Thanx a lot Christian, for your help...I am sorry for
writing after so long but actually i got caught up in
some other thing this week and did not check this out
as yet but i do it today.
I find the idea of using a behavior on a sprite quite
elegant as compared to the "do" command..since as u
said "do" is very slow. So i try it this way now with
the behaviour. Thanx once again...
Richie


--- Christian Wach <[EMAIL PROTECTED]>
wrote:
> Richie Jindal wrote:
> 
> > Yes i tried it the way u suggested also like:
> > do "put list" & spritNum
> > 
> > But it prints <VOID> as first it takes the value
> of
> > list which is obviously void since the data is
> > actually in list1, list2 and so on..
> 
> hmm, my message window shows:
> 
> -- Welcome to Director --
> 
> do "list" & 2 & "= [1,2,3,4]"
> 
> put list2
> -- [1, 2, 3, 4]
> 
> do "put list" & 2
> -- [1, 2, 3, 4]
> 
> perhaps your lists *are* void at that time?
> 
> > Okay more details about my goal:
> > 
> > I parse an xml file and for every child i generate
> a
> > sprite at runtime. Each child in my xml file has
> > further subchildren with data about the child. I
> need
> > to store this data about the child in a list which
> > corresponds to the number of the sprite such as
> list 1
> > list2 and so on.....
> > Finally I store all these small lists in one main
> list
> > so that when i click the sprite on stage i can
> display
> > the data about it..but to do this when i click it
> i
> > get the sprite number and from that number i need
> to
> > retrieve the corresponding data list.
> > for which i need to dynamically generate the name
> of
> > the list by adding "list" with spritenumber.
> 
> I think I'd choose a different methodology.
> 
> I don't know if this will work for you, but what I'd
> do would be to have
> placeholder sprites on the stage, each of which has
> the same behaviour
> attached...
> 
> When you parse the XML file, you could use
> sendSprite to initialise a list
> within that behaviour, eg:
> 
> 
> sendSprite( theSpriteChannel, #setData, yourDataList
> )
> 
> 
> your behaviour might look like:
> 
> --<off the top of my head>--
> 
> 
> property pChannel
> property pChildDataList
> 
> on beginSprite me
>   pChannel = me.spriteNum
>   pChildDataList = []
> end
> 
> on setData me, theData
>   pChildDataList = theData
> end
> 
> on mouseUp me
>   put "channel of clicked sprite:" && pChannel
>   put "data held by clicked sprite:" &&
> pChildDataList
> end
> 
> 
> --</lingo>--
> 
> what happens with behaviours is that each behaviour
> maintains its own copy
> of pChildDataList - therefore no need to generate
> runtime variables, and
> therefore no need for 'do', which is very slow, and
> should be avoided if at
> all possible.
> 
> hope this goes some way to helping you.
> 
> Christian
> 
> ----------------------------
> Christian Wach
> [EMAIL PROTECTED]
> ----------------------------


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