Hmmm?
What about if you want to implement a separate hierarchy in a separate System Window, or multiple textures embedded in OpenGL objects?
I’m not sure how Craig Latta’s done some of his Caffeine demos, but I doubt if all those Morphs in various independent Canvases are embedded in a single WorldMorph.
L "Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." -Brian Kernighan
On Oct 3, 2017, at 06:03, Marcel Taeumel marcel.taeumel@hpi.de wrote:
+1 :)
And then later: Rename PasteUpMorph to WorldMorph, and keep an empty PasteUpMorph subclass around for compatibility reasons. So many ideas have been ported down to Morph class over the past years. New applications have no reason to ever use other instances of PasteUpMorph.
Best, Marcel
Am 03.10.2017 14:57:55 schrieb H. Hirzel hannes.hirzel@gmail.com:
On 10/3/17, H. Hirzel wrote:
Dave
your change set contains the class EtoysProject with
EtoysProject selectors
#(#finalEnterActions: #restoreGlobalPreferences #saveGlobalPreferences #initializeProjectPreferences #configureOnFirstEntry #finalExitActions:)
For complete configuration of a EtoysProject it might be necessary to do
PasteUpMorph subclass: EtoysPasteUpMorph
as well. http://wiki.squeak.org/squeak/6461
Then Etoys related methods may be pushed down to EtoysPasteUpMorph.
See screen shot attached.
And probably an Etoys specific subclass of WorldMenu would be fine as well http://wiki.squeak.org/squeak/6461
there is a test project [2] and some more information about adaptions needed because of the UI changes in the thread 'Etoys in 2017?' - UI preferences [3]. And it would be good to have Etoys methods / configuration separate [4].
I suggest that you start go ahead and start implementing this while using a test Etoys project dropped onto the desktop.
--Hannes
[2] > You simply drop it in. E.g. download this project
http://etoys.laptop.org/src/Content/ExampleEtoys/CarAndPen.014.pr
[3] Hannes Hirzel, 'Etoys in 2017?' mail, Wed, Feb 22, 2017 at 11:01 AM
[4] David T. Lewis, Sep 4, 2016 at 3:34 PM "I think it would be great if both Etoys and Scratch were easily loadable and unloadable in trunk."
On 10/2/17, David T. Lewis wrote:
An EtoysProject is a project that is configured for running Etoys. On first entry to a new EtoysProject, the playground and project preferences are initialized to provide an environment similar to that of a traditional standalone Etoys image.
Certain preferences that are required for Etoys are initialized on project entry, overriding their global preference values while this EtoysProject is active. On leaving the project, these preferences are restored to their previous values.
"ProjectViewMorph openOn: EtoysProject new"
Change set attached for a minimal implementation.
Anyone with Etoys knowledge care to help? I do not know enough about Etoys to fill in the rest of the initialization that will be required, but it should not be hard to do.
Dave
Hello
I think we should revive this thread and develop some test cases for the release 5.2 to be executed manually which show what works and what does not work
--Hannes
On 11/11/17, LEnglish LEnglish5@cox.net wrote:
Hmmm?
What about if you want to implement a separate hierarchy in a separate System Window, or multiple textures embedded in OpenGL objects?
I’m not sure how Craig Latta’s done some of his Caffeine demos, but I doubt if all those Morphs in various independent Canvases are embedded in a single WorldMorph.
L "Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." -Brian Kernighan
On Oct 3, 2017, at 06:03, Marcel Taeumel marcel.taeumel@hpi.de wrote:
+1 :)
And then later: Rename PasteUpMorph to WorldMorph, and keep an empty PasteUpMorph subclass around for compatibility reasons. So many ideas have been ported down to Morph class over the past years. New applications have no reason to ever use other instances of PasteUpMorph.
Best, Marcel
Am 03.10.2017 14:57:55 schrieb H. Hirzel hannes.hirzel@gmail.com:
On 10/3/17, H. Hirzel wrote:
Dave
your change set contains the class EtoysProject with
EtoysProject selectors
#(#finalEnterActions: #restoreGlobalPreferences #saveGlobalPreferences
#initializeProjectPreferences #configureOnFirstEntry #finalExitActions:)
For complete configuration of a EtoysProject it might be necessary to do
PasteUpMorph subclass: EtoysPasteUpMorph
as well. http://wiki.squeak.org/squeak/6461
Then Etoys related methods may be pushed down to EtoysPasteUpMorph.
See screen shot attached.
And probably an Etoys specific subclass of WorldMenu would be fine as well http://wiki.squeak.org/squeak/6461
there is a test project [2] and some more information about adaptions needed because of the UI changes in the thread 'Etoys in 2017?' - UI preferences [3]. And it would be good to have Etoys methods / configuration separate [4].
I suggest that you start go ahead and start implementing this while using a test Etoys project dropped onto the desktop.
--Hannes
[2] > You simply drop it in. E.g. download this project
http://etoys.laptop.org/src/Content/ExampleEtoys/CarAndPen.014.pr
[3] Hannes Hirzel, 'Etoys in 2017?' mail, Wed, Feb 22, 2017 at 11:01 AM
[4] David T. Lewis, Sep 4, 2016 at 3:34 PM "I think it would be great if both Etoys and Scratch were easily loadable and unloadable in trunk."
On 10/2/17, David T. Lewis wrote:
An EtoysProject is a project that is configured for running Etoys. On
first entry to a new EtoysProject, the playground and project preferences are initialized to provide an environment similar to that of a traditional standalone Etoys image.
Certain preferences that are required for Etoys are initialized on project entry, overriding their global preference values while this EtoysProject is active. On leaving the project, these preferences are restored to their previous values.
"ProjectViewMorph openOn: EtoysProject new"
Change set attached for a minimal implementation.
Anyone with Etoys knowledge care to help? I do not know enough about Etoys to fill in the rest of the initialization that will be required, but it should not be hard to do.
Dave
Hello Hannes,
I do think that we should revive this thread, and I am sorry I have not done more with it myself.
I also think that it is best to keep EtoysProject outside of trunk until after the 5.2 release. I would not want to add anything to trunk right now unless it is complete, well tested, and stable :-)
Dave
On Wed, Jun 06, 2018 at 08:54:21AM +0200, H. Hirzel wrote:
Hello
I think we should revive this thread and develop some test cases for the release 5.2 to be executed manually which show what works and what does not work
--Hannes
On 11/11/17, LEnglish LEnglish5@cox.net wrote:
Hmmm?
What about if you want to implement a separate hierarchy in a separate System Window, or multiple textures embedded in OpenGL objects?
I???m not sure how Craig Latta???s done some of his Caffeine demos, but I doubt if all those Morphs in various independent Canvases are embedded in a single WorldMorph.
L "Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." -Brian Kernighan
On Oct 3, 2017, at 06:03, Marcel Taeumel marcel.taeumel@hpi.de wrote:
+1 :)
And then later: Rename PasteUpMorph to WorldMorph, and keep an empty PasteUpMorph subclass around for compatibility reasons. So many ideas have been ported down to Morph class over the past years. New applications have no reason to ever use other instances of PasteUpMorph.
Best, Marcel
Am 03.10.2017 14:57:55 schrieb H. Hirzel hannes.hirzel@gmail.com:
On 10/3/17, H. Hirzel wrote:
Dave
your change set contains the class EtoysProject with
EtoysProject selectors
#(#finalEnterActions: #restoreGlobalPreferences #saveGlobalPreferences
#initializeProjectPreferences #configureOnFirstEntry #finalExitActions:)
For complete configuration of a EtoysProject it might be necessary to do
PasteUpMorph subclass: EtoysPasteUpMorph
as well. http://wiki.squeak.org/squeak/6461
Then Etoys related methods may be pushed down to EtoysPasteUpMorph.
See screen shot attached.
And probably an Etoys specific subclass of WorldMenu would be fine as well http://wiki.squeak.org/squeak/6461
there is a test project [2] and some more information about adaptions needed because of the UI changes in the thread 'Etoys in 2017?' - UI preferences [3]. And it would be good to have Etoys methods / configuration separate [4].
I suggest that you start go ahead and start implementing this while using a test Etoys project dropped onto the desktop.
--Hannes
[2] > You simply drop it in. E.g. download this project
http://etoys.laptop.org/src/Content/ExampleEtoys/CarAndPen.014.pr
[3] Hannes Hirzel, 'Etoys in 2017?' mail, Wed, Feb 22, 2017 at 11:01 AM
[4] David T. Lewis, Sep 4, 2016 at 3:34 PM "I think it would be great if both Etoys and Scratch were easily loadable and unloadable in trunk."
On 10/2/17, David T. Lewis wrote:
An EtoysProject is a project that is configured for running Etoys. On
first entry to a new EtoysProject, the playground and project preferences are initialized to provide an environment similar to that of a traditional standalone Etoys image.
Certain preferences that are required for Etoys are initialized on project entry, overriding their global preference values while this EtoysProject is active. On leaving the project, these preferences are restored to their previous values.
"ProjectViewMorph openOn: EtoysProject new"
Change set attached for a minimal implementation.
Anyone with Etoys knowledge care to help? I do not know enough about Etoys to fill in the rest of the initialization that will be required, but it should not be hard to do.
Dave
On 6/7/18, David T. Lewis lewis@mail.msen.com wrote:
Hello Hannes,
I do think that we should revive this thread, and I am sorry I have not done more with it myself.
I also think that it is best to keep EtoysProject outside of trunk until after the 5.2 release. I would not want to add anything to trunk right now unless it is complete, well tested, and stable :-)
Yes
I downloaded http://files.squeak.org/trunk/Squeak5.2alpha-18062-32bit/Squeak5.2alpha-1806...
Then I loaded Name: Project-Etoys-dtl.4 Author: dtl Time: 5 November 2017, 6:17:07.061654 pm
from
MCHttpRepository location: 'http://www.squeaksource.com/EtoysProject' user: '' password: ''
Then the projects menu -> new projects -> new etoys project allows me to create a etoys project.
Dowload of Download
http://etoys.laptop.org/src/Content/ExampleEtoys/CarAndPen.014.pr
and droping it onto the desktop also works.
Going back brings up a deprecation warning but after hitting 'Proceed' the parent project is brought in.
So the question is now how to open a new etoys project from WITHIN a etoys project.
Actually the function
EtoysProject openViewOn: nil
Where should it go?
--Hannes
On Wed, Jun 06, 2018 at 08:54:21AM +0200, H. Hirzel wrote:
Hello
I think we should revive this thread and develop some test cases for the release 5.2 to be executed manually which show what works and what does not work
--Hannes
On 11/11/17, LEnglish LEnglish5@cox.net wrote:
Hmmm?
What about if you want to implement a separate hierarchy in a separate System Window, or multiple textures embedded in OpenGL objects?
I???m not sure how Craig Latta???s done some of his Caffeine demos, but I doubt if all those Morphs in various independent Canvases are embedded in a single WorldMorph.
L "Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." -Brian Kernighan
On Oct 3, 2017, at 06:03, Marcel Taeumel marcel.taeumel@hpi.de wrote:
+1 :)
And then later: Rename PasteUpMorph to WorldMorph, and keep an empty PasteUpMorph subclass around for compatibility reasons. So many ideas have been ported down to Morph class over the past years. New applications have no reason to ever use other instances of PasteUpMorph.
Best, Marcel
Am 03.10.2017 14:57:55 schrieb H. Hirzel hannes.hirzel@gmail.com:
On 10/3/17, H. Hirzel wrote:
Dave
your change set contains the class EtoysProject with
EtoysProject selectors
#(#finalEnterActions: #restoreGlobalPreferences #saveGlobalPreferences
#initializeProjectPreferences #configureOnFirstEntry #finalExitActions:)
For complete configuration of a EtoysProject it might be necessary to do
PasteUpMorph subclass: EtoysPasteUpMorph
as well. http://wiki.squeak.org/squeak/6461
Then Etoys related methods may be pushed down to EtoysPasteUpMorph.
See screen shot attached.
And probably an Etoys specific subclass of WorldMenu would be fine as well http://wiki.squeak.org/squeak/6461
there is a test project [2] and some more information about adaptions needed because of the UI changes in the thread 'Etoys in 2017?' - UI preferences [3]. And it would be good to have Etoys methods / configuration separate [4].
I suggest that you start go ahead and start implementing this while using a test Etoys project dropped onto the desktop.
--Hannes
[2] > You simply drop it in. E.g. download this project > http://etoys.laptop.org/src/Content/ExampleEtoys/CarAndPen.014.pr
[3] Hannes Hirzel, 'Etoys in 2017?' mail, Wed, Feb 22, 2017 at 11:01 AM
[4] David T. Lewis, Sep 4, 2016 at 3:34 PM "I think it would be great if both Etoys and Scratch were easily loadable and unloadable in trunk."
On 10/2/17, David T. Lewis wrote: > An EtoysProject is a project that is configured for running Etoys. > On > > first entry to a new EtoysProject, the playground and project > preferences > are initialized to provide an environment similar to that of a > traditional > standalone Etoys image. > > Certain preferences that are required for Etoys are initialized on > project > entry, overriding their global preference values while this > EtoysProject > is active. On leaving the project, these preferences are restored > to > their > previous values. > > "ProjectViewMorph openOn: EtoysProject new" > > Change set attached for a minimal implementation. > > Anyone with Etoys knowledge care to help? I do not know enough > about > Etoys > to fill in the rest of the initialization that will be required, > but > it > should not be hard to do. > > Dave > >
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