André,

Thanks for the ideas... this worked perfectly! I pre-processed the data
(extracted only those coordinates from the full data-set that are acted upon
during this each draw to avoid delay before and after the interval), and
then fed the global array to the interval which clears itself once all data
has been exhausted from the temporary [global] array.

Ville

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of André
Goliath
Sent: Saturday, June 10, 2006 02:45
To: 'Flashcoders mailing list'
Subject: RE: [Flashcoders] Slowing down the action (problem with a pause)

What you are now seeing should be like the graph appearing all at once after
some "thinking time", e.g. it blocks other
animations/code exectuion during this for-loop (Unless I´m not up-to-date
with the screen-refresh-behaviour of the
 MovieClip.lineTo-method)  
Now adding a while-loop will only increase the time needed to execute the
whole for-loop,
but it will not change the fact that the screen is refreshed after all your
code has processed, e.g. the whole graph has been drawn.

An Interval will get around this issue, because it will not block any other
code running (it´s asynchronous to your other timelines), and will update
the screen
after every execution. Thus it´s the only way to make the graph look like
beeing drawn.



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