Re: Applying scripts that don't compile

2016-07-03 Thread Monte Goulding
> On 3 Jul 2016, at 5:48 AM, J. Landman Gay wrote: > > It is possible to save the stack with the script editor frontmost, and the > uncompiled script will be set and saved as-is. I've done that by accident > and, as you say, all the handlers disappeared from the handler list, meaning > it was

Re: Applying scripts that don't compile

2016-07-02 Thread Monte Goulding
> The script editor save handling probably needs some sorting out as at the > moment it will appear to save but the erroring script won’t be applied. I’m > looking into that now. I think in the event the script application couldn’t > happen it should beep at you or something rather than save. H

Re: Applying scripts that don't compile

2016-07-02 Thread Monte Goulding
> On 3 Jul 2016, at 10:12 AM, Mark Wieder wrote: > > Hmmm. > I guess I've gotten so used to the way glx2 works, where saving a stack and > applying/compiling a script are separate actions, that I didn't realize the > IDE's script editor conflated the two. That seems wrong. Saving and setting

Re: Applying scripts that don't compile

2016-07-02 Thread Mark Wieder
On 07/02/2016 01:07 PM, Mark Waddingham wrote: On 2016-07-02 21:48, J. Landman Gay wrote: It is possible to save the stack with the script editor frontmost, and the uncompiled script will be set and saved as-is. I've done that by accident and, as you say, all the handlers disappeared from the ha

Re: Applying scripts that don't compile

2016-07-02 Thread Mark Waddingham
On 2016-07-02 21:48, J. Landman Gay wrote: It is possible to save the stack with the script editor frontmost, and the uncompiled script will be set and saved as-is. I've done that by accident and, as you say, all the handlers disappeared from the handler list, meaning it was set during the save.

Re: Applying scripts that don't compile

2016-07-02 Thread J. Landman Gay
On 7/2/2016 1:49 PM, Mark Wieder wrote: On 07/02/2016 09:56 AM, J. Landman Gay wrote: I don't much care either since any change won't affect how I work, though I do tend slightly towards Monte's suggestion. But I can think of a reason why some might prefer to set a script that won't compile. If

Re: Applying scripts that don't compile

2016-07-02 Thread Mark Waddingham
On 2016-07-02 21:04, Richard Gaskin wrote: We can't use widgets as part of our custom drawing apps that use the pointer tool? Heh - I perhaps should have been much more specific there. The tool used to interact with an object (its effective tool) is a function of the cantSelect property of it

Re: Applying scripts that don't compile

2016-07-02 Thread Richard Gaskin
Mark Waddingham wrote: > Indeed, 'widgets' do actually have this distinction - they only > 'run' in Browser mode, when in 'pointer' mode notionally they > are considered to be being edited and thus processes that occur > whilst 'running' do not occur). We can't use widgets as part of our custom d

Re: Applying scripts that don't compile

2016-07-02 Thread Mark Waddingham
On 2016-07-02 17:52, Richard Gaskin wrote: If someone out there wants to set scripts that won't run it's not my place to tell them not to, but if it helps your development work to let that oddity go it won't affect anything I do since I prefer writing scripts that are at least possible to run. :)

Re: Applying scripts that don't compile

2016-07-02 Thread Mark Wieder
On 07/02/2016 09:56 AM, J. Landman Gay wrote: I don't much care either since any change won't affect how I work, though I do tend slightly towards Monte's suggestion. But I can think of a reason why some might prefer to set a script that won't compile. If you've been writing a very long script a

Re: Applying scripts that don't compile

2016-07-02 Thread [-hh]
> Under what circumstances would someone > prefer to set a script that can't be executed? The 'not-compiling' could be a severe bug. -- View this message in context: http://runtime-revolution.278305.n4.nabble.com/Applying-scripts-that-don-t-compile-tp4706289p4706321.html Sent from the Revoluti

Re: Applying scripts that don't compile

2016-07-02 Thread J. Landman Gay
On July 2, 2016 10:54:44 AM Richard Gaskin wrote: Under what circumstances would someone prefer to set a script that can't be executed? However you handle this is fine by me; I'd say do whatever's easiest for you. I don't much care either since any change won't affect how I work, though I d

Re: Applying scripts that don't compile

2016-07-02 Thread Richard Gaskin
Monte Goulding wrote: > I’ve just submitted a patch for review that will mean that if the > global gREVDevelopment is true then a script that doesn’t compile > won’t actually be set on the object. That's not normal behavior? Under what circumstances would someone prefer to set a script that ca

Applying scripts that don't compile

2016-07-01 Thread Monte Goulding
Hi Folks I’ve just submitted a patch for review that will mean that if the global gREVDevelopment is true then a script that doesn’t compile won’t actually be set on the object. Previously this check was just for the script editor but because suddenly removing the script of any IDE component ca