In my game, I'm creating it in "Chapters" with each chapter being a different AGSGame executable. Some characters and items and their current states carry over from game to game while others are unecessary for the next chapter. Therefore, I'm using "names" for characters and items. This way, when I load up character "BOB" he doesn't need to always be "character[3]" in every game. If I was forced to store these by the index number, it would get very convoluted down the road since that character ID (3) is useless in any game chapter that Bob isn't in. By addressing characters (and inventory items) by their unique names, I can reuse unused character and item indexes for new things.
Views need to be worked the same way. In chapter one and chapter three, Bob might have a pair of overalls to wear and the view for that might be called "BOBSOVERALLS". If I have to reserve VIEW1 as "BOBSOVERALLS" in chapter 2 (so I can have it back in chapter 3) then, again, I'm wasting resources.
There's no real way for me to make my game without being able to access everything in the game by either name or index. As far as I have seen, everything else besides views works this way.
Views need to be worked the same way. In chapter one and chapter three, Bob might have a pair of overalls to wear and the view for that might be called "BOBSOVERALLS". If I have to reserve VIEW1 as "BOBSOVERALLS" in chapter 2 (so I can have it back in chapter 3) then, again, I'm wasting resources.
There's no real way for me to make my game without being able to access everything in the game by either name or index. As far as I have seen, everything else besides views works this way.