Hi,

Further to this problem! I found that if I turn off "always buffer" in the property inspector for the Player Object, IT DOES NOT CRASH!!!

So, why should it crash if the "always buffer" is set true? Also, by setting it false, what implications does this have on movie playback and my ability to capture a frame from the movie?

Later on in the code I am using the "snapshot" command to capture frames. When I tried this before, I had to have the "always buffer" property set to true.

I changed the code to read:

set the alwaysBuffer of player "PlayerThumbnail" of card 1 of me to false
  show me
  go stack the (short name of me)

set the fileName of player "PlayerThumbnail" of card 1 of me to theMovieFilePathName set the alwaysBuffer of player "PlayerThumbnail" of card 1 of me to true

and now the crash occurs when I set "alwaysBuffer" to true!

All the Best
Dave

On 19 Jun 2007, at 10:10, Michael Binder wrote:

The stack stored in myCallingStack is the stack that called this function. I have checked this, anyway myCallingStack is not used until after the crash.

The stack referred to as "me" is the library stack, e.g. the same stack that the above code is executing in. It is intially loaded using "start using", then when a particular function is called. I want the stack to be displayed and to become the top most window. The keyword "me" *always* refers to the object that the current script is executing in.

Any other ideas?

All the Best
Dave
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