[Squeakland] triggering other scripts / objects

mstram mstramba at sympatico.ca
Sat May 26 15:25:57 PDT 2007



Bert Freudenberg-2 wrote:
> 
> 
> I have the impression you are approaching Etoys from the wrong angle.  
> It's not about "scripting" or even "programming" in the popular sense.
> 

I understand what you're saying, and I'm not proposing that every system /
program / "Etoy" .. (whatever we call them) that I'm going to create is
"centrally driven".

I just happpend to be looking for in this case the "start ticking" command
:)

... Which seems to be in the "scripting" category of the viewer panel.  

I'm experimenting with that right now, and am going to have to look for some
working examples, as I can't  seem to get a very simple example to work.

I'd love to set up some projects with "intellgen" objects .. etc etc..  but
this is week #1 for me with Squeak / Smalltalk / Etoys, so I'm just trying
to get started with the basics.

E.g.

-I put down a playfield and added two graphical-stars, colored them red, and
blue.

- From blue-star's viewer I dragged out an empty script, then dragged out a
"do" tile to the empty script.

- From red-star's viewer I dragged out a "y" and made it an  increase by,
named the script "red2"

- I selected "red2" in the blue-star's "do" script, (using the gui/controls
(I didn't edit the script itself).

When I press either :

 ---- the blue-stars'  yellow exclamation icon or start it's timer, the red2
script is not being triggered.

If I trigger the "red2" script manually with it's exclamation point or timer
the script runs.

(Off topic, why if I comment out code with double quotes does Squeak delete
it ? !!!! is there another way I should be adding comments ? )

and  2..  the "This script was changed textually ... if you revert to tiles
.. you will lose all changes" ... is IMO really dumb.  As long as the code
is not changed for the "tile part" why can't the two co-exist?

Mike

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