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Compatibility: | Deadlands (7.2.5) Waking Flame (7.1.5) Blackwood (7.0.5) Flames of Ambition (6.3.5) Markarth (6.2.5) Stonethorn (6.1.5) Greymoor (6.0.5) |
Updated: | 12/01/21 10:10 AM |
Created: | 01/02/16 10:19 PM |
Monthly downloads: | 979 |
Total downloads: | 279,489 |
Favorites: | 166 |
MD5: |
File Name |
Version |
Size |
Uploader |
Date |
2 |
3kB |
Baertram |
10/17/21 08:26 AM |
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1.4 |
2kB |
Baertram |
05/26/19 12:25 PM |
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1.3 |
2kB |
Baertram |
05/19/19 04:44 PM |
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1.2 |
2kB |
Baertram |
09/17/18 04:34 AM |
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1.1 |
2kB |
Baertram |
08/30/18 12:10 PM |
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1.0 |
1kB |
circonian |
01/02/16 10:19 PM |
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Thanks circonian, will implement it into my connected addons so other devs can use it to check stuff (in addition to checking for existing global varibales etc.)
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Baertram |
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merlight |
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circonian |
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Lua Code:
Lua Code:
Okay, so it reduces some bloat. If you need to check for many addons, that may pay off. With just one, not worth it.
In my previous post I actually thought the version info was more useful than plain presence check. Now I'm 100% convinced version info is superfluous. LibStub does that. If an add-on has a public, versioned API, it should publish it via LibStub. Why have another dependency doing the exact same thing?
Last edited by merlight : 01/28/16 at 09:14 PM.
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merlight |
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As I said I never had any intention of posting it, because I agree it is a bit superfluous, but someone asked me for it and I still see no harm or downside, so I wasn't going to tell them no. |
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circonian |
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suggestion
I would suggest to add an additional API method to get addon object in case if you want to access its API
Lua Code:
Please consider extending this library API, this can be done 100% backward compatible. Thanks!
Last edited by uladz : 03/22/16 at 10:56 PM.
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uladz |
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Guys, how do you manage development of this library? I have some changes that I want to contribute back. I've tried to PM @circonian but did not get any reply yet. My address what I have proposed in my previous post - sharing of APIs between addons without exposing global objects/functions.
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uladz |
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merlight |
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uladz |
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[quote=uladz][quote=merlight]
LibLoadedAddons is just telling you if an addon is loaded by looking to AddonManager. |
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Ayantir |
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I understand, that is why I proposing to extend it.
What the reason to do not have API publishing alongside with announcing loaded addons? Spawning single-use libraries just to facilitate interaction between two addons is absolut nonsense as it defeats the meaning of a library. Having a global (public) function in addons is something I want to prevent to minimize global namespace pollution and collisions. As it is right now the LibLoadedAddons has very little to none of use. With addon API publishing is gets on an importance piece of functionality that actually make the addon usable as a inter-addong glue layer. [quote=Ayantir][quote=uladz]
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uladz |
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merlight |
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Technically correct, logically not correct. Libraries do not have any use on their own, only when another code uses to perform some actions via their APIs. Libraries are a sort of factories, or frameworks, or whatever you call it. For example LibAddonMenu has not use if I just drop it into my Addons directory, it's a facility that another addon can re-use to standardize how setting are published and managed. Libraries give up purely APIs but not a complete user facing product, which is in this case would happen to be an addon. So there is a huge different in design between libraries and addons. And of cause libraries are shared between addons, addons can interact with each other on contrary.
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uladz |
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And beside this brain****.. Which addons should communicate together ?.. Which authors are ready to do this ?.. And what is the purpose ?.. Are we even capable (addon community) to build new things, we are losing more and more authors, projects are becoming very hard to update due to lack of time, skill, motivation .. In 2 months, VR will be removed, ALL addons with a single call to GetVeteranThing() will be to rewrite, we will have lot of addons to rewrite, that's a huge amount of thing to do.. ESO has its base of addons, if you want to improve them.. there is a ton of addons to rewrite with a poor level of coding which could be optimized, there is less than 10 addons with a GUI which are Gamepad ready.. less than 10.. I do think improving those points are more important than to bring addon communication, especially when you can write a public func in 30sec.
Last edited by Ayantir : 04/06/16 at 07:29 PM.
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Ayantir |
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uladz |
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