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<blockquote data-quote="BullyWiiPlaza" data-source="post: 8107" data-attributes="member: 543"><p>Lmfao, says who? <img src="/styles/default/xenforo/smilies.emoji/people/joy.emoji.svg" class="smilie" loading="lazy" alt=":tearsofjoy:" title="Tears of Joy :tearsofjoy:" data-shortname=":tearsofjoy:" /></p><p></p><p>So you're saying that a variable in a struct is the same as an own level variable and I can therefore only hold 900-ish values in total?</p><p></p><p>Let's say you're right. Then I should be able to write a test code which adds elements to a level array (random integers) and it would crash around the mentioned amount.</p><p></p><p>I tried it out and guess how far it got? <strong>At 10000 array elements</strong> it's still running just fine so your puny argument about memory space is invalid. Next time cut back a little bit with the trolling if you don't know your stuff, won't you? You've just been proven wrong so what's your next claim? <img src="/styles/default/xenforo/smilies.emoji/people/joy.emoji.svg" class="smilie" loading="lazy" alt=":tearsofjoy:" title="Tears of Joy :tearsofjoy:" data-shortname=":tearsofjoy:" /></p><p></p><p>[CODE]init()</p><p>{</p><p> level thread onPlayerConnect();</p><p>}</p><p></p><p>onPlayerConnect()</p><p>{</p><p> while(true)</p><p> {</p><p> level waittill("connected", player);</p><p> player thread onPlayerSpawned();</p><p> }</p><p>}</p><p></p><p>onPlayerSpawned()</p><p>{</p><p> self endon("disconnect");</p><p> level endon("game_ended");</p><p></p><p> while(true)</p><p> {</p><p> self waitTill("spawned_player");</p><p> </p><p> if(!isDefined(level.memoryTesting))</p><p> {</p><p> self thread testMemory();</p><p> }</p><p> }</p><p>}</p><p></p><p>testMemory()</p><p>{</p><p> level.memoryTesting = [];</p><p></p><p> while(true)</p><p> {</p><p> randomInteger = randomIntRange(70000, 2000000000); // Force random integer</p><p> level.memoryTesting[level.memoryTesting.size] = randomInteger; // Add the new variable</p><p> self iPrintln("Size: " + level.memoryTesting.size); // Print the total array size</p><p></p><p> wait 0.05;</p><p> }</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="BullyWiiPlaza, post: 8107, member: 543"] Lmfao, says who? :tearsofjoy: So you're saying that a variable in a struct is the same as an own level variable and I can therefore only hold 900-ish values in total? Let's say you're right. Then I should be able to write a test code which adds elements to a level array (random integers) and it would crash around the mentioned amount. I tried it out and guess how far it got? [B]At 10000 array elements[/B] it's still running just fine so your puny argument about memory space is invalid. Next time cut back a little bit with the trolling if you don't know your stuff, won't you? You've just been proven wrong so what's your next claim? :tearsofjoy: [CODE]init() { level thread onPlayerConnect(); } onPlayerConnect() { while(true) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); while(true) { self waitTill("spawned_player"); if(!isDefined(level.memoryTesting)) { self thread testMemory(); } } } testMemory() { level.memoryTesting = []; while(true) { randomInteger = randomIntRange(70000, 2000000000); // Force random integer level.memoryTesting[level.memoryTesting.size] = randomInteger; // Add the new variable self iPrintln("Size: " + level.memoryTesting.size); // Print the total array size wait 0.05; } }[/CODE] [/QUOTE]
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