Help with understanding script for rotating objects

Hi all
would some help me with this, I am trying to understand what part of AS3 script says loop through(create a continues 360 loop of objects) the images from an XML file, does this make any sense.
in my script I have this
for(var i:int = 0; i < images.length(); i++)
is this the part that says loop the images/objects
this is a little more to the script including the above to maybe understand better?
private function onXMLComplete(event:Event):void
// Create an XML Object from loaded data
var data:XML = new XML(xmlLoader.data);
// Now we can parse it
var images:XMLList = data.image;
for(var i:int = 0; i < images.length(); i++)  <<<<<<<<FROM ABOVE ///        {
// Get info from XML node
var imageName:String = images[i].@name;
var imagePath:String = images[i].@path;
var titles:String = images[i].@title;
var texts:String = images[i].@text;
any help would be great

hi rob
ok I found this menu which rotates item around on a 360 wheel trying to see if I can use the same script on my menu,
link to example: http://art.clubworldgroup.com/menu/R...g_menu_AS3.zip
I have highlighted in blue what creates the loop of items
in my menu I do  ot have anything like
var angleDifference:Number = Math.PI * (360 / NUMBER_OF_ITEMS) / 180;
which sest up the 360 circle of the item
//Save the center coordinates of the stage
var centerX:Number=stage.stageWidth/2;
var centerY:Number=stage.stageHeight/2;
//The number of items we will have (feel free to change!)
var NUMBER_OF_ITEMS:uint=15;
//Radius of the menu circle (horizontal and vertical)
var radiusX:Number=200;
var radiusY:Number=200;
//Angle difference between the items (in radians)
var angleDifference:Number = Math.PI * (360 / NUMBER_OF_ITEMS) / 180;
//How fast a single circle moves (we calculate the speed
//according to the mouse position later on...)
var angleSpeed:Number=0;
//Scaling speed of a single circle
var scaleSpeed:Number=0.0002;
//This vector holds all the items
//(this could also be an array...)
var itemVector:Vector.<Item>=new Vector.<Item>;
//This loop creates the items and positions them
//on the stage
for (var i:uint = 0; i < NUMBER_OF_ITEMS; i++) {
    //Create a new menu item
    var item:Item = new Item();
    //Get the angle for the item (we space the items evenly)
   var startingAngle:Number=angleDifference*i;
    //Set the x and y coordinates
    item.x=centerX+radiusX*Math.cos(startingAngle);
    item.y=centerY+radiusY*Math.sin(startingAngle);
    //Save the starting angle of the item.
    //(We have declared the Item class to be dymamic. Therefore,
    //we can create new properties dynamically.)
    item.angle=startingAngle;
    //Add an item number to the item's text field
    item.itemText.text=i.toString();
    //Allow no mouse children
    item.mouseChildren=false;
    //Add the item to the vector
    itemVector.push(item);
    //Add the item to the stage
    addChild(item);
//We use ENTER_FRAME to animate the items
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
//This function is called in each frame
function enterFrameHandler(e:Event):void {
    //Calculate the angle speed according to mouse position
    angleSpeed = (mouseY - centerY) / 5000;
    //Loop through the vector
    for (var i:uint = 0; i < NUMBER_OF_ITEMS; i++) {
        //Save the item to a local variable
        var item:Item=itemVector[i];
        //Update the angle
        item.angle+=angleSpeed;
        //Set the new coordinates
        item.x=centerX+radiusX*Math.sin(item.angle);
        item.y=centerY+radiusY*Math.cos(item.angle);
        //Calculate the vertical distance from centerY to the item
        var dx:Number=centerX-item.x;
        //Scale the item according to vertical distance
        //item.scaleX = (dx / radiusX);
        //If we are above centerY, double the y scale
        if (item.x<centerX) {
            item.scaleX*=1;
        //Set the x scale to be the same as y scale
        item.scaleY=item.scaleX;
        //Adjust the alpha according to y scale
        item.alpha=item.scaleX+1.9;

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