You mix multiple concepts here that have nothing to do with each other. Haxe has no notion of any special update function, and it is certainly not related to function binding.
I cannot explain more right now because I am typing on a tablet.
Simon
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static function update(_) {
This is probably convention for "I do not care about the argument".
Simon
* In the timer sample code, it looks like it goes against the concept of binding/callbacks. Also, it seems "onGameOver" is an event handler but it's just a Void AND(???? HUH ???? :) Dynamic
* Manual is not very detailed so found me a bit confused around "_",
as well as not mentioning "update()" which looks a 'special' function:
From what I learned it seems a class which is implementing this, gets updated on every frame. Is that true? Or...
And when "a frame happens" e.g. in a windows binary? Is that "common"? What if I have a superfast monster? - I have many questions around this. And I found no clear answer.
So what I need is, and I understand it's time consuming so a complete answer would be much appreciated: either a few good pages/docs (haxe3), or, even better, a sample code that can compile to cpp as well as flash*, explaining in details how event mechanism and callbacks actually work.