On 7/12/13 12:04 PM, Peter Haworth wrote:
Has anyone got any real world examples of the benefits of the new chained
behaviors feature?

I just read the latest newsletter article about them and while I understand
the concept,  I didn't see benefit in the example scenario over a single
behavior with some common logic and a switch statement to handle the logic
specific to each "sprite".

I needed chained behaviors a while ago before they were available, and was required to copy duplicate sections of scripts into each of several behaviors. If I get time I'll go back and chain them now that it is available.

Remember that behaviors are not a single handler, they are whole scripts. I have several sprites that require different behaviors on mouseUp but they all have the same behaviors on mouseDown. With a chained behavior, I could have placed the mouseDown handler into the "top" of the chain and different mouseUp handlers in each separate behavior script underneath that:

       on mouseDown
         doDownStuff
       end mouseDown
         /        \
on mouseUp       on mouseUp
 doBehavior1       doBehavior2
end mouseUp      end mouseUp


The mouseDown handler was semi-lengthy and I would have prefered not repeating it in each behavior script.

--
Jacqueline Landman Gay         |     jac...@hyperactivesw.com
HyperActive Software           |     http://www.hyperactivesw.com

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