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AO memory

AK Alchemi
Registered User
Join date: 17 Aug 2009
Posts: 190
09-08-2009 11:26
When I wear my AO it gives a notice of memory free. When I used the Outrider AO, it would say, for instance, "118% memory free." This always sounded like nonsense to me. Now I'm using the free LAP AO, and it announces "6% memory free" when it loads. They are both ZHAO-II and they both have the same animations loaded. The only difference is that the Outrider one has a 3-button panel that has a red groundsit button at the top, which is apparently for times when I need to sit on the ground really fast, and the LAP one doesn't have that option (so I prefer it, because it takes up that much less real estate). What gives with the wildly disparate memory announcements? And what is this "memory" in the first place?
EF Klaar
Registered User
Join date: 11 Jun 2007
Posts: 330
09-08-2009 11:32
This is probably because the AO was originally written for LSL, which allocates 16Kb of memory to each script, and has been recompiled to run under mono, which allocates 64Kb. The memory is the computer memory allocated on the server.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-08-2009 11:33
Sounds like one is compiled in Mono and hasn't been modified to report mono memory use meaningfully.

I would recommend recompiling all HUD attachments as non-Mono, because rezzing or moving Mono scripts across region boundaries... especially if they have large complex data structures like AOs... takes longer, so you may be feeling unnecessary amounts of sim-crossing or teleport lag.
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
09-08-2009 11:36
That's an historical artifact in ZHAO-II, it reports free memory as a percentage of 16K, since that is what all scripts had to work with when it was released.

If the script is recompiled to Mono, it will get a total of 64K at the moment (that number is subject to change), so the free memory display reports those over 100% figures if the script isn't patched to simply spit out the free script memory as bytes.

If you need the extra space, you can open the core script and recompile it with the Mono box checked. If you don't need it, you can also leave it alone =)

In the not too distant future, those 16K scripts will likely be counted as using 128K for the purpose of script limits. so the conversion might allow you to stay within the limits more comfortably.
AK Alchemi
Registered User
Join date: 17 Aug 2009
Posts: 190
09-08-2009 11:40
If I might ask a further favor, would you please dumb down what I should do? Should I rez the one I'm using now and recompile the whole thing? In mono?
Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
09-08-2009 11:41
From: Viktoria Dovgal

In the not too distant future, those 16K scripts will likely be counted as using 128K for the purpose of script limits.
Um, say *what*? Where does it say that... and *why*?
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Rhonda Huntress
Kitteh Herder
Join date: 21 Dec 2008
Posts: 1,823
09-08-2009 11:47
AK,
I would say to just leave it alone. Since they are doing their jobs and you understand that the difference is a reporting error and not a failing script, there is no reason to tempt fate by messing with a working device.
AK Alchemi
Registered User
Join date: 17 Aug 2009
Posts: 190
09-08-2009 11:48
Also, how would I know whether I "need the extra space" or not? Space for what? More animations in the AO?
*clueless, puzzled face*

Edit: I do plan on adding more animations.
Malia Writer
Unemployed in paradise
Join date: 20 Aug 2007
Posts: 2,026
09-08-2009 11:49
I wondered how my AO could have more than 100% free too. Learned my new thing for the day.

AK... as the saying goes, "If it ain't broke, don't fix it."
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
09-08-2009 12:05
From: Argent Stonecutter
Um, say *what*? Where does it say that... and *why*?

It was brought up in office hours, probably with Babbage or Scouse. The 128 idea is being considered as a wedge to nudge LSO out, since they don't want to disable it altogether and bork old stuff with missing source code.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
09-08-2009 13:07
From: Viktoria Dovgal
It was brought up in office hours, probably with Babbage or Scouse. The 128 idea is being considered as a wedge to nudge LSO out, since they don't want to disable it altogether and bork old stuff with missing source code.
I was afraid it might come to that. Son of a bitch. That will be the end of my scripting of vehicles, and of HUDs that anybody would dare to wear while crossing sim borders. Unless they're planning a complete re-architecting of Mono, instead of farting around with adding more language bindings, as if the pig looked better in different colored lipstick. :mad:
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
09-08-2009 13:29
From: Viktoria Dovgal
It was brought up in office hours, probably with Babbage or Scouse. The 128 idea is being considered as a wedge to nudge LSO out, since they don't want to disable it altogether and bork old stuff with missing source code.
That's daft. If it uses less memory, it uses less memory, and the sim overhead for I/O intensive objects (most of them) is LOWER with LSL for a huge class of products because of the rezzing/sim transfer overhead of Mono. Since they can't eliminate LSL, *ever*, there's no point to "nudging it out".

I am certainly NOT going to convert any of my products from LSL to Mono in the foreseeable future, given the effect Mono scripts have on sims.
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Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
09-08-2009 14:37
From: Argent Stonecutter

I would recommend recompiling all HUD attachments as non-Mono, because rezzing or moving Mono scripts across region boundaries... especially if they have large complex data structures like AOs... takes longer, so you may be feeling unnecessary amounts of sim-crossing or teleport lag.


Hmm.. I have no idea if the Huddles is MONO or LSL.

Guess i need to go diving in there to see.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
09-08-2009 15:01
From: Qie Niangao
I was afraid it might come to that. Son of a bitch. That will be the end of my scripting of vehicles, and of HUDs that anybody would dare to wear while crossing sim borders. Unless they're planning a complete re-architecting of Mono, instead of farting around with adding more language bindings, as if the pig looked better in different colored lipstick. :mad:

EDIT: Deleted my extremely negative post so I don't spread it. Hard to remain upbeat sometimes with LL's brilliant decisions :(
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Indeterminate Schism
Registered User
Join date: 24 May 2008
Posts: 236
09-09-2009 10:46
Don't panic yet folks! The script-limits issue (including how much memory is allocated to older non-mono scripts) is still at the stage of investigating exactly what/how many scripts are being used. Babbage has said that only after that can they discuss/decide the way forward and only after THAT will anything actually be announced and implemented.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
09-09-2009 14:05
@ OP
there is a trade-off...
the one that reports correctly will use less resources and have less issues on sim crossings, the one that reports over will run more efficiently while it's in a single sim

to change either one to the other, simply check (or uncheck) the mono box on the opened script view and save...
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