On 11/26/2010 08:54 PM, Steven wrote: Hi,
>>> 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 He? O, he :-) Oct 8 it was, subject "Bug: New game destroyed upon tree completion" I have not analysed it at all. Joost. > 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