send

Typecommand
DictionaryLCS
LibraryLiveCode Script
Syntax
send [script] <message> [ to <object> [in <time> [{seconds | ticks | milliseconds}] ] ]
send script <message> [ to <object> ]
Summary

Sends a message to an object.

Introduced1.0
OSmac, windows, linux, ios, android
Platformsdesktop, server, mobile
Parameters
NameTypeDescription
message

An expression that evaluates to a message name, possibly including parameters.

object

Any object reference. If you don't specify an object, the message is set to the object whose handler contains the send command. If you specify a time, you must also specify an object.

time

If you don't specify a unit of time, the default of ticks is used.

Example
send "mouseDown" to button "next"
send "mouseDown" to button "text" of stack "project2"
# A simple timer using send example

local sTime
on mouseUp
   put 0 into sTime
   send "timerIncrement" to me in 1 seconds
end mouseUp

on timerIncrement
   add 1 to sTime
   put sTime
   send "timerIncrement" to me in 1 seconds
end timerIncrement
send script "answer the short name of me" to stack "Message Box"
Values
NameTypeDescription
The result

If you specify a time, the message is sent to the object after the specified time has elapsed. The message is added to the pendingMessages function. The ID of the message is returned by the result function. To cancel the message, use the cancel command with this ID.

RelatedProperty: callbacks, backgroundBehavior
Message: mouseUp
Keyword: word
Control Structure: function
Function: result, pendingMessages
Command: debugDo, dispatch, call, cancel
Glossary: object, literal string, return, evaluate, execute, command, LiveCode, double quote, trigger, message path, message, parameter, statement, handler
Description

Use the send command to override the normal message path, or to delay a command until a specified time.

The message can be either the name of a handler or a LiveCode statement. If the message is a literal string containing more than one word (for example, if it includes parameters, or if it is a multi-word command), it must be enclosed in doublequotes.

If the script form is used, the message is simply sent unmodified to the object. Otherwise, any parameters are evaluated before they are passed to the send command. For example, suppose there is a stack named "Stack" with script

on doAnswer pParam
   answer pParam
end doAnswer

function myName
   return the short name of me
end myName

and a button on the stack named "Button" with script

on mouseUp
   send "doAnswer myName()" to this stack
   send script "doAnswer myName()" to this stack
end mouseUp

function myName
   return the short name of me
end myName

clicking the button would result in an answer dialog first saying "Button" as the myName function would be evaluated in the button context, then "Stack" as using the script form would result in the myName function being evaluated in the stack context.

When the send command is used the stack containing the target handler temporarily becomes the defaultStack. All object references in the message are evaluated in the current context i. e. the defaultStack. Therefore references within the message that refer to "this card" or "this stack" will be referring to the card or stack where the target handler is located.

It is a parse error to specify a time when using the script form.

Important: Specifying a time can affect the order in which statements are executed. If you don't specify a time, the message is sent immediately, and any handler it triggers is completed before the rest of the current handler is executed. If you use the send in time form of the send command --even if you specify a time of zero seconds--the current handler finishes executing before the message is sent.

Note: Using the send command is slower than directly executing the commands using the normal message path. For best efficiency, use the send command only when you want to delay the message or when the handler you want to execute is not in the message path.

Tagsmessages