Hi, At 01:46 PM 5/14/2002 -0500, you wrote:
>>So if I have 10 QT sprites in a frame, I can display 10 QT sprites on >>the stage at the same time? > >There is nothing preventing you from putting 10 QT sprites in a frame, but >in the specific cases of QuickTime and Flash, it's not a good idea to do >so, because there will be performance problems on slower computers. This >can result in jerky animation or audio stutters. Does that mean that the music will not play properly? But aren't you playing a QT file at a time? >>How is a user to know then which QT sprite to click on? > >You don't click the QT sprites for the audio -- you click buttons >associated with those sprites. > >>To concatenate is to link together, isn't it? Why would you want a >>variable to link together without a space? > >It was simply the way I chose to do that part of the behavior; there is no >deeper mystery involved. I mean there is no technical reason to prefer >doing it that way, just as there is no technical reason to us 'n' for >integer variables. It's a question of style. Am I to understand that you can do it with variables with spaces? >>Actually, what is the purpose of concatenating variables? > >There I was concatenating items together into a single string. That's >generally what concatenation is used for -- joining separate parts >together to form one string. For example: > > on MakeRandomPhrase > > lSubjects = [ "Noelle", "Howdy", "Lingo" ] > lVerbs = [ "sleeps", "eats", "creates" ] > nSubj = random ( lSubjects.count ) > nVerb = random ( lVerbs.count ) > sSubj = lSubjects[nSubj] > sVerb = lVerbs[nVerb] > put sSubj && sVerb & "." > > END MakeRandomPhrase How would I use this script? As a parent script? Concatenation of items are only done in parent scripts? >This creates two lists of words, one of nouns (subjects) and the other of >verbs. The simplest syntax for a legitimate English sentence is subject >and verb, and what this does is make very simple, but randomly selected >and grammatically valid, sentences -- which it then puts into the message >window. (Of course some of those sentences -- "Lingo eats" -- are >nonsensical, but they're still syntactically valid.) So the stringing of variables occur only at author-time? >As you can see the 'put' statement uses both forms of concatenator, the >first to string together the subject and verb into a phrase, the second to >add a period to the end of the sentence. > >The script would be entered as a plain movie script, after which you could >call it from the message window to see the sentences it builds. What is the purpose of a string in this context? >>Yes, the time I received an error message when I clicked both the volume >>up and down buttons. >> >>'sprite a is not registered as a QT sprite.' >> >>I named it sprite 'a' for simplicity. Why did I receive this message? > >The QuickTime behavior, it would seem, was not attached to the QuickTime >sprite, which prevented it from sending its own reference to the >communication behavior, thus preventing the communication behavior from >registering it as a QuickTime sprite. How may a behavior not be attached to a sprite? You mentioned before that it is highly unlikely to have spriteless behaviors... yet now I have one? >>>>What is the meaning of plQTSpriteList = [:]? >>> >>>I'm setting a variable to an initial empty value. >> >>Why did you do this? > >It's good practice to do so. Theoretically one does not have to initialize >variables like this, at least not especially rigorously, but I've found >it's a good habit to do so. To initialize a variable, I set it to zero? Is it possible to initialize it to other than zero? >>>I don't know. Nothing I wrote should have an adverse effect on anything >>>else, but you should know that there can only be one *frame* script in a >>>given frame. >> >>Yes the script you wrote for channel 0 right? > >Yes, exactly. >>> In what way did you attach the behaviors? >> >>Using the PI . Is this incorrect? > >No, that should work properly. > >>> Did you get parameters dialog boxes, and did you set them up? >> >>The QT sprite, in the PI , under behaviors - there is a 'name of this >>sprite?' - I put a. >> >>The increase volume button sprite in the PI , under behaviors, -there is >>a 'name of target sprite?' - I put a >>there is a ' adjust sound down or up? ' - I put #up >> >>Actually there is an arrow button pointing downwards, and I have only two >>options - down or up. >> >>The decrease volume button sprite in the PI, under behaviors ' there is >>a 'name of target sprite?' - I put a >>there is a ' adjust sound down or up? ' - I put #down > >All those seem fine to me. All these items are in just one frame, along >with the framescript? Yes, they are all in a single frame, and there is only one framescript. >>Why was the QT sprite not recognised? > >A good question. Start with the debugger -- set a breakpoint in the >mouseUp handler for one of the volume buttons and step through the >scripts. Perhaps in there someplace there will be evicence of a failure in >communication. When I set the breakpoint in the mouseUp handler, this is the message I receive: me = <offspring ''''' 34802b8> psTargetName= "a" pyMyDirection = #up spriteNum =11 on the left, it says onMouseUp This is for the increase volume button. Where is the error? The code does execute. Thank you Noelle [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
