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    posted a message on Shadowed Unit Frames [official]
    You're posting an error when you're on an old version.
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    Should be resolved with 3.8.2
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    You're probably on some rather old configuration. Because the cap is very explicitly set throughout multiple areas and I'm unable to duplicate.
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    Not SUFs issue.
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    Nice find and excellent report. I'm pretty sure I know what's causing the issue, I'll take a look into it tonight when I do a final pass before releasing a version for WoW 5.2.
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    With 5.2, yes.
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    Not surprised, Healbot does a lot of dumb things.
    Posted in: Unit Frames
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    posted a message on In-Game Addon System (IGAS)
    The reason you use jQuery rather than doing Javascript is because of browser compatibility and because "raw" Javascript is actually really inefficient. Especially when you factor in having to keep track of which obscure IE version has some weird bug because you put a decimal place somewhere that you can't in IE 8.2 while running under Alpha Omega Compatibility mode.

    Phanx sums it up rather well. You're not the first person to come up with an insane idea for addons that makes life harder while promising it makes it easier.
    Posted in: Libraries
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    posted a message on In-Game Addon System (IGAS)
    There's really no way I can say this without being mean. If you don't see much difference between Ace3 and IGAS, then you aren't qualified to be in a discussion like this.

    Ace3 provides everything modularly and can be used standalone. Using AceDB doesn't require you to use AceEvent and so on. I can't actually think of any Ace3 library that has a dependency on another Ace3 library, although it's been a while.

    This provides an entire new sub-language and everything is dependent on the core. You cannot separate the events or timers from everything else, it's all your nothing. Even if you don't use it all.

    This is a bad library because it makes addon development worse for people under the guise of helping. And most people aren't going to realize that until they've already wasted time learning it.
    Posted in: Libraries
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    posted a message on In-Game Addon System (IGAS)
    I'm bored and this amuses me so, a quick grep. There are about 4,300 function definitions, minus about 1,500 for comments, so 3,000 (!!!!!!!!) in your library.

    SUF for example, has about 800, of which almost half are configuration. The entire Ace3 library without even separating out comments has about 663 function definitions. Taking it one step further, all of the default WoW addons and FrameXML is around 5,600. Even Ace2 which wasn't exactly a paragon of design had about 400 functions as well.

    Disregarding the fact that optimizing for reducing closures is unnecessary as long as you don't do anything excessive. Anything you might save is lost (and then some) by having to load your library with its attempt at replicating OOP and helpers.

    As for your editor excuses, that's not true. Ace3 is actually very easy to read. The only exception would be AceGUI-3.0, and it's not so much hard to read. It's just a complicated library that has a lot of moving parts due to the nature of writing a GUI library.

    If you need a specialized editor to read a WoW addon, you're writing something that's far too complicated for its own good.

    Any performance or time saving you might have gained is lost in the over abstraction and having to learn a new system. Things like the raid frames and unit frames are actually less efficient because of how abstracted they are.

    Your unit frame system is oUF, but rather than stopping at a modest size house, you decided to colonize every planet in this universe, and then created a parallel universe and kept colonizing.

    If I was going to commend you for anything, it's the fact that you managed to write something so elaborately crazy in 2 years and that it actually works.

    [edit] oh hi Phanx, you posted after I started typing this and said most of what I did.
    Posted in: Libraries
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    posted a message on In-Game Addon System (IGAS)
    Mucking with the global env that addons use is not an improvement. I don't run addons in the global env either, because I spend 5 seconds and check for leaked globals without requiring a library that mucks with the global env.

    Writing only development tools is worse if anything. It means you're trying to help authors without having any concept of how addons are actually written.

    Almost everything I do is OOP. Your code isn't easy to read, or use. You've basically written a mini-language on top of Lua, and added additional complexity where it's not needed.

    I'm not going to sit and try and unwrap your code, but you've managed to introduced a crazy interwoven dependency around your "library" that will require people to learn how to use your system, and then lock them into it.

    At least with systems like Ace3, the dependency parts are either simple enough that you can replace it if it ever breaks (or fix it yourself), and it has a large list of long time authors so it's not much of a worry that it will be suddenly abandoned.
    Posted in: Libraries
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    posted a message on In-Game Addon System (IGAS)
    ... good god, why?

    Not only are you exposing very generically named variables like "class" and "enum", but you don't need something that complicated to write addons.

    99% of inheritance you will ever need is covered by metatables, and the other 1% is covered by properly abstracting.

    I can't say anything nice about this library, because there is nothing nice that could be said.
    Posted in: Libraries
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    posted a message on Shadowed Unit Frames [official]
    Disable addons that aren't SUF until it stops. Given that I don't have hordes of people complaining, I doubt it's actually SUF causing it.
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    Almost no chance that is SUFs fault, it's likely another addon.
    Posted in: Unit Frames
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    posted a message on Shadowed Unit Frames [official]
    Report issue is Blizzards fault not mine, nothing can be done about that.

    Any issues like an unit not showing are pretty much Blizzards fault a well, as they control all of that. The only thing you could really do to confirm it otherwise, would be to check and make sure there isn't actually a 10th frame (by manually checking for its existence via name).

    I'll poke through the issue some more, I expect this is a bit of Blizzards issue and not a whole lot I can do about it, but will see.
    Posted in: Unit Frames
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