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    posted a message on Recount
    Since I'm having a look at my addon for raid dps, I was wondering which philosophy you are following to make an addition of all DPS'es, instead of dividing "total raid amount" by "longest combat time"?

    Afaik, it does handle this formula for a player+pets merge, which can be seen as a little raid by itself?
    Posted in: General AddOns
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    posted a message on Recount
    i figured that out already :) thanks.
    Posted in: General AddOns
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    posted a message on Recount
    Quote from Elsia
    Nope I'm not aware that anything has changed for the spell. The absorb code has become more complex but that only affects other spells, that do not properly report the absorbs via SPELL_AURA_*.


    Yes sorry, false alarm
    Posted in: General AddOns
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    posted a message on Guide: Using UIDropDownMenu in your addon
    How can I refresh a menu on the fly?
    I have a menu button which is a checkbox and has an arrow. In the submenu, I can chose something. When you do, the check has to be checked in the 'parent' button...
    Posted in: Tips, FAQs, and Guides
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    posted a message on Recount
    Was something changed to illuminated healing?
    I'm the author of tinydps; previous release of recount showed the same illuminated healing amount, now it shows ~4 times the amount my addon does.

    I'm testing in a ICC25 now. Our paladins show over 1,000,000 illuminated heals; my addon gives about 300,000.


    edit: on lich king to be more precise
    Posted in: General AddOns
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    posted a message on Recount
    Quote from tennberg
    I was noticing the following in the Recount.lua saved variables file (started from scratch with r1141):

    			["MainWindow"] = {
    				["Position"] = {
    					["h"] = 220.0000117626052,
    					["w"] = 355.0000201742357,
    					["x"] = -7.002853317317204e-005,
    				},
    			},


    and

    			["MainWindowWidth"] = 355,
    			["MainWindowHeight"] = 220,


    How are these two different? I tried to set both widths to 355 and both heights to 220, but they change after logging on (and the ["x"] variable comes out of nowhere when the window is centered).


    Different? Are they? The second one is just an floor value, probably used to line up some stuff while the first one is actually points of the window
    Posted in: General AddOns
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    posted a message on Tables and garbage memory
    Some parts are, that's why I did it inside a function.
    Anyway, thanks for the hints
    Posted in: Lua Code Discussion
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    posted a message on Tables and garbage memory
    So if I understand correctly, there is no way to free a table and immediately get the memory back ... ? You have to wait for the garbage collector anyway, so it seems?

    t = {}
    t[1] = "random stuff"
    t[2] = {}
    ...
    t[9999] = "blabla"

    wipe(t)
    t = nil


    Above will still only give me back my memory after a garbage collect
    Posted in: Lua Code Discussion
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    posted a message on Tables and garbage memory
    I fail to see what a wipe does then. I thought it sets all items and tables in a table to nil, thus freeing up the memory.
    Posted in: Lua Code Discussion
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    posted a message on Tables and garbage memory
        local tdpsDropDown = CreateFrame('Frame', 'tdpsDropDown', nil, 'UIDropDownMenuTemplate')
        local tdpsMenuTable = {}
        local function tdpsShowMenu()
            [COLOR=Red][B]t_wipe[/B][/COLOR](tdpsMenuTable)
            tdpsMenuTable = {
                .....................
            }
            -- display the menu
            EasyMenu(tdpsMenuTable, tdpsDropDown, 'cursor', 0, 0, 'MENU')
            PlaySound('gsTitleOptionExit')
        end
    So in my script I use tdpsShowMenu() to show the menu on a right click event. This creates 40KB per click.
    Posted in: Lua Code Discussion
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    posted a message on Tables and garbage memory
    Hello

    My addon has a right click menu, and also quite some tooltips ...

    Often, I use table to sort data, or use a table to use EasyMenu.
    I always try to table.wipe them after usage or before using them again.

    Alas, this not stop it from creating lots garbage memory. What am I doing wrong?
    Posted in: Lua Code Discussion
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    posted a message on Working with bits
    Thanks, got it figured out. Neat
    Posted in: Lua Code Discussion
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    posted a message on Working with bits
    I've been tinkering around now with bits for almost 3 hours, I think bit.band will be my friend.

    I once learned this at school, alas it has been 10 years :')

    For the "changing" of a bit, I think I might just simply add or substract 4 (in case I want to change the 3rd bit)

    thanks
    Posted in: Lua Code Discussion
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    posted a message on Working with bits
    Hello

    I want to print a string. The string can have lots of different formats. Therefore, I was thinking of doing it like this:

    local printstring = {
    [1] = function () print(.....) end,
    [2] = function () print(.....) end,
    [3] = function () print(.....) end,
    .....
    }


    I want to use a "bit system": 0000
    Each bit stands for a certain text property. For example: 1000 means the letters have to be capitalised. This translate to the number 8, so I have to do:

    printstring[8]()

    It also means that the number 9, will capitalize the text, plus do something else. (1001)
    The above already works now, but what I really need is the following: How can I easily recognise the numbers or change them, meaning a function like this:

    if (my_third_bit_is_enabled(my_number)) then do_something_nifty_because_its_true end

    and

    if not (my_third_bit_is_enabled(my_number)) then change_my_number_to_make_it_contain_the_fourth_bit end

    I hope someone will understand me :)
    Posted in: Lua Code Discussion
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    posted a message on Development site
    Hello

    I cannot find anything on this site, and one of those unfindable options, is the "development site". I have uploaded my project as beta (it has 3 downloads so far because it is nowhere displayed and not findable trough search :confused: ) but it states Curseforge as development site. How do I change that.

    Thanks
    Posted in: Project Discussion
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