Actions Summary Table
|Compare(Libraries.Language.Object object)||This action compares two object hash codes and returns an integer.|
|Dispose()||Dispose does nothing by default, but can be overridden to conduct cleanup actions when a behavior is finished.|
|Equals(Libraries.Language.Object object)||This action determines if two objects are equal based on their hash code values.|
|GetHashCode()||This action gets the hash code for an object.|
|IsFinished()||This action states if a behavior has completed its work.|
|Update(number seconds)||Behaviors can optionally be set to Update on every frame of a running program, depending on context.|
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Object o Object t integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
- Libraries.Language.Object: The object to compare to.
integer: The Compare result, Smaller, Equal, or Larger.
Dispose does nothing by default, but can be overridden to conduct cleanup actions when a behavior is finished. Note that, as discussed in the comment for the Update action, Dispose is only called if the behavior is added through AddBehavior, not if its set as a default Behavior on an interface element (e.g., a Button’s default clicking behavior).
This action determines if two objects are equal based on their hash code values.
use Libraries.Language.Object use Libraries.Language.Types.Text Object o Text t boolean result = o:Equals(t)
- Libraries.Language.Object: The to be compared.
boolean: True if the hash codes are equal and false if they are not equal.
This action gets the hash code for an object.
Object o integer hash = o:GetHashCode()
integer: The integer hash code of the object.
This action states if a behavior has completed its work.
Behaviors can optionally be set to Update on every frame of a running program, depending on context. By default, however, not all behaviors do this. For example, in a button, Update is never called on its default behavior, just Run. In contrast, if you call AddBehavior on an item, Update would be called on every frame.