Difference between revisions of "Discard.view"

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== Possible errors ==
 
== Possible errors ==
  
* if the view is not already [[load.View|loaded]], the game will crash with a [[VIEW Not Loaded Error|View not loaded error]]
+
* if the view is not already [[Load View|loaded]], the game will crash with a [[VIEW Not Loaded Error|View not loaded error]]
 
* if the view is assigned to an [[Object|object]] when it is discarded, the game may crash or exhibit other odd behavior; it may not even generate an error message
 
* if the view is assigned to an [[Object|object]] when it is discarded, the game may crash or exhibit other odd behavior; it may not even generate an error message
 
* [[Resources|resources]] must be discarded in exactly the reverse order that they were loaded, or subsequent discard.view commands may generate a [[View Not Loaded Error|view not loaded error]], ''even if the view has actually been loaded''; see [[Memory and Script]] for more details on this issue
 
* [[Resources|resources]] must be discarded in exactly the reverse order that they were loaded, or subsequent discard.view commands may generate a [[View Not Loaded Error|view not loaded error]], ''even if the view has actually been loaded''; see [[Memory and Script]] for more details on this issue

Revision as of 16:25, 28 December 2013

The discard.view command removes a view resource from memory. There is an indirect version of this command called discard.view.v.

discard.view(viewNumber);

View viewNumber is discarded from memory.

Parameters

For discard.view

  • viewNumber: a number, 0-255, specifying which view resource to remove from memory

For discard.view.v

  • viewNumber: a variable, v0-v255, whose value specifies which view resource to remove from memory

Possible errors

 

Examples

The following example uses discard.view to remove view 203 from memory:

load.view(203); discard.view(203);

The next example uses discard.view.v to accomplish the same task:

load.view(203); v100 = 203; discard.view.v(v100);


See also

 

Sources

Some of the text in the article is taken from the AGI Studio help file.