Thanx Jakob. Seems Terry already beat me to my reply. I _never_ get
to be first.
Regards,
Pranav
---
"Simply stated, it is sagacious to eschew obfuscation."
--Norman Augustine
>objects, in this case sprite behaviors in a list, and
At 17:13 +0530 2001_06_26, [EMAIL PROTECTED] wrote:
>I haven't been following this thread, so excuse me if I'm completely off
>base with my reply.
>
>The 'call' function can be used to send a message to multiple locations and
>it's much faster than either repeat or sendAllSprites. You can save the
I haven't been following this thread, so excuse me if I'm completely off
base with my reply.
The 'call' function can be used to send a message to multiple locations and
it's much faster than either repeat or sendAllSprites. You can save the
objects, in this case sprite behaviors in a list, and t
At 11:52 -0400 2001_06_22, Al Hospers wrote:
>repeat loops lock out everything else. I prefer to avoid them wherever
>possible. sendAllSprites would likely be the preferred method.
Erm... that would require that sendAllSprites was an asynchronous
function, that allowed other events to process s
At 19:23 -0400 22/06/01, Bill Numerick wrote:
>OK just did that :) Except its not a totally fair comparison since
>i'm at home now on my 900 mhz Athlon and at work i have a 400 mhz G4
>so i'll test it Monday but here's what i got.
>
>Here's the script since it wasn't in the message from before
>
> so i'll test
> it Monday but here's what i got.
very interesting results Bill. I'll be interested in the complete
comparison on Monday on the same machine
Al
[To remove yourself from this list, or to change to digest mode, go to
http://www.penworks.com/LUJ/lingo-l.cgi To post messages to t
OK just did that :) Except its not a totally fair comparison since i'm at
home now on my 900 mhz Athlon and at work i have a 400 mhz G4 so i'll test
it Monday but here's what i got.
Here's the script since it wasn't in the message from before
startTime = the milliseconds
call #setWindow
add in the Call one & see the difference...
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On
> Behalf Of Bill Numerick
> Sent: Friday, June 22, 2001 5:06 PM
> To: [EMAIL PROTECTED]
> Subject: Re: Sending a large group params
>
>
FYI I decided to check out the difference by using the suggested script
below this is what turned out. Its bassically moving the locV of every
sprite when the handler is called.
Repeat loop: sendAllSprites:
5 sprites : 86 5 sprites: 112
10 sprites:
No, no, no. Never encourage the monkey in the cage.
On a related note, it might be interesting to some people to experiment
with this:
property ancestor
on new me
ancestor = (sprite nn)
end new
;-)
At 11:40 AM -0700 6/22/01, R. Bhakti Klein wrote:
>yay terry!!!
>
>good answer, good answer
> Except for those times when locking out everything else is
preferable.
of course. but since Director trys to be asynchronous, in general I
find it more of an annoyance.
Al Hospers
CamberSoft, Inc.
alcambersoftcom
http://www.cambersoft.com
A famous linguist once said:
"There is no language whe
> repeat loops lock out everything else. I prefer to avoid them wherever
> possible.
Except for those times when locking out everything else is preferable.
2 cents
-Kurt
[To remove yourself from this list, or to change to digest mode, go to
http://www.penworks.com/LUJ/lingo-l.cgi To post mes
yay terry!!!
good answer, good answer!!
"Terry R. Schussler" wrote:
>
> At 11:20 AM -0400 6/22/01, Bill Numerick wrote:
> >Is there a way to send a large group of sprites with a script attached
> >params without using the sendAllsprites and without using a repeat loop?
>
> Yep:
>
> call #yo
At 11:20 AM -0400 6/22/01, Bill Numerick wrote:
>Is there a way to send a large group of sprites with a script attached
>params without using the sendAllsprites and without using a repeat loop?
Yep:
call #yourMessage, [(sprite 1), (sprite 13), (sprite 45)], args
Regards,
Terry
--
...---===|
At 11:20 AM -0400 6/22/01, Bill Numerick wrote:
>Is there a way to send a large group of sprites with a script
>attached params without using the sendAllsprites and without using a
>repeat loop?
Why do you not want to use either of these approaches? These are the
two standard ways.
>
>It see
> Is there a way to send a large group of sprites with a script
> attached
> params without using the sendAllsprites and without using a
> repeat loop?
>
> It seems faster if i use a sendAllsprites instead of using a
> repeat loop
> anyone know if that's true?
repeat loops lock out everything els
Is there a way to send a large group of sprites with a script attached
params without using the sendAllsprites and without using a repeat loop?
It seems faster if i use a sendAllsprites instead of using a repeat loop
anyone know if that's true?
One last question :). Can you send params to mul
17 matches
Mail list logo