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Willicious

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Everything posted by Willicious

  1. I'm attempting to create a pull request on BitBucket. I've taken the following steps, in this order: 1. Made changes to the repo 2. Created NewBranch in SourceTree 3. Checked out NewBranch in SourceTree 4. Committed changes to NewBranch 5. Commited a test change to the master branch just to make doubly sure that NewBranch is in fact separate from the master - it is 6. Pushed everything to origin 7. Opened BitBucket in a web browser 8. Clicked Create > Pull request 9. Chosen NewBranch as the source branch From here, I get different results depending on what I do next. 10. Chosen the destination repo, and chosen (a new branch with the same name i.e. NewBranch) as the destination branch If I do this, the most recent 8* commits are added to the PR, from both the source branch (i.e. NewBranch) and the master branch. 10. Chosen the destination repo's master branch as the destination branch If I do this, the most recent 8 commits are added to the PR, but I get little yellow warning symbols and an error saying "something went wrong". Clearly, I'm not used to working with branches. Based on the above, can anyone see what I might be doing wrong? *NOTE: NewBranch consists of a single commit, the other 7 are from master
  2. Yeah, that's because I'm in the process of migrating over to GitHub (as you've suggested), because BitBucket sucks 😉 I'm getting some help with the BitBucket PR at the moment, once that's done I'll probably switch completely to GitHub for all projects.
  3. Still haven't managed to figure this one out, hopefully getting some help with it tomorrow (Monday 25th). I'll post back here if a solution is found.
  4. The arrows on this treeview are way too small: I added another treeview as a test, and the arrows are the correct size: So, Delphi's treeviews are clearly capable of decent sized arrows. The problem is that the first treeview has all of the relevant code linked to it, the second is there purely for testing/demonstration purposes. I'm not sure exactly whats been done to reduce the size of the arrows in the first example. Removing the custom images (i.e. the little blue dot) doesn't help, instead there is just blank space where the images were. The joys of working on existing code that you had nothing to do with! 🙂
  5. Willicious

    TTreeView arrows appearing too small

    OK, managed to fix this! The images needed to be slightly larger (24 x 24 instead of 16 x 16), and the indent needed to be made slightly smaller (16 rather than 19). Those values result in larger arrows and smaller "....":
  6. Willicious

    TTreeView arrows appearing too small

    Found out it's definitely to do with the "Images" properties, but no amount of tweaking will yield good results. The "...." part of the node is too big, and the clickable area is actually just to the right of the actual arrow.
  7. My Delphi program has a somewhat complex level selection menu which loads various items including graphics, level information and a treeview for selecting packs and levels. Up until recently, the menu has started to hang and occasionally become unresponsive, occasionally requiring closing the program altogether using Task Manager. My question is, how would I go about locating the source of the problem? Something as generic as a program hang which only happens occasionally doesn’t really point towards anything specific, but the chances are that it is something specific which is causing the issue. I’m happy to share the entire .pas file for the level select menu (about 1700 lines of code) if anyone thinks it necessary, but I wondered if there might be a specific way to find out where loading bottlenecks might be happening, or how to isolate whatever is causing the program to hang. I use RAD Studio 10.4 (the program doesn’t compile at all on 11 or higher). Suggestions welcome, thank you.
  8. Willicious

    How to debug a Not Responding program element

    Well, this is very strange. I went to try madExcept again today, and now the Level Select can't even be accessed: With madExcept disabled, the program runs fine and the memory leak is gone. Not sure what's happening here...
  9. Willicious

    How to debug a Not Responding program element

    OK, so Anders' solution gets rid of the built-in resource leak dialog👍, but madExcept still gives us this:
  10. Willicious

    How to debug a Not Responding program element

    Ah yes, I get it now. "Clear;" is called from Clone (as JonRobertson has also pointed out). But, it isn't in the call stack (not directly, anyway). So, (and this is possibly one of those noobish questions), without prior knowledge of where "Clear" is being called, how can the call stack be used to trace this by itself? If the answer is that it can't, that's of course fine - at least we know what we're looking for, so we can search for it initially and obtain the prior knowledge needed to interpret the call stack usefully. Got it. Thanks to you both for all the explanations of what's going on, it's made everything much clearer. I'll go ahead and implement Anders' suggested change and report back what happens.
  11. Willicious

    How to debug a Not Responding program element

    Good shout. Here's the call stack up to the breakpoint: It's still not 100% clear how we got to the "Free" call, though... I've highlighted the most recent thing that isn't in System.Generics
  12. Willicious

    How to debug a Not Responding program element

    OK... this is a bit of a can of worms. fPrimaryAnimation doesn't get freed, and PrimaryAnimation (property referring to fPrimaryAnimation) doesn't get freed. NewInstance and NewAnim also don't get freed. I honestly don't know where to start. The joys of working on someone else's code 🤨
  13. Willicious

    How to debug a Not Responding program element

    Should it? Bear in mind I'm very new to fixing memory leaks: nothing is obvious to me. NewAnim doesn't appear to be freed anywhere. However, my attempts to free it have so far only led to program crashes, or the memory leak persisting. Here's TGadgetAnimation's destructor: destructor TGadgetAnimation.Destroy; begin Dec(fTempBitmapUsageCount); if (fTempBitmapUsageCount = 0) then fTempBitmap.Free; fTriggers.Free; fSourceImage.Free; fSourceImageMasked.Free; inherited; end; If I shift-click "inherited" here, we get this empty procedure, in System. So, I assume that either Delphi just somehow 'knows' what to do here, or it does nothing: destructor TObject.Destroy; begin end; TGadgetMetaAccessor doesn't have a destructor, but TGadgetMetaInfo does. Maybe (i.e. I very much don't know for sure) "Animations.Free" is responsible for dispensing with all created TGadgetAnimations: destructor TGadgetMetaInfo.Destroy; var i: Integer; begin for i := 0 to ALIGNMENT_COUNT-1 do begin fVariableInfo[i].Animations.Free; fInterfaces[i].Free; end; inherited; end; Shift-clicking "inherited" there leads to the same empty procedure in System. So yes, I'm as baffled as you are.
  14. Willicious

    How to debug a Not Responding program element

    Here's the last 2 items in the call stack (I assume that only the most recent lines in the call stack are relevant?): procedure TGadgetAnimations.AddPrimary(aAnimation: TGadgetAnimation); begin Add(aAnimation); if fPrimaryAnimation <> nil then fPrimaryAnimation.fPrimary := false; <---------------------------------------- this is line 935 fPrimaryAnimation := aAnimation; aAnimation.fPrimary := true; end; procedure TGadgetAnimations.Clone(aSrc: TGadgetAnimations); var i: Integer; NewAnim: TGadgetAnimation; begin Clear; NewAnim := TGadgetAnimation.Create(aSrc.PrimaryAnimation.fMainObjectWidth, aSrc.PrimaryAnimation.fMainObjectHeight); NewAnim.Clone(aSrc.PrimaryAnimation); AddPrimary(NewAnim); <------------------------------------------------- this is line 949 for i := 0 to aSrc.Count-1 do begin if aSrc.Items[i].Primary then Continue; NewAnim := TGadgetAnimation.Create(aSrc.Items[i].fMainObjectWidth, aSrc.Items[i].fMainObjectHeight); NewAnim.Clone(aSrc.Items[i]); Add(NewAnim); end; SortByZIndex; end; This points to fPrimaryAnimation being the problem. Maybe this has already been freed and then not re-created for use here (best guess from what you've said)? Question is, which is the best action to take: 1) Free fPrimaryAnimation later 2) Re-create and re-free fPrimaryAnimation 3) Something else?
  15. Willicious

    How to debug a Not Responding program element

    Thanks, I've given this a try. It crashed on attempting to load a level with Pickup skill objects. Here's the call stack: Does this give us any more clues as to what to target? Should I FreeAndNil everything in TGadgetAnimations just to be sure?
  16. Willicious

    How to debug a Not Responding program element

    Here's the regular memory leak dialog:
  17. Willicious

    How to debug a Not Responding program element

    Struggling to make sense of this one. I've found a resource which isn't being freed ("NewAnim", a TGadgetAnimation instance), but all attempts to free it result in either the program not running at all, or the resource leak persisting anyway: procedure TGadgetAnimation.Load(aCollection, aPiece: String; aSegment: TParserSection; aTheme: TNeoTheme); var BaseTrigger: TGadgetAnimationTrigger; LoadPath: String; S: String; NeedUpscale: Boolean; Bitmaps: TBitmaps; i: Integer; Info: TUpscaleInfo; begin Clear; fFrameCount := aSegment.LineNumeric['frames']; fName := UpperCase(aSegment.LineTrimString['name']); fColor := UpperCase(aSegment.LineTrimString['color']); if LeftStr(fName, 1) <> '*' then begin if GameParams.HighResolution then LoadPath := AppPath + SFStyles + aCollection + SFPiecesObjectsHighRes + aPiece else LoadPath := AppPath + SFStyles + aCollection + SFPiecesObjects + aPiece; if fName <> '' then LoadPath := LoadPath + '_' + fName; // For backwards-compatible or simply unnamed primaries LoadPath := LoadPath + '.png'; if GameParams.HighResolution and not FileExists(LoadPath) then begin LoadPath := AppPath + SFStyles + aCollection + SFPiecesObjects + aPiece; if fName <> '' then LoadPath := LoadPath + '_' + fName; // For backwards-compatible or simply unnamed primaries LoadPath := LoadPath + '.png'; NeedUpscale := true; end else NeedUpscale := false; fHorizontalStrip := aSegment.Line['horizontal_strip'] <> nil; TPngInterface.LoadPngFile(LoadPath, fSourceImage); if fHorizontalStrip then begin fWidth := fSourceImage.Width div fFrameCount; fHeight := fSourceImage.Height; end else begin fWidth := fSourceImage.Width; fHeight := fSourceImage.Height div fFrameCount; end; if NeedUpscale then begin Bitmaps := MakeFrameBitmaps(true); Info := PieceManager.GetUpscaleInfo(aCollection + ':' + aPiece, rkGadget); for i := 0 to Bitmaps.Count-1 do Upscale(Bitmaps[i], Info.Settings); CombineBitmaps(Bitmaps); end else if GameParams.HighResolution then begin fWidth := fWidth div 2; fHeight := fHeight div 2; end; end else begin fHorizontalStrip := false; if Lowercase(fName) = '*blank' then begin fWidth := aSegment.LineNumeric['WIDTH']; fHeight := aSegment.LineNumeric['HEIGHT']; // Preserve previously-loaded frame count. fSourceImage.SetSize(fWidth * ResMod, fHeight * ResMod * fFrameCount); fSourceImage.Clear(0); end else begin // Fallback behaviour. Could mean it's unrecognized, or handled elsewhere (eg. "*PICKUP"). fSourceImage.SetSize(ResMod, ResMod); fSourceImage.Clear(0); fFrameCount := 1; fWidth := 1; fHeight := 1; end; end; // Only set fPrimary by TGadgetAnimations if fPrimary and (aSegment.Line['z_index'] = nil) then fZIndex := 1 else fZIndex := aSegment.LineNumeric['z_index']; if Uppercase(aSegment.LineTrimString['initial_frame']) = 'RANDOM' then fStartFrameIndex := -1 else fStartFrameIndex := aSegment.LineNumeric['initial_frame']; if fPrimary then begin fMainObjectWidth := fWidth; fMainObjectHeight := fHeight; end; fOffsetX := aSegment.LineNumeric['offset_x']; fOffsetY := aSegment.LineNumeric['offset_y']; fCutTop := aSegment.LineNumeric['nine_slice_top']; fCutRight := aSegment.LineNumeric['nine_slice_right']; fCutBottom := aSegment.LineNumeric['nine_slice_bottom']; fCutLeft := aSegment.LineNumeric['nine_slice_left']; BaseTrigger := TGadgetAnimationTrigger.Create; S := Lowercase(aSegment.LineTrimString['state']); if (S = 'pause') then BaseTrigger.fState := gasPause else if (S = 'stop') then BaseTrigger.fState := gasStop else if (S = 'looptozero') then BaseTrigger.fState := gasLoopToZero else if (S = 'matchphysics') then BaseTrigger.fState := gasMatchPrimary else if (aSegment.Line['hide'] <> nil) then BaseTrigger.fState := gasPause else BaseTrigger.fState := gasPlay; if (aSegment.Line['hide'] = nil) then BaseTrigger.fVisible := true else BaseTrigger.fVisible := false; fTriggers.Add(BaseTrigger); if fPrimary then begin // Some properties are overridden/hardcoded for primary BaseTrigger.fState := gasPause; // Physics control the current frame BaseTrigger.fVisible := true; // Never hide the primary - if it's needed as an effect, make the graphic blank end else begin // If NOT primary - load triggers aSegment.DoForEachSection('trigger', procedure(aSec: TParserSection; const aCount: Integer) var NewTrigger: TGadgetAnimationTrigger; begin NewTrigger := TGadgetAnimationTrigger.Create; NewTrigger.Load(aSec); fTriggers.Add(NewTrigger); end ); end; fNeedRemask := true; fMaskColor := $FFFFFFFF; end; procedure TGadgetMetaInfo.Load(aCollection,aPiece: String; aTheme: TNeoTheme); var Parser: TParser; Sec: TParserSection; GadgetAccessor: TGadgetMetaAccessor; NewAnim: TGadgetAnimation; PrimaryWidth: Integer; begin fGS := Lowercase(aCollection); fPiece := Lowercase(aPiece); GadgetAccessor := GetInterface(false, false, false); Parser := TParser.Create; try ClearImages; if not DirectoryExists(AppPath + SFStyles + aCollection + SFPiecesObjects) then raise Exception.Create('TMetaObject.Load: Collection "' + aCollection + '" does not exist or does not have objects. (' + aPiece + ')'); SetCurrentDir(AppPath + SFStyles + aCollection + SFPiecesObjects); Parser.LoadFromFile(aPiece + '.nxmo'); Sec := Parser.MainSection; // Trigger effects if Lowercase(Sec.LineTrimString['effect']) = 'exit' then fTriggerEffect := DOM_EXIT; if Lowercase(Sec.LineTrimString['effect']) = 'forceleft' then fTriggerEffect := DOM_FORCELEFT; if Lowercase(Sec.LineTrimString['effect']) = 'forceright' then fTriggerEffect := DOM_FORCERIGHT; if Lowercase(Sec.LineTrimString['effect']) = 'trap' then fTriggerEffect := DOM_TRAP; if Lowercase(Sec.LineTrimString['effect']) = 'water' then fTriggerEffect := DOM_WATER; if Lowercase(Sec.LineTrimString['effect']) = 'fire' then fTriggerEffect := DOM_FIRE; if Lowercase(Sec.LineTrimString['effect']) = 'onewayleft' then fTriggerEffect := DOM_ONEWAYLEFT; if Lowercase(Sec.LineTrimString['effect']) = 'onewayright' then fTriggerEffect := DOM_ONEWAYRIGHT; if Lowercase(Sec.LineTrimString['effect']) = 'teleporter' then fTriggerEffect := DOM_TELEPORT; if Lowercase(Sec.LineTrimString['effect']) = 'receiver' then fTriggerEffect := DOM_RECEIVER; if Lowercase(Sec.LineTrimString['effect']) = 'pickupskill' then fTriggerEffect := DOM_PICKUP; if Lowercase(Sec.LineTrimString['effect']) = 'lockedexit' then fTriggerEffect := DOM_LOCKEXIT; if Lowercase(Sec.LineTrimString['effect']) = 'unlockbutton' then fTriggerEffect := DOM_BUTTON; if Lowercase(Sec.LineTrimString['effect']) = 'collectible' then fTriggerEffect := DOM_COLLECTIBLE; if Lowercase(Sec.LineTrimString['effect']) = 'onewaydown' then fTriggerEffect := DOM_ONEWAYDOWN; if Lowercase(Sec.LineTrimString['effect']) = 'updraft' then fTriggerEffect := DOM_UPDRAFT; if Lowercase(Sec.LineTrimString['effect']) = 'splitter' then fTriggerEffect := DOM_SPLITTER; if Lowercase(Sec.LineTrimString['effect']) = 'entrance' then fTriggerEffect := DOM_WINDOW; if Lowercase(Sec.LineTrimString['effect']) = 'antisplatpad' then fTriggerEffect := DOM_NOSPLAT; if Lowercase(Sec.LineTrimString['effect']) = 'splatpad' then fTriggerEffect := DOM_SPLAT; if Lowercase(Sec.LineTrimString['effect']) = 'decoration' then fTriggerEffect := DOM_DECORATION; if Lowercase(Sec.LineTrimString['effect']) = 'traponce' then fTriggerEffect := DOM_TRAPONCE; if Lowercase(Sec.LineTrimString['effect']) = 'onewayup' then fTriggerEffect := DOM_ONEWAYUP; if Lowercase(Sec.LineTrimString['effect']) = 'animation' then fTriggerEffect := DOM_ANIMATION; if Lowercase(Sec.LineTrimString['effect']) = 'animationonce' then fTriggerEffect := DOM_ANIMONCE; if Lowercase(Sec.LineTrimString['effect']) = 'blasticine' then fTriggerEffect := DOM_BLASTICINE; if Lowercase(Sec.LineTrimString['effect']) = 'vinewater' then fTriggerEffect := DOM_VINEWATER; if Lowercase(Sec.LineTrimString['effect']) = 'poison' then fTriggerEffect := DOM_POISON; if Lowercase(Sec.LineTrimString['effect']) = 'lava' then fTriggerEffect := DOM_LAVA; if Lowercase(Sec.LineTrimString['effect']) = 'radiation' then fTriggerEffect := DOM_RADIATION; if Lowercase(Sec.LineTrimString['effect']) = 'slowfreeze' then fTriggerEffect := DOM_SLOWFREEZE; if (Lowercase(Sec.LineTrimString['effect']) = 'decoration') or (Lowercase(Sec.LineTrimString['effect']) = 'paint') then fTriggerEffect := DOM_DECORATION; if Sec.Section['PRIMARY_ANIMATION'] = nil then begin if LastWarningStyle <> fGS then begin ShowMessage('Gadget ' + fGS + ':' + fPiece + ' is in pre-12.7 format. Please update your copy of this style, or if up to date, ask the style creator to fix.'); LastWarningStyle := fGS; end; raise Exception.Create('Gadget ' + fGS + ':' + fPiece + ' is in pre-12.7 format. Please update your copy of this style, or if up to date, ask the style creator to fix.'); end; NewAnim := TGadgetAnimation.Create(0, 0); GadgetAccessor.Animations.AddPrimary(NewAnim); NewAnim.Load(aCollection, aPiece, Sec.Section['PRIMARY_ANIMATION'], aTheme); fFrameCount := NewAnim.FrameCount; PrimaryWidth := NewAnim.Width; // Used later Sec.DoForEachSection('ANIMATION', procedure (aSection: TParserSection; const aIteration: Integer) begin NewAnim := TGadgetAnimation.Create(GadgetAccessor.Animations.PrimaryAnimation.Width, GadgetAccessor.Animations.PrimaryAnimation.Height); GadgetAccessor.Animations.Add(NewAnim); NewAnim.Load(aCollection, aPiece, aSection, aTheme); end ); GadgetAccessor.Animations.SortByZIndex; GadgetAccessor.TriggerLeft := Sec.LineNumeric['trigger_x']; GadgetAccessor.TriggerTop := Sec.LineNumeric['trigger_y']; GadgetAccessor.TriggerWidth := Sec.LineNumeric['trigger_width']; GadgetAccessor.TriggerHeight := Sec.LineNumeric['trigger_height']; GadgetAccessor.DefaultWidth := Sec.LineNumeric['default_width']; GadgetAccessor.DefaultHeight := Sec.LineNumeric['default_height']; GadgetAccessor.DigitX := Sec.LineNumericDefault['digit_x', PrimaryWidth div 2]; GadgetAccessor.DigitY := Sec.LineNumericDefault['digit_y', -6]; GadgetAccessor.ExitMarkerX := Sec.LineNumeric['exit_marker_x']; GadgetAccessor.ExitMarkerY := Sec.LineNumeric['exit_marker_y']; if LeftStr(Lowercase(Sec.LineTrimString['digit_alignment']), 1) = 'l' then GadgetAccessor.DigitAlign := -1 else if LeftStr(Lowercase(Sec.LineTrimString['digit_alignment']), 1) = 'r' then GadgetAccessor.DigitAlign := 1 else GadgetAccessor.DigitAlign := 0; fDigitMinLength := Sec.LineNumericDefault['digit_length', 1]; if Sec.Line['sound_activate'] = nil then fSoundActivate := Sec.LineTrimString['sound'] else fSoundActivate := Sec.LineTrimString['sound_activate']; fSoundExhaust := Sec.LineTrimString['sound_exhaust']; fKeyFrame := Sec.LineNumeric['key_frame']; // This is almost purely a physics property, so should not go under animations if Sec.Line['resize_both'] <> nil then begin GadgetAccessor.CanResizeHorizontal := true; GadgetAccessor.CanResizeVertical := true; end else begin GadgetAccessor.CanResizeHorizontal := Sec.Line['resize_horizontal'] <> nil; GadgetAccessor.CanResizeVertical := Sec.Line['resize_vertical'] <> nil; end; if fTriggerEffect in [DOM_NONE, DOM_DECORATION] then // No trigger area begin GadgetAccessor.TriggerWidth := 0; GadgetAccessor.TriggerHeight := 0; end; if fTriggerEffect in [DOM_RECEIVER, DOM_WINDOW] then // Trigger point only begin GadgetAccessor.TriggerWidth := 1; GadgetAccessor.TriggerHeight := 1; end; finally Parser.Free; end; end;
  18. Willicious

    How to debug a Not Responding program element

    Thanks for this. I'll give it a try - should come in handy for future memory leaks. Can it also be used for overflow/range checking as well?
  19. Willicious

    How to debug a Not Responding program element

    @Anders Melander Thanks for the advice, I installed madExcept again and it generated the following leak report: The problem was in TRenderer.DrawProjectileShadow (shown in the call stack), in which an instance of TProjectile was being created and not freed. I've now fixed this. madExcept is super useful then, no doubt. I did however uninstall it again after use because I noticed significant lag when running SLX with it enabled, and it also caused some access violation error dialogs to popup. I wonder whether this may be because I installed a newer version of madExcept which is intended to work with Delphi 12 and I'm still on Delphi 10.4 - It might be worth trying a previous version next time; the dev leaves all versions up on the site, helpfully.
  20. Willicious

    How to debug a Not Responding program element

    Got one more memory leak that's showed up and I'd like to have a go at fixing it myself. It's narrowed down to being a problem with TProjectile, which doesn't have a destructor. However, I implemented a destructor and this doesn't fix the memory leak, so... more investigation needed. I'm having some problems getting FastMM set up. Managed all but one step: I tried running the program anyway and as far as I can tell, nothing happens. Does it open a dialog or spit out a text file? Or something else?
  21. Willicious

    MAP2PDB - Profiling with VTune

    Thanks 🙂
  22. Willicious

    MAP2PDB - Profiling with VTune

    Replying again because I forgot to notify
  23. Willicious

    MAP2PDB - Profiling with VTune

    Hi, can anyone help me make sense of the following: In RAD 10.4.2, where can I find project linker options? And, do these expressly give the option to "output a detailed map file"? As in, from a command line? From within RAD? Do I need to type exactly what's here, or replace with a specific filename? So, I'm guessing this is done by running VTune whilst the application is running? Perhaps the other two steps are what link the project, so... all I need to do is run VTune? Oh, also - how can I get VTune?
  24. Willicious

    How to debug a Not Responding program element

    I'm not sure exactly how to do this. It was my (and, from what you've been saying, your) understanding that the program already did cache the loaded info, but it turns out it doesn't (at least not to any noticeable extent). I think it has to reload everything even in the same session (i.e. with SLX still open, but Level Select being closed and then re-opened).
  25. Willicious

    How to debug a Not Responding program element

    OK... I went ahead and: 1) Merged LoadIcons and LoadNodeLabels into InitializeTreeview 2) Removed the call to LoadNodeLabels in SetInfo 3) Moved the call to LoadIcons to DisplayLevelInfo (still called via SetInfo, but at least it's now in the right place!) 4) Removed the OnExpanded event handler And WOW! The difference is night and day. It takes much longer to load the Level Select initially (expected, and I'll do a progress bar for that), but once open it's super snappy and responsive, and doesn't bug out when switching between packs any more 🎉 Thanks for your help in narrowing down what was causing the delays. I clearly need to install VTune (is there a free/budget version?) as that displays exactly what's causing the delays very clearly, so it will no doubt come in very handy for other features of the program. The only thing I'd probably say is that it might be somewhat frustrating to use the slower-loading Level Select when only wanting to switch quickly between levels (e.g. for testing purposes). It might be worth doing a "Quick Select" version which only displays the treeview and nothing else; this would likely be the default. Then, a button for "Show Level Info" could go ahead and load the full version. I'll see what the feedback is after releasing this slower-loading but quicker-interfacing version of the Level Select. I'd say that pretty much wraps up this topic as resolved, but it would be good to continue the discussion around general optimization. Can the admins split the posts regarding range & overflow checking into a new topic? Happy to continue that discussion here if not. ---------------------- EDIT: After playing around with it for a bit, I think the (much!) slower loading time is too much of a cost for the slightly snappier treeview. Clicking into Level Select is done quite a lot, especially for testing purposes, and it gets old quick; I can see why it was set up the way it is (i.e. loading node labels only when actually needed). There may be other opportunities for optimization though; I'll take a look at the VTune diagram and see what's possible. Also, I've learned a ton via this thread, so thank you again!
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