James,

Thanks.  It does clear things up.

>    It's also different in that the 'me' parameter turns out to be a
>    sprite reference, not a behavior instance:

This in particular was the source of a bug in the code I was writing.  I
couldn't understand why in the debugger I was seeing a sprite number instead
of a reference to an instance of the behavior.

Anthony
www.lifelinestudios.com



----- Original Message ----- 
From: "James Newton" <[EMAIL PROTECTED]>
To: "Lingo-L" <[email protected]>
Sent: Wednesday, March 09, 2005 11:10 AM
Subject: Re: <lingo-l> sprite communication syntax?


> On 9/3/05 4:45 pm, "Anthony W. Fouts, Jr." <[EMAIL PROTECTED]>
> wrote:
>
> > I have been using the following syntax for quite some time for calling
> > methods in behaviors attached to sprites:
> >
> >    -- sendsprite(spriteNum, #callSomeMethod, someParameter)
> >
> > It occurred to me that I call methods in child objects stored in
variables
> > using dot syntax .  So I tried the following to call a method in a
behavior
> > attached to sprite:
> >
> >    -- sprite(spriteNum).callSomeMethod(someParameter)
> >
> > However it produced unexpected results.  How does the second differ from
the
> > first?
>
> Hi Anthony,
>
> Here's the summary of a recent discussion of this issue on other lists.
> Thank Macromedia's Tom Higgins where appropriate.
>
>    These techniques are the same except when it comes to handling cases
>    where the method doesn't exist, in which case ...
>
>      sprite(spriteNum).callSomeMethod(someParameter)
>
>    ... will cause a script error.
>
>
>    It's also different in that the 'me' parameter turns out to be a
>    sprite reference, not a behavior instance:
>
>    -- Behavior
>
>    on method(me)
>      put me
>    end
>
>
>    -- Message Window
>
>    sendSprite(1, #method)
>    -- <offspring "Behavior" 4 88ba810>
>
>    sprite(1).method()
>    -- (sprite 1)
>
>    call(#method, sprite 1)
>    -- (sprite 1)
>
> Does this help you clear up the unexpected results?
>
> James
>
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