Quantcast C_Map.GetPlayerMapPosition Memory Usage - Page 2 - WoWInterface
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07-09-18, 01:53 AM   #21
Fizzlemizz
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This is curiosity, not a "gang-up".

Unless there is some significant optimisation (happy to be educated), even incremental GC will be called more often as there is more G being produced to C.
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07-09-18, 03:12 PM   #22
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GC time is proportionate to the complexity of the garbage. These are incredibly simple tables.
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07-09-18, 06:49 PM   #23
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Which begs the question, why use a table in a language that allows multiple returns?

I feel like I must be missing some simple point, which wouldn't be the first time .
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07-09-18, 07:02 PM   #24
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I'd guess it's towards normalization of data. For instance, look at C_Map.GetMapLinksForMap, it returns the same 2D vector table but as a field of a subtable in a collection of tables. In that case, multiple returns don't help, but containing them in a table keeps the data consistent. Vector 2D is likely the most contentious given that it is just two fields, but it scales better the more fields the type contains.
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07-09-18, 09:01 PM   #25
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I remain to be convinced that it's normalisation .
Code:
local left, right, top, bottom = C_Map.GetMapRectOnMap(childMapInfo.mapID, mapID)
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WoWInterface » PTR » PTR API and Graphics Changes » C_Map.GetPlayerMapPosition Memory Usage

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