[opensource-dev] Script Memory Limits UI
Marine Kelley
marinekelley at gmail.com
Tue Mar 9 01:09:45 PST 2010
That's right. Computer programs are constantly managing two
contradictory resources, space and time. In theory we need control
over script time as much (no more no less) as we need control over
script memory. But let's not ask for even more additional workload
than we already have.
On 9 mars 2010, at 10:05, Ambrosia <chaosstar at gmail.com> wrote:
>> So, cool, wouldn't it be nice to only allocate what is actually
>> requested?
>
> That -is- in the works, with the Small Scripts and Big Scripts
> projects. it will allows you to reserve just as much memory as you
> need for mono scripts, less than the 64k..or even more. But alas, yes,
> time will have to be invested into rewriting things.
> Why the process simply doesn't allow you to slip a new
> llMaxMemory(amounthere); into the state_entry of a script, and lets
> the sim runtime dynamically allocate new memory as the script grows up
> to the max..I don't know. it'd be much simpler.
>
> What I personally want is not only a script memory display, but also
> script -time-. People need to see how much script time is used up by
> the things they wear, the things they create, the things they have on
> their mainland parcels uses up. It's ridiculous that one needs to be
> friends with a full-fledged Estate Manager to check those things, as
> script time affects sim performance just as much as script memory
> does.
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