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Lately, I have read bits and pieces around the thread about problems with Mono scripts. However, no one has gone into any detail on what the problems with Mono are. What are the issues with it and are their any resources on the web that go into detail about it?

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Posted

Mono does, in theory, offer faster runtime processing for math-intensive stuff.  However, the vast majority of SL scripts do not need this sort of benefit.  Additionally, the extra memory is something of an illusion.  Mono-compiled code takes up more memory than a similar LSL script would.  Roughly around 3 times as much memory, which is why Linden Lab decided to cap Mono-compiled scripts at 64kb, compared to the 16kb limit for LSL-compiled scripts.  This means that for a script that contains a lot of code, you might have an easier time getting it to compile under Mono without hitting the memory limit, compared to compiling it under the LSL-VM.

Of course, there have been problems in the past where Mono-compiled scripts could, under certain circumstances, exceed even the 64kb limit.  Further, the simulator only has so much memory that it can devote to scripts, and the higher memory consumption required for Mono scripts may be causing some serious issues in this regard.  This isn't really LL's fault, scripters need to be responsible in writing code efficiently....not to mention the idiots well-meaning but clueless designers who feel the need to put a recolor or resize script into every single prim in a 100+ prim hairpiece or shoe.  That starts to add up, and eventually you start hitting the limits on the amount of script memory that a simulator can hold.

Mono was generally introduced as a platform for future development.  Now that LL is running 64-bit software on their servers, future servers can have more than the 4GB memory currently available.  Further, Mono will allow for future applications that might need a lot of math-intensive processes, so it does open the door for that.  Also, because the Mono-VM can process code from other languages, it opens the door for SL scripting using other programming languages that might be more familiar to some users (although in all honesty, LSL as a language is designed specifically for SL, and so is probably going to be the best language to program in).  So integrating Mono was probably necessary for future steps, but...

Where LL screwed up was in touting Mono was being the NEXT BIG THING that would revolutionize SL.  Unfortunately, many residents then took it upon themselves to compile everything into Mono despite the fact that it was, at best, still beta-level technology.  And once you have something like that, then you have people putting "Compiled with Mono" on their products to make them look better.....and so it took off.  Mono really wasn't meant for everyday use, but it now has become used in everyday scripts that have absolutely no need for the extra memory or math processing of Mono.

 

In the end though, it comes down to what I always say about SL and scripting:  The great thing about SecondLife is that anyone can write up a script and the simulator will run it.  The horrible thing about SecondLife is that anyone can write a script, and the simulator will run it.

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Posted

Thank you all for the replies.

And, this does clear up some of the confusion for me. I must admit that I jumped on the Mono bandwagon myself since I assumed that the future scripting innovations would be geared towards it. However, I think I will go back through mine and really see if Mono is needed on a case by case basis.

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Posted

Well I am glad for you Asha that you can tell the difference between a script that needs it or not, I on the other hand am none the wiser for the wise words of your responders so will limit my script use to "hello avatar" , just kidding but I will now no longer compile my old scripts into Mono. I will leave it to the wisdom of the scripters and if they think it better in Mono and I buy a script I will leave as is. I do know what colours go well though ^^

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