Initially, the memory usage of ArkInventory is fine. However, every time I open my inventory, that memory increases (by 200-500kb or so per open) until I force a dump. Is it ArkInventory that is causing this problem or is there another mod conflicting with it?
it's always done this prior to v2 because it creates the frames in code - that means lots and lots of memory usage on the first open.
in v2 they're hardcoded, so that memory spike is now moved to when you login instead
edit: why are you forcing a garbage collection (dump), WoW (via LUA) does this by itself whenever it needs to. there really shouldnt be any need for you to force one.
The reason to do this is if you have a slow computer (such as I have, and perhaps as well Covert), it is prudent to force a GC when it is convenient rather than in the middle of an instance or out in the field of battle, because when a GC is performed automatically, it is usually large enough to cause a second or longer of lag. Sometimes I find myself forcing it in the middle of an instance (while out of combat) and it might take four or more seconds to perform. Better now than at a boss, though. =x
it is prudent to force a GC when it is convenient rather than in the middle of an instance or out in the field of battle, because when a GC is performed automatically, it is usually large enough to cause a second or longer of lag.
fair enough, just realise that if you don't open the AI windows they don't use any (collectable) memory :) only a very minimal amount of code is run when the windows are closed, just enough to set taint flags on any bags that change.
I do have one request for AI; it's the only feature I miss from Baggins and Tbag. Would you consider working in something (a little block or text indicator on the item's icon) that would allow one to see at a glance which items are new from the last time the bags were opened?
Hey all, I'm moving from baggins over to Ark Inventory and for some reason I can't get the GUI to display itself. When I hit "b" my normal bags (OneBag) opens instead. Do I have to find a seperate Keybinding for Ark, or should it be working like this? Same thing happens using F12. Thanks.
Hey all, I'm moving from baggins over to Ark Inventory and for some reason I can't get the GUI to display itself. When I hit "b" my normal bags (OneBag) opens instead. Do I have to find a seperate Keybinding for Ark, or should it be working like this? Same thing happens using F12. Thanks.
It's a separate keybinding, intentionally for a long while now, so that it doesn't interfere with the default interface. I think it says this in the README.
I just want to say that I absolutely love v2 of this mod. v1 was getting kinda bloated and unwieldy, but you've done an awesome job with the rewrite for v2!
Hey all, I'm moving from baggins over to Ark Inventory and for some reason I can't get the GUI to display itself. When I hit "b" my normal bags (OneBag) opens instead. Do I have to find a seperate Keybinding for Ark, or should it be working like this? Same thing happens using F12. Thanks.
Why would you use both Onebag and AI? Remove Onebag and any bag binding you have will open AI.
This may too much to ask or too hard on the processor but when loading another characters bag or bank while on another character make it look like that characters bag or bank.
This may too much to ask or too hard on the processor but when loading another characters bag or bank while on another character make it look like that characters bag or bank.
the layout structure is stored on the profile area (i think), i'd need to move it to the account area instead to make it stay the same. i'll have to see how hard it is to move.
Would you consider working in something (a little block or text indicator on the item's icon) that would allow one to see at a glance which items are new from the last time the bags were opened?
it's been on the todo list for a while, just haven't gotten around to it yet.
Would you consider working in something (a little block or text indicator on the item's icon) that would allow one to see at a glance which items are new from the last time the bags were opened?
it's been on the todo list for a while, just haven't gotten around to it yet.
I'd love this too, either this, or a way to turn off instant sorting so I know where new stuff will go while the bags are open :)
To be honest, imo the new "rule" system of creating custom groups is far from being exellent... I really miss the old-style ability to return to "default assignment" without manual editing of text-style "rules" - it is really hard to find anything in there by using ItemId only, when the "rule" includes many different items. One more thing - sometimes items are assigned to weird categories - for example, Large Prismatic Shard is definitely not Blacksmithing type item which it is assigned to, and Primal fire is not Alchemy... Returning all that stuff to "Trade Goods" category via "Trade Goods" rule group makes that group full of ID's and not really editable...
I love ArkInv, but i really would like to see some vanished features again :(
- for example, Large Prismatic Shard is definitely not Blacksmithing type item which it is assigned to, and Primal fire is not Alchemy...
I think that's either a problem with the rules you set up or a problem with periodic table because I do not have a problem with items that I set into a rule for trade goods.
I believe soon even default categories are going to be obsolete as well so there will no longer be default assignments.
I believe soon even default categories are going to be obsolete as well so there will no longer be default assignments.
yes. for this very reason. i do not have the time to categorise every single item in the game. even PT doesn't try. and attempting to apply default categories has proved pointless as all people do is complain that they are always in the wrong category, for *them* - nearly every item can be used for multiple purposes.
it'd much simpler if i just did away with defaults and made everyone write their own categories. or at least removed the profession based ones (which seem to cause the most angst for people).
One more thing - sometimes items are assigned to weird categories - for example, Large Prismatic Shard is definitely not Blacksmithing type item which it is assigned to, and Primal fire is not Alchemy... Returning all that stuff to "Trade Goods" category via "Trade Goods" rule group makes that group full of ID's and not really editable...
see post above. and btw, primal fire is actually an alchemy item (component in primal mights). i'm also going to presume large prismatic shards can be used in blacksmithing (even if it's only for a single recipe).
btw. as rules have priority over defaults you could just write a single rule that used type( trade goods ) and setting it's order number low. that would place all tradegoods into a single category and ignore all further rules.
you just have to change the way you think. yes rules are different, they're also a lot more powerful, you don't have to use them that way if you don't want to though, but it makes it difficult on yourself if you continue to limit the way you use them.
To be honest, imo the new "rule" system of creating custom groups is far from being exellent... I really miss the old-style ability to return to "default assignment" without manual editing of text-style "rules" - it is really hard to find anything in there by using ItemId only, when the "rule" includes many different items. One more thing - sometimes items are assigned to weird categories - for example, Large Prismatic Shard is definitely not Blacksmithing type item which it is assigned to, and Primal fire is not Alchemy... Returning all that stuff to "Trade Goods" category via "Trade Goods" rule group makes that group full of ID's and not really editable...
I love ArkInv, but i really would like to see some vanished features again :(
Items like shards and cloth are actually assigned to *many* different PT sets. What you need to do is set up a rule for the PT set that you want the item to belong to and set it to have higher priority. Ex- you have a rule for tailoring mats and a rule for first aid mats. Netherweave cloth fits into both of those categories, but you want it to show up in your tailoring section. Set the tailoring rule to a lower number (higher priority) than the first aid rule.
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it's always done this prior to v2 because it creates the frames in code - that means lots and lots of memory usage on the first open.
in v2 they're hardcoded, so that memory spike is now moved to when you login instead
edit: why are you forcing a garbage collection (dump), WoW (via LUA) does this by itself whenever it needs to. there really shouldnt be any need for you to force one.
forgot all about that one. i've added ilvl() and ireq() functions to my working code. updated the wiki page with details.
fair enough, just realise that if you don't open the AI windows they don't use any (collectable) memory :) only a very minimal amount of code is run when the windows are closed, just enough to set taint flags on any bags that change.
It's a separate keybinding, intentionally for a long while now, so that it doesn't interfere with the default interface. I think it says this in the README.
Why would you use both Onebag and AI? Remove Onebag and any bag binding you have will open AI.
I mean that I see:
http://i7.photobucket.com/albums/y290/cese/whatisee.jpg
I want to see:
http://i7.photobucket.com/albums/y290/cese/wanttosee.jpg
the layout structure is stored on the profile area (i think), i'd need to move it to the account area instead to make it stay the same. i'll have to see how hard it is to move.
it's been on the todo list for a while, just haven't gotten around to it yet.
I'd love this too, either this, or a way to turn off instant sorting so I know where new stuff will go while the bags are open :)
I love ArkInv, but i really would like to see some vanished features again :(
I think that's either a problem with the rules you set up or a problem with periodic table because I do not have a problem with items that I set into a rule for trade goods.
I believe soon even default categories are going to be obsolete as well so there will no longer be default assignments.
yes. for this very reason. i do not have the time to categorise every single item in the game. even PT doesn't try. and attempting to apply default categories has proved pointless as all people do is complain that they are always in the wrong category, for *them* - nearly every item can be used for multiple purposes.
it'd much simpler if i just did away with defaults and made everyone write their own categories. or at least removed the profession based ones (which seem to cause the most angst for people).
see post above. and btw, primal fire is actually an alchemy item (component in primal mights). i'm also going to presume large prismatic shards can be used in blacksmithing (even if it's only for a single recipe).
btw. as rules have priority over defaults you could just write a single rule that used type( trade goods ) and setting it's order number low. that would place all tradegoods into a single category and ignore all further rules.
you just have to change the way you think. yes rules are different, they're also a lot more powerful, you don't have to use them that way if you don't want to though, but it makes it difficult on yourself if you continue to limit the way you use them.
Items like shards and cloth are actually assigned to *many* different PT sets. What you need to do is set up a rule for the PT set that you want the item to belong to and set it to have higher priority. Ex- you have a rule for tailoring mats and a rule for first aid mats. Netherweave cloth fits into both of those categories, but you want it to show up in your tailoring section. Set the tailoring rule to a lower number (higher priority) than the first aid rule.