Hi --
Alan Kay wrote:
Let's see, Oct 31st 2006 to May 25th 2007 seems to be 7 months, not 18 ...
Sorry, Never was great at math ;)
...
As I mentioned in another message, I was playing with an animation tutorial that uses the "holder" morph. Well I've searched through this forum and the wiki and still haven't found anything that documents what a "holder" does or the fields that are exposed by it's viewer.
If you want to learn EToys, I strongly suggest going to the http://www.squeakland.org site and look at the tutorials. There are also some sample chapters from the "Powerful Ideas in the Classroom" book, and quite a bit of stuff from the active group in Champagne-Urbana. (I think I and several others have already mentioned this.)
Your example below is not in EToys but is in the underlying Squeak. There is a lot of Squeak documentation, but not much on how Etoys is implemented. But most people who program directly in Squeak use the Morphic graphics directly.
Etoys is really a different scheme with a different object and graphical semantics. It has some real strengths for children, but some real weaknesses for adults, especially somewhat sophisticated adults. Since it is aimed at children, this has not been a big problem.
One good ploy (which the children use all the time) is to exploit the fact that the underlying player object is essentially the same (i.e. highly polymorphic) for all graphical objects in Etoys. So exploring the standard viewer categories can be very rewarding. For example, one of the things you seek will be found in the viewer category called "Scripting". There are script lines to control ticking behavior, etc. for all the Etoy objects.
However, as I said, Etoys is not particularly complete -- it's more set up to have learnable structures by children. The way I program in it (and advise adults to program in it) is to use its features as the building blocks available, and this will bring to mind lots of simple fun structures, including many important parts of math and science. The way to be frustrated in Etoys is to bring a set of C-like or Java-like conventions from the outside and try to find the equivalents in EToys -- they might or might not be there.
(This was easier advice in the 60s when there were literally about 3000 different programming languages and hundreds of different ways to program. Most people were not surprised if a particular language had a different paradigm and were used to simply learning it.)
Cheers,
Alan
At 03:49 PM 5/25/2007, mstram wrote:
Alan,
Alan Kay wrote:
Let's see, Oct 31st 2006 to May 25th 2007 seems to be 7 months, not 18 ...
Sorry, Never was great at math ;)
As I mentioned in another message, I was playing with an animation tutorial that uses the "holder" morph. Well I've searched through this forum and the wiki and still haven't found anything that documents what a "holder" does or the fields that are exposed by it's viewer.
I've also been looking at some of the examples on http://community.ofset.org/, and trying to use Google translate to figure out what's going on with the examples.
E.g. how to coordinate multiple scripts for multiple characters in an animation or simulation.
I assume that I can create a 'master' script and then use something like :
================== "Master Script"
currenTime >= nextEventTime ifTrue: [
Character1_script : start_ticking (or whatever the "magic
word would be)
======
(The logic above is very incomplete .. I'd want to choose from an array of characters /classes, what I'm looking for is what is the message to "start ticking" to a "tickable" script ;)
I still can't get I.E. to load the plugin, but I figured out how to download the .pr files and load them directly into Squeak, so I'm looking at those tuorials now.
Mike
View this message in context: http://www.nabble.com/Lack-of-documentation-frustrating-tf2549935.html#a1081... Sent from the SqueakLand mailing list archive at Nabble.com.
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