-- card: 11188 from stack: in -- bmap block id: 0 -- flags: 0000 -- background id: 2619 -- name: SELF-MODIFYING CODE -- part 1 (field) -- low flags: 01 -- high flags: 0001 -- rect: left=37 top=42 right=91 bottom=475 -- title width / last selected line: 0 -- icon id / first selected line: 0 / 0 -- text alignment: 1 -- font id: 3 -- text size: 12 -- style flags: 8448 -- line height: 16 -- part name: -- part contents for card part 1 ----- text ----- Commands and Structures to Avoid SELF-MODIFYING CODE -- part contents for background part 3 ----- text ----- -- part contents for background part 2 ----- text ----- Self-modifying code is bad form in any language. In HyperTalk, it is possible to create such code. But if you include handlers in your HyperCard stacks that modify themselves or one another, you may experience difficulties in HyperDA. This is because HyperDA does not interpret your scripts through the HyperTalk interpreter mechanism but rather uses its own routine. This routine is not designed to understand or handle self-modifying code. Some modifications might not only be ignored but cause your stack to behave in unexpected ways.