I am sorry, I wasn't clear. I meant, if you had a different program code to share with us, as we might be a bit more successful to decipher what it does.
I misunderstood the original purpose of your search.
jhup, I meant nothing by my reply… I was pleased that you did find it and I did really appreciate you trying to help as I did keydet89 help.
*var bmp I think might forensically make a useful statement as it defines a verb (doing word) letting the examiner know the action required or taken, this way we get to see the action in the statement to understand the middle process stage to establish whether anything may have been lost in translation from the binaries stage up to the preparation of the final format.
The 'bmp' word does not have the significance you are giving it (also putting a * in front of it would have another specific programming meaning that you're not trying to imply). This particular bmp is just a code label, and "var bmp" by itself is simply the creation of a new variable which the programmer has decided to call "bmp" (likely because it is a sensible name for the item which is to be manipulated) but could have called anything else - for example, in programming terms, using jhup's code fragment
var bmpBitmapData = new BitmapData( map._width, map._height );
bmp.draw(map);
is equivalent to
var sausagesBitmapData = new BitmapData( map._width, map._height );
sausages.draw(map);
This statement could be broken down as
var <variable_name><variable_class> = new <variable_class>(<constructor_parameters…>);
The keyword 'var' indicates that this is a new variable being declared, "sausages" (or previously "bmp") is just a programmer-defined name (which will commonly be something sensible, but the actual name chosen is in essence a text label, it does not define behaviour in of itself. The value after the colon, in this case "BitMapData" defines the type of the object, which is the most significant part. In this example, the programmer is thus defining a new variable with name "sausages" of type "BitMapData" (which is a type defined by a library referenced/included at the top of the file). The '= is an assignment, and the righthand side of the line creates a BitMapData object in memory with the specified width and height, and assigns this as belonging to the "sausages" label, so from then on this data is associated with this object and subsequent actions performed on it (such the draw statement in the following line).
The BitMapData type is defined at http//
In terms of wanting to follow the actions to establish whether "anything may have been lost in translation from the binaries stage up to the preparation of the final format" this would rely on the sequence of operations performed on the "sausages" ("bmp") object after its creation, in combination with the functional definition of it's library Methods and any additional user routines.
Phil.
Phil, can you help me out here please?
Is it that you are saying I am confused in my interpretation in that var bmp or (varbmp) is not a statement of action?
You do say thing ""var bmp" by itself is simply the creation of a new variable". "creation" isn't that an action statement?
I am looking solely at a statement (varbmp) along side which the data have been displayed.
The creation bit is 'new BitmapData(integer, integer)' that is where the new object is instantiated.
Paul
trewmte,
It seems to me that you keep referring to 'varbmp' and 'var bmp' as the same thing - they are not. Without some context it is like shooting in the dark.
I cannot see a correlation between your array of BCCH numbers (something I know nothing about) and the declaration of a BitmapData object using Flash actionscript.
Paul
The creation bit is 'new BitmapData(integer, integer)' that is where the new object is instantiated.
Paul
Ok Paul, thanks, so 'new BitmapData…' is the not the object absolute, completed in its entirety, the finished product, so to speak. 'new BitmapData….' is the action of instructing for the task (object to be completed) to be carried out?
Sorry to be tedius as I am looking at the issues of cause and effect (for my report). So, by way of illustration, if I see a closed door and I want to get to the other side, logically I write
'var bmp' (door needs to be opened)
'new BitmapData' (turning the handle, push the door can do that)
'object' (handled turned, door pushed, door open)
?
The door analogy doesn't work too well because an object contains data and has functions to operate on that data so better would be…
'var bmpBitmapData' = ring the local hardware store and tell them you need an empty bucket and that you'll call it 'bmp'
'new BitmapData(water, cement, aggregate)' = fetch the bucket and fill it with some stuff and at the same time do something predictable (like mix it)
'bmp' now = bucket full of concrete (that will set soon, so you had better do something with it wink )
Paul
The door analogy doesn't work too well because an object contains data and has functions to operate on that data so better would be…
'var bmpBitmapData' = ring the local hardware store and tell them you need an empty bucket and that you'll call it 'bmp'
'new BitmapData(water, cement, aggregate)' = fetch the bucket and fill it with some stuff and at the same time do something predictable (like mix it)
'bmp' now = bucket full of concrete (that will set soon, so you had better do something with it wink )Paul
Paul, superb…get that man a drink )
so 'new BitmapData…' is the not the object absolute, completed in its entirety, the finished product, so to speak.
Sort of - it _is_ the object, but it is just the initially created form of the object. Whether it is the finished product depends on whether any further processing, methods of actions are performed which cause modification to the object. The 'new' statement is in this context an instruction to create a new instance of the object, with some basic parameters.
For example
Using a 'car' analogy
var myCarvehicle = new vehicle(4);
The 'new vehicle(4)' statement creates a generic vehicle object, with a property of 4 (wheels), and "myCar" is your reference to it (like an index entry in a book), by which subsequent actions can be performed. Then it might be painted
myCar.paint("red");
Then the 'final' object can be driven
myCar.drive();
or it could be given as a present to Billy
sendPresent("Billy",myCar);
In one sense data objects are never "finished" while further actions could be performed on them which may modify the data. In your program there will be a defined flow including conditional branches and loops; the flow may reach a point where actions which could cause change are never present further down the code path, so you would consider the object "finished" in that sense. The object is truly "finished" when it is deleted or falls out of scope and is garbage collected, and no further action of any kind (even viewing it) can be performed at that point (excluding the equivalent of scanning unallocated memory, which is typically poor practise in object based programming).
Hope that helps clarify further.
Phil.
so 'new BitmapData…' is the not the object absolute, completed in its entirety, the finished product, so to speak.
Sort of - it _is_ the object, but it is just the initially created form of the object. Whether it is the finished product depends on whether any further processing, methods of actions are performed which cause modification to the object. The 'new' statement is in this context an instruction to create a new instance of the object, with some basic parameters.
For example
Using a 'car' analogy
var myCarvehicle = new vehicle(4);
The 'new vehicle(4)' statement creates a generic vehicle object, with a property of 4 (wheels), and "myCar" is your reference to it (like an index entry in a book), by which subsequent actions can be performed. Then it might be painted
myCar.paint("red");
Then the 'final' object can be driven
myCar.drive();
or it could be given as a present to Billy
sendPresent("Billy",myCar);
In one sense data objects are never "finished" while further actions could be performed on them which may modify the data. In your program there will be a defined flow including conditional branches and loops; the flow may reach a point where actions which could cause change are never present further down the code path, so you would consider the object "finished" in that sense. The object is truly "finished" when it is deleted or falls out of scope and is garbage collected, and no further action of any kind (even viewing it) can be performed at that point (excluding the equivalent of scanning unallocated memory, which is typically poor practise in object based programming).
Hope that helps clarify further.
Phil.
Excellent Phil, I can now go forward to the next part of my paper. Thanks for helping me out