[squeakland] [etoys-dev] If I create a text string which contains squeak code, how can I execute it from within a script?
Bert Freudenberg
bert at freudenbergs.de
Wed Feb 1 17:23:32 EST 2012
On 01.02.2012, at 13:53, Bert Freudenberg wrote:
>
> On 01.02.2012, at 13:24, Steve Thomas wrote:
>
>> Folks,
>>
>> I am trying to create a project where kids can enter their own "Connector" functions.
>>
>> So what I want to do is given a connector connected to two text boxes (one Enhanced Text, so I can execute a script when they hit <CR> or on <focus loss>).
>> I have a string variable defined for the connector, in which the kids can enter a function like ( D = S + 25)
>> Where D maps to DestinationPlayer and S maps to SourcePlayer.
>>
>> Ideally I would like to generate the below script and execute it:
>>
>> doIt
>> self getDestinationPlayer setNumericValue: self getSourcePlayer getNumericValue + 25
>>
>>
>> Need some squeak coding help on this. I guess specifically, assuming I can figure out how to create a string with the correct code ...
>> How do I "do it" to the string?
>
>
> Compiler evaluate: '3 + 4'
>
> - Bert -
... and to be a bit less brief, a simple way to introduce variables is compiling a block:
(Compiler evaluate: '[:a :b | a + b ]') value: 3 value: 4
Also see attached your project, enhanced.
[I'd get rid of the D and S and the assignment, just have the kids enter "x + 25". Makes the veal code simpler. Also, watch out for "3 + 4 * 5" having not the same result as when using Etoys tiles. The way around that would be to implement an actual grammar for your functions, not just re-use the Smalltalk grammar]
- Bert -
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