Difference between revisions of "Talk:WarpPos"

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(Heads up, the "Script run-time error: Stack-Heap Collision" is baack happening again in the lw function warpPos)
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== Undocumented? ==
Is this going to be changed in the future? [[User:TxMasterG Ping|TxMasterG Ping]] 18:50, 30 March 2007 (PDT)
Is this going to be changed in the future? [[User:TxMasterG Ping|TxMasterG Ping]] 18:50, 30 March 2007 (PDT)


== buggy! ==
== Script run-time error: Stack-Heap Collision ==
 
I do now see "Script run-time error": "Stack-Heap Collision" when I try to jump too far, for example:
 
<lsl>
default
{
    state_entry()
    {
        llOwnerSay("state_entry");
        vector here = llGetPos();
        warpPos(<here.x, here.y,  200>);
        warpPos(<here.x, here.y, 3000>); // Script run-time error: Stack-Heap Collision
        warpPos(<here.x, here.y,  200>);
    }
}
</lsl>
 
My Server: Second Life Server 1.24.10.106829
 
My Client: Second Life 1.21.6 (99587) Oct 14 2008 17:42:25 (Second Life Release)
 
-- [[User:Ppaatt Lynagh|Ppaatt Lynagh]] 05:25, 1 January 2009 (UTC)
 
== Buggy! ==


Wow, this thing has one huge bug, which will lead to a stack-heap collision even over a small distance. Appending the "rules" list to itself for the number of jumps is wrong. You need a prototype list to append to the actual rules list. -- [[User:Deanfred Brandeis|Deanfred Brandeis]]
Wow, this thing has one huge bug, which will lead to a stack-heap collision even over a small distance. Appending the "rules" list to itself for the number of jumps is wrong. You need a prototype list to append to the actual rules list. -- [[User:Deanfred Brandeis|Deanfred Brandeis]]

Revision as of 22:25, 31 December 2008

Undocumented?

Is this going to be changed in the future? TxMasterG Ping 18:50, 30 March 2007 (PDT)

Script run-time error: Stack-Heap Collision

I do now see "Script run-time error": "Stack-Heap Collision" when I try to jump too far, for example:

<lsl> default {

   state_entry()
   {
       llOwnerSay("state_entry");
       vector here = llGetPos();
       warpPos(<here.x, here.y,  200>);
       warpPos(<here.x, here.y, 3000>); // Script run-time error: Stack-Heap Collision
       warpPos(<here.x, here.y,  200>);
   }

} </lsl>

My Server: Second Life Server 1.24.10.106829

My Client: Second Life 1.21.6 (99587) Oct 14 2008 17:42:25 (Second Life Release)

-- Ppaatt Lynagh 05:25, 1 January 2009 (UTC)

Buggy!

Wow, this thing has one huge bug, which will lead to a stack-heap collision even over a small distance. Appending the "rules" list to itself for the number of jumps is wrong. You need a prototype list to append to the actual rules list. -- Deanfred Brandeis

I think you have LSL confused with a real programing language, LSL operations are pass by value, you aren't appending it to itself you are appending a copy of it to itself. The only stack-heap collision issues arise from not having enough memory available to build the list. The method used here is the most efficient. Strife Onizuka 11:19, 9 April 2007 (PDT)
What about calling the warppos function again using (0.5 * (target + llGetPos())) as new target if the number of jumps is too high ? " if (jumps > 100 ) warppos(0.5 * (destpos + llGetPos())); " That would recursively divide the distance in digestible chunks between large list allocations. I'm not able to test it just yet, will keep you informed.--Jesrad Seraph 03:04, 20 April 2007 (PDT)

The code no longer appears to be the most efficient when compiled as Mono. When compiled as Mono, I no longer see any memory advantage at all to using the code: rules = (rules=[]) + rules + rules; in comparison to the code: rules+=rules; However I seem to be able to get += to double lists in under 60% of the time in my tests. I'm not suggesting changing the code in the article at the moment (because the advantage of the current code to people *not* compiling in Mono is pretty critical, and the benefit to people compiling under Mono isn't exactly huge.) --Tatiana Niven 16:00, 29 August 2008 (AEST) :P