> 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. > > [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!] > [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!]
