I found the bug. I was addChilding a DisplayObject that already had a
parent. I had to release it from its previous parent first.
Is there a cleaner way of doing it than:
if( newThing.parent ){
CWRoom( newThing.parent )._numKids--;
}
this.addChild(newThing);
--- In [email protected], "pinkmongrel" <[EMAIL PROTECTED]>
wrote:
>
>
> Here is a bug that's been biting me for a couple weeks. Here's a
> screenshot of Flex when it errors.
>
> Screenshot of maddening error <http://zogax.com/error2.gif>
>
> The program croaks when measureContentArea (in package
> mx.containers.utilityClasses, file CanvasLayout.as ) loops through
the
> target's children from 0 to target.numChildren. When the program
errors:
> n == 1, i == 0, and target.numChildren is now 0, when it was 1
before
> the loop. target.numChildren has changed while the loop is running.
It's
> as if a child was removed by some side effect of calls in the loop.
>
> This happens even when I have many IOComponents on the screen: Here
> <http://zogax.com/getChildAt_RangeError.gif>
>
> This baffles me because I don't see how I can debug it. I do add and
> remove and insert children in my game code, but unless ActionScript
is
> threaded I don't see how my code can reach into a loop in
> CanvasLayout.as .
>
> The bug is consistent, but I am baffled.
>
> HELP!
>
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