I heard using FOR is very slow. Instead, try WHILE (much faster):

var i = -1;
while (++i<elements.length) {
elements[i].animation.update();
}



On 7/11/07, Pete Miller <[EMAIL PROTECTED]> wrote:
This will happen if elements.length is undefined.  i will never equal
undefined.  Use i < elements.length

P

>> -----Original Message-----
>> From: [EMAIL PROTECTED] [mailto:flashcoders-
>> [EMAIL PROTECTED] On Behalf Of daniel
>> Sent: Tuesday, July 10, 2007 11:52 PM
>> To: [email protected]
>> Subject: [Flashcoders] +Infinite Loop -Dignity
>>
>> I feel really stupid right now. No, not that stupid. I mean  really
>> stupid.
>> Take the highest level of stupid you can imagine and double that.
Yes,
>> now
>> you've got it!
>>
>> I have a class named Game.
>>
>> Game.start() calls setInterval(this, "update", 1000).
>>
>> Game.update() calls _gameScene.update().
>>
>> _gameScene.update() has the following loop inside of it:
>>
>> for (var i:Number = 0; i != elements.length; i++) {
>> elements[i].animation.update();
>> }
>>
>> That FOR loop puts my humble PC into a coma. The variable 'elements'
is
>> not
>> undefined, and when I call trace(elements.length) I get '2'. I tried
>> clearing ASO cache (whatever that's worth right now) as a silly
>> precaution.
>>
>> Excuse me whilst I hang myself.
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--
Carl Welch
http://www.carlwelch.com
[EMAIL PROTECTED]
805.403.4819
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