Search found 4 matches
- Thu Mar 30, 2023 2:00 am
- Forum: Support and Development
- Topic: JIT seems to be changing my loop behaviour
- Replies: 10
- Views: 21461
Re: JIT seems to be changing my loop behaviour
4. The problem is consistent. It happens as soon as the number of objects in the table in sufficient. Hmmm, interesting... How many, approximately, is sufficient? It is just good to know =) Since it is update function I would guess that it is called every frame or some other way regularly. So, the ...
- Tue Jan 10, 2023 9:55 am
- Forum: Support and Development
- Topic: JIT seems to be changing my loop behaviour
- Replies: 10
- Views: 21461
Re: JIT seems to be changing my loop behaviour
What I would do for you, step by step: Print the length of the object table at the beginning and end of the update_objects function to see if it changes Try adding a second loop after the first that again iterates over the object table and prints the keys. This will help determine if the problem is...
- Mon Jan 09, 2023 8:55 pm
- Forum: Support and Development
- Topic: JIT seems to be changing my loop behaviour
- Replies: 10
- Views: 21461
Re: JIT seems to be changing my loop behaviour
Thanks for the replies. The table is a set, so the pairs are simply game objects (tables) mapped to true. That's why I'm using the key and not the value. However, using the value doesn't change anything. I've tried mapping object ids to objects or objects to themselves. I'm not using coroutines anyw...
- Mon Jan 09, 2023 9:40 am
- Forum: Support and Development
- Topic: JIT seems to be changing my loop behaviour
- Replies: 10
- Views: 21461
JIT seems to be changing my loop behaviour
Hi. I've been trying to understand the cause of a bug for a couple days, but I'm simply at a loss. It seems non-deterministic. Adding print statements seems to change its behaviour. And disabling the JIT with jit.off() seems to eliminate it completely. Any idea what's going on here? I have a game sc...