Thanks for the comments Jaqueline.

Yep, I do appreciate that it's more efficient to use "send" * , but the trouble is I want the timer to animate smoothly, not lurch once a second.

I have the thing working fine now without using the dreaded idle. I know it's not the best solution, but I'm using two "flavours" of the updateTimer handler. One that includes a call to send update in 6 ticks (so I get 10 fps) that replaces idle. Another flavour (exactly the same but without call for update) updates the timer during tight loops (e.g. during mouse drag of objects).

Thanks again.

Chris

* Am holding copy of complete adventures of Rocky and Bulwinkle in right hand and hereby swear to *never* use idle again in my whole life. Ever. OK?

:-)


On 27 Mar 2006, at 22:17, J. Landman Gay wrote:

Chris Carroll-Davis wrote:
Hello folks -
here's a weird one...  I'm updating a timer on idle:
On idle
  global StartTicks
  if StartTicks = "" then exit idle
  updateTimer
  wait 1 millisecond with messages -- attempt at kludge!
end idle
which just draws an arc graphic to give visual feedback
On updateTimer
  global StartTicks, timeLimit
  If StartTicks = "" then exit UpdateTimer
  put 180+(180/(timeLimit * 60) * (the ticks - StartTicks)) into a
  set the startangle of grc "timer" to a
  if a >= 360 and StartTicks <> "" then
    TimesUp
    exit updateTimer
  end if
end updateTimer
This goes along fine, timing out after the timelimit ... except that it doesn't update the display!! If I call "updateTimer" from a repeat loop, it works fine. Has anyone come across this before? Anyone got a workaround!?

Works okay here, after I set the arcAngle to something other than a circle.

This is really a job for the "send" command though. If you send the message only once per second you won't get all that extra stuff in the pendingmessages.

--
Jacqueline Landman Gay         |     [EMAIL PROTECTED]
HyperActive Software           |     http://www.hyperactivesw.com
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