ThreadBoard ArchivesSite FeaturesActiveworlds SupportHistoric Archives |
auto re-select on error (Wishlist)
auto re-select on error // WishlistcodewarriorJan 23, 2004, 2:48am
When you add an object that causes an error, it would be nice
if the browser automatically reselected it and bought up the object dialog box. The browser could watch for the world server to return an error with the name of the last object the person using the browser built. if the person has not moved on and selected another object to edit, then the browser could reselect the object that gave the error for you, and it would save everyone a lot of time spent looking for black triangles. codewarriorJan 23, 2004, 2:50am
Correction.. the browser would need to look for the OP path server
to return an error when the object in question was fetched.. but the concept is still valid. [View Quote] the derekJan 23, 2004, 5:10am
that would make for some really slow building
[View Quote] > Correction.. the browser would need to look for the OP path server > to return an error when the object in question was fetched.. but the > concept is still valid. > [View Quote] linnJan 23, 2004, 9:16am
if you turn on "show errors" in options it will show you immediately the one
you need to check out [View Quote] codewarriorJan 23, 2004, 11:58am
[View Quote]
Yes I know. I see those errors printed in many worlds, and a lot of
times when I ask about them I am told that the owner can't find the object producing them. I guess you don't mind looking for little triangles that are hidden between two things or whatever. The error message just tells me there is a mistake. Modern software goes beyond just giving you an error message. It takes your cursor to the line with the error, highlights it for you and does just about everything but correct it. A lot of software in fact just corrects it for you. If you just don't get it.. don't worry about it. codewarriorJan 23, 2004, 12:04pm
[View Quote]
When you build something, your browser retreives the object
already. If the object is not found, it already gives you an error message. So it's already trying to fetch the object, and already printing an error in the console if there is a problem with the object. My suggestion was what it should do if it determines that there was an error - with the *last* object *you* built - I don't see where your logic is in suggesting it would slow down building. sgeo ~~~Jan 23, 2004, 6:11pm
If you got an "Area Full" message, would this select the object even thought
it isn't in the world server. codewarriorJan 23, 2004, 8:38pm
No.. I was thinking more for object not found errors or errors coming
specifically from trying to load the object from the object path. Any of the errors coming from the world server are probably not correctable. Either the area is full, or you can't build there because you don't own the cell. In any case.. as you say.. there is really nothing on the world server after these errors. The main thought was for the case of typos in the object name or texture name. In those cases there is a bad object on the world server, and the world server has no way of knowing the object is bad.. only the browser knows that. The browser knows what the error was though, and it's pretty easy to pick out the ones that are *probably* typos. The problem is trying to find the little black triangle buried in among a whole bunch of other objects. I've participated in several five or ten minute 'hunts' where four or five people try to locate the stupid things... and in some cases people just give up and live with errors printed in the chat window 'forever' I've gotten out a Xela on more than one occassion and done surveys so I could find bad objects by hand in the object listings. In cases where capitalization is the issue (UNIX based object paths) I've had to exit AW, flush my local cache, log in to my server with FTP and rename objects with correct capitalization. Someone thought this was a common enough problem to warrant building special error objects into the multipath system. Now it could actually be done so that *before* the world server is asked to update the world, the browser does a pre-check to see if the object will be able to be loaded from the object path, but then 'the dereks' point about it slowing building down might be valid. If the browser pre-checked objects though, it would allow them to check to see what kind of file (.cob, .scn, .rwx .mid etc) is in the zip, and noone could object that it would slow anything down during normal viewing no matter how much code it would need to check them. It would be much easier to put in a pre check than a post check, and it would probably be easier to allow that to be enabled and disabled. I'll amend my wish to be for a pre-check, and an option in the world features dialog to enable or disable it. If a world owner is concerned enough to turn it on, then everyone who builds should have to honor it. [View Quote] the derekJan 24, 2004, 5:14am
because first it can take up to 5 seconds before the browser even
recieves the callback telling if the object has been added or not. I dont know about you, but i dont exactly wait 5 seconds before i start building another object most of the time. If you dont believe me, use a xelagot. You know what that "AddUnConfirmed" list actually is- guess what, its the objects the bot hasnt recieved a positive or negative callback for. [View Quote] codewarriorJan 24, 2004, 9:25am
If you read the original wish, I said that if the browser received
an error, and you hadn't selected something else yet. I never said that it shouldn't let you continue or that you had to wait. In any case, I would rather it do an optional pre check anyway. [View Quote] |