<div dir="ltr">Hi Juan,<div><br></div><div>Thanks a bunch for looking into this! I've tested on Sample09Clock and the error handling works properly now. Unfortunately, I tried testing on my 60Hz step morph and still see issues. The image doesn't hang and I eventually see a debugger, but the Morphic rendering of the whole world breaks for the rest of the image runtime. I tested this in Sample09Clock and can reproduce it there. To reproduce, put the previous faulty code into the drawOn method add this method to Sample09Clock instance:</div><div><br></div><div>```</div><div>stepTime<br> ^ 17</div><div>```</div><div><br></div><div>Then create the clock.</div><div><br></div><div>Looks like the fix is prone to race conditions :(</div><div><br></div><div>Alan</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Dec 15, 2022 at 2:54 PM Juan Vuletich <<a href="mailto:juan@cuis.st">juan@cuis.st</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;border-left-color:rgb(204,204,204);padding-left:1ex"><u></u>
<div bgcolor="#ffffff">
Hi All,<br>
<br>
I finally could reproduce and understand the problem. Fix is now at
GitHub.<br>
<br>
Thanks for reporting!<br>
<br>
Cheers,<br>
<br>
On 12/15/2022 9:50 AM, Juan Vuletich via Cuis-dev wrote:
<blockquote type="cite">
Hi Folks,<br>
<br>
I guess I need more precise steps to reproduce.<br>
<br>
I just fired a fresh Cuis, from an updated repo. Just installed
updates and opened a Sample09Clock. It works ok. Then I open a
browser on it (from the halo), went to the drawOn: method and
added your line Alan. I get a debugger "Instances of SmallFloat64
are not indexable". I close the debugger and see the clock
displayed now as a red box with yellow borders and cross. Image is
responsive. I go to the browser and correct the method. Then I do
World / Debug / Start drawing all again. The clock is correctly
drawn again.<br>
<br>
In short, I see the expected behavior. This means I need enough
detail, so I can reproduce the problem.<br>
<br>
Thanks,<br>
<br>
<br>
On 12/15/2022 6:28 AM, Hilaire Fernandes via Cuis-dev wrote:
<blockquote type="cite">
<p><font size="4">Hi Alan,</font></p>
<p><font size="4">Thanks to report! I confirm the issue, even
with non stepping morph. It should not behave like that. <br>
</font></p>
<p><font size="4">The expected behavior with faulty code in a
#drawOn: method is a broken morph rendered as a red
rectangle with yellow diagonals and stepping set in pause,
to avoid recurring debugger to pop up I guess. By the way
there is the WorldMenu>Debug and Morph halo menus to
restart stepping and rendering once the broken code is
fixed.</font></p>
<p><font size="4">It seems the Morph is not detected as broken,
and rendering is tried again and again.<br>
</font></p>
<p><font size="4">Juan recently introduced the HybridCanvas to
speed up graphics rendering, may be it is related, and a fix
should come. I can't help more, sorry.<br>
</font></p>
<p><font size="4">Hilaire</font><br>
</p>
<div>Le 15/12/2022 à 07:43, Alan Dao via
Cuis-dev a écrit :<br>
</div>
<blockquote type="cite">
<div>I know that the code I've put in is inherently flawed,
but my development process involves experimenting a lot and
not always knowing what I'm doing. Is there something I'm
missing when it comes to not having mistakes break Morphic?
Any advice would be appreciated.</div>
<div><br>
</div>
</blockquote>
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Juan Vuletich
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