Update: ver 2.1
Changelog
- Good at destruction behavior!
Thanks Nestharus,
The Junction between your sys and mine failed for many reasons! However, i achieved your "good destruction behavior" with the queue.
I also used your instance recycler.
The local texttags is a difficult prob to...
Big update: ver 2.0
Changelog
- Change all except the function name. Sure i'm not good at naming
- Added more description
=> Result
- Sure the code and the description are clear now
- How to use? I think it can't be easier...
what kind of bloated trash this code will compile to:You are total right about that. The size of map demo is lagger ~15kb than the origin system code size (~30kb)! However, all i care are: how fast it runs (the first priority) and how easy to use this system(the second priority)
You should learn...
Update Ver 1.5
- changes API and code too (except func ###VTexttag_Create in TexttagControllers) then you need update VTexttag and TexttagControllers
- Recommend you guys use this ver for the best of performance
Thanks all. I got it now. So i dont need to make a recycle texttag at all and destroy and create it again. Cause of my system handles all thing manually to have full control !
If you are correct then
CreateTexttag = recycle texttag
A lifespan of a texttag ends = DestroyTexttag = store in stack
All we said is "If", hope some good guy to make a benchmark
And help us to find out recycle texttag and not, they have any difference at speed
Or show me how to make a...
What is the real things Blizzard do behind handling texttags ???
Texttag extends handle, it has function CreateTexttag and DestroyTexttag.
And i heard someone that "Texttags recycle themselves under the hood." from here
So making a system which recycles texttags is not neccessary?
If...
With the update of ver 1.4, now VTexttag can be used in a real map.
Maybe it is not a perfect system but i tried my best to work. So i guest you can you this system.
BTW, create a new style texttag is fun
I m a newbie and think a thread like this is neccessary to all newbies can post their questions and do NOT make another thread to sink like Titanic
What do they mean?
native SyncSelections takes nothing returns nothing
type trackable extends handle
VTexttag system only have 2 block code used to init.
One in VTexttag trigger
I rewrited like that
private struct VTTRuntime
private static integer count = 0
readonly texttag tt
readonly integer data
real age
static method create takes integer data returns thistype...
If that is I have tested and have no problem with that. This is test code
struct VTTTester
private static VTTConfig cfg
private static real x
private static real y
static method onTimer takes nothing returns nothing
call .cfg.display()
endmethod...
Want to create your own stylish texttag? Try to use code in CustomLib category in my demo map ver 1.5
Feel free to use a struct initializer or module initializer now, man ;)
Release Version 1.3
Release Version 1.3
System can recycle texttags. (Performance)
No need T32 more. (Independence)
System have two objs: config và runtime. (Mean)
Config save attribute values of VTexttag, and runtime is the real texttag that is running.
Beside auto-destroy...
I can't handle if my system allow to multi-calls .display() because
Now, texttag in my sys change over time.To manipulate, i use T32. If a texttag do NOT "die", call .display() = call .startPeriodic() when VTexttag have called .stopPeriodic() => This is a error for sure
If i use the way of...
How about you try and not leak texttag instances when a user makes multiple calls to VTexttag.display() (in order to, for example, change the text of the texttag)
yep, at the beginning, i intented to re-use texttag and had multi-calls like you said.However, i have a bug with position of texttag...
VTexttag
VTexttag
Version 2.1
System
I have a system and a extension
- DynamicTexttag: this sys provides a very simple method to create your stylish texttag!
- No require
-VTexttag: this ext for anyone only want to use my stylish texttag or create stylish texttag faster!
- Require...
function GetUnitIndex takes unit u returns integer
This function does not have any filter. Why, Jesus4Lyf?
When a unit enter map, your sys have a filter to prevent massive indexing at func IndexEnum (To exclude unexpected unit from this system)
private function UnitIndexingFilter takes...