[Laszlo-dev] For Review: Change 20090202-bargull-VdP Summary: don't let queuedplayaction recurse

P T Withington ptw at pobox.com
Mon Feb 2 15:34:43 PST 2009


Interesting.  I went down the path from the top, and found that if I  
made the frame setter in resize_x not try to set the frames of the  
subviews until it was `inited` (i.e., the views existed), that also  
solved it.  That would probably be a good idea any way (in all  
components:  to not try to muck with your subviews until you are  
inited), but clearly your solution is the root of the problem.

On 2009-02-02, at 18:21EST, André Bargull wrote:

> After I had reduced the problem to the shorter testcase, it was more  
> or less intuition. :-)
>
>
> On 2/3/2009 12:03 AM, P T Withington wrote:
>> Oh!  How did you figure that out?
>> Approved.
>> On 2009-02-02, at 17:51EST, André Bargull wrote:
>>> Change 20090202-bargull-VdP by bargull at dell--p4--2-53 on  
>>> 2009-02-02 23:46:59
>>> in /home/Admin/src/svn/openlaszlo/trunk
>>> for http://svn.openlaszlo.org/openlaszlo/trunk
>>>
>>> Summary: don't let queuedplayaction recurse
>>>
>>> New Features:
>>>
>>> Bugs Fixed: LPP-7707
>>>
>>> Technical Reviewer: ptw
>>> QA Reviewer: (pending)
>>> Doc Reviewer: (pending)
>>>
>>> Documentation:
>>>
>>> Release Notes:
>>>
>>> Details:
>>> Iterate over local copy of "queuedplayaction" and set sprite's  
>>> "queuedplayaction" to null.
>>> That way "doQueuedPlayAction" won't recurse indefinite.
>>>
>>>
>>> Tests:
>>> both testcases from bugreport
>>>
>>> Files:
>>> M WEB-INF/lps/lfc/kernel/swf/LzSprite.as
>>>
>>> Changeset: http://svn.openlaszlo.org/openlaszlo/patches/20090202-bargull-VdP.tar
>>>
>>>
>




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