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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