I think your example is confusing and unlegible :)

generally, nothing ever is skipped, but the arrows in your graph seem to 
indicate that a lot of things go past controls? Basically you can write the 
message path as a single line. It is an example where the message goes to the 
object. Of course messages could also go directly to cards, groups or stacks

message goes trough:
front scripts, if passed or unhandled goes on to
target object script, if passed or unhandled goes on to
behaviour script, (if existent) if passed or unhandled goes on to
group scripts, (if existent) if passed or unhandled goes on to
card script, if passed or unhandled goes on to
stack script, if passed or unhandled goes on to
background scripts, (only if hcaddressing is on) if passed or unhandled goes on 
to
mainstack script, (if existent) if passed or unhandled goes on to
stacks in use scripts, (if existent)  if passed or unhandled goes on to
back scripts, (if existent) if passed or unhandled goes on to
engine, (if handled by it, otherwise error)

your "breaking the path" part seems to be correct, but you missed the single 
most advantage of "send", which is the "in <time>" addition.


On 20 May 2011, at 12:59, Keith Clarke wrote:

> Hi folks,
> In attempt to get my head around behaviors, I have revisited Trevor DeVore's 
> Live 09 presentation on Behaviors and Custom Controls and put together my own 
> map of (my understanding of) the 4.6.1 message path with standard and 
> optional objects http://db.tt/dUrt0nL (Having seen great top-down and 
> bottom-up examples, I thought I'd go left-to-right!)
> 
> Is my map correct concerning the behavior feedback loops? Trevor spoke of the 
> calling object 'getting first dibs' on the behavior's script, but Figure 3 of 
> Richard Gaskin's excellent resource on the message path 
> http://www.fourthworld.com/embassy/articles/revolution_message_path.html 
> shows only flow towards the engine (maybe feedback loops were omitted for 
> clarity?).
> Best,
> Keith..
> 
> 
> 
> 
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