Hi,
yes exactly. But it goes for different swf's as well. For example:
I wrote a test in which I compiled a.swf with a class printing 1, and i
compiled b.swf with the same but updated class printing 2.
Now if i load a.swf and then b.swf into main, main will print 1 / 1
if I load b.swf and then a.swf main will print 2 / 2
What I want is 1 / 2 and 2 / 1 respectively. Note that I know this is not
'good' programming, however i only need this to debug/develop quickly.
I can get the functionality i want by simply deleting the global pointers to
the class, but was wondering if anyone had any experience with this kind of
stuff.
I can create some kind of marksweep mechanism using the classfinder,
marking all present classes at a point in time to which to return to later.
Eg when the main system is loaded i'd mark all the classes, and before each
swf i load into main, i delete all classes that have been added by the last
swf.
Lowdown and dirty yeah, but if it worked it'd be oh so handy:)
greetz
JC
On 11/6/06, John Grden [EMAIL PROTECTED] wrote:
Hey Hans, are you talking about a situation where ClipA would still be
running but you might introduce a new ClipB at runtime?
IE: like, if you had a multiplayer game running, and you updated one of
the
avatar's swf's - you want that new SWF's code to be loaded and used
without
restarting the app for everyone
is that what you're talking about?
On 11/6/06, Hans Wichman [EMAIL PROTECTED] wrote:
Hi list,
you've probably had this scenario before, you are loading clip B into
clip
A
and B defines some classes.
Now you change B's classes, recompile and reload it into A, but since
the
old classes are still there, B wont function as it should, unless you
restart A.
Now I can remove the classes from memory and force a reload, but I was
wondering if this is an 'accepted' thing to do, in other words, will it
get
me into trouble or not:)?
I'd like to hear your thoughts on this.
greetz
JC
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