| 08-23-2006, 11:13 PM | #1 |
I know that when a leak happens ALOT, then lag can really show. But on a scale of 1-10, about how bad is a location leak? Like, 1 being you could have a ton with only slight lag, and 10 being only a few causes lag. |
| 08-24-2006, 12:27 AM | #2 |
You mean(I'm also interested) - How much memory does a point take(=2 reals memory?). (I'd say, a point doesn't take more than 48 bits) |
| 08-24-2006, 12:45 AM | #3 |
They can be avoided, so why would you let them leak anyway? or even.. mostly they can be avoided even being used, so why would you use them? |
| 08-24-2006, 12:46 AM | #4 | |
I'm using GUI, and my triggers require alot of units to be made and effects to be placed, obviously at locations. Wouldn't these all leak a location? I'd rather not convert these to JASS, as there are alot of If/Then/Else lines, and these really mess me up in JASS. Do I need to put a RemoveLoc() custom script for every location refrenced, or just 1 covers all? I don't quite get what you mean by: Quote:
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| 08-24-2006, 12:50 AM | #5 |
"Many a map has buckled under location leaks" and Infrane's answer are the only useful qualitative thing to say on the subject. If you want to do some experiments and report some numbers, great. Until then, -locked-. |
| 08-24-2006, 12:50 AM | #6 |
VERY VERY bad. A steady trickle of location leaks is what makes many maps slow and sluggish after about half an hour of play. It's bad ok? 8. |
