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Re: Execution Error

Posted: Wed Sep 25, 2019 7:29 pm
by jacque
Thanks for checking Bernd, that makes more sense now.

Re: Execution Error

Posted: Wed Sep 25, 2019 7:32 pm
by bogs
FourthWorld wrote: Wed Sep 25, 2019 5:14 pm
bogs wrote: Wed Sep 25, 2019 9:50 am Edit - I must not understand how it opens, on testing I couldn't generate an error for the same handler putting empty into a named field :D
How did the test differ from the earlier run?
Maybe I worded that poorly, I'll try again.

After I asked the question about how preOpen works, I thought asking was a bit silly since I could just test out my understanding of the situation quickly enough by sticking a field on a card and calling the preOpen just as the code posted in the OP's first post showed.

After setting up the stack along that line, and not getting the error, it showed me that my interpretation of how a stack opens was incorrect.
The preOpenCard message allows us to set things up before the card is displayed for the user. Any objects on the card are there and fully addressable, they just haven't been rendered to screen yet.
Thank you for the clarification :D

Re: Execution Error

Posted: Wed Sep 25, 2019 7:48 pm
by richmond62
Personally I love

preOpenStack and preOpenCard

because you can "tidy up your bedroom before Mum comes in,"
when the alternative is to lock the screen and leave end-users picking
their teeth, which is not good at all (well, that's what my dentist told me.). 8)

Empty all those fields that might contain data from previous visits,

move the "sprites" in a game back to their starting positions,

and so on and so forth. Love them!
-
BExecution.jpg

Re: Execution Error

Posted: Wed Sep 25, 2019 8:07 pm
by bogs
Yep, now that my understanding of how it works is better, it certainly sounds like a neat feature :D

Re: Execution Error

Posted: Thu Sep 26, 2019 9:24 pm
by kespears
Bernd,

Thanks for the response and direction. I will include the missed code.

Thanks all; your input is appreciated.

Keith