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[JASS] Smiple JASS trigger (pleas critics)

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Level 8
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Mar 23, 2007
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302
Hi, i did those 2 simple functions that moves a unit to the left(i guess)
just need to know if it is leakless and MUI.
in other Words just some critics or suggestions to improve it.

JASS:
function bla takes unit dingo , real r ,real a returns nothing
local  unit U = dingo
local real angle = a
local real D = r
local real uY = GetWidgetY(U) + D * Cos(angle * bj_DEGTORAD)
local real uX = GetWidgetX(U) + D * Sin(angle * bj_DEGTORAD)
call SetUnitPosition (U,uX,uY)
set U = null
endfunction


function F1 takes nothing returns nothing
local unit U = GetTriggerUnit()
call bla(U,100,180)
set U = null
endfunction

Thx for help
~Equal
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
so this is a PolarProjectionBJ with cordinates
seems leakless

I didnt get why do you create another locals to use parameters, you can use parameters directly

and you may use SetUnitX and SetUnitY instead of SetUnitPosition

And I suggest GetUnitX istead of GetWidgetX
(dont ask why)
JASS:
function bla takes unit dingo , real r ,real a returns nothing
SetUnitX(dingo,GetUnitX(dingo) + r * Cos(a *(22/7)/180))
SetUnitY(dingo,GetUnitY(dingo) + r * Sin(a *(22/7)/180))
endfunction

function F1 takes nothing returns nothing
local unit U = GetTriggerUnit()
call bla(U,100,180)
set U = null
endfunction

This is my suggestion
Good jass makings to you
--- End of Reply ---
 
Last edited:
Level 40
Joined
Dec 14, 2005
Messages
10,532
22/7? Use bj_PI. However, using bj_DEGTORAD works just as well...

And you forgot call.

Also also, you don't need the unit local in F1.

JASS:
function bla takes unit dingo, real r, real a returns nothing
    call SetUnitX(dingo,GetUnitX(dingo) + r * Cos(a * bj_DEGTORAD)
    call SetUnitY(dingo,GetUnitY(dingo) + r * Sin(a * bj_DEGTORAD)
endfunction

function F1 takes nothing returns nothing
    call bla(GetTriggerUnit(),100,180)
endfunction
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
function <name> takes <type> <name>, <type> <name>, <type> <name>, <etc> returns <type>

Eg;

function Hello takes string disp returns boolean

[jass=Then, for the contents of Hello, we could have]function Hello takes string disp returns boolean
if disp != null then
call BJDebugMsg(disp)
return true
endif
return false
endfunction[/code]

[jass=And to call it, for example]local string s = <some string>
local boolean b = Hello(s)
//or
call Hello(s)[/code]
 
Level 20
Joined
Apr 22, 2007
Messages
1,960
Also, remember that inlining functions is also important! So let's say you have your two functions here:
JASS:
function bla takes unit dingo, real r, real a returns nothing
    call SetUnitX(dingo,GetUnitX(dingo) + r * Cos(a * bj_DEGTORAD)
    call SetUnitY(dingo,GetUnitY(dingo) + r * Sin(a * bj_DEGTORAD)
endfunction
function F1 takes nothing returns nothing
    call bla(GetTriggerUnit(),100,180)
endfunction

You could inline that, to avoid the bla() function call.
As useless as it sounds, calling ANY user-created function (just calling an empty function) is actually slower than calling the Sin() native, which is already considered slow! (I'd link you to the proof of this statement, but I can't seem to find the link... :( )

So inlining is basically removing the bla() call, and adding the whole called function inside the calling function:
JASS:
function F1 takes nothing returns nothing
    local unit u=GetTriggerUnit() // We store it in a local because you would otherwise call the GetTriggerUnit() function twice.
    call SetUnitX(u,GetUnitX(u)+100*Cos(180*bj_DEGTORAD) // We could replace 180*bj_DEGTORAD by 3.14159 or bj_PI, but I'll forget that for now.
    call SetUnitY(u,GetUnitY(u)+100*Sin(180*bj_DEGTORAD) // Same as above.
    
    set u=null // Removing memory leaks.
endfunction

If you see the before-last line of that last script, you'd see that I did set u=null. This is because of memory leaks. Now, REALLY basically, memory leaks are caused by objects in wc3 that are not destroyed/nulled. We don't need to destroy the unit, so we will null the variable. Nulling a variable is simply setting it to null.

The only types of variables that we have to set to null are local handles. Handles are every type of variable in warcraft 3 EXCEPT boolean,string,integer,real,code. So let's say you have a local destructable:
JASS:
function SomeFunctiont takes nothing returns nothing
    local destructable d=CreateDestructable(// Something goes here...
    // Do some actions...
    set d=null
endfunction

All handles can have the "null" value, and it's important to null them at the end of every function where you have a local handle.

There is alot more information on memory leaks in tutorials on this site:
http://www.hiveworkshop.com/forums/showthread.php?t=34049
If you do a simple google search, I'm sure you could find alot of information!
 
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