Closed GoogleCodeExporter closed 8 years ago
Pasting here what I wrote in the previous Issue #3
I studied the issue, and I don't think it can be solved with ease, since there
is no way in C# to make a reference NULL. Because of that, I was assuming that
a user would take care of knowing when a tween has been killed, and thus would
avoid using it further. If you think that is too confusing we have a problem.
Let me explain the possible solutions:
A. instantiate a new "pointer" class as a tween instead than the real tween
object (which would be used in the background), so that its reference is not
recycled.
PROS: isActive would never be TRUE after it's killed (but any reference to it
would still not be nulled, since that's simply not possible).
CONS: since a new pointer instance is generated for each tween, and no
recycling happens, some GC allocation would happen each time a tween is created
B. don't return a tween at all. Instead, if a user wants to access a specific
tween, he can ask its tweenId at creation, and then use that with the various
filtering options.
PROS: fixes the issue
CONS: I don't really like it. Things like myTween.Pause() would not be possible
anymore, and one would have to always do something like DOTween.Pause(tweenId)
What do you think? Maybe this problem could simply be solved by stating clearly
in the documentation that recycling means the user has to pay attention to
tween references? Maybe not? Let me know your thoughts
Original comment by daniele....@gmail.com
on 12 Aug 2014 at 5:19
I don't think more than 3% of the users realy need the performance boost of
instance recycling, only the ones that use a crazy amount of tweens. So I think
you should disable it by default and if the user wants to enable it he can do
it with a boolean the init function.
What do you think about that?
Original comment by fer...@gmail.com
on 12 Aug 2014 at 5:40
when you set the boolean in the init function the documentation popup can warn
the user of this possible bug if they don't pay attention to the references.
Original comment by fer...@gmail.com
on 12 Aug 2014 at 5:46
Mhmm that's an interesting idea: I love recycling and would've never thought of
disabling it, but it makes much sense. I'll study it and see the best way to
implement it tomorrow.
Original comment by daniele....@gmail.com
on 12 Aug 2014 at 6:43
Original comment by daniele....@gmail.com
on 12 Aug 2014 at 6:44
[deleted comment]
[deleted comment]
[deleted comment]
New ideas to add to my solution idea:
Sometimes you need a reference, to do stuff with the tween after it was created:
MyTween = DOTween.to([...])
But if you don't need that you don't need a reference:
DOTween.to([...]);
When you don't need the reference, this issue is not a problem, because you
can't access the instance after was recycled, because you don't have a
reference.
That said:
1) Add a setting to enable recycling:
DOTween.to([...]).
SetRecyclable();
In the documentation of that function add a warning: "If you need to re use the
reference to this tween for a new tween don't enable this to avoid cross
reference issues, otherwise if you don't need that you can get more performance
enabling this specially when running a game with a large amount of simultaneous
tweens".
CONS: Complicates the usage a little, someone that don't like to read or
understand english very well can fall in this problem.
2) The Idea 1 can be done automatically but it's a little dirty maybe:
public static Tween To(Par parameters){...}
public static void To2(Par parameters){...}
To2 is recyclable, but returns void, you can't have the reference if it's
recycalble.
PROS: The user don't have to understand the problem or worry about, it's more
solid.
CONS: Adds a limitation because mybe you want to do things with a recycalble
tween and you can't.
I prefer the option 2.
Original comment by fer...@gmail.com
on 12 Aug 2014 at 10:04
1) This would make recycling tween-based instead than framework-based, which
would add more checks to the system and make things messier. Also, maybe if
someone wants recycling it's useful to have it for everything. That said, it's
still an interesting point, also considering I could add a
DOTween.defaultRecyclingMode which would set all new tweens as recyclable by
default or viceversa, thus achieving the result of your previous suggestion.
Gotta ponder more about this.
2) This one is interesting but if done with a simple additional bool option
like this:
DOTween.To(parameters, bool recyclable = defaultGlobalRecyclableSetting);
CONS: recyclable should be an optional parameter, which would force me to add 2
overloads for each tween method (because Unity has a bug and doesn't support
optional parameters with T, where T is a Unity struct like Vector3/Color).
Gotta ponder more about this too.
Mhmm now I'm undecided about all 3 methods you suggested. Lots of pondering to
do before going to sleep :D
Original comment by daniele....@gmail.com
on 12 Aug 2014 at 10:25
You are right, didn't think about that, I like the idea of blocking acess to
the reference in the recyclable tweens. So I have 2 new ideas:
3) A mix of the previous 2 ideas:
DOTween.to([...]).
SetSpeedBased().
SetEase(Ease.Linear).
OnComplete(OnTweenXCompleted);
SetRecyclable();
SetRecyclable returns null, so it must be the last setting you add.
PROS: You can't acess a recyclable tween reference and don't break all like the
second idea.
CONS: The user must learn and rememeber that SetRecyclable must be the last
option.
4) Make recyclng framework-based but when is enabled, all tweens creation
returns null to block the reference usage.
Original comment by fer...@gmail.com
on 12 Aug 2014 at 10:35
Mhmm I prefer the previous ones better...
3) If a user needs to remember to apply SetRecyclable as the last one, then I
prefer they remember instead that a recycled tween must be handled with care
(also storing recyclable tweens can be pretty useful: I personally do that a
lot)
4) This can't be done, because if tween creations return null then chaining
wouldn't work
Also, to allow handling references to recyclable tweens better, I will
implement an OnKill callback, so if a user is afraid they might be storing a
recyclable tween longer than expected, they can eventually do something like
this:
myTween = DOTween.To([...]).
SetSpeedBased().
OnKill(()=> { myTween = null; });
Original comment by daniele....@gmail.com
on 12 Aug 2014 at 10:58
I like that. You can even add that code snippt in the documentation of the
parameter that enables recycling
Original comment by fer...@gmail.com
on 12 Aug 2014 at 11:00
Side note: pondering about these things just made me think of a trick which
might make the general API way better! I'm not saying anything because I'm not
sure it will work, but tomorrow I'll test it thoroughly and cross my fingers :)
Original comment by daniele....@gmail.com
on 12 Aug 2014 at 11:19
How is that going? let me know if you need me to run some tests
Original comment by fer...@gmail.com
on 14 Aug 2014 at 11:34
I was delayed by the implementation of DOLocalAxisRotate, which is a way to
tween an object around its local axis (instead than just using its parent-based
localRotation). I thought it would be simple instead it took me until now to
implement it in the best way :P
Gonna push an update in a few moments and then work on this. I'll have an
update tomorrow or Saturday.
P.S. same goes for Flash compatibility. This comes first. Then Flash
compatibility.
Original comment by daniele....@gmail.com
on 14 Aug 2014 at 4:23
Done :) Latest update implements choice of recycling behaviour when calling
DOTween.Init or by setting DOTween.defaultRecyclable or by setting
SetRecyclable on specific tweens.
http://dotween.demigiant.com/download.php
Original comment by daniele....@gmail.com
on 15 Aug 2014 at 12:15
Original issue reported on code.google.com by
fer...@gmail.com
on 12 Aug 2014 at 4:58Attachments: