Also, the UpdateTooltip/OnTooltipUpdate discrepency is to prevent the evil hooking that was happening in 1.2. Now UpdateTooltip checks for disabled state and whether the tooltip is open, if it is, then OnTooltipUpdate is properly run.
Hey all, ckknight here. I designed the recent bucket system in AceEvent-2.0
Basically, what happens is this:
You register for a bucket event UNIT_HEALTH with a delay of 0.2 seconds.
This causes (behind the scenes) for UNIT_HEALTH to be registered and every arg1 is added to a table.
Every 0.2 seconds, that table is sent to agUF and then the table is recycled. (no evil memory churn)
What this means:
Instead of getting 20 events over the period of 0.2 seconds, agUF now gets 1 event, with all the affected units - a much more efficient solution.
Also, through some form of magic, I got it so that you can register for multiple events with the same bucket (e.g. all 6 UNIT_ events). Thus leading to more efficiency.
I've been working with ag` to clear up that big CPU crunch.
To allay the situation, a new feature was added to AceEvent-2.0: bucket events.
Basically, it captures all the arg1's of an event (like UNIT_HEALTH) over the period of `delay` seconds (0.2 for agUF), then sends it to the addon in one big chunk, thus making it _much_ more efficient. Note, this isn't just for UNIT_HEALTH, either, it's for all 6 events at once. This should make things so much more efficient with no noticeable graphical difference (except an FPS boost)
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The tooltip backgrounds disappeared because Detox did something funky to it (but it should be fixed now).
right-click on FuBar, go to Transparency, Tooltip Transparency, then set it to 80%
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Include Tourist-2.0, so that you know what levels the instances are. Just a thought...
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^--- definitely has the naming convention there.
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Much cleaner design this way.
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_only_ Blizzard events should be in CONSTANT_CASE.
Don't make me put checks in to stop you from doing this.
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Basically, what happens is this:
You register for a bucket event UNIT_HEALTH with a delay of 0.2 seconds.
This causes (behind the scenes) for UNIT_HEALTH to be registered and every arg1 is added to a table.
Every 0.2 seconds, that table is sent to agUF and then the table is recycled. (no evil memory churn)
What this means:
Instead of getting 20 events over the period of 0.2 seconds, agUF now gets 1 event, with all the affected units - a much more efficient solution.
Also, through some form of magic, I got it so that you can register for multiple events with the same bucket (e.g. all 6 UNIT_ events). Thus leading to more efficiency.
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http://wikiw.wowace.com/index.php/FuBarPlugin-2.0
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I've been working with ag` to clear up that big CPU crunch.
To allay the situation, a new feature was added to AceEvent-2.0: bucket events.
Basically, it captures all the arg1's of an event (like UNIT_HEALTH) over the period of `delay` seconds (0.2 for agUF), then sends it to the addon in one big chunk, thus making it _much_ more efficient. Note, this isn't just for UNIT_HEALTH, either, it's for all 6 events at once. This should make things so much more efficient with no noticeable graphical difference (except an FPS boost)
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It is much more efficient than using the forums to track bugs.
http://www.wowace.com/flyspray/index.php?tasks=all&project=0
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Really, if I could, I wouldn't even support 1.2 plugins, but that'd destroy the current userbase and I don't want to do that.