updating progress to user during long handler

Phil Davis revdev at pdslabs.net
Sat Feb 27 03:36:45 EST 2016

Here is an inelegant but effective way to handle an unknown number of 
nested lockScreens:

put 0 into x
repeat until the lockScreen is false
     unlock screen
     add 1 to x
end repeat

-- put your update indicator code here

repeat x times
     lock screen
end repeat

Then you don't have to search far and wide for the culprits. And you 
leave the lockScreen environment as you found it.

Best -
Phil Davis

On 2/26/16 10:48 PM, jameshale wrote:
> Well I thought I should have a look given these comments.
> I went through every GLX script I could find looking for lockscreens - none.
> I then went through all my scripts in my main stack, the card scripts of the
> opening card as well as all library stacks I am calling.
> Every lockscreen was paired (lock/unlock) within the handler it was located.
> None of these handlers, BTW, were being called during the opening sequence.
> Just to be sure I also added an if lockscreen = true then breakpoint at a
> couple of my progress points.
> Launching the app it proceeded as wanted, updating the splash screen with
> progress reports until the screen displayed.
> None of the lockscreen checks fired, indicating to me that there were
> actually no lockscreens were in effect during the startup.
> So, I do not think there will be a problem as has been suggested.
> I also can't explain why setting the lockscreen to false in the Splash stack
> makes things work.
> As an aside when reading the dictionary on lockscreen it states that its
> setting has no effect in the IDE with script debug enabled.
> I have script debug mode enabled.
> I am also doing all this testing in the IDE.
> If lockscreen has no effect in the IDE under these circumstances then why
> does setting the lockscreen to false allow things to work?
> Curious, no?
> --
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Phil Davis

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