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 Post subject: Re: Xenon HUD
PostPosted: Mon Sep 11, 2017 9:44 pm 
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@phkb I noticed that sometimes you use p = null; in the end of a function, but other times not (same of other variables such as ps, h, w, etc.). Is there a reason why a variable should (or not) be set to null at the end of a function, e.g. does it help with performance or something? I don't seem to see any difference between using it or not using at all.


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 Post subject: Re: Xenon HUD
PostPosted: Mon Sep 11, 2017 10:23 pm 
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This came about because I thought explicitly de-referencing objects may have a bearing on memory usage. In hindsight I don't think it makes any difference at all, so it is largely redundant. I think you can safely ignore them.

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 Post subject: Re: Xenon HUD
PostPosted: Mon Sep 11, 2017 11:14 pm 
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Thanks for the info, much appreciated. I am considering removing all x = null; lines from my code then, for the sake of consistency.


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 Post subject: Re: Xenon HUD
PostPosted: Thu Sep 14, 2017 1:45 pm 
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Found two minor issues:

- Crosshairs are not displayed after the first launch in the game (this was present in the previous version)

- Exception in the logs:
Quote:
14:58:57.496 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (XenonHUD 1.5.7): TypeError: worldScripts.ShipConfiguration_Core is undefined


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 Post subject: Re: Xenon HUD
PostPosted: Thu Sep 14, 2017 8:33 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Thanks Astrobe. I have a new version in the works so I'll add these fixes in as well.

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 Post subject: Re: Xenon HUD
PostPosted: Wed Sep 20, 2017 11:47 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 1.5.8 is now available via the download manager. Apart from the bug fixes for the issues noted by Astrobe, I've also added a "Fuel Leak" warning indicator to the display.

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