Hi - I assume you mean coroutines and if they can be aborted once they are running? Well the answer is yes and no.
Here’s three ways to abort a coroutine:
- You can branch it, remember the invoked coroutine, then abort it, e.g.
!icoro: branch [_wait(5) println("Done!")]
This will abort the
branched coroutine before it gets to print “Done!”.
2. You can invoke a coroutine on an object then delete the object, e.g.
branch [my_actor._wait(5) println("Done!")]
3. You can invoke a coroutine on a `Mind` then delete the `Mind`, e.g. type in the Workspace window while the game is running:
Then immediately stop the game. The "Done!" will not print because the mind on which the coroutine runs (`SkookumDemo`) is deleted when the game ends, which also aborts the coroutine you started.
The IDE does not currently display the active coroutines or allow you to abort them. This is something we plan to add in the future.