Re: iOS builds ignore taps

2020-06-01 Thread J. Landman Gay via use-livecode
I meant acceleratedRendering, sorry. I was talking to someone about fullscreenMode right before 
I answered you and had a think-o. I do have acceleratedRendering enabled in my app.


I also ran into the problem you described below -- taps went through but the screen did not 
redraw so the content didn't change. I had to force a screen redraw in several places using 
"set the backcolor of this cd to the backcolor of this cd". It took me hours to figure out what 
was wrong, I kept thinking it was something in my scripts.


In my case that happened when a group was shown with a visual efect, like you did. The card 
content did not change. Taps did go through but visually there was no update.


That was different from the one I started this thread with, which had no response at all. The 
script didn't run, breakpoints did not trigger. I even put a transparent button over the 
graphic to see if that would work and it didn't trigger either. This was on the first card 
shown at launch. But a field at the bottom of the card did receive a mouseup, so the problem 
was related to only part of the card. I poked around trying to find where the dead edges were 
but it didn't match any groups or controls in particular. The weird part is that it worked in 
some builds and not in others, though I never changed acceleratedRendering settings.


This could be a problem since the fields hold credentials and the graphic is a "Log In" button. 
On the bright side, it keeps users out of the app which cuts down substantially on maintenance.



On 6/2/20 12:47 AM, scott--- via use-livecode wrote:

And it seems that, at least in my last run-in, the taps were actually going 
through… it is just that they weren't being drawn on the screen. I had 
displayed a group with a visual effect inside a rect… only controls inside the 
rect appeared unresponsive. When put away using  unlock the screen with visual 
effect, I could briefly see the selection on some radio buttons change.
—
Scott


On Jun 1, 2020, at 10:34 PM, scott--- via use-livecode 
 wrote:

I don’t use fullscreenMode. Is acceleratedRendering a default requirement of 
fullscreenMode?

I’ve been unable to create a simple recipe. In my cases I am suspicious that it 
has something to do with overlapping groups… but obviously it is more than that.
—
Scott


On Jun 1, 2020, at 9:15 PM, J. Landman Gay via use-livecode 
 wrote:

Oh my gosh, I *never* would have guessed that fullscreenMode was the culprit. 
That's kind of screwy isn't it? Why would it block taps? And not consistently 
either.

I'm very glad you knew what was wrong, I was completely at a loss. Thank you. 
It seems like this needs a bug report but there's no consistent recipe that I 
can find.


On 6/1/20 7:49 PM, scott--- via use-livecode wrote:

For me, when I run across this (and I have several times… including one just 
last week)  it is almost always acceleratedRendering.
I usually end up toggling it off and on and then all works fine.
Sometimes I wrap code between these but sometimes I just put this at the end of 
the handler that introduces the unresponsive object.
set the acceleratedRendering of this stack to "false"
set the acceleratedRendering of this stack to “true”
--
Scott Morrow
Elementary Software
(Now with 20% less chalk dust!)
web   https://elementarysoftware.com/
email sc...@elementarysoftware.com
booth1-800-615-0867
--

On Jun 1, 2020, at 12:50 PM, J. Landman Gay via use-livecode 
 wrote:

Has anyone seen this problem? On an iOS build, normal LC controls sometimes do 
not respond to mouseUp events. There are no native controls involved -- the 
worst offender is a regular LC graphic that serves as a login button. Sometimes 
it just doesn't trigger. Other times it's a locked LC field that needs to 
respond with clicktext. No handlers run at all.

Sometimes if I edit a script (any script, not the object involved) and rebuild, 
taps work again in some places but still not in others.

This is only on iOS. In the IDE and Android everything works normally.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com


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Re: iOS builds ignore taps

2020-06-01 Thread scott--- via use-livecode
And it seems that, at least in my last run-in, the taps were actually going 
through… it is just that they weren't being drawn on the screen. I had 
displayed a group with a visual effect inside a rect… only controls inside the 
rect appeared unresponsive. When put away using  unlock the screen with visual 
effect, I could briefly see the selection on some radio buttons change.
—
Scott 

> On Jun 1, 2020, at 10:34 PM, scott--- via use-livecode 
>  wrote:
> 
> I don’t use fullscreenMode. Is acceleratedRendering a default requirement of 
> fullscreenMode?
> 
> I’ve been unable to create a simple recipe. In my cases I am suspicious that 
> it has something to do with overlapping groups… but obviously it is more than 
> that.
> —
> Scott
> 
>> On Jun 1, 2020, at 9:15 PM, J. Landman Gay via use-livecode 
>>  wrote:
>> 
>> Oh my gosh, I *never* would have guessed that fullscreenMode was the 
>> culprit. That's kind of screwy isn't it? Why would it block taps? And not 
>> consistently either.
>> 
>> I'm very glad you knew what was wrong, I was completely at a loss. Thank 
>> you. It seems like this needs a bug report but there's no consistent recipe 
>> that I can find.
>> 
>> 
>> On 6/1/20 7:49 PM, scott--- via use-livecode wrote:
>>> For me, when I run across this (and I have several times… including one 
>>> just last week)  it is almost always acceleratedRendering.
>>> I usually end up toggling it off and on and then all works fine.
>>> Sometimes I wrap code between these but sometimes I just put this at the 
>>> end of the handler that introduces the unresponsive object.
>>> set the acceleratedRendering of this stack to "false"
>>> set the acceleratedRendering of this stack to “true”
>>> --
>>> Scott Morrow
>>> Elementary Software
>>> (Now with 20% less chalk dust!)
>>> web   https://elementarysoftware.com/
>>> email sc...@elementarysoftware.com
>>> booth1-800-615-0867
>>> --
 On Jun 1, 2020, at 12:50 PM, J. Landman Gay via use-livecode 
  wrote:
 
 Has anyone seen this problem? On an iOS build, normal LC controls 
 sometimes do not respond to mouseUp events. There are no native controls 
 involved -- the worst offender is a regular LC graphic that serves as a 
 login button. Sometimes it just doesn't trigger. Other times it's a locked 
 LC field that needs to respond with clicktext. No handlers run at all.
 
 Sometimes if I edit a script (any script, not the object involved) and 
 rebuild, taps work again in some places but still not in others.
 
 This is only on iOS. In the IDE and Android everything works normally.
 
 -- 
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
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 Please visit this url to subscribe, unsubscribe and manage your 
 subscription preferences:
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>> 
>> 
>> -- 
>> Jacqueline Landman Gay | jac...@hyperactivesw.com
>> HyperActive Software   | http://www.hyperactivesw.com
>> 
>> 
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Re: iOS builds ignore taps

2020-06-01 Thread scott--- via use-livecode
I don’t use fullscreenMode. Is acceleratedRendering a default requirement of 
fullscreenMode?

I’ve been unable to create a simple recipe. In my cases I am suspicious that it 
has something to do with overlapping groups… but obviously it is more than that.
—
Scott

> On Jun 1, 2020, at 9:15 PM, J. Landman Gay via use-livecode 
>  wrote:
> 
> Oh my gosh, I *never* would have guessed that fullscreenMode was the culprit. 
> That's kind of screwy isn't it? Why would it block taps? And not consistently 
> either.
> 
> I'm very glad you knew what was wrong, I was completely at a loss. Thank you. 
> It seems like this needs a bug report but there's no consistent recipe that I 
> can find.
> 
> 
> On 6/1/20 7:49 PM, scott--- via use-livecode wrote:
>> For me, when I run across this (and I have several times… including one just 
>> last week)  it is almost always acceleratedRendering.
>> I usually end up toggling it off and on and then all works fine.
>> Sometimes I wrap code between these but sometimes I just put this at the end 
>> of the handler that introduces the unresponsive object.
>> set the acceleratedRendering of this stack to "false"
>> set the acceleratedRendering of this stack to “true”
>> --
>> Scott Morrow
>> Elementary Software
>> (Now with 20% less chalk dust!)
>> web   https://elementarysoftware.com/
>> email sc...@elementarysoftware.com
>> booth1-800-615-0867
>> --
>>> On Jun 1, 2020, at 12:50 PM, J. Landman Gay via use-livecode 
>>>  wrote:
>>> 
>>> Has anyone seen this problem? On an iOS build, normal LC controls sometimes 
>>> do not respond to mouseUp events. There are no native controls involved -- 
>>> the worst offender is a regular LC graphic that serves as a login button. 
>>> Sometimes it just doesn't trigger. Other times it's a locked LC field that 
>>> needs to respond with clicktext. No handlers run at all.
>>> 
>>> Sometimes if I edit a script (any script, not the object involved) and 
>>> rebuild, taps work again in some places but still not in others.
>>> 
>>> This is only on iOS. In the IDE and Android everything works normally.
>>> 
>>> -- 
>>> Jacqueline Landman Gay | jac...@hyperactivesw.com
>>> HyperActive Software   | http://www.hyperactivesw.com
>>> 
>>> ___
>>> use-livecode mailing list
>>> use-livecode@lists.runrev.com
>>> Please visit this url to subscribe, unsubscribe and manage your 
>>> subscription preferences:
>>> http://lists.runrev.com/mailman/listinfo/use-livecode
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>> preferences:
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> 
> 
> -- 
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software   | http://www.hyperactivesw.com
> 
> 
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Re: iOS builds ignore taps

2020-06-01 Thread Mark Wieder via use-livecode

On 6/1/20 9:15 PM, J. Landman Gay via use-livecode wrote:
Oh my gosh, I *never* would have guessed that fullscreenMode was the 
culprit. That's kind of screwy isn't it? Why would it block taps? And 
not consistently either.


WTF?

--
 Mark Wieder
 ahsoftw...@gmail.com

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Re: iOS builds ignore taps

2020-06-01 Thread J. Landman Gay via use-livecode
Oh my gosh, I *never* would have guessed that fullscreenMode was the culprit. That's kind of 
screwy isn't it? Why would it block taps? And not consistently either.


I'm very glad you knew what was wrong, I was completely at a loss. Thank you. It seems like 
this needs a bug report but there's no consistent recipe that I can find.



On 6/1/20 7:49 PM, scott--- via use-livecode wrote:

For me, when I run across this (and I have several times… including one just 
last week)  it is almost always acceleratedRendering.

I usually end up toggling it off and on and then all works fine.

Sometimes I wrap code between these but sometimes I just put this at the end of 
the handler that introduces the unresponsive object.
set the acceleratedRendering of this stack to "false"
set the acceleratedRendering of this stack to “true”

--
Scott Morrow

Elementary Software
(Now with 20% less chalk dust!)
web   https://elementarysoftware.com/
email sc...@elementarysoftware.com
booth1-800-615-0867
--





On Jun 1, 2020, at 12:50 PM, J. Landman Gay via use-livecode 
 wrote:

Has anyone seen this problem? On an iOS build, normal LC controls sometimes do 
not respond to mouseUp events. There are no native controls involved -- the 
worst offender is a regular LC graphic that serves as a login button. Sometimes 
it just doesn't trigger. Other times it's a locked LC field that needs to 
respond with clicktext. No handlers run at all.

Sometimes if I edit a script (any script, not the object involved) and rebuild, 
taps work again in some places but still not in others.

This is only on iOS. In the IDE and Android everything works normally.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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HyperActive Software   | http://www.hyperactivesw.com


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Re: iOS builds ignore taps

2020-06-01 Thread scott--- via use-livecode
For me, when I run across this (and I have several times… including one just 
last week)  it is almost always acceleratedRendering.

I usually end up toggling it off and on and then all works fine.

Sometimes I wrap code between these but sometimes I just put this at the end of 
the handler that introduces the unresponsive object.
set the acceleratedRendering of this stack to "false"
set the acceleratedRendering of this stack to “true”

--
Scott Morrow

Elementary Software
(Now with 20% less chalk dust!)
web   https://elementarysoftware.com/
email sc...@elementarysoftware.com
booth1-800-615-0867
--




> On Jun 1, 2020, at 12:50 PM, J. Landman Gay via use-livecode 
>  wrote:
> 
> Has anyone seen this problem? On an iOS build, normal LC controls sometimes 
> do not respond to mouseUp events. There are no native controls involved -- 
> the worst offender is a regular LC graphic that serves as a login button. 
> Sometimes it just doesn't trigger. Other times it's a locked LC field that 
> needs to respond with clicktext. No handlers run at all.
> 
> Sometimes if I edit a script (any script, not the object involved) and 
> rebuild, taps work again in some places but still not in others.
> 
> This is only on iOS. In the IDE and Android everything works normally.
> 
> -- 
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software   | http://www.hyperactivesw.com
> 
> ___
> use-livecode mailing list
> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription 
> preferences:
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Re: ADA Compliency

2020-06-01 Thread Andrew at MidWest Coast Media via use-livecode

I’m glad this has been brought up as I have done some internal investigation 
myself, with mixed results. A higher education institute I work for pushes us 
hard for a11y forward workflows (to the point where we’re supposed to include a 
text description of any MEMEs we post in the official Slack channel). This made 
me aware of some common issues and tools for adaptive technology.

As Curry mentioned (bravo for the excellent thread), there are LOTS of 
impairments to consider with absolutely zero practical way of accommodating 
them all. For the sake of web/mobile most usability requirements would tend to 
land on touch/motor (adaptive input), vision (text size, screen colors, text to 
speech), and hearing (transcripts and audio descriptions). iOS has some great 
accessibility features built-in that (I’ve been told by our “experts”) are the 
most common tools for the platform. 

So I gave them a go with a simple Livecode stack consisting of:
- native text field with content
- Livecode text field with content
- native button
- 3 Livecode text fields next to each other

A basic test that I tried was using the VoiceOver option. This is basically 
text to speech at the OS level. Everything in my Livecode app was recognized as 
“possible text” by the OS, including the system clock in the corner, but not 
even the native text fields were “recognized" as text. This worked ok if the 
text had a wide line length across the whole screen, but fell apart if fields 
with word wrap were placed next to each other (columns were ignored and reads 
across the entire screen, then goes “down a line” and reads across the screen, 
etc.). None of the text options take into account the Display & Text Size 
system settings.


—Andrew Bell
> 
> 
>> Re: ADA Compliency (Curry Kenworthy)
>> From: Curry Kenworthy 
>> Subject: Re: ADA Compliency
>> 
>> 
>> Rick:
>> 
>>> I have a couple of questions for you.
>> 
>> Thanks Rick! I do appreciate the concern. But in my post, your questions 
>> were already either answered or otherwise addressed before you asked. I 
>> anticipated them; I know what makes people tick! So I'll "re-answer" 
>> partly by quoting myself.
>> 
>> But when certain memes are burned so deep into community psyche that 
>> answers bounce right off, I feel like we're heading back toward the old 
>> failed group think. The same old patronizing ideas and faulty 
>> assumptions, while actually ignoring both the main point and the details 
>> of what I posted about UI.
>> 
>> Somehow we have to SHOUT louder than those old memes to get through!
>> 
>>> Is a trackpad or a trackball any better of an experience for you?
>> 
>> Heck no! Emphatically no. Much, much worse. Much more difficult. That's 
>> why I emphasized my mouse use already, to avoid precisely this type of 
>> inevitable question. Just be aware that the old oh handicap people 
>> should use blah blah mindset - the memes are sometimes true, but more 
>> often not.
>> 
>> Mouse = good. For handicap man too!
>> Trashing a UI to replace scientific arrangement with lickable = bad.
>> 
>> I said: "I'm very comfortable using the mouse if set up correctly. I 
>> switched to Windows for my main work, and that helped save energy and 
>> improve accuracy."
>> 
>> Thus, problem mostly solved on my end, at least when using apps and web 
>> sites with non-crappy UI. Pretty easy solution. Handicap man happy.
>> 
>> But problem not solved on Apple's end. Handicap man sad for Apple!
>> It really was a lousy move, destroying a once superior interface.
>> 
>>> Have you tried using the mac OS voice commands or controls?
>> 
>> Strike two! Think carefully about the implications of what I said: "I 
>> can only say a few words without getting out of breath."
>> 
>> For people with good breathing, this is a very good thing for typing or 
>> for no-hands computer use. But imagining it would be more efficient than 
>> mouse for the ability levels I described - and imagining I'm suffering 
>> here because I just haven't tried trackpad or voice recognition (I've 
>> built Mac apps with voice recognition) - no way. Totally unrealistic!
>> 
>> Now, a mental interface might be good, that's another story. Some 
>> interest there, for the future. But I'm not anywhere near ready for that 
>> yet. Privacy concerns etc, plus very importantly - use it or lose it. 
>> Without that exercise, the fingers are toast, and I need those guys. 
>> Maybe when I'm 80. Maybe I'll design it myself now and use it then.
>> 
>>> Apple has the money and resources to do it.
>> 
>> No, probably they don't. They can't. They don't have the brains (or the 
>> paradigm) to allow them to do it, not anymore. Not for any amount of 
>> money; mental assets are the most crucial. It's sad. I was a huge fan.
>> 
>> But enough about Apple - as I said, this is a pretty-much universal 
>> problem. Only using them as a small example of the problems:
>> 
>> - Binary thinking about physical abilities
>> - Trotting out the same faulty

[ANN] This Week in LiveCode 228

2020-06-01 Thread panagiotis merakos via use-livecode
Hi all,

Read about new developments in LiveCode open source and the open source
community in today's edition of the "This Week in LiveCode" newsletter!

Read issue #228 here: https://bit.ly/2Azf3MX

This is a weekly newsletter about LiveCode, focussing on what's been
going on in and around the open source project. New issues will be
released weekly on Mondays. We have a dedicated mailing list that will
deliver each issue directly to you e-mail, so you don't miss any!

If you have anything you'd like mentioned (a project, a discussion
somewhere, an upcoming event) then please get in touch.


-- 
Panagiotis Merakos 
LiveCode Software Developer

Everyone Can Create Apps 
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Re: iOS builds ignore taps

2020-06-01 Thread matthias rebbe via use-livecode


I am not sure if this will solve your problem, but did you try the touch 
messages instead?

Matthias


> Am 01.06.2020 um 21:50 schrieb J. Landman Gay via use-livecode 
> :
> 
> Has anyone seen this problem? On an iOS build, normal LC controls sometimes 
> do not respond to mouseUp events. There are no native controls involved -- 
> the worst offender is a regular LC graphic that serves as a login button. 
> Sometimes it just doesn't trigger. Other times it's a locked LC field that 
> needs to respond with clicktext. No handlers run at all.
> 
> Sometimes if I edit a script (any script, not the object involved) and 
> rebuild, taps work again in some places but still not in others.
> 
> This is only on iOS. In the IDE and Android everything works normally.
> 
> -- 
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software   | http://www.hyperactivesw.com
> 
> ___
> use-livecode mailing list
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iOS builds ignore taps

2020-06-01 Thread J. Landman Gay via use-livecode
Has anyone seen this problem? On an iOS build, normal LC controls sometimes do not respond to 
mouseUp events. There are no native controls involved -- the worst offender is a regular LC 
graphic that serves as a login button. Sometimes it just doesn't trigger. Other times it's a 
locked LC field that needs to respond with clicktext. No handlers run at all.


Sometimes if I edit a script (any script, not the object involved) and rebuild, taps work again 
in some places but still not in others.


This is only on iOS. In the IDE and Android everything works normally.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: [ANN] Release 9.6.0

2020-06-01 Thread Graham Samuel via use-livecode
Yes - just did it. I’m guessing it’s something left over from an earlier 
activation of LC, but it’s just a guess. I’ve seen it once before. 

Graham

Sent from my iPhone

> On 1 Jun 2020, at 19:01, panagiotis merakos via use-livecode 
>  wrote:
> 
> Hello Graham,
> 
> I have not seen that error before, but looks like it is coming from the OS.
> Did restarting the machine fix the problem?
> 
> Kind regards,
> Panos
> --
> 
>> On Mon, 1 Jun 2020 at 19:53, Graham Samuel via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
>> 
>> Panos, what does “LiveCodeIndy-9_6_0-M Resource Busy" mean? Basically I
>> downloaded the dmg and got that. No other version of LC was open at the
>> time, but the machine (an iMac running HIgh Sierra) has not been rebooted
>> since the last use of LiveCode. I will restart now - but it shouldn’t
>> happen, should it?
>> 
>> Graham
>> 
>>> On 1 Jun 2020, at 17:16, panagiotis merakos via use-livecode <
>> use-livecode@lists.runrev.com> wrote:
>>> 
>>> Dear list members,
>>> 
>>> We are pleased to announce the release of LiveCode 9.6.0.
>>> 
>>> 
>>> Getting the Release
>>> ===
>>> You can get the release at https://downloads.livecode.com/livecode/ or
>> via
>>> the automatic updater.
>>> 
>>> 
>>> Release Contents
>>> 
>>> LiveCode 9.6.0 comes with more than 120 changes since the last stable
>>> release (9.5.1) including:
>>> 
>>> New Features
>>> - Support for Storyboard launch images and backgrounds on iOS
>>> - Support for using the flash as a torch in the Android Barcode Scanner
>>> - Support for building with Xcode 11.4, using the iOS 13.4 SDK
>>> - New tsNet and mergExt builds, built with the iOS 13.4 SDK
>>> - The mobile player control has been updated to use the AVKit framework
>>> on iOS. This fixes a lot of existing bugs, including some new issues on
>> iOS
>>> 13+ devices.
>>> - The mobile browser control has been updated to use the WebKit
>> framework
>>> on iOS. This provides better performance on iOS devices.
>>> - The "open printing to pdf ..." command can now be used to direct
>>> printing to a PDF output file on Android devices.
>>> - New CEF build is included, which addresses rendering issues with the
>>> browser widget in some 32bit Windows devices.
>>> - New "focusModes" and "focusMode" properties are implemented for the
>>> Android camera control.
>>> - The ability to pass "detailed-utf8" to the files() and folders()
>>> function to preserve unicode filenames has been added.
>>> - Support for merging activity attributes is added in the Android
>>> Manifest Merging mechanism
>>> - New text to speech library for iOS, Android and MacOS (Indy/Business
>>> only)
>>> - Improved text rendering on Android
>>> - Objective-C block support in LCB
>>> - Ability to detect dark mode on MacOS, iOS and Android
>>> - Improvements on mobilePickPhoto on Android, including support for
>> front
>>> camera
>>> - Ability to highlight none of the icons in the navigation bar widget
>>> 
>>> Bug Fixes:
>>> 
>>> - Significant performance improvement when saving stacks on Windows
>>> - Improvements in the Windows FFI in LCB
>>> - Fixes to drag-drop on macOS and Windows
>>> - Windows camera control now produces much higher quality output
>>> 
>>> For the full list of all fixes, updates and enhancements please see the
>>> release notes:
>>> http://downloads.livecode.com/livecode/9_6_0/LiveCodeNotes-9_6_0.pdf
>>> 
>>> 
>>> Known issues
>>> 
>>> - The Browser widget's native layer is not shown in some Linux distros
>> with
>>> Cinnamon window manager.
>>> - The use of the Browser widget is not supported on Ubuntu 18.04 64 bit
>> LTS
>>> yet.
>>> - The mergSettings external still uses the UIWebView API on iOS, so
>>> checking "mergSettings" in the Inclusions pane will cause an AppStore
>>> rejection, since Apple no longer accepts new apps that use UIWebView.
>>> 
>>> 
>>> Required Software
>>> =
>>> To build iOS apps with LiveCode you must have the appropriate versions of
>>> Xcode as follows:
>>> 
>>> - macOS 10.13.4: Xcode 10.1 - LiveCode builds iOS apps using the iOS
>> 12.1
>>> SDK
>>> - macOS 10.14.4: Xcode 11.3.x - LiveCode builds iOS apps using the iOS
>>> 13.2 SDK
>>> - macOS 10.15.2: Xcode 11.4.x - LiveCode builds iOS apps using the iOS
>>> 13.4 SDK
>>> 
>>> There is a full list of working LiveCode/macOS/Xcode combinations here:
>>> https://livecode.com/docs/9-5-0/faq/faq/
>>> 
>>> Note: Whilst we endeavour to release updated versions of LiveCode
>>> supporting the latest Xcode/iOS SDKs as quickly as possible; we strongly
>>> recommend disabling automatic update of Xcode or downloading the specific
>>> version of Xcode required directly from the Apple developer portal and
>>> installing it separately.
>>> 
>>> Important: Since the end of April 2020, Apple is only accepting new apps
>>> built using iOS13 SDKs. Updates to existing apps can be built using iOS12
>>> SDKs until the end of June 2020. This means that, if you wis

Re: [ANN] Release 9.6.0

2020-06-01 Thread panagiotis merakos via use-livecode
Hello Graham,

I have not seen that error before, but looks like it is coming from the OS.
Did restarting the machine fix the problem?

Kind regards,
Panos
--

On Mon, 1 Jun 2020 at 19:53, Graham Samuel via use-livecode <
use-livecode@lists.runrev.com> wrote:

> Panos, what does “LiveCodeIndy-9_6_0-M Resource Busy" mean? Basically I
> downloaded the dmg and got that. No other version of LC was open at the
> time, but the machine (an iMac running HIgh Sierra) has not been rebooted
> since the last use of LiveCode. I will restart now - but it shouldn’t
> happen, should it?
>
> Graham
>
> > On 1 Jun 2020, at 17:16, panagiotis merakos via use-livecode <
> use-livecode@lists.runrev.com> wrote:
> >
> > Dear list members,
> >
> > We are pleased to announce the release of LiveCode 9.6.0.
> >
> >
> > Getting the Release
> > ===
> > You can get the release at https://downloads.livecode.com/livecode/ or
> via
> > the automatic updater.
> >
> >
> > Release Contents
> > 
> > LiveCode 9.6.0 comes with more than 120 changes since the last stable
> > release (9.5.1) including:
> >
> > New Features
> >  - Support for Storyboard launch images and backgrounds on iOS
> >  - Support for using the flash as a torch in the Android Barcode Scanner
> >  - Support for building with Xcode 11.4, using the iOS 13.4 SDK
> >  - New tsNet and mergExt builds, built with the iOS 13.4 SDK
> >  - The mobile player control has been updated to use the AVKit framework
> > on iOS. This fixes a lot of existing bugs, including some new issues on
> iOS
> > 13+ devices.
> >  - The mobile browser control has been updated to use the WebKit
> framework
> > on iOS. This provides better performance on iOS devices.
> >  - The "open printing to pdf ..." command can now be used to direct
> > printing to a PDF output file on Android devices.
> >  - New CEF build is included, which addresses rendering issues with the
> > browser widget in some 32bit Windows devices.
> >  - New "focusModes" and "focusMode" properties are implemented for the
> > Android camera control.
> >  - The ability to pass "detailed-utf8" to the files() and folders()
> > function to preserve unicode filenames has been added.
> >  - Support for merging activity attributes is added in the Android
> > Manifest Merging mechanism
> >  - New text to speech library for iOS, Android and MacOS (Indy/Business
> > only)
> >  - Improved text rendering on Android
> >  - Objective-C block support in LCB
> >  - Ability to detect dark mode on MacOS, iOS and Android
> >  - Improvements on mobilePickPhoto on Android, including support for
> front
> > camera
> >  - Ability to highlight none of the icons in the navigation bar widget
> >
> > Bug Fixes:
> >
> >  - Significant performance improvement when saving stacks on Windows
> >  - Improvements in the Windows FFI in LCB
> >  - Fixes to drag-drop on macOS and Windows
> >  - Windows camera control now produces much higher quality output
> >
> > For the full list of all fixes, updates and enhancements please see the
> > release notes:
> > http://downloads.livecode.com/livecode/9_6_0/LiveCodeNotes-9_6_0.pdf
> >
> >
> > Known issues
> > 
> > - The Browser widget's native layer is not shown in some Linux distros
> with
> > Cinnamon window manager.
> > - The use of the Browser widget is not supported on Ubuntu 18.04 64 bit
> LTS
> > yet.
> > - The mergSettings external still uses the UIWebView API on iOS, so
> > checking "mergSettings" in the Inclusions pane will cause an AppStore
> > rejection, since Apple no longer accepts new apps that use UIWebView.
> >
> >
> > Required Software
> > =
> > To build iOS apps with LiveCode you must have the appropriate versions of
> > Xcode as follows:
> >
> >  - macOS 10.13.4: Xcode 10.1 - LiveCode builds iOS apps using the iOS
> 12.1
> > SDK
> >  - macOS 10.14.4: Xcode 11.3.x - LiveCode builds iOS apps using the iOS
> > 13.2 SDK
> >  - macOS 10.15.2: Xcode 11.4.x - LiveCode builds iOS apps using the iOS
> > 13.4 SDK
> >
> > There is a full list of working LiveCode/macOS/Xcode combinations here:
> > https://livecode.com/docs/9-5-0/faq/faq/
> >
> > Note: Whilst we endeavour to release updated versions of LiveCode
> > supporting the latest Xcode/iOS SDKs as quickly as possible; we strongly
> > recommend disabling automatic update of Xcode or downloading the specific
> > version of Xcode required directly from the Apple developer portal and
> > installing it separately.
> >
> > Important: Since the end of April 2020, Apple is only accepting new apps
> > built using iOS13 SDKs. Updates to existing apps can be built using iOS12
> > SDKs until the end of June 2020. This means that, if you wish to submit
> new
> > apps to the AppStore, you will have to be running at least macOS 10.14 in
> > order to be able to install the necessary version of Xcode.
> >
> >
> > Feedback
> > 
> > Please report any bugs encountered on our quality center at
> > http://quality.livecode.com

Re: [ANN] Release 9.6.0

2020-06-01 Thread Graham Samuel via use-livecode
Panos, what does “LiveCodeIndy-9_6_0-M Resource Busy" mean? Basically I 
downloaded the dmg and got that. No other version of LC was open at the time, 
but the machine (an iMac running HIgh Sierra) has not been rebooted since the 
last use of LiveCode. I will restart now - but it shouldn’t happen, should it?

Graham

> On 1 Jun 2020, at 17:16, panagiotis merakos via use-livecode 
>  wrote:
> 
> Dear list members,
> 
> We are pleased to announce the release of LiveCode 9.6.0.
> 
> 
> Getting the Release
> ===
> You can get the release at https://downloads.livecode.com/livecode/ or via
> the automatic updater.
> 
> 
> Release Contents
> 
> LiveCode 9.6.0 comes with more than 120 changes since the last stable
> release (9.5.1) including:
> 
> New Features
>  - Support for Storyboard launch images and backgrounds on iOS
>  - Support for using the flash as a torch in the Android Barcode Scanner
>  - Support for building with Xcode 11.4, using the iOS 13.4 SDK
>  - New tsNet and mergExt builds, built with the iOS 13.4 SDK
>  - The mobile player control has been updated to use the AVKit framework
> on iOS. This fixes a lot of existing bugs, including some new issues on iOS
> 13+ devices.
>  - The mobile browser control has been updated to use the WebKit framework
> on iOS. This provides better performance on iOS devices.
>  - The "open printing to pdf ..." command can now be used to direct
> printing to a PDF output file on Android devices.
>  - New CEF build is included, which addresses rendering issues with the
> browser widget in some 32bit Windows devices.
>  - New "focusModes" and "focusMode" properties are implemented for the
> Android camera control.
>  - The ability to pass "detailed-utf8" to the files() and folders()
> function to preserve unicode filenames has been added.
>  - Support for merging activity attributes is added in the Android
> Manifest Merging mechanism
>  - New text to speech library for iOS, Android and MacOS (Indy/Business
> only)
>  - Improved text rendering on Android
>  - Objective-C block support in LCB
>  - Ability to detect dark mode on MacOS, iOS and Android
>  - Improvements on mobilePickPhoto on Android, including support for front
> camera
>  - Ability to highlight none of the icons in the navigation bar widget
> 
> Bug Fixes:
> 
>  - Significant performance improvement when saving stacks on Windows
>  - Improvements in the Windows FFI in LCB
>  - Fixes to drag-drop on macOS and Windows
>  - Windows camera control now produces much higher quality output
> 
> For the full list of all fixes, updates and enhancements please see the
> release notes:
> http://downloads.livecode.com/livecode/9_6_0/LiveCodeNotes-9_6_0.pdf
> 
> 
> Known issues
> 
> - The Browser widget's native layer is not shown in some Linux distros with
> Cinnamon window manager.
> - The use of the Browser widget is not supported on Ubuntu 18.04 64 bit LTS
> yet.
> - The mergSettings external still uses the UIWebView API on iOS, so
> checking "mergSettings" in the Inclusions pane will cause an AppStore
> rejection, since Apple no longer accepts new apps that use UIWebView.
> 
> 
> Required Software
> =
> To build iOS apps with LiveCode you must have the appropriate versions of
> Xcode as follows:
> 
>  - macOS 10.13.4: Xcode 10.1 - LiveCode builds iOS apps using the iOS 12.1
> SDK
>  - macOS 10.14.4: Xcode 11.3.x - LiveCode builds iOS apps using the iOS
> 13.2 SDK
>  - macOS 10.15.2: Xcode 11.4.x - LiveCode builds iOS apps using the iOS
> 13.4 SDK
> 
> There is a full list of working LiveCode/macOS/Xcode combinations here:
> https://livecode.com/docs/9-5-0/faq/faq/
> 
> Note: Whilst we endeavour to release updated versions of LiveCode
> supporting the latest Xcode/iOS SDKs as quickly as possible; we strongly
> recommend disabling automatic update of Xcode or downloading the specific
> version of Xcode required directly from the Apple developer portal and
> installing it separately.
> 
> Important: Since the end of April 2020, Apple is only accepting new apps
> built using iOS13 SDKs. Updates to existing apps can be built using iOS12
> SDKs until the end of June 2020. This means that, if you wish to submit new
> apps to the AppStore, you will have to be running at least macOS 10.14 in
> order to be able to install the necessary version of Xcode.
> 
> 
> Feedback
> 
> Please report any bugs encountered on our quality center at
> http://quality.livecode.com/
> 
> We have a forum available for discussing LiveCode Builder at
> http://forums.livecode.com/viewforum.php?f=93
> 
> 
> Have fun!
> The LiveCode Team
> 
> --
> ___
> use-livecode mailing list
> use-livecode@lists.runrev.com
> Please visit this url to subscribe, unsubscribe and manage your subscription 
> preferences:
> http://lists.runrev.com/mailman/listinfo/use-livecode


___
use-livecode mailing list
use-

[ANN] Release 9.6.0

2020-06-01 Thread panagiotis merakos via use-livecode
Dear list members,

We are pleased to announce the release of LiveCode 9.6.0.


Getting the Release
===
You can get the release at https://downloads.livecode.com/livecode/ or via
the automatic updater.


Release Contents

LiveCode 9.6.0 comes with more than 120 changes since the last stable
release (9.5.1) including:

New Features
  - Support for Storyboard launch images and backgrounds on iOS
  - Support for using the flash as a torch in the Android Barcode Scanner
  - Support for building with Xcode 11.4, using the iOS 13.4 SDK
  - New tsNet and mergExt builds, built with the iOS 13.4 SDK
  - The mobile player control has been updated to use the AVKit framework
on iOS. This fixes a lot of existing bugs, including some new issues on iOS
13+ devices.
  - The mobile browser control has been updated to use the WebKit framework
on iOS. This provides better performance on iOS devices.
  - The "open printing to pdf ..." command can now be used to direct
printing to a PDF output file on Android devices.
  - New CEF build is included, which addresses rendering issues with the
browser widget in some 32bit Windows devices.
  - New "focusModes" and "focusMode" properties are implemented for the
Android camera control.
  - The ability to pass "detailed-utf8" to the files() and folders()
function to preserve unicode filenames has been added.
  - Support for merging activity attributes is added in the Android
Manifest Merging mechanism
  - New text to speech library for iOS, Android and MacOS (Indy/Business
only)
  - Improved text rendering on Android
  - Objective-C block support in LCB
  - Ability to detect dark mode on MacOS, iOS and Android
  - Improvements on mobilePickPhoto on Android, including support for front
camera
  - Ability to highlight none of the icons in the navigation bar widget

Bug Fixes:

  - Significant performance improvement when saving stacks on Windows
  - Improvements in the Windows FFI in LCB
  - Fixes to drag-drop on macOS and Windows
  - Windows camera control now produces much higher quality output

For the full list of all fixes, updates and enhancements please see the
release notes:
http://downloads.livecode.com/livecode/9_6_0/LiveCodeNotes-9_6_0.pdf


Known issues

- The Browser widget's native layer is not shown in some Linux distros with
Cinnamon window manager.
- The use of the Browser widget is not supported on Ubuntu 18.04 64 bit LTS
yet.
- The mergSettings external still uses the UIWebView API on iOS, so
checking "mergSettings" in the Inclusions pane will cause an AppStore
rejection, since Apple no longer accepts new apps that use UIWebView.


Required Software
=
To build iOS apps with LiveCode you must have the appropriate versions of
Xcode as follows:

  - macOS 10.13.4: Xcode 10.1 - LiveCode builds iOS apps using the iOS 12.1
SDK
  - macOS 10.14.4: Xcode 11.3.x - LiveCode builds iOS apps using the iOS
13.2 SDK
  - macOS 10.15.2: Xcode 11.4.x - LiveCode builds iOS apps using the iOS
13.4 SDK

There is a full list of working LiveCode/macOS/Xcode combinations here:
https://livecode.com/docs/9-5-0/faq/faq/

Note: Whilst we endeavour to release updated versions of LiveCode
supporting the latest Xcode/iOS SDKs as quickly as possible; we strongly
recommend disabling automatic update of Xcode or downloading the specific
version of Xcode required directly from the Apple developer portal and
installing it separately.

Important: Since the end of April 2020, Apple is only accepting new apps
built using iOS13 SDKs. Updates to existing apps can be built using iOS12
SDKs until the end of June 2020. This means that, if you wish to submit new
apps to the AppStore, you will have to be running at least macOS 10.14 in
order to be able to install the necessary version of Xcode.


Feedback

Please report any bugs encountered on our quality center at
http://quality.livecode.com/

We have a forum available for discussing LiveCode Builder at
http://forums.livecode.com/viewforum.php?f=93


Have fun!
The LiveCode Team

--
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Please visit this url to subscribe, unsubscribe and manage your subscription 
preferences:
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