Here's the whole code I'm using. I've only ever used timer for small
things and the documentation on them is week so I'm not really clear on
how they work. Using your method could I change the code below into a
while loop

        <method name="changeCard" args="ignore=null">
            this.setAttribute('frame', rolonum);
            if (rolonum == 4) {
                rolonum = 1;
            } else {
            rolonum= rolonum + 1
            }
            this.timer();
        </method>
        <method name="timer">
            lz.Timer.addTimer( new LzDelegate(this, "changeCard"), 15000 );
        </method>

Chris


On 11-04-25 08:59 PM, Henry Minsky wrote:
> yeah you dont need to keep instantiating new delegates, just keep a
> pointer to the one
> you want and keep passing it to addTimer
>
> On Mon, Apr 25, 2011 at 8:56 PM, Chris Janik <[email protected]
> <mailto:[email protected]>> wrote:
>
>     Sorry. I understand what it does. I don't know what I was thinking.
>
>     Chris
>
>
>     On 11-04-25 08:43 PM, Henry Minsky wrote:
>>     what does your code look like?
>>
>>     a call like
>>     lz.Timer.addTimer( this.stillDownDelegate, 500 );
>>     pushes the delegate onto a list at worst, and that entry (not the
>>     delegate) will be garbage collected when the timer fires.
>>
>>
>>
>>     On Mon, Apr 25, 2011 at 8:25 PM, Chris Janik
>>     <[email protected] <mailto:[email protected]>> wrote:
>>
>>         Hey All,
>>
>>         What happens when a timer finishes it's count? I want to
>>         create a timed
>>         loop but every time it runs I'm creating a new timer. I'm
>>         worried that
>>         if this goes on for a while it will really get bloated.
>>
>>         Any thoughts would be very much appreciated
>>
>>         --
>>         Chris
>>
>>
>>
>>
>>     -- 
>>     Henry Minsky
>>     Software Architect
>>     [email protected] <mailto:[email protected]>
>>
>>
>
>
>
> -- 
> Henry Minsky
> Software Architect
> [email protected] <mailto:[email protected]>
>
>

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