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Board index FiveWin for Harbour/xHarbour RADIO "ON CHANGE" FIRES WHEN DIALOG UPDATED (WAS PAINTED)
Posts: 36
Joined: Thu Oct 26, 2006 05:23 PM
RADIO "ON CHANGE" FIRES WHEN DIALOG UPDATED (WAS PAINTED)
Posted: Wed Oct 14, 2009 11:01 PM

I am having a problem with the ON CHANGE clause of the Radio class(es). It seems the ON CHANGE event is firing when the dialog or window containing the Radio button is updated, even when the value is unchanged. Is this by design or a bug?

Thanks.

Posts: 389
Joined: Mon Oct 13, 2008 11:26 AM
Re: RADIO BUTTON "ON CHANGE" FIRES WHEN DIALOG IS PAINTED
Posted: Thu Oct 15, 2009 12:08 AM

Activate Dialog etc.. On Init SetRadioChange()

Procedure SetRadioChange()
oRadio:bChange := {|| MyFunctionWhenChange() }

Return

[;)]

Email: SamirSSabreu@gmail.com
xHarbour 1.2.3 + Fwhh 20.2
Posts: 44162
Joined: Thu Oct 06, 2005 05:47 PM
Re: RADIO BUTTON "ON CHANGE" FIRES WHEN DIALOG IS PAINTED
Posted: Thu Oct 15, 2009 05:34 AM

Please try and review FWH\samples\TestRad.prg

That example uses the ON CHANGE clause and here it works fine

regards, saludos

Antonio Linares
www.fivetechsoft.com
Posts: 36
Joined: Thu Oct 26, 2006 05:23 PM
Re: RADIO BUTTON "ON CHANGE" FIRES WHEN DIALOG IS PAINTED
Posted: Thu Oct 15, 2009 02:23 PM
Antionio,

Here is a modified testrad.prg to demonstrate the problem. It's a silly example, but it demonstrates how many times the bChange block is exectued. See below for the problem id and fix:

Code (fw): Select all Collapse
// Radio Buttons management sample

#include "FiveWin.ch"

//----------------------------------------------------------------------------//

function Main()

   local oDlg, oRadMenu
   local nOption := 2

   SET _3DLOOK ON

   DEFINE DIALOG oDlg RESOURCE "Radios"

   REDEFINE RADIO oRadMenu VAR nOption ID 110, 120, 130, 140, 150 OF oDlg ;
      ON CHANGE MsgInfo( "Hello" ) ;
      UPDATE

   REDEFINE BUTTON ID 100 OF oDlg ACTION oRadMenu:GoNext() ;
      WHEN nOption == 3

   REDEFINE BUTTON ID 102 OF oDlg ACTION oRadMenu:GoPrev()

   ACTIVATE DIALOG oDlg CENTERED ;
     ON INIT ( oDlg:Refresh(), oDlg:Update() )

   SET _3DLOOK OFF

return nil

//----------------------------------------------------------------------------//


The problem is here:

Code (fw): Select all Collapse
METHOD nOption( nNewOption ) CLASS TRadMenu

   if nNewOption != nil
      Eval( ::bSetGet, nNewOption )
      if ::bChange != nil                         
         Eval( ::bChange, Self )        /* <--- This runs every time the container is updated or painted */
      endif
   else
      return Eval( ::bSetGet )
   endif

return nil


My fix is here:

Code (fw): Select all Collapse
METHOD nOption( nNewOption ) CLASS TRadMenu

   if nNewOption != nil
      IF Eval( ::bSetGet ) != nNewOption                  /* <----- Added this to check if we even need an update, value may already be set!! */
        Eval( ::bSetGet, nNewOption )
        if ::bChange != nil
           Eval( ::bChange )                   
        endif
      ENDIF
   else
      return Eval( ::bSetGet )
   endif

return nil
Posts: 44162
Joined: Thu Oct 06, 2005 05:47 PM
Re: RADIO BUTTON &quot;ON CHANGE&quot; FIRES WHEN DIALOG IS PAINTED
Posted: Thu Oct 15, 2009 03:48 PM
What do you need this clause for ?

Code (fw): Select all Collapse
...  ON INIT ( oDlg:Refresh(), oDlg:Update() )


try to remove it. Unless I am missing something, I think that you don't need it :-)
regards, saludos

Antonio Linares
www.fivetechsoft.com
Posts: 36
Joined: Thu Oct 26, 2006 05:23 PM
Re: RADIO BUTTON &quot;ON CHANGE&quot; FIRES WHEN DIALOG IS PAINTED
Posted: Thu Oct 15, 2009 04:16 PM
Antonio,

As I said, it's a silly example, but it causes the event to fire repeatedly. In the real world, I have calculations tied to the ON CHANGE clause. The problem is, they run even if the value is already set and unchanged. The fix in my original post solves the problem.

My ultimate question, regardless of the silly example, is...why does the bChange block execute *at all* during dialog updates or refreshes *if* the value is unchanged. BTW, I was mistaken, the initial dialog painting does not cause the bChange eval.

Here is a more realistic example - click either the "Prev" or "Next" button to see the behavior:

Code (fw): Select all Collapse
// Radio Buttons management sample

#include "FiveWin.ch"

//----------------------------------------------------------------------------//

function Main()

   local oDlg, oRadMenu
   local nOption := 2

   SET _3DLOOK ON

   DEFINE DIALOG oDlg RESOURCE "Radios"

   REDEFINE RADIO oRadMenu VAR nOption ID 110, 120, 130, 140, 150 OF oDlg ;
      ON CHANGE MsgInfo( "Hello" ) ;
      UPDATE

   REDEFINE BUTTON ID 100 OF oDlg ;
      ACTION oDlg:Update()

   REDEFINE BUTTON ID 102 OF oDlg ;
      ACTION oDlg:Update()

   ACTIVATE DIALOG oDlg CENTERED

   SET _3DLOOK OFF

return nil

//----------------------------------------------------------------------------//


Andy
Posts: 4840
Joined: Fri Nov 18, 2005 04:52 PM
Re: RADIO BUTTON &quot;ON CHANGE&quot; FIRES WHEN DIALOG IS PAINTED
Posted: Thu Oct 15, 2009 04:31 PM

Andy,

>why does the bChange block execute at all during dialog updates or refreshes if the value is unchanged.

This does seem like a valid point and it also seems you have found a good solution.

Antonio,

Do you see any problems with his proposed change?

James

FWH 18.05/xHarbour 1.2.3/BCC7/Windows 10
Posts: 44162
Joined: Thu Oct 06, 2005 05:47 PM
Re: RADIO &quot;ON CHANGE&quot; FIRES WHEN DIALOG UPDATED (WAS PAINTED)
Posted: Thu Oct 15, 2009 08:20 PM

Andy, James,

Got it :-)

Already implemented as proposed for next FWH 9.10 build :-)

Thanks!

regards, saludos

Antonio Linares
www.fivetechsoft.com

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