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  3. .tap file - HOW TO INSPECT and DISSECT... then re-open?

.tap file - HOW TO INSPECT and DISSECT... then re-open?

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  • D Deeeds

    Update:

    ZPATHDATA contains a list of all assets actually used.

    This is the thing to look into when wanting to figure out what assets can be deleted and what needs to be kept.

    D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #8

    Oops. Sorry. It might be just a list of assets in the above ZPATHDATA. No filtering based on whether or not they're actually used assets.

    Aidan_FireA 1 Reply Last reply
    0
    • D Deeeds

      Oops. Sorry. It might be just a list of assets in the above ZPATHDATA. No filtering based on whether or not they're actually used assets.

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #9

      @deeeds Jack and I opened the SQLite files using an app called Private DB I think?

      1 Reply Last reply
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      • TutorialDoctorT Offline
        TutorialDoctorT Offline
        TutorialDoctor
        wrote on last edited by
        #10

        0_1519748367042_Screen Shot 2018-02-27 at 11.18.49 AM.png
        DB Browser on the mac can open sqlite files.

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        • HamedH Offline
          HamedH Offline
          Hamed
          Admin
          wrote on last edited by
          #11

          @deeeds said in .tap file - HOW TO INSPECT and DISSECT... then re-open?:

          I have, apparently, 96k of behaviours. Which is simply not the case. I might have made that many in all the duplicates of objects before I learnt to use spawn and "referencing" via "messaging", but that's not nearly where I'm at now...

          I use DB Browser when I'm fixing your guys' projects. To find all of the limbo'd objects, you need to cross reference ZObjectPosition and ZObjectData. ZObjectPosition is where your object exists in which scene and which layer. So any object without a ZObjectPosition is usually in limbo.

          I never thought the database files would be > 10MB so we figured we can sacrifice space for speed when deleting things.

          D Aidan_FireA 4 Replies Last reply
          1
          • HamedH Hamed

            @deeeds said in .tap file - HOW TO INSPECT and DISSECT... then re-open?:

            I have, apparently, 96k of behaviours. Which is simply not the case. I might have made that many in all the duplicates of objects before I learnt to use spawn and "referencing" via "messaging", but that's not nearly where I'm at now...

            I use DB Browser when I'm fixing your guys' projects. To find all of the limbo'd objects, you need to cross reference ZObjectPosition and ZObjectData. ZObjectPosition is where your object exists in which scene and which layer. So any object without a ZObjectPosition is usually in limbo.

            I never thought the database files would be > 10MB so we figured we can sacrifice space for speed when deleting things.

            D Offline
            D Offline
            Deeeds
            wrote on last edited by
            #12

            @hamed Cheers.

            I'll give it a shot. SQL is something I've never personally done... previously delegated. Many mistakes sure to ensue...

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            • HamedH Hamed

              @deeeds said in .tap file - HOW TO INSPECT and DISSECT... then re-open?:

              I have, apparently, 96k of behaviours. Which is simply not the case. I might have made that many in all the duplicates of objects before I learnt to use spawn and "referencing" via "messaging", but that's not nearly where I'm at now...

              I use DB Browser when I'm fixing your guys' projects. To find all of the limbo'd objects, you need to cross reference ZObjectPosition and ZObjectData. ZObjectPosition is where your object exists in which scene and which layer. So any object without a ZObjectPosition is usually in limbo.

              I never thought the database files would be > 10MB so we figured we can sacrifice space for speed when deleting things.

              Aidan_FireA Offline
              Aidan_FireA Offline
              Aidan_Fire
              wrote on last edited by
              #13

              @hamed So will you have next update make deleting scenes etc actually delete the objects and behaviours from the database?

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              • HamedH Hamed

                @deeeds said in .tap file - HOW TO INSPECT and DISSECT... then re-open?:

                I have, apparently, 96k of behaviours. Which is simply not the case. I might have made that many in all the duplicates of objects before I learnt to use spawn and "referencing" via "messaging", but that's not nearly where I'm at now...

                I use DB Browser when I'm fixing your guys' projects. To find all of the limbo'd objects, you need to cross reference ZObjectPosition and ZObjectData. ZObjectPosition is where your object exists in which scene and which layer. So any object without a ZObjectPosition is usually in limbo.

                I never thought the database files would be > 10MB so we figured we can sacrifice space for speed when deleting things.

                D Offline
                D Offline
                Deeeds
                wrote on last edited by
                #14

                @hamed said in .tap file - HOW TO INSPECT and DISSECT... then re-open?:

                you need to cross reference ZObjectPosition and ZObjectData.

                How do I do this?

                D 1 Reply Last reply
                0
                • D Deeeds

                  @hamed said in .tap file - HOW TO INSPECT and DISSECT... then re-open?:

                  you need to cross reference ZObjectPosition and ZObjectData.

                  How do I do this?

                  D Offline
                  D Offline
                  Deeeds
                  wrote on last edited by
                  #15
                  This post is deleted!
                  1 Reply Last reply
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                  • HamedH Hamed

                    @deeeds said in .tap file - HOW TO INSPECT and DISSECT... then re-open?:

                    I have, apparently, 96k of behaviours. Which is simply not the case. I might have made that many in all the duplicates of objects before I learnt to use spawn and "referencing" via "messaging", but that's not nearly where I'm at now...

                    I use DB Browser when I'm fixing your guys' projects. To find all of the limbo'd objects, you need to cross reference ZObjectPosition and ZObjectData. ZObjectPosition is where your object exists in which scene and which layer. So any object without a ZObjectPosition is usually in limbo.

                    I never thought the database files would be > 10MB so we figured we can sacrifice space for speed when deleting things.

                    D Offline
                    D Offline
                    Deeeds
                    wrote on last edited by
                    #16

                    @hamed Doing this causes all objects to loose their behaviours. There must be some behaviours that can't be deleted, that don't have a position. Bindings, perhaps, that setup the project's relationships, or something similar. Can you give me a few clues as to how/what/where I need to protect the foundations of a project?

                    And, oddly, I'm still seeing 18,000 objects with position information in a project that can't have more than a few thousand, behaviours included.

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                    • HamedH Offline
                      HamedH Offline
                      Hamed
                      Admin
                      wrote on last edited by
                      #17

                      I have finally finished the tool to clean up bloated projects. We're initially going to add a button to do this in the project options, and we'll do it automatically when we see that its safe to do so. For now, anyone that wants their project cleaned up, can send the project to contact@hyperpad.com and I'll email you back your cleaned project.

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