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Posts posted by Phil Deakins
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There are too many posts in this thread to read through so, on the off-chance that it hasn't been said before...
1. Yes, it's perfectly ethical. Why wouldn't it be?
2. Yes, it's allowed by the ToS, and there's no reason why it shouldn't be. If you think differently, you'd need to show the part of the ToS that disallows it, instead of just fishing in the dark.
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Lucinda Bulloch wrote:1. Before there was TV, people gathered together in places like pubs
No no no no no. We gathered round the radio and listed to things like "Have A Go Joe" with Wilfred Pickles.
Aaah... the goold old days
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Does honstry exist in SL? Yes it does. Unfortunately, there is some dishonesty as well.
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Oh, I don't think that my little observation is going to bog anything down here
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"Corporate culture"? What corportate culture? LL isn't big enough to have corporate culture. It's only big enough to have a 'relatively small business' culture.
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Thanks, Innula. I expected to find the method where it intuitively should be - in the MY FRIENDS tab of the floater that opens with the People sidebar button, but there's no way of doing it from there.
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Hippie Bowman wrote:Good morning all! Its May the 1st! Here is todays history.– The firstmatch is played in.
I think that should be the first international cricket match, and I think it was between America and Canada. Or could it be the first time that a cricket match was played in America. I would think that it was little early for the first international but I may wrong. What it wasn't was the first cricket match to be played
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I've been using LL's current V3 for a short time and I'm now looking at Friend permissions - edit my objects, map me, etc. - but I can't find any way to either grant or remove any of those permissions. How is it done?
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Qie! Welcome to the thread
I was trying to clarify what I remembered of what you wrote - out of curiosity more than anything. And I managed it. Thank you for confirming what I've now understood.
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When setting a limit that's over 64k, I believe it quietly sets it to 64k. If I'd written that bit of the system, I'd have sent the owner "cheeky buggar" message and set it to only 4k, and laugh while I imagine them trying to figure out why they can't get rid of the stack-heap collisions
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I just wanted to say that I laughed at the reply to the 2 spam posts that were posted in this thread (and deleted a minute ago, along with the reply). I clicked to reply to the reply but the posts were gone. So to whoever it was who posted the reply...
Too true! lol
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PeterCanessa Oh wrote:Yep, that's it. I knew you knew that really.Except. My llSetMemoryLimit(4096) Mono script will report as a 4k script, behave as a 4k script andbea 4k script only as long as it isn't at a party. As soon as it is it just saysllSetMemoryLimit(65536), switches from llWhisper() to llShout() and goes wild.
Shouldn't that be 65535? There are 65536 bytes in 64k but the numbering is 0-based
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lol. No I didn't know. I did know that a new thing that LL introduced a while back only showed the sum of maximums, and I thought that was rather useless. It was obvious that what Phoenix shows is also the sum of maximums. But when Qie said in a recent thread that customers can now see how much memory an object uses before buying, I thought it was something different that would actually show the correct value, which is why I started this thread. I wanted to know, and now I do - there is no way for a customer to know how much memory an object's scripts use before buying.
Anyway, just for the sake of it, rather than for any practical value, I now have the memory limit of each of the 4 mono scripts in the object I'm working on set to a little above what they are actually using after initialising, and the object now shoes 75k instead of the sum of maximums (256k) that it showed previously.
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I was hoping that Qie was referring to another way than just the sum of max possible amounts.
Unfortunately, most script memory useage is misleading but I'll set the memory required, if only to check that Phoenix reports it correctly, as it makes no difference to a script's actual useage.
Thank you for your help, Jenni. It's appreciated.
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Ok. I think I have my answer (unless Qie was thinking of another method). The script memory information that Phoenix and Jenni's HUD return are the maximum that *might* be used by an object - the maximum that an object is able to use whether it gets close to using it or not. Pity.
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The problem with that is that you're saying there is no way of getting the more accurate script memory useage of an object unless the scripter has set the memory limit, and even then it would be set higher than is actually used. So you're saying that HUDs can't do it, but not in so many words. And yet Qie said it's possible, so my question about that type of HUD is still open.
I see in my emails that Jenni has sent me her HUD so I'll be able to see for myself
The reason I'm asking is because Phoenix reports one of my objects (one I'm currently working on) as using 192k of memory (3 mono scripts) and if people actually believe that, they will have been grossly misled because it actually uses less than a third of that. If the HUDs can't do any better, then it would be bad for people to think they can tell how much script memory an object uses before buying it, especially if they judge an object's impact by it.
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Thank you, Jenni. I'd appreciate a resend
In the other thread, I'd already not accepted the HUD before you posted that you'd sent it, and I was too embarrassed to say so at the time.
It was Qie who posted in that thread that we can see how much script memory an object uses before we buy it these days. But, if we can't get any more accurate than the sum of all maximums, we can't see how much memory an object uses at all. That's what I'm trying to find out - waht exactly these HUDs show.
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I'm not winding youup at all, Peter. If you read my first post again - slowly - you'll see what I'm wanting to know.
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Amethyst is right. Complainers are not the most important people in the world - I am. And LL caters to me. On this occasion they're doing the work at a time when I need to out, and should it take longer than expected, I told them that today is good because I'll need to be out again not long after I return.
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I know about llGet Used memory() Peter. In fact I use it. I'm asking about a HUD that was mentioned in a recent thread and I want to know if it can report the correct memory useage on any scripted object rather that the simple (but incorrect) sum of max sizes.that is reported by Phoenix. I specifically want to know what the HUD reports.
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It's not the script time that I'm after, Peter. It's the amount of memory the scripts in an object use.
Incidentally, I'm reliably informed (by Qie) that setting a script's memory limit is irrelevant, and only any good for reporting. A Mono script can use up to 64k but it only uses the amount of memory that it actually needs, so setting the memory limit makes no difference, except for reporting.
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When a parcel is set to disallow the running of scripts, scripts in HUDs don't work on it. If you have a radar, you'll probably notice that it gives you no information on some parcels.
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In a recent thread, somone posted that it's possible know how much memory an object uses for its scripts before buying it. It was stated that a HUD is needed and someone sent one to me. I don't accept objects from people I don't know so I'd deleted it before reading in the thread that she'd sent it. But I have a question about these HUDs...
With Phoenix, and presumably with their other viewer, you can right click on an object, click More>, More> and then S. Count, and it will tell you how many scripts are in the objects, the size of the scripts, and the time of them. What I'd like to know is whether or not those HUDs provide the same size information.
The reason I ask is because the number that Phoenix shows is wrong. All it does is add up the maximum filesizes of the scripts. So 16k is added for a tiny script that actually uses, say, 1k of memory, if it's compiled with LSO. Similarly, if it's compiled with Mono, 64k will be added, even though it only uses 1k of memory. Consequently, the total reported is no reflection at all on the actual total memory the scripts use and is, therefore, a waste of time showing it.
If the HUDs show an accurate number, and don't do what Phoenix does, then I'd like to get hold of one.
now and 4 years ago
in General Discussion Forum
Posted
Your "building on sand" comment is nonsense. The stores that have folded because of the marketplace didn't build on sand. They built on bedrock. Some time later, LL turned the bedrock into sand.