> In looking this over quickly, I found one optimization, one warning,
> and one nigley:

Optimization - Yes! I missed that one.
Warning - Not currently an issue, but duly noted.
Nigley - Breaking my own rules-what am I thinking? :-)
(Note:  Adding "nigley" to my Lingo dictionary)

> I have a special version of Director that has an entire feature set
> built into it to allow animation without script. It's quite amazing,
> and has this thing called the "score". With that I can reduce it all
> to zero lines of code.

Very funny!!!

> If you're using film loops, I've got a nifty little script that will tell
you when
> the film loop is done.

Nice script.  Thanks.

> What I like to do is set the period of the timeout object to 0 and
> add an exitFrame method to the timeout object's target that
> increments my filmloop frame counter.

Are there any benefits to this method vs calling  the increment method
directly?

Anthony
www.lifelinestudio.com





----- Original Message ----- 
From: "Irv Kalb" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, May 14, 2004 12:53 PM
Subject: Re: <lingo-l> Lingo Animation Optimization Test


> Hi Anthony,
>
> In looking this over quickly, I found one optimization, one warning,
> and one nigley:
>
> Optimization: In your "on Animation" you have a line that says:
>
>    if pnCurrentMem > plMembers.count then
>
> This will call the count routine EVERY time.  Instead, create a new
> property, e.g., pnMembers, set it in your "on PlayAnimation" method
> when you get a new list of animation members, and use it in the test
> above.
>
>
> Warning: In the "on PlayAnimation" routine, you have a line:
>
>    plMembers = lMembers
>
> Lists are passed by reference.  Therefore, if the routine that starts
> the animation by calling this routine changes its version of this
> list, even after it returns from this call, the list in your behavior
> will be changed.  This potential problem can be avoided (unless it's
> done on purpose this way), by changing the above line to:
>
>    plMembers = duplicate(lMembers)
>
>
> Nigley:  In your stopAnimation routine, you have a parameter variable
> called bResetMem.  But you since you are comparing it to symbols
> (#original and #first) it should really be called yResetMem according
> to your naming convention.
>
> Other than that it looks clean.
>
> Irv
>
>
> At 11:07 AM -0500 5/14/04, Anthony W. Fouts, Jr. wrote:
> >
> >
> >Here is the actual animation behavior I am optimizing.
> >
> >http://www.lifelinestudios.com/sAnimationSequential.htm
> >
>
>
> -- 
>
> Multimedia Wrangler.
>
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