What happens: you can conceivably end up with 100's of

updateTC sitting in the pending message queue... this actually happened to me once and my application would slowly grind to a halt with users complaining they could no longer even type in a field... the CPU was so eaten up by processing the pending msgs queue.

Sivakatirswami, I WONDERED why typing in the notes field was so slow!!! Thanks so much!!!

I added the check back in and typing is normal and the counter still works in the standalone.

THANKS!!!



On Apr 28, 2006, at 3:00 AM, Sivakatirswami wrote:

Here is my incredibly verbose version of this:

on postTime
put empty into fld "thetime"
              --put "Duration: " &  fld "theTime" &  cr into tFeedBack
  put the timescale of player "theTape" into gTimeScale
--put "timeScale: " & intervalsPerSec & cr after tFeedBack
  put the currentTime of player "theTape" into fld "theMovieTime"
--put "Current Time: " & fld "theMovieTime" & cr after tFeedBack
  put the currentTime of player "theTape" into tCurrentTime
  put  (tCurrentTime div gTimeScale) & " secs" into fld "theTime"
  if tCurrentTime  is not (the duration of player "theTape") then
    send postTime to me in 1  seconds
  else
    answer "Tape is over!" with "OK"
  end if
end postTime


be very careful, since you have eliminated Eric's test:

IF ",updateTC," is not in the pendingMessages THEN send "updateTC" to me in ((1 - (the long seconds mod 1)) / 5) seconds

that you are not issuing the "updateTC" somewhere, in some other handlers on a loop that my be triggere by user actions like start or stop the player etc. What happens: you can conceivably end up with 100's of

updateTC sitting in the pending message queue... this actually happened to me once and my application would slowly grind to a halt with users complaining they could no longer even type in a field... the CPU was so eaten up by processing the pending msgs queue.

I never thought of the test that Eric used but I'm going to add that right away to my app!~


if ",postTime," is not in the pendingMesssages then
        send postTime to me in 1 second
end if

Also be forewarned, I've found that on some windows systems, it takes quite a bit of time, even after starting the player, before the system is able to read any of the player time properties. This has led to "support calls" from users where certain of my functions that depend on the current time do not work in during the first 5-10 seconds of running time... I ended up putting the info on the display and telling everyone that, until they start seeing time being updated, not to touch those controls...

Sivakatirswami



On Apr 27, 2006, at 6:36 PM, Josh Mellicker wrote:

Never mind!

ON updateTC
put convertTime(round(the currentTime of player "Player"/the timeScale of player "Player")) into fld "mt"
    send "updateTC" to me in 50 milliseconds
END updateTC

did the trick.

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