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10-05-10, 03:02 PM   #27
neverg
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Originally Posted by haste View Post
I'm not sure if you are thinking of tags now, or the actual health element. Both support frequentUpdates, but they work slightly different.

On the tags you are able to do frequentUpdates = .1, which pretty much means "call my tag function ten times a second". You'll probably not notice too much of an difference with this, but it depends on quite a lot of factors.

On the health element you only have the option of having it on or off. When it's enabled oUF compares the previous value with the current, and if it's different it triggers the update function. The update loop that does this isn't throttled and checks for updates every (1/fps) second.

Tags aren't that bad however, they are about 40-60% slower than hand-writing the update function. They do generally use more memory however. The reason it's throttled differently is mainly because we don't have any other option.
P
Thanks for clarifiying this, haste. I thought you throtle health updates too. Thanks for the clarification.
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