[etoys-dev] Etoys: Tools-kfr.14.mcz

karl ramberg karlramberg at gmail.com
Fri Dec 14 06:00:14 EST 2012


On Fri, Dec 14, 2012 at 11:52 AM, Bert Freudenberg <bert at freudenbergs.de>wrote:

> On 14.12.2012, at 06:14, Steve Thomas <sthomas1 at gosargon.com> wrote:
>
> > Karl,
> >
> > Thanks, so just to ensure my understanding, this is basically allows me
> to drop a "tile representing an object" into a textual script and the
> referencenName (as opposed to the externalName, which is what the user sees
> when you get the halo) is inserted for use in the textual script.  This is
> needed because the externalName is not necessarily unique and can't be
> referenced directly by just using that name in a script.
> >
> > So this is good and useful.
> >
> > Now don't shoot me for asking (and please don't do what I am asking,
> there are far more important things I am sure), but...
> >
> > Wouldn't it be simpler and less confusing for the user if the
> externalName was the referenceName?
>
> It would, and it normally is. But if the user renames an object, then
> Etoys can automatically adjust the tiles, but it won't touch the textual
> code. Also, sometimes you cannot use the Etoys name because there would be
> a name clash. E.g. "Rectangle" is a perfectly valid Etoys name, but it also
> is a Squeak class name. In a textual script, "Rectangle" really needs to
> refer to the class. Hence, the reference name would become "Rectangle1" or
> something similar.
>
> - Bert -
>
>
> Also, it's the player we script, not the morph, so there is some magic
happening that is covered up.

Karl

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