[etoys-dev] References in textual scripts (was: Another pass in the Etoys Reference Manual: tiles)

karl ramberg karlramberg at gmail.com
Mon Dec 10 18:53:38 EST 2012


It should not be hard to insert the player name from a dropped tile,
but we would still lose reference to the player during publishing and
reloading of a project.

Can you think of a way to keep the reference for published projects ?

Karl


On Mon, Dec 10, 2012 at 2:37 PM, Bert Freudenberg <bert at freudenbergs.de>wrote:

> On 2012-12-07, at 22:55, Edward Mokurai Cherlin <mokurai at sugarlabs.org>
> wrote:
> > I have an unanswered question that I would like help with. If I am
> > writing Squeak code in a text tile, how do I refer to other Etoys
> > objects? I have tried looking up their player and costume names, but
> > that doesn't seem to work as I expected it to.
>
> Currently, an object has to be used in a tile script once before it can be
> used in a textual script. I typically make a textual script first, throw in
> tiles from all the objects I need to use, then switch to textual mode and
> start editing. Another way is to make a new throw-away script and drop some
> tile from the object you want to reference in, then switch it to textual
> mode. That will reveal its player's reference name.
>
> Behind the scenes this creates a (weak) reference to the player in the
> world's reference pool using a player's #uniqueNameForReference method. You
> can inspect "self referencePool" in a textual script to see all known
> references for a project.
>
> A nice addition would be if dropping an object onto a textual script would
> insert its player's reference name. Or maybe you could even drop an entire
> message tile and it would insert its textual equivalent.
>
> - Bert -
>
>
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