Too many transitions will remove an object

I’ve just discovered (the hard way) that assigning too many transitions to one display object will cause it to be removed entirely without throwing an exception. I should think this is due to a buffer overrun at some point.

What is odd is that there is no exception message in the console (I am doing no exception handling here) and it is the only object to be removed, although my code happily carries on trying to assign transitions to the object.

Stored a reference to the transition and cancelling it prior to setting another transition appears to fix the problem.

It should be noted that it is only the rotation value of a physics object which I am modifying with this transition and that I have not noticed this anywhere else. I hope I’m not dumb enough to make this mistake very often (or at all! But hey…)

Just thought this should be general knowledge - it’s one of /those/ bugs…

Matt.

Ps: File under: Sunday afternoon debugging. [import]uid: 8271 topic_id: 5407 reply_id: 305407[/import]

are you cancelling the previous transition before adding a new one? [import]uid: 6645 topic_id: 5407 reply_id: 18189[/import]

Stored a reference to the transition and cancelling it prior to setting another transition appears to fix the problem. [import]uid: 12108 topic_id: 5407 reply_id: 18207[/import]

As you point out, I am now doing it correctly but I was previously being lazy. I wonder, now, what is happening behind the scenes when multiple transitions are apiece to the same table object but attempting to modify the same property. [import]uid: 8271 topic_id: 5407 reply_id: 18222[/import]