Difference between revisions of "Talk:Memory Module"

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m (Created page with "== Encoding == The encoding functions leave much to be desired. There are easier ways to do this without maintaining a lookup table. See: String2Hex -- ~~~~")
 
 
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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)
::Quote "I think the whole premise of this script is flawed and it should be deleted" - agreed [[User:Omei Qunhua|Omei Qunhua]] 01:38, 11 June 2014 (PDT)
:::What can be saved from the script should be. Don't worry about offending the original authors, that ship already sailed, the crew got scurvy, then the ship caught fire, hit an iceberg, used to smuggle slaves and contraband, was boarded by pirates, used as a target for nuclear weapons testing, and sank in high seas... with all hands along with a hoard of lost Inca and Nazi gold. We are hoping with some nuclear remediation we can encourage a new reef to flourish. This applies to any article in [[:Category:Wizardry_and_Steamworks]], they all could do with editing and someone to take some responsibility for maintaining them.
:::Considering the difficulty in getting articles deleted (nearly impossible), please try to find some way to either save the article or find something that can be placed on this page in it's stead. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 18:31, 11 June 2014 (PDT)
: It is somewhat popular to stuff data into various prim properties, but the usual motivations are for configuratin without an interface, or a lightweight guard against accidental user resets. If anyone thinks stuffing into a texture ID could be handy, that idea could be copied to [[External script memory]] and this page redirected there. --[[User:ObviousAltIsObvious Resident|ObviousAltIsObvious Resident]] 20:21, 11 June 2014 (PDT)
::Good idea. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 18:48, 12 June 2014 (PDT)

Latest revision as of 18:48, 12 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)

Quote "I think the whole premise of this script is flawed and it should be deleted" - agreed Omei Qunhua 01:38, 11 June 2014 (PDT)
What can be saved from the script should be. Don't worry about offending the original authors, that ship already sailed, the crew got scurvy, then the ship caught fire, hit an iceberg, used to smuggle slaves and contraband, was boarded by pirates, used as a target for nuclear weapons testing, and sank in high seas... with all hands along with a hoard of lost Inca and Nazi gold. We are hoping with some nuclear remediation we can encourage a new reef to flourish. This applies to any article in Category:Wizardry_and_Steamworks, they all could do with editing and someone to take some responsibility for maintaining them.
Considering the difficulty in getting articles deleted (nearly impossible), please try to find some way to either save the article or find something that can be placed on this page in it's stead. -- Strife (talk|contribs) 18:31, 11 June 2014 (PDT)
It is somewhat popular to stuff data into various prim properties, but the usual motivations are for configuratin without an interface, or a lightweight guard against accidental user resets. If anyone thinks stuffing into a texture ID could be handy, that idea could be copied to External script memory and this page redirected there. --ObviousAltIsObvious Resident 20:21, 11 June 2014 (PDT)
Good idea. -- Strife (talk|contribs) 18:48, 12 June 2014 (PDT)