forums/pastebin_data/4yk2iv/_files/Leaker.w3x
I've made an example map of how locations do cause unbearable lag
My location leak limit is 740,000 which is a lot more then i expected. Still, you will see that the lag gradually gets worse and worse.
All leaks of any kind, will build up. So it is a MUST to remove them.
In the end when you realize that your map ain't gunna be worth shit because no one wants to Alt-F4 mid game because of lag. And I will laugh, and so will many others.