Re: iOS builds ignore taps

2020-06-03 Thread J. Landman Gay via use-livecode
That's exactly what I saw. I changed the script of a completely unrelated 
control elsewhere and the login graphic started working again. I wish I'd 
saved the bad stack to send to the team.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On June 3, 2020 1:05:07 AM scott--- via use-livecode 
 wrote:


I have run into that same scenario more than once. In most cases, over time 
as I continue to change things, these situations resolve themselves so that 
toggling acceleratedRendering is no longer needed. But what exactly changed 
is a mystery :- )


On Jun 2, 2020, at 10:46 PM, J. Landman Gay via use-livecode 
 wrote:


In my case all groups that use a scroller have scrolling layermode set. 
They work. The primary problem for me is that regular LC controls stop 
getting messages and responding to taps.


All these controls are set to static layermode, so I'm not sure how 
acceleratedRendering could affect them. But it does bring the app to a 
screeching halt. I wish I had a recipe.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On June 2, 2020 8:35:49 PM scott--- via use-livecode 
 wrote:


I had two different scrolling groups on a card where I found it necessary 
to  toggling acceleratedRendering. I just discovered that neither of these 
groups had the layerMode set to “scrolling” (they were both “static”). 
Though they appeared to scroll smoothly on all my test devices, changing 
their layerModes to “scrolling” now makes it so the acceleratedRendering 
doesn’t need to be fiddled with in order for other objects to display 
correctly.

—
Scott

On Jun 2, 2020, at 5:55 PM, scott--- via use-livecode 
 wrote:


Hello Randy,

Adjusting the compositorCacheLimit (instead of toggling the 
acceleratedRendering) also seems to fix my most recent encounter. It is 
good to have work-arounds but frustrating to have the issue crop up.


—
Scott

On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode 
 wrote:


I have an iOS app that uses many graphics with movement… in addition to 
doing as Scott suggested (toggling acceleratedRendering on an off) I also 
messed with adjusting the compositorCacheLimit. Raising the limit helped. 
Doing this also helped with some screen redraw issues I saw that sounds 
consistent with what Scott also mentioned.



be well,
randy
www.classroomFocusedSoftware.com

On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
 wrote:


On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:

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?


My mistake. AccleratedRendering. But still...WTF.

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

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Re: iOS builds ignore taps

2020-06-03 Thread scott--- via use-livecode
I have run into that same scenario more than once. In most cases, over time as 
I continue to change things, these situations resolve themselves so that 
toggling acceleratedRendering is no longer needed. But what exactly changed is 
a mystery :- )

> On Jun 2, 2020, at 10:46 PM, J. Landman Gay via use-livecode 
>  wrote:
> 
> In my case all groups that use a scroller have scrolling layermode set. They 
> work. The primary problem for me is that regular LC controls stop getting 
> messages and responding to taps.
> 
> All these controls are set to static layermode, so I'm not sure how 
> acceleratedRendering could affect them. But it does bring the app to a 
> screeching halt. I wish I had a recipe.
> 
> --
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software | http://www.hyperactivesw.com
> On June 2, 2020 8:35:49 PM scott--- via use-livecode 
>  wrote:
> 
>> I had two different scrolling groups on a card where I found it necessary to 
>>  toggling acceleratedRendering. I just discovered that neither of these 
>> groups had the layerMode set to “scrolling” (they were both “static”). 
>> Though they appeared to scroll smoothly on all my test devices, changing 
>> their layerModes to “scrolling” now makes it so the acceleratedRendering 
>> doesn’t need to be fiddled with in order for other objects to display 
>> correctly.
>> —
>> Scott
>> 
>>> On Jun 2, 2020, at 5:55 PM, scott--- via use-livecode 
>>>  wrote:
>>> 
>>> Hello Randy,
>>> 
>>> Adjusting the compositorCacheLimit (instead of toggling the 
>>> acceleratedRendering) also seems to fix my most recent encounter. It is 
>>> good to have work-arounds but frustrating to have the issue crop up.
>>> 
>>> —
>>> Scott
>>> 
 On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode 
  wrote:
 
 I have an iOS app that uses many graphics with movement… in addition to 
 doing as Scott suggested (toggling acceleratedRendering on an off) I also 
 messed with adjusting the compositorCacheLimit. Raising the limit helped. 
 Doing this also helped with some screen redraw issues I saw that sounds 
 consistent with what Scott also mentioned.
 
 
 be well,
 randy
 www.classroomFocusedSoftware.com
 
> On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
>  wrote:
> 
> On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:
>> 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?
> 
> My mistake. AccleratedRendering. But still...WTF.
> 
> --
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software   | http://www.hyperactivesw.com
> 
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Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
In my case all groups that use a scroller have scrolling layermode set. 
They work. The primary problem for me is that regular LC controls stop 
getting messages and responding to taps.


All these controls are set to static layermode, so I'm not sure how 
acceleratedRendering could affect them. But it does bring the app to a 
screeching halt. I wish I had a recipe.


--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On June 2, 2020 8:35:49 PM scott--- via use-livecode 
 wrote:


I had two different scrolling groups on a card where I found it necessary 
to  toggling acceleratedRendering. I just discovered that neither of these 
groups had the layerMode set to “scrolling” (they were both “static”). 
Though they appeared to scroll smoothly on all my test devices, changing 
their layerModes to “scrolling” now makes it so the acceleratedRendering 
doesn’t need to be fiddled with in order for other objects to display 
correctly.

—
Scott

On Jun 2, 2020, at 5:55 PM, scott--- via use-livecode 
 wrote:


Hello Randy,

Adjusting the compositorCacheLimit (instead of toggling the 
acceleratedRendering) also seems to fix my most recent encounter. It is 
good to have work-arounds but frustrating to have the issue crop up.


—
Scott

On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode 
 wrote:


I have an iOS app that uses many graphics with movement… in addition to 
doing as Scott suggested (toggling acceleratedRendering on an off) I also 
messed with adjusting the compositorCacheLimit. Raising the limit helped. 
Doing this also helped with some screen redraw issues I saw that sounds 
consistent with what Scott also mentioned.



be well,
randy
www.classroomFocusedSoftware.com

On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
 wrote:


On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:

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?


My mistake. AccleratedRendering. But still...WTF.

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

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Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
On the test device (an iPhone 6s) it was reporting a compositorCacheLimit of 
67108864 (64Mb?) and I increased it by 16Mbs to 83886080 which solved the 
problem. I didn’t try to find where the edge was. After looking at the 
layerMode of underlying groups and changing ones that obviously should have 
been set to scrolling but for some reason were static, fiddling with the 
acceleratedRendering or compositorCacheLimit  was no longer necessary.
—
Scott

> On Jun 2, 2020, at 9:50 PM, J. Landman Gay via use-livecode 
>  wrote:
> 
> How much did you increase the compositorCacheLimit?
> 
> --
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software | http://www.hyperactivesw.com
> On June 2, 2020 7:57:58 PM scott--- via use-livecode 
>  wrote:
> 
>> Hello Randy,
>> 
>> Adjusting the compositorCacheLimit (instead of toggling the 
>> acceleratedRendering) also seems to fix my most recent encounter. It is good 
>> to have work-arounds but frustrating to have the issue crop up.
>> 
>> —
>> Scott
>> 
>>> On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode 
>>>  wrote:
>>> 
>>> I have an iOS app that uses many graphics with movement… in addition to 
>>> doing as Scott suggested (toggling acceleratedRendering on an off) I also 
>>> messed with adjusting the compositorCacheLimit. Raising the limit helped. 
>>> Doing this also helped with some screen redraw issues I saw that sounds 
>>> consistent with what Scott also mentioned.
>>> 
>>> 
>>> be well,
>>> randy
>>> www.classroomFocusedSoftware.com
>>> 
 On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
  wrote:
 
 On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:
> 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?
 
 My mistake. AccleratedRendering. But still...WTF.
 
 --
 Jacqueline Landman Gay | jac...@hyperactivesw.com
 HyperActive Software   | http://www.hyperactivesw.com
 
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Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode

How much did you increase the compositorCacheLimit?

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hyperactivesw.com
On June 2, 2020 7:57:58 PM scott--- via use-livecode 
 wrote:



Hello Randy,

Adjusting the compositorCacheLimit (instead of toggling the 
acceleratedRendering) also seems to fix my most recent encounter. It is 
good to have work-arounds but frustrating to have the issue crop up.


—
Scott

On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode 
 wrote:


I have an iOS app that uses many graphics with movement… in addition to 
doing as Scott suggested (toggling acceleratedRendering on an off) I also 
messed with adjusting the compositorCacheLimit. Raising the limit helped. 
Doing this also helped with some screen redraw issues I saw that sounds 
consistent with what Scott also mentioned.



be well,
randy
www.classroomFocusedSoftware.com

On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
 wrote:


On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:

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?


My mistake. AccleratedRendering. But still...WTF.

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

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Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
I had two different scrolling groups on a card where I found it necessary to  
toggling acceleratedRendering. I just discovered that neither of these groups 
had the layerMode set to “scrolling” (they were both “static”). Though they 
appeared to scroll smoothly on all my test devices, changing their layerModes 
to “scrolling” now makes it so the acceleratedRendering doesn’t need to be 
fiddled with in order for other objects to display correctly.
—
Scott

> On Jun 2, 2020, at 5:55 PM, scott--- via use-livecode 
>  wrote:
> 
> Hello Randy,
> 
> Adjusting the compositorCacheLimit (instead of toggling the 
> acceleratedRendering) also seems to fix my most recent encounter. It is good 
> to have work-arounds but frustrating to have the issue crop up.
> 
> —
> Scott
> 
>> On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode 
>>  wrote:
>> 
>> I have an iOS app that uses many graphics with movement… in addition to 
>> doing as Scott suggested (toggling acceleratedRendering on an off) I also 
>> messed with adjusting the compositorCacheLimit. Raising the limit helped. 
>> Doing this also helped with some screen redraw issues I saw that sounds 
>> consistent with what Scott also mentioned.
>> 
>> 
>> be well,
>> randy
>> www.classroomFocusedSoftware.com
>> 
>>> On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
>>>  wrote:
>>> 
>>> On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:
 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?
>>> 
>>> My mistake. AccleratedRendering. But still...WTF.
>>> 
>>> -- 
>>> Jacqueline Landman Gay | jac...@hyperactivesw.com
>>> HyperActive Software   | http://www.hyperactivesw.com
>>> 
>>> ___
>>> use-livecode mailing list
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Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
Hello Randy,

Adjusting the compositorCacheLimit (instead of toggling the 
acceleratedRendering) also seems to fix my most recent encounter. It is good to 
have work-arounds but frustrating to have the issue crop up.

—
Scott

> On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode 
>  wrote:
> 
> I have an iOS app that uses many graphics with movement… in addition to doing 
> as Scott suggested (toggling acceleratedRendering on an off) I also messed 
> with adjusting the compositorCacheLimit. Raising the limit helped. Doing this 
> also helped with some screen redraw issues I saw that sounds consistent with 
> what Scott also mentioned.
> 
> 
> be well,
> randy
> www.classroomFocusedSoftware.com
> 
>> On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
>>  wrote:
>> 
>> On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:
>>> 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?
>> 
>> My mistake. AccleratedRendering. But still...WTF.
>> 
>> -- 
>> Jacqueline Landman Gay | jac...@hyperactivesw.com
>> HyperActive Software   | http://www.hyperactivesw.com
>> 
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Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
I haven’t found that using touch messages instead of mouse messages makes any 
difference.
--
Scott

> On Jun 1, 2020, at 1:19 PM, matthias rebbe via use-livecode 
>  wrote:
> 
> 
> 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
>> 
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Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode

On 6/1/20 3:19 PM, matthias rebbe via use-livecode wrote:

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


It may have changed since I last tried that, which was years ago, but I found that if you have 
both mouse and touch messages, you get both messages on mobile which causes actions to happen 
(or fail) twice.


If I don't have mouse messages I can't work in the IDE. I'd hate to wrap every mouse message in 
a test for the environment, so I just stopped using touches.


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

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Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
Did you increase the compositorCacheLimit in addition to toggling acceleratedRendering, or does 
the adjustment work by itself?


Also, were you able to find a good compromise for the increated limit that would work on any 
i-thing?


On 6/2/20 7:20 AM, Randy Hengst via use-livecode wrote:

I have an iOS app that uses many graphics with movement… in addition to doing 
as Scott suggested (toggling acceleratedRendering on an off) I also messed with 
adjusting the compositorCacheLimit. Raising the limit helped. Doing this also 
helped with some screen redraw issues I saw that sounds consistent with what 
Scott also mentioned.


be well,
randy
www.classroomFocusedSoftware.com


On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
 wrote:

On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:

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?


My mistake. AccleratedRendering. But still...WTF.

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

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Re: iOS builds ignore taps

2020-06-02 Thread Randy Hengst via use-livecode
I have an iOS app that uses many graphics with movement… in addition to doing 
as Scott suggested (toggling acceleratedRendering on an off) I also messed with 
adjusting the compositorCacheLimit. Raising the limit helped. Doing this also 
helped with some screen redraw issues I saw that sounds consistent with what 
Scott also mentioned.


be well,
randy
www.classroomFocusedSoftware.com

> On Jun 2, 2020, at 1:58 AM, J. Landman Gay via use-livecode 
>  wrote:
> 
> On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:
>> 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?
> 
> My mistake. AccleratedRendering. But still...WTF.
> 
> -- 
> Jacqueline Landman Gay | jac...@hyperactivesw.com
> HyperActive Software   | http://www.hyperactivesw.com
> 
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Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode

On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote:

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?



My mistake. AccleratedRendering. But still...WTF.

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

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Re: iOS builds ignore taps

2020-06-02 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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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
 
 ___
 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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>>> 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:
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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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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
> 
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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
> 
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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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