Rofl, this has happened to me once :)
I don't think andreasg has told anyone but he's currently doing some exams at school or something so he won't be updating the Ace3 version in a moment (week, two or so). Atleast, that's what I remember him telling me in irc :)
My biggest problem with agUF atm is that, after a raid, they consume about 20-25 mb worth of memory; and I don't even use the raid frames! Dunno if anyone else is familiar with this problem, if there is some file or folder I can delete or edit, or if it's a common and unsolvable problem, but any tips would be appreciated.
It's the current version of agUF, and that thread you linked didn't really help me much since a) I'm not using Warmup, and b) I'm not talking about the memory it initially loads up with (which seems fine). Like I said in my original post, I'm talking about the fact that after a raid (3-4 hours in length usually) agUF has an accumulated memory usage of 20-25 megabytes.
As for your question about libs, I'm not 100% sure but yes; I think they are embedded.
Any way of either (effectively) removing all embedded libs from every installed addon and installing stand-alone libs or alternately finding out which addons use what libs from where?
Any way of either (effectively) removing all embedded libs from every installed addon and installing stand-alone libs or alternately finding out which addons use what libs from where?
I don't really know if i should post this here, but....
I have tried this UF, and although it looks very well i cant use normally since i use spanish client and get a lot of library errors (i guess cause the libs are not fully translated).
How can it get fixed to work with spanish client? Can i do something to help?(i dont know how to program, but i guess could do something) It really worth something since you are designing again with ace3?
Aha, I already wondered about the radio silence on the andreasg branch. Will check it out tomorrow, because while raiding some weird things happen to the old branch and I cba to find the error now you're all working on this new shiny version.
The first thing I'll do is porting the turbo module. It's the paranoid version of health update as wow sometimes fails to fire the correct event (don't ask me why, always happens when exiting TK dead for example), as a healer I'm willing to sacrifice 0.1% cpu time (measured in the old branch) to do UnitHealth on every refresh in a single method and fire update events if it changed for a guaranteed zero-frames delay for health bars. At only 3kb in a single file, it should be done within minutes. Anyone else interested in it? I've kept it out of svn so far, but it can be committed + made disabled by default. I see that the hp-bar fader is already there, that saves 1 module of work.
Another thing is the aura pool / queue. table[object] = true + foreach on it and stop at 5 isn't FIFO, that kinda hurts as a druid as it takes a random time to redraw the status of my Lifeblooms which I cast about every 1.5s in battles :P. I have an alternative algorithm with FIFO queue (dumb structure with tinsert/remove taking O(n) time per remove, circular array / linked list would be better, wtb java.util.*) and soft-deadline on draws (@ 0.2s), but it's a larger hack and can't be done in a seperate module. If more are interested I could commit it, but this will take a bit more time to port.
Let me know if you need help on getting bugs out, I'm going to test it in raids anyway. Code style is still indent = 4, use tab, no semicolon? I've got a bit of time to spare at the moment, it's the silence before the storm (2.4 = bye for Miles Combat Log, welcome MCL2. :P).
PS. Table non FIFO-ness is shown with:
tbl = {}
-- +100 is to prevent array-style backend code in c-code.
-- Forces same situation as auraUpdatePool, Objects are used as keys there.
for i = 1,5 do tbl[i+100] = true end
for k,v in pairs(tbl) do print(k) tbl[k] = nil end
It outputs: 105 102 104 101 103. Breaks updating in a 30+ frames situation where objects get inserted constantly as people get/lose buff at a high rate in a raid.
One thing I noticed while playing around with oUF is that the health bars in agUF (Ace3 version) update slightly late. I had both agUF and oUF frames for player and target on screen on top of each other and agUF health update was delayed by a small amount, less than 1 second. This wasn't a once-off ocurrence, it happened every time the health changed or close to that (I wasn't monitoring every single health change). I wonder if it's the aggro code that interferes with the updates? I have that turned off, but I didn't find anything else that looked suspicious.
Just an FYI.
Hide Group frames while in raid does not work.
Group frames show the whole time. I have to disable the group frames to make them hide.
Thanks for the great mod... love the work.
EDIT:
I have also noticed that tootips for unit frame sometimes display typicaly unit tooltips and other times display Player Options tooltip. That is a tool tip that describes how to interact with the tooltip.
Personaly Id prefer to always see standard unit frame tooltips. Not sure why sometimes it displays one way or the other.
- Ye, health updates are off by an unknown amount, no idea why. That's what the turbo-module is for anyway, didn't have time to port it yet because of some other higher priority bugs.
- Combattext used to get stuck once in a while, only a /rl could fix that. I commited a change for it, it seems to be solved here, if you still notice it, give me a yell.
- Names and texts in general don't get updated when people join or get moved around in a raid. Healthbar colors do tho, that's my clue that something is out of sync. /aguf config -> raid -> text -> toggle font override twice fixes it temporarily until it bugs again. Still need fixing.
- Aggro-colored bars can get stuck, making the bar red forever. I've glanced at the algorithm, but I'm pretty sure the code now isn't doing what it should do correctly or efficiently, but it's better than nothing... Anyone who wants to fix / rewrite that part?
- Range checking module was causing spikes on the FPS graphs; it does a complete refresh of everyone every 0.7s. It's too slow for a healer, but the code can't be run on a faster interval without sacrificing lots of performance. I'm sticking to aUF_RangeCheck_M for the moment, updated it to support this version. The update is in the wowace trunk.
- Tooltip: hmm, it's an old wow thing, if you have selected someone it shows the generic help text instead, no fix available. "Show Enhanced Tooltip" @ interface options causes it afaik.
stat addon is sltimex @ wowinterface and thats bartender with a custom ui-tooltip-border from halkyons ui also @ wowinterface
Rofl, this has happened to me once :)
I don't think andreasg has told anyone but he's currently doing some exams at school or something so he won't be updating the Ace3 version in a moment (week, two or so). Atleast, that's what I remember him telling me in irc :)
... ouch.. are we going to start talking limits and derivates soon?
edit: 0 being mostly unithp/unitmaxhp*100 cause the unit doesnt exist.
http://i17.tinypic.com/6yul9fo.jpg
nvm edited the padding to fix it
As for your question about libs, I'm not 100% sure but yes; I think they are embedded.
Anyway, you're using embedded libs. agUF is getting blamed for usage of the libraries it has in its folder, which every other mod uses.
I bet you're using a damage meter... Recount probably
http://www.wowace.com/forums/index.php?topic=8542.0
I have tried this UF, and although it looks very well i cant use normally since i use spanish client and get a lot of library errors (i guess cause the libs are not fully translated).
How can it get fixed to work with spanish client? Can i do something to help?(i dont know how to program, but i guess could do something) It really worth something since you are designing again with ace3?
The first thing I'll do is porting the turbo module. It's the paranoid version of health update as wow sometimes fails to fire the correct event (don't ask me why, always happens when exiting TK dead for example), as a healer I'm willing to sacrifice 0.1% cpu time (measured in the old branch) to do UnitHealth on every refresh in a single method and fire update events if it changed for a guaranteed zero-frames delay for health bars. At only 3kb in a single file, it should be done within minutes. Anyone else interested in it? I've kept it out of svn so far, but it can be committed + made disabled by default. I see that the hp-bar fader is already there, that saves 1 module of work.
Another thing is the aura pool / queue. table[object] = true + foreach on it and stop at 5 isn't FIFO, that kinda hurts as a druid as it takes a random time to redraw the status of my Lifeblooms which I cast about every 1.5s in battles :P. I have an alternative algorithm with FIFO queue (dumb structure with tinsert/remove taking O(n) time per remove, circular array / linked list would be better, wtb java.util.*) and soft-deadline on draws (@ 0.2s), but it's a larger hack and can't be done in a seperate module. If more are interested I could commit it, but this will take a bit more time to port.
Let me know if you need help on getting bugs out, I'm going to test it in raids anyway. Code style is still indent = 4, use tab, no semicolon? I've got a bit of time to spare at the moment, it's the silence before the storm (2.4 = bye for Miles Combat Log, welcome MCL2. :P).
PS. Table non FIFO-ness is shown with:
It outputs: 105 102 104 101 103. Breaks updating in a 30+ frames situation where objects get inserted constantly as people get/lose buff at a high rate in a raid.
One thing I noticed while playing around with oUF is that the health bars in agUF (Ace3 version) update slightly late. I had both agUF and oUF frames for player and target on screen on top of each other and agUF health update was delayed by a small amount, less than 1 second. This wasn't a once-off ocurrence, it happened every time the health changed or close to that (I wasn't monitoring every single health change). I wonder if it's the aggro code that interferes with the updates? I have that turned off, but I didn't find anything else that looked suspicious.
Hide Group frames while in raid does not work.
Group frames show the whole time. I have to disable the group frames to make them hide.
Thanks for the great mod... love the work.
EDIT:
I have also noticed that tootips for unit frame sometimes display typicaly unit tooltips and other times display Player Options tooltip. That is a tool tip that describes how to interact with the tooltip.
Personaly Id prefer to always see standard unit frame tooltips. Not sure why sometimes it displays one way or the other.
- Combattext used to get stuck once in a while, only a /rl could fix that. I commited a change for it, it seems to be solved here, if you still notice it, give me a yell.
- Names and texts in general don't get updated when people join or get moved around in a raid. Healthbar colors do tho, that's my clue that something is out of sync. /aguf config -> raid -> text -> toggle font override twice fixes it temporarily until it bugs again. Still need fixing.
- Aggro-colored bars can get stuck, making the bar red forever. I've glanced at the algorithm, but I'm pretty sure the code now isn't doing what it should do correctly or efficiently, but it's better than nothing... Anyone who wants to fix / rewrite that part?
- Range checking module was causing spikes on the FPS graphs; it does a complete refresh of everyone every 0.7s. It's too slow for a healer, but the code can't be run on a faster interval without sacrificing lots of performance. I'm sticking to aUF_RangeCheck_M for the moment, updated it to support this version. The update is in the wowace trunk.
- Tooltip: hmm, it's an old wow thing, if you have selected someone it shows the generic help text instead, no fix available. "Show Enhanced Tooltip" @ interface options causes it afaik.