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Subject: | FLASH: BUG? - [Q's for all] |
From: | axel |
Date: | Tue, 15 Aug 2000 22:34:20 +0100 |
----- Original Message -----
From: Kristopher Wainwright <wainwrightkyahoo [dot] com>
To: <flasherchinwag [dot] com>
Sent: Tuesday, August 15, 2000 5:46 PM
Subject: Re: Odp: FLASH: BUG?
> Well ..... my 2 cents ...
>
> This goes back to my high school days of programming
> in Basic on a Commodore PET (showing my age I know)
> .... it's just a basic If Then Else statement ....
>
> i=3
> If i=3
>
> THEN
> do this
>
> ELSE
> do that
>
> The ONLY thing I can think of is that the number 3
> isn't being viewed as a numeric value and is being
> seen as an alphanumeric value ..... which would make
> the value of "i" not equal to 3, making the if
> statement false, forcing it to run the ELSE portion of
> the IF THEN ELSE statement.
NOT IN FLASH !!!!!!!
"i" on the left means variable with name i
i - means value of this variable
in basic this problem looks like:
10 I = 3
20 IF (I=3) THEN GOTO 100
30 GOTO 20
.
.
100 - there should jump interpreter but with MM logic it's continuing execution and jumps to 20!
that's with basic but I DON'T WANT TO JUMP OVER CODE
In current player is implemented a mechanism of "playhead" - it's OK - it's necessary - interpreter (handler) must know what is the
next frame to play.
After instructions like Goto and Play, Goto and Stop, Stop - handler sets "playhead" and flag "play". It's OK, too.
The question is why the handler continues executing (interpreting) code after these "special" instructions?
For example if you script looks like:
set variable: "i" = 5
if (i>4)
Goto and Stop (40)
end if
if (i>3)
Goto and Stop (30)
end if
if (i>2)
Goto and Stop (20)
end if
if (i>1)
Goto and Stop (10)
end if
Execution should perform "jump" to 40 - no real "jump" - settng playhead to frame 40, displaying current frame, handle code from
object (buttons - events) and should go to displaying frame 40.
BUT IT'S EXECUTING WHOLE CODE AND JUMPS TO 10
There is no word about additional conditions in the docs !
IT'S NO PROBLEM TO MAKE IT WORKING WITH "ELSE" BUT IT SHOULD WORK IN ACTUAL SCRIPT, TOO
Another example with F5 (as seen on screenshoots):
"i" = 3
"j" = 4
"k" = 7
if( i = 3 ) {
j = j + 1
if ( j = 5 ) {
k = k +1
if ( k = 8 ) {
Goto and Stop ( 20 )
} else {
Goto and Stop ( 40 )
}
} else {
Goto and Stop ( 50 )
}
Goto and Stop ( 30 )
}
WHAT FRAME WILL BE NEXT?
"TRANSLATE" THIS CONDITIONS TO "ELSE" WITHOUT BUGS - hard, almost IMPOSSIBLE !
IT HAS IT'S OWN LOGIC ?
Making it in "right" (as in jscript, asp etc) way shouldn't "beat" existing code - because they are (in majority) done with "safe
else" way.
ONCE AGAIN - QUESTIONS
1. Is is necessary to execute code after "goto" ?
2. Shouldn't execution be stopped (only for this scope) ?
3. Do you have code based on "continues execution" ?
4. Do you take care about instructions order in your scripts?
5. Is it clear, what i mean?
best regards,
axel
>
>
> Just a shot in the dark .....
>
> Kris Sends
>
>
> --- axel <axelszczecin [dot] home [dot] pl> wrote:
> > once again - I KNOW HOW TO MAKE IT WORK - question
> > is: "why" interpreter works that way ?
> > ----- Original Message -----
> > From: Jason Bouwmeester <jasonintervisual [dot] com>
> > To: <flasherchinwag [dot] com>
> > Sent: Monday, August 14, 2000 11:55 PM
> > Subject: RE: FLASH: BUG?
> > > Try doing:
> > >
> > > If (i = 3)
> > > Go to and Stop (3)
> > > Else
> > > Go to and Stop (5)
> > > End If
> > >
> > > HTH,
> > > jb
> > >
> > > -----Original Message-----
> > > From: axel [axelszczecin [dot] home [dot] pl (mailto:axelszczecin [dot] home [dot] pl)]
> > > Sent: Monday, August 14, 2000 3:45 PM
> > > To: flasherchinwag [dot] com
> > > Subject: FLASH: BUG?
> > >
> > >
> > > I wonder why this script always jumps to flame 5?
> > >
> > > (frame1)
> > > Set Variable: "i" = 3
> > > If (i = 3)
> > > Go to and Stop (3)
> > > End If
> > > Go to and Stop (5)
>
>
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Replies
Re: Odp: FLASH: BUG?, Kristopher Wainwright
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