[sldev] Memory Allocation Algorithms and Tools - Script Limits

Tigro Spottystripes tigrospottystripes at gmail.com
Fri Dec 18 16:54:03 PST 2009


just divide by zero?


Darrius Gothly escreveu:
> Wandering thru the recent posts on memory and resource allocation schemes, 
> one thing becomes quite clear. There are a ton of different ways to 
> instrument and allocate the resources, but we won't find a good one until 
> such time as we "Consumers" of those resources (meaning script writers) have 
> the proper tools to accurately measure and *also* to take purposeful steps 
> to reduce or eliminate our use of resources period.
>
> I've seen proposals that say "we need a full-blown memory management 
> library" .. in LSL? The language that makes BASIC look cryptic? Sorry, not 
> buying it.
>
> How about this one instead?
>
> New statement: llEnd() - This script is done, dead, finished, kaput, pushing 
> up the daisies .. whatever. All it had is yours again dear Sim. May it rest 
> in peace.
>
> The only way to restart it is to manually "Reset" it. As has been mentioned, 
> many of the most common scripts start up, do something that will persist 
> past their lifetime, then stop. But just cuz they stopped doesn't mean they 
> let go their 16KB (or 64KB for MONO). However, if they ended with an llEnd() 
> statement .. no guessing needed there.
>
> The infamous "hair example"? Owner selects then "Resets" hair. Every script 
> gets reset and comes alive. Resizer runs .. owner picks proper size and 
> clicks "Done" ... EVERY script goes "llEnd()" End of problem. You now have 
> hair perfectly sized (until your next shape or mood change) and you're not 
> walking around with 200 or 1000 scripts worth of memory usage. Wanna change 
> your hair again? No sweat ..
>
> These sorts of simple extensions to the language would give even beginning 
> scripters the ability to write memory efficient (and thus polite) scripts 
> without having to master the art of proper memory pool and cache management.
>
> k .. nuff said ... llEnd(); 
>
>
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