Difference between revisions of "Talk:Memory Module"
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== Encoding == | == Encoding == | ||
The encoding functions leave much to be desired. There are easier ways to do this without maintaining a lookup table. See: [[String2Hex]] -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 13:45, 13 March 2014 (PDT) | The encoding functions leave much to be desired. There are easier ways to do this without maintaining a lookup table. See: [[String2Hex]] -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 13:45, 13 March 2014 (PDT) | ||
== Tip warning text == | |||
Darien Caldwell's addition to the tip warning text is based on the premise that when the script state is reverted, the prim's textures are not. Is that the case? I haven't seen that happen, ever. Every time a script is reverted, I've seen the prims reverted too. A case could be made that the sim can be caught in the middle between saving the prims and saving the script state. But what if it's the opposite? What if the script state is saved first and this "technique" causes reversal of the data? Do we have any guarantee one way or the other? I think the whole premise of this script is flawed and it should be deleted, or moved to the user's page and out of the main namespace. If someone wants to store data to guard against crashes, inworld storage is not the way to go, or at least not within the same object. --[[User:Pedro Oval|Pedro Oval]] 16:28, 10 June 2014 (PDT) |
Revision as of 15:28, 10 June 2014
Encoding
The encoding functions leave much to be desired. There are easier ways to do this without maintaining a lookup table. See: String2Hex -- Strife (talk|contribs) 13:45, 13 March 2014 (PDT)
Tip warning text
Darien Caldwell's addition to the tip warning text is based on the premise that when the script state is reverted, the prim's textures are not. Is that the case? I haven't seen that happen, ever. Every time a script is reverted, I've seen the prims reverted too. A case could be made that the sim can be caught in the middle between saving the prims and saving the script state. But what if it's the opposite? What if the script state is saved first and this "technique" causes reversal of the data? Do we have any guarantee one way or the other? I think the whole premise of this script is flawed and it should be deleted, or moved to the user's page and out of the main namespace. If someone wants to store data to guard against crashes, inworld storage is not the way to go, or at least not within the same object. --Pedro Oval 16:28, 10 June 2014 (PDT)