Weird Idle behavior
chris at carroll-davis.co.uk
Tue Mar 28 04:17:24 EST 2006
Thanks for the comments Jaqueline.
Yep, I do appreciate that it's more efficient to use "send" * , but
the trouble is I want the timer to animate smoothly, not lurch once a
I have the thing working fine now without using the dreaded idle. I
know it's not the best solution, but I'm using two "flavours" of the
updateTimer handler. One that includes a call to send update in 6
ticks (so I get 10 fps) that replaces idle. Another flavour (exactly
the same but without call for update) updates the timer during tight
loops (e.g. during mouse drag of objects).
* Am holding copy of complete adventures of Rocky and Bulwinkle in
right hand and hereby swear to *never* use idle again in my whole
life. Ever. OK?
On 27 Mar 2006, at 22:17, J. Landman Gay wrote:
> Chris Carroll-Davis wrote:
>> Hello folks -
>> here's a weird one... I'm updating a timer on idle:
>> On idle
>> global StartTicks
>> if StartTicks = "" then exit idle
>> wait 1 millisecond with messages -- attempt at kludge!
>> end idle
>> which just draws an arc graphic to give visual feedback
>> On updateTimer
>> global StartTicks, timeLimit
>> If StartTicks = "" then exit UpdateTimer
>> put 180+(180/(timeLimit * 60) * (the ticks - StartTicks)) into a
>> set the startangle of grc "timer" to a
>> if a >= 360 and StartTicks <> "" then
>> exit updateTimer
>> end if
>> end updateTimer
>> This goes along fine, timing out after the timelimit ... except
>> that it doesn't update the display!! If I call "updateTimer"
>> from a repeat loop, it works fine. Has anyone come across this
>> before? Anyone got a workaround!?
> Works okay here, after I set the arcAngle to something other than a
> This is really a job for the "send" command though. If you send the
> message only once per second you won't get all that extra stuff in
> the pendingmessages.
> Jacqueline Landman Gay | jacque at hyperactivesw.com
> HyperActive Software | http://www.hyperactivesw.com
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