Looping in Etoys dev list


On Fri, Sep 13, 2013 at 11:43 PM, Steve Thomas <sthomas1@gosargon.com> wrote:
Lawson,

Also with what object did you associate the "self hide" script?

When you "tell all outgoing connectors" to run a script the script that gets run is associated with the connector (not the object connected at the destination of the connector).

Now if you use "tell all succesors" then the script that is run is that of the connectors destination/

So in the example below:
Rectangle:script1 - Will cause Arrow2:script1 to execute, causing the ellipse to change color
Rectangle:script2 - Will cause Ellipse:script1 to execute, causing the ellipse to turn by 5

Inline image 1

Hope this helps,
Stephen


On Fri, Sep 13, 2013 at 10:10 PM, Lawson English <lenglish5@cox.net> wrote:
Hi.

I'm trying to use the Connectors package within EToys to generate a complicated movie.

First step: create a graph of nodes with connections between them (done -or at least, doable).

Second step: manipulate connectors with scripts from within EToys.

and... nothing.

I've located the script "tell all outgoing connectors" associated with a single node. I've created a script with the code

^self hide

and associated it with the "tell all outgoing connectors" and "tell all incoming connectors" scripts and attempted to fire it once.

Nothing happens.

Ok, so I tried a different script:

hide.

^ self.



Nothing happens.

I know how to use Connectors directly within Squeak. I've made youtube tutorials on how to figure out how to do arbitrary stuff with Connectors at teh Squeak level using the debugging tools. I'm stymied at step 2 using EToys.


:-/

Suggestions?


Thanks.


L
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To some of us, writing computer programs is a fascinating game. A program is a building of thought. It is costless to build, weightless, growing easily under our typing hands. If we get carried away, its size and complexity will grow out of control, confusing even the one who created it. This is the main problem of programming. It is why so much of today's software tends to crash, fail, screw up.

When a program works, it is beautiful. The art of programming is the skill of controlling complexity. The great program is subdued, made simple in its complexity.

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--

To some of us, writing computer programs is a fascinating game. A program is a building of thought. It is costless to build, weightless, growing easily under our typing hands. If we get carried away, its size and complexity will grow out of control, confusing even the one who created it. This is the main problem of programming. It is why so much of today's software tends to crash, fail, screw up.

When a program works, it is beautiful. The art of programming is the skill of controlling complexity. The great program is subdued, made simple in its complexity.

- Martin Harverbeke (from Eloquent JavaScript)