currentTime not being updated in standalone... arggghh!
Josh Mellicker
josh at dvcreators.net
Fri Apr 28 19:36:57 EDT 2006
> What happens: you can conceivably end up with 100's of
>
> updateTC sitting in the pending message queue... this actually
> happened to me once and my application would slowly grind to a halt
> with users complaining they could no longer even type in a field...
> the CPU was so eaten up by processing the pending msgs queue.
Sivakatirswami, I WONDERED why typing in the notes field was so
slow!!! Thanks so much!!!
I added the check back in and typing is normal and the counter still
works in the standalone.
THANKS!!!
On Apr 28, 2006, at 3:00 AM, Sivakatirswami wrote:
> Here is my incredibly verbose version of this:
>
> on postTime
> put empty into fld "thetime"
> --put "Duration: " & fld "theTime" & cr into tFeedBack
> put the timescale of player "theTape" into gTimeScale
> --put "timeScale: " & intervalsPerSec & cr after
> tFeedBack
> put the currentTime of player "theTape" into fld "theMovieTime"
> --put "Current Time: " & fld "theMovieTime" & cr after
> tFeedBack
> put the currentTime of player "theTape" into tCurrentTime
> put (tCurrentTime div gTimeScale) & " secs" into fld "theTime"
> if tCurrentTime is not (the duration of player "theTape") then
> send postTime to me in 1 seconds
> else
> answer "Tape is over!" with "OK"
> end if
> end postTime
>
>
> be very careful, since you have eliminated Eric's test:
>
> IF ",updateTC," is not in the pendingMessages THEN send
> "updateTC" to me in ((1 - (the long seconds mod 1)) / 5) seconds
>
> that you are not issuing the "updateTC" somewhere, in some other
> handlers on a loop that my be triggere by user actions like start
> or stop the player etc. What happens: you can conceivably end up
> with 100's of
>
> updateTC sitting in the pending message queue... this actually
> happened to me once and my application would slowly grind to a halt
> with users complaining they could no longer even type in a field...
> the CPU was so eaten up by processing the pending msgs queue.
>
> I never thought of the test that Eric used but I'm going to add
> that right away to my app!~
>
>
> if ",postTime," is not in the pendingMesssages then
> send postTime to me in 1 second
> end if
>
> Also be forewarned, I've found that on some windows systems, it
> takes quite a bit of time, even after starting the player, before
> the system is able to read any of the player time properties. This
> has led to "support calls" from users where certain of my functions
> that depend on the current time do not work in during the first
> 5-10 seconds of running time... I ended up putting the info on the
> display and telling everyone that, until they start seeing time
> being updated, not to touch those controls...
>
> Sivakatirswami
>
>
>
> On Apr 27, 2006, at 6:36 PM, Josh Mellicker wrote:
>
>> Never mind!
>>
>> ON updateTC
>> put convertTime(round(the currentTime of player "Player"/the
>> timeScale of player "Player")) into fld "mt"
>> send "updateTC" to me in 50 milliseconds
>> END updateTC
>>
>> did the trick.
>
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