[wxruby-users] WX::Dialog won't close

Glen Holcomb damnbigman at gmail.com
Fri Oct 10 17:18:41 EDT 2008


On Fri, Oct 10, 2008 at 2:54 PM, Glen Holcomb <damnbigman at gmail.com> wrote:

> On Fri, Oct 10, 2008 at 3:48 AM, Alex Fenton <alex at pressure.to> wrote:
>
>> Hi Glen
>>
>> Glen Holcomb wrote:
>>
>>  It would appear that the only instruction that doesn't run at the end of
>>> on_okay is close, exit works fine.  This kind of blows, I suppose I'll have
>>> to start another instance of the app and exit after the populate finishes,
>>> not the cleanest solution.
>>>
>>
>> I'm sure you won't need to do this.
>>
>> Generally, if you want help, please reduce the code to a standalone,
>> runnable, and ideally short sample. I'm very happy to help, but it's too
>> much to expect people to install extra libraries and second-guess what the
>> rest of your app is doing.
>>
>> I did try running your code, pruned of the LDAP stuff. It seems fine to me
>> - there's nothing in the dialog layout itself. I would suggest checking that
>> the dialog has an explicit parent, not nil - it is better in most cases that
>> the dialog is linked to a parent frame. In the special case that an
>> application consists only of a single dialog, you must use Dialog#destroy to
>> end the app, close is not sufficient.
>>
>> If this doesn't help, I would look further into net/ldap and see whether
>> this is causing it to hang - ie, if ok does nothing but 'close' does it work
>> fine?
>>
>> cheers
>>
>> alex
>>
>>
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>>
>
> Hey Alex,
>
> Thanks for the reply, destroy did the trick.  I don't know why I didn't try
> that before, according to my browser I'd looked at the method definition in
> the API docs.  Odd that close doesn't work, I'm creating this dialog the
> same way I do all my others and close works for them.
>
> --
> "Hey brother Christian with your high and mighty errand, Your actions speak
> so loud, I can't hear a word you're saying."
>
> -Greg Graffin (Bad Religion)
>

I have another dialog behaving the same way now.  My application has one
frame and from that frame I'm passing self as the parent argument for the
Dialog Windows.  I do this for other dialogs created by button events and it
works okay.  The dialogs that are unresponsive after pressing okay are
created through menu events should I be doing something differently when
creating a dialog from a menu option?

I will try to pair my code down and post a small working example but it will
take a while.  If anyone has any ideas off the top of their head I'm all
ears.  Dialog#destroy does work so I can always do that.

-- 
"Hey brother Christian with your high and mighty errand, Your actions speak
so loud, I can't hear a word you're saying."

-Greg Graffin (Bad Religion)
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