This spring GW finally released the much anticipated WE7, betas, that holds the 
scripting power. GREAT! I like it, and use several of the scripts frequently, 
even daily.  Many with me...

Many a time, when a question comes up - or even a request for some kind of 
functionality - we are told the same standard reply: "You can do  it with a 
script."  At one point, it crossed my mind, GW should have an automated server, 
that simply spit  out that reply, whenever the subject line held the word 
request, or something. OK, that was an excergerating joke. But the answer often 
comes anyway.

Yes, scripting is powerful,and helpful. My question, though, is how much 
resources does a script eat? Yep, you  geeks, slow down that reply button one 
sec; I know, it depends on what the script has to do. Some operations naturally 
will take less resources, copared to more advanced ones. What I am after is, if 
a certain functionality - i.e redirecting a given keystroke - could be done 
with a single command in the source code of the software, but now it has the 
need of a whole script; how much resources are waisted? Even so, we see that 
many of the scripts, 'depends' on other scripts, like Homer and GWToolkit. This 
means, that first your computer will have to accept the keystroke, then run the 
'redirecting' script, which tells it to run a certain part of say GWToolkit, 
then return to the redirecting script to see if anything else is to be done 
about that key - and finally, it can perform whatever it is meant to do, upon 
that one keystroke. Before you take next bite of your sandwich, do emember to 
split it apart, to realize what it contains, then take the ham to the fridge to 
see if it compares with the ham in the package, take it back to your sandwich, 
look to see if you need to do anything more before eating it, reassemble your 
sandwich; and take the bite... Get it?

Lattely, also several users have noticed trouble with scripts loading. 
Personally, I think it has something to do with the Beta2; as it started to 
occur more or less same day as I installed Beta2. Whenever starting WE, you 
were left with a load of messages saying that your script had an error. You 
press I-gnore Error, and next script tells you IT has an  error. It sure got 
better in a few days, as the different scripts got their updates, and 
particularly after downloading/installing Homer script (taht one, I didn't find 
any setting for to autoupdate, so had to do it all manually). It seems a bit 
critical to me, that scripts are so dependent on each other, that updating one, 
but not the other, leaves the user in trouble. 

Think there is two ways around it. 
1) Instead of distributing one big package - GWTooolkit - each 'tool' could be 
its own small block of source code, that the script builder could download and 
implement into his script. Wel, not very smooth a solution, so let's take a 
look on the other one...
2) Could it be possible to have a call in all scripts, (at the beginning of the 
code), that checked to see if the user has the version of the BASE-script that 
is needed; and if not, automatically ran an autoupdate on that BASE-script? 
I.e, I make a script  named 'startsound', which is using calls from GWToolkit. 
When the 'startsound' is initialized, it checks for GWToolkit v6 or later. If 
not found, it automatically downloads and installs it.

In script manager: Could there be a checkbox which read 'autoupdate all 
scripts'? When checked, all scripts installed would have their autoupdate 
setting turned on. This would make it easier to ensure the user always has the 
latest version of whatever scripts he has installed. If, out of some reason, he 
does not want a given script to autoupdate, he could turn that one off 
manually, by the already existing, incividual update feature.


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