But in your example, the script uses the max of the sim til the avatar
comes in. The script will crash, as the avatar takes his own share of
memory, and the script suddenly has less than it actually uses (not
what it -could- use but doesn't).

Scripts -will- be able to check available memory, that much has been
stated, and they reserve additional memory they need with another
function, but that available memory should not depend on factors of
what's going on outside the parcel or on other avatars aside of the
own.

Quite frankly, the only thing that makes sense for scripters and
content creators are hard numbers they can work with. Fixed memory
amounts. Every 512sqm parcel should always (normally) support X mb
max. Every avatar should normally support Y mb max. A solid api to
build scripts upon. Available memory depends on the scripts already
attached to the -same- avatar or on the -same- parcel, but a parcel's
or avatar's memory should -not- be dependant in any way on external
factors like other avatars or parcels. It makes things unreliable,
unpredictable.

On Thu, Dec 17, 2009 at 16:10, Tigro Spottystripes
<tigrospottystri...@gmail.com> wrote:
> There should be a way for scripts to check how much memory is avaiable
> int he pool for the sim, and for the parcel, and also how much memory
> the script will be limited to under a worse case scenario,
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