ActionScript 2.0 :: 256 Levels Of Recursion Error?
Mar 13, 2007
I've got the code below working as I'd like, but once my if statement returns true, i get this in the output window: 256 levels of recursion were exceeded in one action list.This is probably an infinite loop.Further execution of actions has been disabled in this movie.
The delete this.onEnterFrame triggers and stops the trace from continuing, so I'm not sure why this is happening. On the same note I'd like to know if my script is okay or if there is any "easier" more practical way to write it?I like to follow in the footsteps of some of kirupa's best
I was playing my movie navigating through the site but when I clicked all the buttons and pressed once again this appears:256 levels of recursion were exceeded in one action list.This is probably an infinite loop.Further execution of actions has been disabled in this movie.
I want a button to trigger 2 different sounds, but want to 2nd to play at the exact point at which the first finishes.The code I have is:
Button.onrelease = function () { sound1.start(); this.onEnterFrame = function() {
[code]...
I get the following error during playback:"256 levels of recursion were exceeded in one action list. This is probably an infinite loop. Further execution of actions has been disabled in this movie."
"256 levels of recursion were exceeded in one action list."I've been trying to incorporate one of R.Penners equations into a prototype. it works, but appearantly not 100%
scratch scratch
Here's the code. 'tester' is an MC instance
Math.easeInOutExpo = function (t, b, c, d) { if (t==0) return b; if (t==d) return b+c;
Why I am getting: Code: 256 levels of recursion were exceeded in one action list. This is probably an infinite loop. Further execution of actions has been disabled in this movie.
Code: onClipEvent(load) { this._alpha = 0; function fadeIn() { // add this line somewhere when the fadeIn is finished... this.onEnterFrame = function() { [Code] .....
The problem is I get Error: Error #2094: Event dispatch recursion overflow. Why does removechild keep getting called if this.parent does not exist? Why doesn't removing event listeners work?
I'm making something that requires a recursion of over 256 times, I know you can use things like "for" to turn it into a loop. Here is an example:
ActionScript Code: var number = 200 var i = 0 var match = false button.onPress = function() { Check() } function Check() { [Code] .....
This as you may have gathered is utterly pointless, but it's a good example. This basically cycles through all whole integers until it finds a match with the number set as the "number" variable when the button is pressed, then it displays "true" in the dynamic text box "box" when it's found a match. So basically it checks if the number is 1, if not it restarts the function and checks with 2 (i++) and so on until it finds the number. All of this works fine until you try and work out a number of 256 or more, then the message comes up about the "it's probably a loop" so on.
Im trying to create several TextFields using function recursion.
arr_HelpRubrik = new Array(); arr_HelpRubrik = [1, 2, 3, 4]; var x_pos = 10;
[Code]....
What it does is look for the existence of a textfile (HELP_i.txt) and if it exists, create a TextField into which it is supposed to output the contents of that file. So Im supposed to have as many textfrelds as there are textfiles in the end, all situated in a kolumn.
Well, what actually happens is that every textfield is correctly created, but will close as soon as the next one is created. So I end up with only one textfield.
I have a recursive call which includes an asyn operation (file copy) .. I want to find out when the recursive call finishes (along with all asyn operations).
private function copyInto(directoryToCopy:File, locationCopyingTo:File):void { var directory:Array = directoryToCopy.getDirectoryListing();
hey im trying to make a mp3 player and when u click on a play btn it plays that song. but i keep getting this output error "Error #2044: Unhandled IOErrorEvent:. text=Error #2032: Stream Error. at slide_fla::MainTimeline/frame1()" this is my code
ActionScript Code: import fl.transitions.Tween; import fl.transitions.easing.*; var slidebind:Rectangle = new Rectangle(3, 3, 159, 0); var loadsnd:URLRequest = new URLRequest ("s1.mp3"); var thissnd:Sound = new Sound();
I'm planning navigation for my new site (see screen grab of proposed navigation corner). I want the words to swap levels and appear in front of others on roll over.
OK, just found this tutorial [URL] but I put the buttons into the MCs.
*BUT* - I want them to return to their original positions on RollOut - is this possible. I tried duplicating the code but substituting rollover to rollout and set the parameter to 0 or 1 or 2 to make them go back to a level I want them at.
I am having trouble with unload an loading movies. Basically I am loading a movie into a container, which works a charm:
[Code]....
I want to unload them both when a close button is pressed on the third loaded swf? Also, ideally I would like to add that second movie clip into a container, so I can position it correctly, but when I try copying the code I use on the first, it doesn't seem to work...is it to do with the "root" bit perhaps?
On frame 30 of my root timeline, I have dragged five different instances from my library onto the stage. I gave each one a distinct name, oneBtn, twoBtn, threeBtn, fourBtn, fiveBtn. I added a MouseEvent for each of these five objects, and ran a Trace to make sure I am able to identify the objects. At first, I used e.target.name but it returned instanceXX (instance23, instance84, instance83...). I think this happened because within each of those buttons, I had a movie clip within it so I can apply filters to them. I decided to trace e.target.parent.name. On two of the five objects, I was able to trace oneBtn, and twoBtn. On the other three, I still got instanceXX. I tried tracing e.target.parent.parent.name and I was able to trace the other three buttons, threeBtn, fourBtn, fiveBtn.
how come I need to target two different levels (e.target.parent.name & e.target.parent.parent.name) on my objects when I dragged them from the library and placed them onto the stage within the same timeline?
im using flash cs5, as2.i have a main index fla that loads into it 5 swf's.i need these 5 to be loaded into a lower level than the main index fla (index has to be the highest level)[code]
I cant believe how the simpliest things are more complex to do in AS3.I tried to target a movieclip from inside another movieclip called bat_mc and these dont work!root.ball_mc.gotoAndPlay(2);orlevel0.ball_mc.gotoAndPlay(2);
I have a flash project with three non overlapping panels (visual spaces) each of which contains different movie-clips. Each movie-clip in a particular panel is the child of that panel.Now, I want to drag one of the movie-clips from one panel to another (remove it as a child from the first panel and add it to the other) without a jitter and proper drag.What is the appropriate way to handle the drag architecturally
Now I know that you smart people know what the AS3 alteration is...Do you guys mind saying what it is...I know in AS2 it used to be levels but now it is...?
but is there anyway to fade the levels of a movieclip.
basically i keep loading jpgs, into a level of a movieclip. now i want to create a fade between one to the other. figure easiest way would be to have the jpgs load onto next level with alpha 0.. then once loaded alpha to 100 and unload the bottom jpg from previous level.
The problem I'm having is loading my info boxes. Basically, I want the the info boxes to stay on the middle of the main stage and also make the scroll mc non selectable (so that other mc's cannot be selected). I've been trying for ages to get this working but can't seem to make the buttons play the relative info box movie clips.Currently, the info box mc's are in the same movie clip as the mask & scroll mc. However, the buttons I want to activate the info box mc's are in the scroll mc. If I put the info boxes in the same mc as the buttons then it works fine but doesn't keep the info box moie clip in the middle of the stage as you can still scoll/select other itms in the mc.
I want to load in a new _level *.swf. This new level contains a button which will have a stop command, which I want to work with an MC in the _root *.swf level.
I am creating a presentation which has a main flash and then 3 sub categories to it. Main.fla is nothing but a container to load the other movies into. I could get the the first movie (movie1.swf) to load onto main.swf by using the foll code:
Now the problem is in movie1.swf the menu is like on the 3rd level, i.e. main stage>menu_mc>menu (where the buttons are).
How can I add a code on level "menu" so that when I click button2 or button3 it loads movie2.swf and movie3.swf respectivley onto the main stage. Makes sense or am making it too confusing..
I want to try this breaking a big movie into smaller parts functionality so that I can understand flash more.
Is it possible to preload movies into levels just like you can preload them into movieclips? I want my different movies to be loaded into levels so when a button is pressed, they are already loaded and ready to go. This is what I have so far.[code]...
I have a game that has different music files for different levels. It doesn't make sense to load the music for level 2 in frame one and I don't want to load the music for level 3 until level 2 has commenced. Is there anyway to control how the music is loaded? The music is in the library.
I'm getting used to AS3.I'm customizing an 2D tile game engine I got from here: URL...I tried to add an array of levels. But the problem is the levels get added on to the pre-existing level instead of replacing it.What do I need to write so that the levels swap out? I attached the script below.[code]