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    posted a message on Recount
    Quote from transitbus
    I think you mean broker_recountfu which no longer works to show text information in the broker window (as in titan panel) or update information in the tool tip.


    Just a quick note here - Broker_RecountFu does work to show information in its tooltip or label but something has presumably changed with TitanPanel and it no longer displays that information properly.

    If you want a solution that works right now, both ChocolateBar and Bazooka display the LDB tooltip/label data correctly. If you are committed to TitanPanel, then it's author/team will need to investigate initially.

    I maintain Broker_RecountFu and can affirm this info to be correct as of 28th October 2014 with respect to TitanPanel, ChocolateBar (recommended) and Bazooka. "Other bar mods are available!" :)

    For more info: Ticket on this topic addressed 28th October 2014
    Posted in: General AddOns
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    posted a message on FuBar_FuXPFu Replacement?
    BrokerXPBar is what you're after. It's a very very nice addon and does the shift-click thing you want too.

    http://www.curse.com/addons/wow/broker-xpbar

    :wink:
    Posted in: Data Broker AddOns
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    posted a message on Wiki'd
    Just a pointer to a new Broker addon called Broker_RecountFu, a spiritual successor to FuBar_RecountFu.

    WoWAce Page:
    http://www.wowace.com/addons/broker_recountfu/

    Curse Download Page:
    http://wow.curse.com/downloads/wow-addons/details/broker_recountfu.aspx
    Posted in: Data Broker AddOns
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    posted a message on Recount
    Quote from Elsia
    Try the latest commit. Hopefully that fixes the problem.


    Fixed for me here - thanks for the speedy update. :)
    Posted in: General AddOns
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    posted a message on Recount
    Quote from funkydude
    Just got this, not entirely sure what I did to replicate it.

    Interface\AddOns\Recount\WindowOrder.lua:46: attempt to index field 'Below' (a nil value)


    I get this too, after updating tonight, whenever I attempt to show the window when it is initially hidden. I'm using a Broker plugin to show/hide the window, it calls a function that does the following:

    if Recount.MainWindow:IsShown() then
    Recount.MainWindow:Hide()
    else
    Recount.MainWindow:Show()
    Recount:RefreshMainWindow()
    end
    Posted in: General AddOns
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    posted a message on Question: AceTimer-3.0, calling TimeLeft and error trapping.
    Okay, I roughly think I get what you are explaining. I do use an 'addon scoped' variable to store the handle to the timer and to pass to calls to 'TimeLeft' and 'CancelTimer'.

    What I hadn't thought of was the suggestion you made - to invalidate the handle myself at the beginning of my callback-function. That's probably the missing ingredient that will solve my problem for me. I'm guessing something of the form:

    function MyAddon:DoHousekeeping()
    
      myTimerHandle = nil
    
      -- Do housekeeping tasks.
    
      myTimerHandle = self:ScheduleTimer("DoHouseKeeping", 300)
    
    end
    


    ... and then use something like...

    function MyAddon:GetTimerRemaining()
      if myTimerHandle then -- (or do I need myTimerValue ~= nil ?)
        local timerValue = self:TimeLeft(myTimerHandle)
        local niceTimeString = MyAddon:FormatNicely(timerValue)
        return niceTimeString
      else
        return "somethingElse"
      end
    end
    


    ... and with luck that will do the trick.

    With regard to the choice of not using a repeating timer, for my housekeeping tasks I might indeed convert that part of the code to that form of timer later on. My original use of AceTimer was for another task for which the use of a repeating timer was not entirely appropriate and by the time I got around to coding the housekeeping functions, I followed the same pattern I'd used and managed to understand.

    I noticed the same problem in both cases though since the LDB tool-tip shows details of all tasks for which timers are used. The housekeeping task was just the simplest of the examples to use to describe the problem I wanted to solve. Now I'm more familiar with how the library works, I'll be able to make better use of the different timer forms.

    Thanks for the suggestion and advice.

    -B-
    Posted in: Ace3
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    posted a message on Question: AceTimer-3.0, calling TimeLeft and error trapping.
    I have a question which is really more about error trapping in Lua but specifically for the problem I am tackling, involves calling the TimeLeft function of the AceTimer-3.0 library.

    Here's the basic scenario - I have a few similar variations which all suffer in the same manner: In my addon I have a function along the lines of the following sample:

    function MyAddon:DoHousekeeping()
    
      -- Do housekeeping tasks.
    
      self:ScheduleTimer("DoHouseKeeping", 300)
    
    end
    


    This function is first called from the 'OnEnable()' function when the addon is enabled and thereafter, is called approximately every five minutes via the timer setup in its last line.

    The second part of the story is that my addon defines an LDB data object so that it may integrate into compatible displays such as ChocolateBar, TitanPanel et-al. Thus, it defines a tooltip which provides some information about the internal state of the addon. One item I wish to display in the tooltip is the time remaining until the 'DoHousekeeping' function is next called.

    I do this via a function of the form:

    function MyAddon:GetTimerRemaining()
      local timerValue = self:TimeLeft("testTimer")
      local niceTimeString = MyAddon:FormatNicely(timerValue)
      return niceTimeString
    end
    


    In general, this works perfectly fine. However, I have noticed that if a user happens to mouse-over the addon's icon (in ChocolateBar for example) which causes the tooltip to be generated and happens to do this at exactly the moment the timer is expiring, the DoHousekeeping function is begin called and rescheduled, then it is possible for the 'TimeLeft' function to generate an error with message "no such timer registered".

    All predictable enough I suppose. What I want to know is if there is any way to 'trap' the error produced by AceTimer when the call is made under such circumstances. I did try the following:

    function MyAddon:GetTimerRemaining()
      if pcall(self:TimeLeft("testTimer")) then
        local timerValue = self:TimeLeft("testTimer")
        local niceTimeString = MyAddon:FormatNicely(timerValue)
        return niceTimeString
      else
        -- do something else
      end
    end
    


    The problem with the above is, 'pcall' protects my own code in my addon but sadly the AceTimer code has already 'thrown' its error which results in Bugsack/Buggrabber catching it and announcing it, something I'd like to avoid.

    Not being a comp-sci major, Lua expert or otherwise that knowledgeable about this topic beyond what I've picked up through following the examples of others, I guess I'm hoping to find something more like the 'try/catch/finally' that I've seen in Java which would allow me to take full responsibility for any errors generated in code I call.

    Alternatively, is there perhaps an argument for extending AceTimer-3.0's signature for the TimeLeft method to accept an optional parameter like the CancelTimer method has ... a simple boolean that when true would instruct the function not to throw an error if one should occur.

    Many thanks in advance for any help/advice you can offer on this topic.

    -B-
    Posted in: Ace3
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    posted a message on ChocolateBar, do you like chocolate?
    I'm in the slow process of rebuilding a UI that was very heavily based upon FuBar and its plugins, using ChocolateBar as the effective replacement for the menu bar.

    I've been able to adjust the size of icons and text within the bar to my liking but when I hover over the icon of an addon that is "plugging-in" (aka: being displayed by) ChocolateBar the text within the addon's tool-tip that appears is the usual massive text. Thus, a friends-list tooltip (or guild-list) covers the majority of useful screen space for just a handful of friends.

    Is it possible to configure the tooltip text-size as a property of ChocolateBar (and if so, how do I do that?) or via another addon which configures text more globally? (and if so, which addon?) It's something that used to be the responsibility of FuBar itself but I am beginning to suspect that ChocolateBar may take no responsiblilty for the tooltips displayed by addons that plug into it.

    Many thanks in advance if anyone has a useful answer.

    :)
    Posted in: Data Broker AddOns
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    posted a message on Packager dead?
    Quote from Kaelten
    It looks like your package got skipped yesterday while we where working on it. This shouldn't happen again in the future.

    I've manually queued your package and it should be done soon.


    Yep, it looks good now, thanks for the attention/time fixing the problem for me.

    :wink:
    Posted in: General Chat
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    posted a message on Packager dead?
    As I type this update, my project page and the corresponding Curse download page show version 3.48 of my addon being the most 'up-to-date' copy however the version I uploaded this morning is 3.49 and I can confirm this by browsing the SVN tags folder manually.

    Since it is now approximately five hours after the time of the upload I would guess the packager is at fault (or some component related to it) because I would assume, hopefully safely, that five hours is enough time to allow the server running the packager to do whatever else it might be doing when busy and to allow it to get around to packaging my code-releases.

    So, now I wonder, if the packager (whatever it is in terms of a piece of software) can be restarted and then automatically package my latest code-release or is some more manual form of intervention required to get things back into sync for me... and if so, do I need to do anything more than the posts I have made in this thread?
    Posted in: General Chat
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    posted a message on Packager dead?
    I'm not sure if the packager is running slowly, incorrectly or not at all. I uploaded a revised version of my addon last night and then tagged it for release and it did not update the downloadable version via the corresponding Curse page.

    I then commited another update this morning and then tagged that again for release and it then created the downloadable version for the previous night's update but so far, not for the one from this morning.

    The addon is FuBar_ConvergeFu for reference purposes.

    I'm not sure if I'm seeing a problem or not being patient enough. My prior experience had always been of near-instant packaging and propagation through to Curse therefore these delays and unusual behaviours have caught my attention.
    Posted in: General Chat
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    posted a message on FuBar ConvergeFu
    I don't keep up-to-date here on these forums so apologies for a late response, but to answer your question, ConvergeFu itself is now unlikely to ever become adaptable for other guilds because...

    - It is coded to understand our specific guild structure.
    - It is based on our rank structure.
    - It is a tool to meet a specific internal need.

    For example: It knows which ranks in our guild are officer ranks, which are alt-officer ranks etc, all guilds have different ranks and different rules about how they operate. A single addon to cope with all possibilities is beyond my time-remit.

    However, an ex-guildie is currently recoding the latest version (at the time of writing) for their guild thus a "VirtueFu" is likely to appear on WoWAce at some point as well.

    In other words, if you can code Lua/Ace2, then you can easily/happily take the addon, change its name and adapt it to your own guild etc.

    It was written to be well-commented (unlike the majority of addon/library code) therefore anyone taking the code should be able to fix up a version for themselves pretty quickly.

    Sadly, I can't really spend any real time helping folks to make the adaptations due to the limits of time, eaten as they are by a job, a guild leadership, a family/social life etc.

    I do answer the odd question but since I don't read/scan these forums at all regularly, I'd suggest sending any queries to [email]broliant@converge-dh.com[/email] for a more timely response.

    Hope that helps... six months after the fact! :)
    Posted in: AddOn HELP!
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    posted a message on Fubar - Rock Configuration Question
    I've been using the new FuBar 3.0 and Cartographer versions based on the new Rock framework and if that's the preference of the development team (or even just "CK") then more power to you for the work done in implementing it.

    My only concerns as a user are in terms of the usability of the addons. At the moment I don't appreciate the Rock icon on the minimap but this is trivial and I see signs in the discussions that it's probably going to be hide-able soon, if not already.

    I would very much prefer it if the old right-click menus for configuring addons could be added to Rock and then leave the choice to users which route to use much as the Ace/Ace2 system had menus by default and then you could use DeuceCommander or Waterfall as per your preference.

    The Rock config window is ugly (trivial but sets a poor impression) although functional but it makes the config process slower. For an example, if you started with an empty FuBar panel and wanted to select 10 new plugins to display on it, via the old Ace2 drop-down menu, you'd simply open the menu and then "tick-click" the ten plugins you wanted to be displayed.

    Now, we have the Rock window, you locate the panel drop-down for selecting a plugin but now each time I select a plugin, the drop-down closes meaning it needs to be reopened and (assuming not all options fit in the space of the drop-down) re-scrolled to reach the same list point before continuing. Essentially, it's harder to use by a small but noticeable margin.

    In addition, the replacement of the drop-down menus with a window based approach makes the config of options a "front and center" job where it's hard to do anything else at the same time due to the way the window covers the bulk of the screen. (Yes, I know it can be resized down to a certain min size but the point stands.) This is in contrast to the way it was easier to make on-the-fly changes via the menus because of their smaller footprint on-screen.

    My hope is that in time, as the initial chaos of broken addons such as the current Cartographer nasties are solved and more time becomes available to refine this platform, then some of the old features like the right-click menu configurations will be implemented.

    The current posts for all the new Rock based addons make the claim that "Configuration is done with the modern Rock Configuration instead of a bunch of confusing multi-level dropdown menus" and sadly the reality is really that the confusing dropdown menus are better formed and generally easier to use at this time. (And here, I've consulted across members of my guild to get an honest feeling for preference.) However, given the high standard of addons produced by CKKnight and the supporting team of developers I do not expect this will remain the case as time progresses.

    Therefore, I guess we simply have to be patient to let the dust settle a bit and hope that our "favourite" features of the older Ace2 world will be implemented here in the new Rock world as time allows.

    But for now, for a relatively smooth transition from one framework to another, a tip of the hat to you all for some very slick work done.
    Posted in: FuBar AddOns
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    posted a message on Recount
    Quote from KnThrak »

    Or just a proper FuBar/Minimap menu instead of titlebar-buttons. ^_^


    Until "official" FuBar support might be built directly into Recount, this might get you closer to what you want.

    http://www.wowace.com/wiki/FuBar_RecountFu

    Nothing fancy, I'm not really a mod-writer, but it works for me and my friends/guildies which was the original aim.
    Posted in: General AddOns
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    posted a message on Postman - Building a better mailbox
    Small point this but since the most recent patch was released, mailed items sent between two characters on the same account now transfers immediately instead of taking 60 minutes.

    Postman 26541.1052 still seems to report waiting times as if the 60 minute rule was still in place.

    Just an FYI of a behaviour I'm seeing. Other than that, Postman works well for me, has done for an awfully long time and is a great addon... many thanks for all the great work so far. :)
    Posted in: General AddOns
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