> > After more testing, this part of the first line of > ::tree::refresh seems to be problematic: > > > > wm stackorder . > > > > If I place just that line at the beginning I get the > same message:
Is there a reason here to use stackorder ? It should probably be removed if problematic on some operating systems. I use something simple like proc ::tree::refresh {{ baseNumber {} }} { if {$baseNumber != {} } { if {[winfo exists .treeWin$baseNumber]} { ::tree::dorefresh $baseNumber } } else { for {set i 1} {$i <= [sc_base count total]} {incr i} { if {[winfo exists .treeWin$i]} { ::tree::dorefresh $i } } } } But it has been complicated a little since adding Fulvio's tree speedup code and "sc_tree search -cancel all" etc. *Exactly* what Fulvio is doing i haven't gone into, and while his speedup is a nice feature, i think someone else reported a bug with it regarding "game 0" getting erased after delayed tree completion. It'd be nice if he could post about these issues :> Steve ------------------------------------------------------------------------------ Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! Tap into the largest installed PC base & get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev _______________________________________________ Scid-users mailing list Scid-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/scid-users