Not sure if I'm supposed to further clutter up the thread... but in this case, I don't see the issue. Having 80 global names over 80 local names... does what?
80 isn't a big number, so imagine 30,000 instead to set the example.
Any time any addon needs to access a global value, it's looking into the same table that all other addons look into when accessing globals. It's not your own personal copy of a global table.
It's considered bad practice because it slows down global lookups for all addons (simply because there are more records). It also presents more opportunity for key conflicts.
If all addons put all their values in the global table things would be a mess.
I'm sure someone will correct my ignorance shortly but this is my understanding.
Pretty much. Looking up a global variable is kind of like looking up a word in the dictionary. The more words there are, the longer it takes to find any particular word. The more people you have adding their own words to the dictionary, the more likely it is that two or more people will try to add the same word; when this happens, when the first guy goes to look up the word again, he gets the second guy's definition instead.
On the other hand, referring to things using local table keys or local variables/upvalues is, depending on the exact method being used, more like putting a few important words on a sticky note on the side of your monitor, or having footnotes at the bottom of the page you're currently reading. It's a lot faster, and you don't have to worry about other people changing the definitions of your words.
You should generally avoid adding entries to the global table unless you actually need to do so. For example, when you use the group header templates to generate unit frames, Blizzard's code requires your headers to have global names, and automatically gives your unit frames global names. Adding global names for each unit frame's center icon's cooldown model would nearly double the amount of globals from Grid. Not to mention the fact that it wouldn't help at all with third-party plugins that add more icon indicators.
Besides, it's not really Grid's problem if OmniCC is lacking features. It would be fairly easy for OmniCC to check the chain of parentage to determine if a cooldown model was attached to a unit frame, for example, or to check if a cooldown model was attached to a frame with the word "Grid" in its name.
Besides, it's not really Grid's problem if OmniCC is lacking features. It would be fairly easy for OmniCC to check the chain of parentage to determine if a cooldown model was attached to a unit frame, for example, or to check if a cooldown model was attached to a frame with the word "Grid" in its name.
OmniCC is "lacking features" because it doesn't crawl up the frame hierarchy to support Grid cooldown models??
Someone's having a case of superiority complex around here...
There are thousands of features that could be added to Grid, but haven't been, and never will be. I wouldn't be remotely offended if someone said that Grid was lacking features because it didn't include a mana bar or 500 blinking and sliding icons. I'm sorry if it offends you that I dare point out the self-evident and incontrovertible fact that a particular addon does not have a particular feature, or that I have the temerity to explain how the feature could be implemented.
Plus, OmniCC's big claim to fame is that it works with any addon that has a cooldown model. And it does. I've used it for years. Cooldown models get cooldown text, period. Tuller has recently started adding more options for controlling which cooldown models get cooldown text. I really don't see why you have an issue with me opining that it's his job, not mine, to refine and expand those features.
I humbly request a review of the changes in ticket #421 to allow the buff/debuff statuses to also show duration and stack count. I've improved the initial patch I'd proposed but without any feedback, so I'm not sure if this is something worth pursuing either because the changes don't fit into the authors' vision for Grid or if the changes are poorly executed.
Okay, I will continue to update the patch against the Grid trunk and to refine the changes over time. According to this thread on WowAce.com, it is poor practice to create and destroy many tables per UNIT_AURA refresh, so I will modify the patch to avoid this churn.
This is an issue with the new tabbed Grid options and some Grid plugins, and is still being investigated. Could you disable your Grid plugins and enable them one by one to determine which it is, and post its name? In my case, it's GridIndicatorSideIcons.
GridIndicatorSideIcons and GridIndicatorCornerIcons have been updated. I ended up having to muck about in the lua for GridIndicatorSideText and GridIndicatorCornerText to get this issue to resolve, since they are no longer being updated.
I dont know if this is a grid specific issue or not but I can not cast a spell using the mouse buttons 4 or 5 while the mouse is over the grid frame. keys works fine and if I move the mouse away from the frame the spells cast ok. Any work arounds for this? or will you be putting in a way of launching spells from within grid? i think vuhdo has this ability but i dont really like the look of it.
I don't think I've ever tried to use a mouse button as the global keybinding for a spell, but I'm fairly certain that if a frame is registered for any mouse clicks, it intercepts all mouse clicks, whether or not it does anything with them.
If you want to use mouse buttons to cast spells in Grid (or another unit frame), install Clique.
Is it normal that the incoming heals are way off? For Greater Heal in example it shows around 2k lower. Does it have to do with the fact that there is no need for LibHealComm anymore(hence being an error on Blizzard's side)? That's assuming that it happens to everyone and not just me.
Yes, the square is the health bar. The addon is called "Grid" for a reason -- the goal is to have a compact grid of unit frames, rather than long thin frames that are less efficient in terms of moving the mouse from one frame to another. As the unit's health decreases, the square will deplete, just like a "long bar" but in a different shape. The center text will also switch from showing the unit's name to showing how much health the unit is missing, to help you select the right healing spell. If this design does not appeal to you, then Grid is probably not the right addon for you, and you may be better served by any of the dozens of other addons that provide raid frames.
Any time any addon needs to access a global value, it's looking into the same table that all other addons look into when accessing globals. It's not your own personal copy of a global table.
It's considered bad practice because it slows down global lookups for all addons (simply because there are more records). It also presents more opportunity for key conflicts.
If all addons put all their values in the global table things would be a mess.
I'm sure someone will correct my ignorance shortly but this is my understanding.
On the other hand, referring to things using local table keys or local variables/upvalues is, depending on the exact method being used, more like putting a few important words on a sticky note on the side of your monitor, or having footnotes at the bottom of the page you're currently reading. It's a lot faster, and you don't have to worry about other people changing the definitions of your words.
You should generally avoid adding entries to the global table unless you actually need to do so. For example, when you use the group header templates to generate unit frames, Blizzard's code requires your headers to have global names, and automatically gives your unit frames global names. Adding global names for each unit frame's center icon's cooldown model would nearly double the amount of globals from Grid. Not to mention the fact that it wouldn't help at all with third-party plugins that add more icon indicators.
Besides, it's not really Grid's problem if OmniCC is lacking features. It would be fairly easy for OmniCC to check the chain of parentage to determine if a cooldown model was attached to a unit frame, for example, or to check if a cooldown model was attached to a frame with the word "Grid" in its name.
Someone's having a case of superiority complex around here...
There are thousands of features that could be added to Grid, but haven't been, and never will be. I wouldn't be remotely offended if someone said that Grid was lacking features because it didn't include a mana bar or 500 blinking and sliding icons. I'm sorry if it offends you that I dare point out the self-evident and incontrovertible fact that a particular addon does not have a particular feature, or that I have the temerity to explain how the feature could be implemented.
Plus, OmniCC's big claim to fame is that it works with any addon that has a cooldown model. And it does. I've used it for years. Cooldown models get cooldown text, period. Tuller has recently started adding more options for controlling which cooldown models get cooldown text. I really don't see why you have an issue with me opining that it's his job, not mine, to refine and expand those features.
Thank you for your time and attention.
GridIndicatorSideIcons and GridIndicatorCornerIcons have been updated. I ended up having to muck about in the lua for GridIndicatorSideText and GridIndicatorCornerText to get this issue to resolve, since they are no longer being updated.
http://murlocparliament.com/2010/12/17/fixing-your-out-of-date-grid-plugins-for-the-new-tabbed-grid/
If you want to use mouse buttons to cast spells in Grid (or another unit frame), install Clique.
Thanks in advance.
clique seems to work a treat - at least for the basic functionality I need
All I see are small squares.
Thanks