Will some of these deprecate syntax functions/events down the road like spawn()
, delay(time,func)
, etc? Is the task library meant to be a replacement for some of those functions/events?
I’ve found a bug with this, or atleast unintended behavior:
local camera = workspace.CurrentCamera do
local desiredType = Enum.CameraType.Scriptable
local start = os.clock()
local retries = 30
while camera.CameraType ~= desiredType and os.clock() < (start + 5) do
retries -= 1
wait()
camera.CameraType = desiredType
end
warn("(DEBUG)", "Setting camera type to", desiredType.Name, "took:", string.format("%.2f", os.clock() - start) .. "(s)")
end
While using wait()
, this code sets the camera type to scriptable as intended, and warns a number anywhere from 2 to 3 as usual.
However, swapping the wait()
for task.wait()
causes the camera type to not change, and the warned number will be from 0.00 to 0.06.
Did you even read the post? lol This is
I love how you can pass additional arguments after the function, I hated this kind of syntax:
delay(10, function() SpawnEnemies(5) end)
this is much cleaner:
task.delay(10, SpawnEnemies, 5)
awesome library!
What’s the performance cost of task.spawn()? Some relative comparisons would be very useful. For example, how many math operations can I do in the same time, or what sort of memory allocation does it incur?
spawn
and task.spawn
called on a function both create a new coroutine, so there’s no raw performance benefit in that regard. However task.spawn
gives you the option of passing a coroutine instead if you want to manage things more closely yourself including potentially reusing coroutines for better perf.
The task
library is a low level library, it does what you tell it to do. If you use task.spawn
and/or task.wait
to resume 100,000 threads in a frame it will dutifully try to run the 100,000 threads that frame (though there’s no guarantee the client / server in question can actually handle that without lagging / running out of memory).
Is it exactly equivalent in terms of performance as game:GetService(“RunService”).Heartbeat:Wait()?
Hey there , quick question, how does task.wait(n) look like in lua, and how does wait(n) look like in lua?
This creates a lot more simplicity for programmers looking to create accurate solutions to wait()
. I’m always excited to see improvement, especially in an area like this!
To my understanding, some of the built-in instances/functions use the wait
and delay
functions. Will these eventually use the task library?
Swap the two, you’ll get opposite results. It’s exactly the same.
That’s a great update, finally.
It would be cool if you added
function task.debounce(event, duration, callback, ...)
for example
-- Triggered by touched event only after 3 seconds passed of the last call
local function PartTouched(debounce, HitPart, RandomData)
if RandomData then
print("The part",HitPart)
-- the cooldown of the debounce refresh after being consumed properly
debounce.consume()
end
end
task.debounce(part.Touched, 3, PartTouched, RandomData)
Thank you!
It would be really helpful for beginners
The latter would be faster due to task.wait() being built into the roblox engine (and therefore runs on C++ rather then lua).
Amazing, amazing, amazing - some more detail on what’s changed from the old implementations would be great! No longer having to rely on open source modules such as Sleitnicks handy Thread module is really nice but sadly am losing a little bit of built in functionality, Thread.DelayRepeat()
for instance but suppose that’s outside the scope of what an engine should provide at a Libary level.
I’m very proud of you Roblox, finally we get a proper upgrade
so the first noticeable difference between coroutine.wrap
and task.spawn
is that one would return back a value while the other doesn’t
Code
local values = task.spawn(function()
return "string"
end, 1, 2, 3)
print(values) -- nil
local values = coroutine.wrap(function()
return "string"
end)(1,2,3)
print(values) -- string
Performance test:
task.spawn
causes a crash if it is used too many times.
local function R(N,V)
if N ~= 0 then
return V,R(N-1,V)
end
end
task.spawn(R(16000,task.spawn))
This should generate a C stack overflow like coroutine.resume.
Ah yes. Now we can wait faster.
Will this have any performance benefits over coroutines and spawn?
Do libraries run on C++? I thought they went through Lua.
You shouldn’t be doing this anyways, it’s no wonder it would crash.
I’m not 100% sure, since this is directly using the task manager, I’m assuming the task manager is run on C++.