Actually to add a little more insight if possible, you can create bug with the following actions:

make a new playfield
make 2 new rectangles and place them into the playfield.
Rotate one of them 90 degrees.
Turn gridding on in the playfield.

The rotated and unscaled rectangle will not align with the non-rotated one with gridding.  Something about making a bitmap copy is offsetting the values, my guess is there's a rounding problem that is popping up on these objects, thus scale and rotation get offset for some reason, and specifically changes the origin by 1@-1 somewhere...it causes graphical glitches leaving 'garbage' with playfield indicators when the object that has the indicator is moved and also shows up with rotated ellipses.  What is the common thread through them all?  What method are they all accessing?

On Fri, Mar 2, 2018 at 10:45 AM, Jeremy Landry <hakyoku@gmail.com> wrote:
You will also notice if you rotate any shape, it becomes a bit map.  Scale it and you will see that problem re-occur even with built-in objects.  Could it be the masking offset, too?  that causes this?  I'm still investigating, but I'm not sure how to step through 'already working' things specifically related to what I'm trying to look at.

On Fri, Mar 2, 2018 at 10:42 AM, Jeremy Landry <hakyoku@gmail.com> wrote:
Hi, it only appears when scaling a morph.  Here is example...it is my belief (how does one step through code with debugger if there's no bug happening?);

Whatever code is common that scales morphs is being offset incorrectly. The first image shows the 'garbage' left behind by playfield indicator if that option is set.  It seems it was only tested in 'holders' and thus likely not picked up during 'intended' use.  

Next, two pictures show scaling as where the misalignment starts.  This might be why you could not recreate bug; resizing rectangle changes rectangle morph extent, whereas scaling is a differnet piece of code and therefore different outcome.

Image included.  This works with *anything* scaled.  

On Fri, Mar 2, 2018 at 10:20 AM, Bob Arning <arning315@comcast.net> wrote:

I tried to recreate your example and could not. How did you create the two morphs in your example? Are you certain the read/gray morph does not have some transparent pixels along the top and left?


On 3/2/18 12:50 PM, Jeremy Landry wrote:
I did a little more digging, just for the record...and it turns out it's scaling error.  No matter what, scaling offsets morphs by 1@-1.  I'm still looking for where this occurs and why.  So far, injecting intentionally bad values into bordered morph and sketch classes hasn't produced any change.  It 'feels' like most of that code isn't even used, but then again, I might not have genuinely created a new object with that code and system might have been giving me what was already in system...


On Fri, Mar 2, 2018 at 7:15 AM, Bert Freudenberg <bert@freudenbergs.de> wrote:
That bug tracker is pretty much dead, since all ongoing development moved to squeak.org.

The plan was to make a new Etoys release based on the latest Squeak source base, but we have not have enough developer time to make that actually happen.

- Bert -

On 1 March 2018 at 06:03, Nicco Kunzmann (rambler) <niccokunzmann@rambler.ru> wrote:
Hi,

I found a bug tracker on the squeakland site:
http://tracker.squeakland.org/secure/Dashboard.jspa

I think, you can describe the problem there as an issue and hand in the fix.
They may also know how to guide you further if the code base is somewhere else.
If you have problems there (login, no response), I guess, this mailing list is one place to ask for help.

Best,
Nicco


On 03/01/2018 03:34 AM, Jeremy Landry wrote:
Hi, while working on a project needing precise alignment of sketches/bitmaps and rectangles using playfield 'use gridding', it seems that there's a difference of detected origin.

Here's a screenshot with magnifier showing the discrepency.  

I'm quite certain this bug is the one that causes bad redrawing, especially when showing a cursor move when 'indicate cursor' is activated in a playfield.

If I correct this bug inside of a project, will it load into an image where it has not been fixed and be fixed?

I haven't actually fixed the bug yet, but didn't want to waste time on it if the fix will not travel with the project.  

Thanks in advance for any input.


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