I've seen this happen when something goes wrong in the code and in a standalone 
that can fail silently. If it does, the engine exits to top and that is why 
things get left undone. 

Bob S


> On Nov 2, 2017, at 22:55 , Pyyhtiä Christer via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> A few days ago I raised the question on how the device behaviour differs from 
> how it is in the IDE environment.  The question posed was if there is a 
> command
> 
>       go card "xyz"
> 
> and the script continues to run immediately, would there be interference in 
> terms of "getting the go done".
> 
> Interpreting a couple of answers, thank you, I understood that it would not 
> cause problems.
> 
> However, there can be interference, and I could prove it and repeat it.  As 
> follows.
> 
> -     The target is Android device (I am using an old Samsung Galaxy S4 
> thanks to its screen pixel size (and despite of having dropped it both on 
> concrete and in a lake quite a few times still does great job)
> 
> -     In the app there is a virtual screen (card is larger then the # of 
> pixels on the physical screen), and there are about 100 objects on it.  The 
> card is resized based on the screenRect parameters in several sets of 
> different objects, the amount of code running through is maybe > 1000 lines 
> of LC.
> 
> -     When I issue the "go" and let the script run, many of the objects won't 
> get done completely, for example card background, button or field colouring 
> gets only partially done.  However, if I either add "lock screen" before the 
> "go" statement, or issue "wait 100 milliSeconds" after the "go", everything 
> is OK.  And all of this can be repeated.  The Android device is kept off 
> other duties, so that it is not getting vast amount of interruts.
> 
> Now, the above method helps me to solve the problem, but would there be any 
> other methods to avoid such an implementation issues?
> 
> Anyone else had similar experience?
> 
> rgds
> 
> Christer Pyyhtiä
> chris...@mindcrea.com

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