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8.
Jump Statement
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Located in ../../source/label.rst:34
9.
The jump statement is used to transfer control to the given label.
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Located in ../../source/label.rst:36
10.
If the ``expression`` keyword is present, the expression following it is evaluated, and the string so computed is used as the label name of the statement to jump to. If the ``expression`` keyword is not present, the label name of the statement to jump to must be explicitly given.
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Located in ../../source/label.rst:38
11.
Unlike call, jump does not push the next statement onto a stack. As a result, there's no way to return to where you've jumped from. ::
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Located in ../../source/label.rst:43
12.
Call Statement
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Located in ../../source/label.rst:55
13.
The call statement is used to transfer control to the given label. It also pushes the next statement onto the call stack, allowing the return statement to return control to the statement following the call.
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Located in ../../source/label.rst:57
14.
If the ``expression`` keyword is present, the expression following it is evaluated, and the string so computed is used as the name of the label to call. If the ``expression`` keyword is not present, the name of the statement to call must be explicitly given.
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Located in ../../source/label.rst:61
15.
If the optional from clause is present, it has the effect of including a label statement with the given name as the statement immediately following the call statement. An explicit label helps to ensure that saved games with return stacks can return to the proper place when loaded on a changed script. ::
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Located in ../../source/label.rst:66
16.
The call statement may take arguments, which are processed as described in PEP 3102.
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Located in ../../source/label.rst:88
17.
When using a call expression with an arguments list, the ``pass`` keyword must be inserted between the expression and the arguments list. Otherwise, the arguments list will be parsed as part of the expression, not as part of the call.
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Located in ../../source/label.rst:91
817 of 47 results

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