need suggestions for attachment system

Cohadar

master of fugue
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209
Actually if you answer my last question you will find out that you are wrong about that.
 
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333
Well, what answer are you looking for, that they are from different systems?

I'm sure ClearTriggerStructA(<handle>) does something entirely different to SetTriggerStructA(<handle>, 0). But ClearCSData(<handle>) and SetCSData(<handle>, 0) would do almost exactly the same thing, assuming the map is not leaking handle IDs.

CSData does not need a Clear function, which is why it does not exist.
 

Cohadar

master of fugue
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209
CSData does not need a Clear function, which is why it does not exist.

Riiiiiight.
And what happens when you use CSData to attach to units?
You need to check for previous attachments remember?

And if spell that attaches to units does not clear attachments after it is finished,
what happens then?

So let me answer that question for you:
Clear functions from ABC have a return value

ClearTriggerStructA would be roughly equivalent to:
GetCSData(<handle>) + SetCSData(<handle>, 0)

How many jass newbies are going to figure that out by themselves?
And how many jass newbies in the first place would know all steps needed to make spell MUI with CSData?

TheDamien said:
Just about all (integer) attachment systems do exactly the same thing in different ways. The only difference between ABC and any other, where the user should be concerned, is that ABC forces you to use a different function for each handle-type.

You still think that way?
 
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Riiiiiight.
And what happens when you use CSData to attach to units?
You need to check for previous attachments remember?

This is a bit of a moot point, as ABC can not attach to units at all, but with CSData you would simply set the value to 0. If the value is equal to 0, then the data has not been set or has been previously "cleared".

And if spell that attaches to units does not clear attachments after it is finished,
what happens then?

Things continue to work as they should? If the user has to sometimes set the data back to default when attaching to units, then so be it. I still consider this better than not being able to attach to units at all, and much better than being forced to "clear" data when you are finished with a handle.

So let me answer that question for you:
Clear functions from ABC have a return value

ClearTriggerStructA would be roughly equivalent to:
GetCSData(<handle>) + SetCSData(<handle>, 0)

How many jass newbies are going to figure that out by themselves?
And how many jass newbies in the first place would know all steps needed to make spell MUI with CSData?

It seems perfectly intuitive to me that GetCSData(<handle>) retrieves attached data, and that SetCSData(<handle>, 0) sets attached data to 0. I assume this is the same for most newbies.

You still think that way?

Yes.
 

Cohadar

master of fugue
Reaction score
209
This is a bit of a moot point, as ABC can not attach to units at all, but with CSData you would simply set the value to 0. If the value is equal to 0, then the data has not been set or has been previously "cleared".

Some arguments got confused in here.
We are talking ABC vs CSData,
but it is actually (ABC + PUI) vs CSData

Maybe some examples will tell more than our discussion:

Lets talk timers, classic one-shot timer function:
JASS:

function TimerAction takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local Data data = ClearTimerStructA(t)
    //.....
endfunction


JASS:

function TimerAction takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local Data data = GetCSData(t)
    call SetCSData(t, 0)
    //.....
endfunction

----------------------------------------

As for PUI I already explained 100 times that unit attaching is not safe,
the main reason being the fact that unit handles get recycled.
This effectively means that if unit gets removed from game in the middle of spell that is using unit attachments some other unit might take her handle and spell will execute on wrong unit, or on no unit at all.
This is most obvious on units that have "Can't Raise, Does not Decay" classification.

You can read more on this subject (and some others) on wc3campaigns.

This is turning into a circular discussion, time to end it.
Let people decide for themselves what they want.
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
can you guys go back to the discusion?
non of this is helping me out......
 

Cohadar

master of fugue
Reaction score
209
No more discussion.
From now on I will only answer to how to do things, not why to do them.

So if you have problem will ABC or CSData or anything, post code and I will help you fix it, and in case someone is still wondering what system is "The best"
the answer is "find out yourself"
 

emjlr3

Change can be a good thing
Reaction score
395
call SetCSData(t, 0)
on things such as trigger and timers is not exactly needed, as long as your not a retard in your code
 
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