- Joined
- May 11, 2012
- Messages
- 2,103
can someone give me a detailed explanation on how to turn the regular spell into MUI?
Huh? MUI stands for multi unit instanceability, so every unit needs to carry its own data in order to not affect the other ones, so reserve memory space for each unit and assign it to it.
MUIness is no topic if you store the data sencefully where it belongs to from the beginning.
Ohh, this again? Really?dont use hashtables they cause fatal errors one some computers instead use jnpg and make your own globals to store everytihng
Face it, they forced me to use a system called "Unit Indexer" to make my systems approvable, if I use Hashtable, it is "bad approach" because apparently Indexing > Hashtable in terms of speed.Ohh, this again? Really?
Post.
Thread.
You've got to come with pretty hard evidence to make me believe what you claim, as I (as said the thread above) have never encountered anything wrong with hashtables.
Besides, every time you talk bad about hashtables, it's very vague. What do you have against hashtables that you try your best to convince people who aren't familiar with them to not use those?
no no it has nothing to do with speed my current theory is that a hashtable sometimes tries to overwrite memory addresses used by the game which contain leaked handles thus you get the notorious "memory could not be read/written" fatal error that is just a theory of course but one thing is certain for me: i have had many maps crash because of hashtable systems, right after i delete the system triggers the crash stops occurring
Really? That sucks.Face it, they forced me to use a system called "Unit Indexer" to make my systems approvable, if I use Hashtable, it is "bad approach" because apparently Indexing > Hashtable in terms of speed.
I just said, Well, it is fast to my eyes, does it do the same to you ? every time.
Defskull already gave a proper answer to this.no no it has nothing to do with speed my current theory is that a hashtable sometimes tries to overwrite memory addresses used by the game which contain leaked handles thus you get the notorious "memory could not be read/written" fatal error that is just a theory of course but one thing is certain for me: i have had many maps crash because of hashtable systems, right after i delete the system triggers the crash stops occurring
We're talking GUI here.not sometimes but it will always overwrite if you use the same handleID again but not destroying the old pointer (like locations)...
if you have more than 255 HT, it will not work, in vJass, Tables are there for us to use nearly unlimited # of instances, I call it virtual hashtable, wihout any conflict...
Depends on how you use it, a spell without saving should use UnitIndexer or DynamicIndexing, but I recommend UnitIndexer, else use Hashtables...
I made a trigger to support SUMI by making each dummy unit to hold data ;pAnd if you do it right, hashtables can make any system or spell SUMI, so that shouldn't be a problem either.
possible to 1 user, not possible if he's importing spells or systems with hashtable usage from different users coz for sure they will initialize HT on their own...Besides, I always encourage people to use only 1 hashtable for all systems.
That is true.possible to 1 user, not possible if he's importing spells or systems with hashtable usage from different users coz for sure they will initialize HT on their own...
One does not simply initiate discussions with such topics.