Re: [Flashcoders] The Amazing infinite call stack, part 2

2005-12-13 Thread Andy Makely
You might look into using a Finite State Machine. They are a great way to do command sequencing, and are incredibly useful in game programming for lots of things, from updating the UI to building enemy AI behaviors. There's some good Flash-based FSM info at http://www.flashsim.com . -- andy make

Re: [Flashcoders] The Amazing infinite call stack, part 2

2005-12-13 Thread JesterXL
quot;'Flashcoders mailing list'" Sent: Tuesday, December 13, 2005 2:05 PM Subject: RE: [Flashcoders] The Amazing infinite call stack, part 2 Since Flash is event-driven, how about setting it up in such a way that whatever part of your script adds the command to the queue dispatches a

RE: [Flashcoders] The Amazing infinite call stack, part 2

2005-12-13 Thread Chris Wilson
Since Flash is event-driven, how about setting it up in such a way that whatever part of your script adds the command to the queue dispatches an event to a listener that then executes that command? That way you avoid recursion, and you also avoid a for() loop that's outside the internal Flash even

RE: [Flashcoders] The Amazing infinite call stack

2005-12-13 Thread Chris Wilson
You're looking for "infinite recursion". Generally speaking, your application might be better served with a for() loop to iterate through the command queue within a single function call. There are times when recursive functions (i.e., functions that call themselves) are more elegant, though. -Chr