Classes in eToys

Lic. Edgar J. De Cleene edgardec2001 at yahoo.com.ar
Wed Dec 22 13:53:24 UTC 2004


On 22/12/04 07:15, "hjh-sqlist at lexdb.net" <hjh-sqlist at lexdb.net> wrote:

> Quoting Blake <blake at kingdomrpg.com>:
> 
>> Is there any way to go from the prototype you build as an eToy to a
>> genuine class?
>> 
> The answer is 'No'.
> 
> Not easy at least. Or perhaps it doesn't make much sense. Because that is not
> the general idea behind EToys. It was a deliberate reduction of concepts to
> find out what is still possible.
> Etoys is instance based. Every instance gets it's own singleton class - a
> subclass of Player is generated which contains the code of the scripts which
> you develop with the tiles.
> (It is not meant that people should work with that directly but of course you
> can experiment with that. The classes/methods are named like
> Player56>>script1).

I do nothing with Etoys, but this means what could build a .image with all
classes and methods for Player  works and start for here ?
Very interesting, not species, only individuals.
> 
> 
> Hannes
> 
> 
> 
> P.S. However the question is of course very interesting. The idea is to work
> with an object (add methods etc.) and then generalize. This is basically what
> some Smalltalkprogrammers are doing all the time.
> 
> 
> Create a class (only the name and some instance variables and empty methods
> with
> 'self halt' in it.
> Create an object of that class and open a instance browser on it.
> Query the object and fill in the code as you go along.
Try the attached.
You could complete code and still go forward without self halt.
Is a extension of Create of Ned, hope someone enhances more mine.

-------------- next part --------------
Skipped content of type multipart/appledouble


More information about the Squeak-dev mailing list