i don't know the exact scenarios with buttons and menus since i don't need to use them, but...

it seems to me when the programmer starts sending messages that are the same as those generated by the program he is asking for complexities that are difficult to understand and control.

I have used the following cleaner way of using objects and the message path

-------------button script
on mouseup
   -- now call a handler in the stack or card script
   do ("menuChoiceHndlr" && the short name of me)
end mouseup


--------- in the stack script
on menuPick
   --    trap the user interaction and use it, however
   --    this may not be necessary.. see below
   menuChoiceHndlr  "theShortNameOfTheBtn"
end menuPick

on menuChoiceHndlr whichBtn
   switch
   case "shortName1"

   case "shortName2"
   end switch
end menuChoiceHndlr
---------------

Bonus is that every button has the same script.
All the logic is handled in the stack script.

Hope this helps, but i know it does not answer your question directly.


On Mar 3, 2009, at 3:53 PM, [email protected] wrote:

I posted this on the HC list by mistake. Took me three back-and- forths and a handful of queries from common listmembers before I understood what was going
on. Brain needs debugger.

Forget the beeps. the docs warn against too many anyway.

Can anyone tell me the ordinary way to invoke a menuItem, like "Card
Inspector"? "doMenu" fails, as the docs also warn against.

Is sending the "menuPick" message to a menu always the correct way? This seems roundaout; a command, not sending a message, should be the preferred method. And you cannot send that message to a button, which threw me; I thought all
menus were buttons. Are menus a type of "object" in this scenario?

I am not whining.

Thanks,

Craig Newman


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