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print("hello world")
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local Flecia = {}
_G.Flecia = Flecia
SLASH_Flecia1 = "/fle"
SlashCmdList["Flecia"] = function(editBox, msg)
DEFAULT_CHAT_FRAME:AddMessage("Hello World")
end
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print(collectgarbage("count"))
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Do me a favor and program a basic GUI button add on that when pressed will force call all lua and rom garbage collection methods. Make it my tutorial. Document for a c plus programmer. Add dialog box with details of memory usage before and after. I am also a html nub so any GUI stuff within a simple add on like this will help. Like how you access button onevent methods etc. If you want to add me as codesiner my programmer call sign will be DwR. Thanks
This post has been edited 1 times, last edit by "danielrayment" (May 11th 2015, 3:11pm)
Once again it will take time before I can really get into Lua/XML etc. This addon isn't that hard to make for someone with your RoM Lua experience but would be useful sooner then later.
I am still waiting for the books to arrive at the store. I would rather look at your/others people code with a pure understanding of Lua. Even though after a first read I do get most of it pretty easily I will still wait till I have read the books over some more before diving into code samples.
As far as kernel only type calls go .... My first read with Lua shows that it can actually use DLL's and c library functions. In theory anyways this would mean that it could call any C driven winapi function. Aka aid in the windows memory cleanup process. That being said it was a first read and there are probably limitations on what it can do as far as that goes (but you would be able to shine a light on that way more than I could at this time).
Please note that the following is more my thoughts on the subject and should not be taken as criticism.
Quoted from "danielrayment" Once again it will take time before I can really get into Lua/XML etc. This addon isn't that hard to make for someone with your RoM Lua experience but would be useful sooner then later.
Except that I don't even have the game installed and haven't for many, many months now. So no, it would be much simpler and straight forward for you to bite the bullet and dive into the example from the guide. It actually goes over most of the features you are looking for anyway so you could then use it to create the addon you want.
Also, the guide has the completed code at the end so you could just go grab it and try it out. Granted it doesn't have as many comments as you would like, but then that's what the guide is, extensive commenting of the code, with explanations of what you are doing and why.
Quoted from "danielrayment" I am still waiting for the books to arrive at the store. I would rather look at your/others people code with a pure understanding of Lua. Even though after a first read I do get most of it pretty easily I will still wait till I have read the books over some more before diving into code samples.
You would be better served by looking at the example code from the guide at first since it will give you an understanding of how addons work in RoM. Lua is merely the scripting language being used, but to successfully create addons, you need to understand how frames and other RoM specific constructs work.
Further, XML is only partially needed, and you only really need to know how it is constructed for the various objects. You can always look at other code to see the appropriate parts. It's all just rince and repeat anyway. Once you understand how the XML basically works for RoM addons, you can then progress to my dynamic frames guide which forgoes XML files entirely.
Quoted from "danielrayment" As far as kernel only type calls go .... My first read with Lua shows that it can actually use DLL's and c library functions. In theory anyways this would mean that it could call any C driven winapi function. Aka aid in the windows memory cleanup process. That being said it was a first read and there are probably limitations on what it can do as far as that goes (but you would be able to shine a light on that way more than I could at this time).
This will not work. First, to be able to call a DLL from Lua, you still need the C++ side support for doing that, which the Lua engine in RoM doesn't have. Further, some of the Lua libraries were removed for security/anti-botting reasons. For example, the entirety of the io library isn't available in RoM.

I never expected this thread to produce drama. It seems to have a long track record of helpful questions and answers and discussion.
This certainly isn't the place to be grumbling at another player. It's also utterly unlike other threads that ramble and meander and eventually blow up. Let's just keep this one nice and clean, and cut the fluff: If you haven't a useful or related answer or comment to make... then don't. One does not need to reply to every single thing simply because one can. Also, consider editing the way the quotes display by snipping some middle parts to condense the whole. This prevents some wall-of-text issues.
Carry on there, Peryl
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<xs:element name="Frame" type="FrameType" substitutionGroup="LayoutFrame"/> |
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<xs:complexType name="FrameType">
<xs:complexContent>
<xs:extension base="LayoutFrameType">
...snip...
</xs:extension>
</xs:complexContent>
</xs:complexType>
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Your best bet for this would be to extract Ui.xsd from the game client's data files (you can find tools for this on the RoMWiki).