Hi Bhakti,
any vector shapes? there was some problem with the xtra when it first
came out that caused that sort of problem..
Nope, I just checked - no vector shapes whatsoever.
Karina
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Hi Sephane,
I don't think that having objects deleting themselves from their own
scriptinstancelist is good, I seem to recall that although
the actorlist is
tolerant of this (ie. adjusts for deletions of objects in the
list during
stepframe processing), the scriptinstancelist is not.
Hi everyone,
I've been just asked to debug an older project, that seems to slow down the
system more and more as it runs. And I'm supposed to debug it NOW, in the
next 10-20 minutes.
(Ok, not anymore - I've just been told the installation will be postponed in
any case, since we still need to
any vector shapes? there was some problem with the xtra when it first
came out that caused that sort of problem..
-bhakti
Karina Steffens wrote:
Hi everyone,
I've been just asked to debug an older project, that seems to slow down the
system more and more as it runs. And I'm supposed to
2001 10:09 AM
To: Lingo-L (E-mail)
Subject: lingo-l scriptInstanceList
Hi everyone,
I've been just asked to debug an older project, that seems to
slow down the system more and more as it runs. And I'm
supposed to debug it NOW, in the next 10-20 minutes. (Ok, not
anymore - I've j
Just to add two cents to this discussion.
Instead of deleting the reference from the scriptInstanceList why not just
set the scriptInstanceList to [] of course that assumes that there is only
one object / behaviour attached to the sprite and that setting the
scriptInstanceList to an empty list
Actually, I wouldn't expect deleting an instance using list operations (ie.
deleteOne) would cause any problems with only one object in the script
instance list either. My understanding of the problem is that deletion
confuses the list index so that subsequent items in the list may be skipped
on