I thought you had already asked this...
Any object can be copied by using the red halo menu. In the 2nd project, use the "new morph ..." menu item in the world menu.
BTW, pretty much every feature you have asked about so far are things we've put in the system to experiment with but are not generally used with children.
Cheers,
Alan
At 06:12 PM 10/24/2005, Mark Engelberg wrote:
How do I copy an object from one project to another?
Thanks,
Mark
Squeakland mailing list Squeakland@squeakland.org http://squeakland.org/mailman/listinfo/squeakland
BTW, pretty much every feature you have asked about so far are things we've put in the system to experiment with but are not generally used with children.
Cheers,
Alan
I assure you that my questions are child-driven, although filtered through my own programming experience.
Consider an example from this morning:
My son wants to know how to set up a series of "waypoints", and program a car to drive (one step at a time) from one waypoint, to the next, and so on.
I think about the problem, and as a programmer, I know that one sensible way to program this is to put the waypoints in some sort of list or array. Then you could, for example, have a variable that stores an index into the array, for the waypoint which is the car's current destination. The car's script says to advance toward the current destination, and upon reaching the destination, to advance the variable to the next waypoint in the list. What does it do when getting to the end of the list? Well, you could experiment with looping back to the beginning of the list, or traversing the list in reverse order, or just stopping.
But then I realize that I have no idea whether etoys has any concept of lists or arrays. So I get on this list and say, "Hey guys, is there any way to manipulate a list of objects in etoys?" (Is there?)
So of course, my son isn't the one specifically asking whether it is possible to make lists of objects. He doesn't have the conceptual framework to ask his question in that way. But he has a problem he wants to solve, and I'm trying to help solve it.
The more I know about etoys, and the full scope of what it is capable of, the better I'll be able to answer my son's questions about, "How do I....?"
I appreciate all the help I've gotten so far, and look forward to learning more about this fascinating system.
Mark
Am 27.10.2005 um 22:30 schrieb Mark Engelberg:
BTW, pretty much every feature you have asked about so far are things we've put in the system to experiment with but are not generally used with children.
Cheers,
Alan
I assure you that my questions are child-driven, although filtered through my own programming experience.
Consider an example from this morning:
My son wants to know how to set up a series of "waypoints", and program a car to drive (one step at a time) from one waypoint, to the next, and so on.
I think about the problem, and as a programmer, I know that one sensible way to program this is to put the waypoints in some sort of list or array. Then you could, for example, have a variable that stores an index into the array, for the waypoint which is the car's current destination. The car's script says to advance toward the current destination, and upon reaching the destination, to advance the variable to the next waypoint in the list. What does it do when getting to the end of the list? Well, you could experiment with looping back to the beginning of the list, or traversing the list in reverse order, or just stopping.
Of course, you as a programmer are thinking in terms of data structures. Etoys is restricted in that area, but rich in ways to make objects do what you want.
For example, in contrast to any other programming environment I could think of, in Etoys it's actually easier to make the car follow a painted road that connects your waypoints!
But then I realize that I have no idea whether etoys has any concept of lists or arrays. So I get on this list and say, "Hey guys, is there any way to manipulate a list of objects in etoys?" (Is there?)
Yes - get a "holder" from the supplies flap and drop your objects in there.
So of course, my son isn't the one specifically asking whether it is possible to make lists of objects. He doesn't have the conceptual framework to ask his question in that way. But he has a problem he wants to solve, and I'm trying to help solve it.
The more I know about etoys, and the full scope of what it is capable of, the better I'll be able to answer my son's questions about, "How do I....?"
I appreciate all the help I've gotten so far, and look forward to learning more about this fascinating system.
I'm sometimes surprised myself about what kinds of solutions evolve when you really start to think in terms of objects.
Like, again, your car and the waypoints. Isn't it much more natural to make a waypoint direct the car to itself, and when the car reaches it, turn to the next? Nothing to explain about lists, worry about wrap over etc., just this point and the next.
I've just made such a project:
http://www.squeakland.org/project.jsp?http://impara.de/~bert/ wegpunkte.001.pr
Mind you, this version uses much more advanced concepts than a simple follow-the-road script would have. It activates and freezes scripts, and uses connectors to, well, connect waypoints. Still, I somehow like this solution :)
- Bert -
On 10/27/05, Bert Freudenberg bert@impara.de wrote:
I've just made such a project:
http://www.squeakland.org/project.jsp?http://impara.de/~bert/
wegpunkte.001.pr
Mind you, this version uses much more advanced concepts than a simple follow-the-road script would have. It activates and freezes scripts, and uses connectors to, well, connect waypoints. Still, I somehow like this solution :)
Oh great, just when I thought I was getting my head around etoys, you go ahead and point out a whole section of functionality I knew nothing about (namely, connectors). <sigh>
I do like your solution, although it doesn't seem like it elegantly extends to the case where you might want to revisit a waypoint at some point in the cycle (for example, a figure-eight, with one waypoint marking the intersection). A list-based solution seems more extensible in this way. Still, I'm glad you mentioned your solution, because otherwise I would have had no idea about the capabilities of connectors (I had seen them in the object catalog, but thought they were just diagram-drawing tools, not something with actual directed-graph functionality).
Speaking of somewhat-hidden functionality, buried in the world menu I've found a number of menu items relating to "cards" and "stacks". Is there some sort of hypercard-style subsystem within Squeak, or is this something else altogether?
Thanks,
Mark
squeakland@lists.squeakfoundation.org