Generating source code from Morphs [was: RE: More Widgets for Squeak....]

agree at carltonfields.com agree at carltonfields.com
Tue Feb 1 22:22:41 UTC 2000


As to overall architecture, it is posible that Marcel's -- yes, I'll say it :-) -- filter streams, may be useful to that end.

> -----Original Message-----
> From: MIME :karl.ramberg at chello.se > Sent: Tuesday, February 01, 2000 3:49 PM
> To: squeak at cs.uiuc.edu
> Subject: Re: Generating source code from Morphs [was: RE: More Widgets
> for Squeak....]
> > > > > "Norton, Chris" wrote:
> > > Hi Lex & Company.
> >
> > On February 01, 2000, Lex Spoon [lex at cc.gatech.edu] wrote:
> >
> > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> > "Sort of.  Morphic is nice in that you can drag things > around and embed them
> > in each other.  Using this facility plus inspectors, you > can create an
> > arbitrary window this way.  It pretty much has the feel of > a GUI builder,
> > except there is no way to generate code to recreate the thing."
> > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> >
> > You know, I have often wished that this mechanism were more > robust, as it is
> > much easier to drag-n-drop widgets together than it is to > wire them up the
> > old fashioned way.  Perhaps the top level morph should have > a standard
> > selector that can generate a method definition that can > later be used to
> > rebuild the whole thing programmatically.  Thus you could > hook morphs
> > together, embed them into a SystemWindow or playfield and > then ask the
> > SystemWindow to generate code that can reproduce the whole > mess...  I
> > suppose the first thing to do is to implement > Morph>>asSourceCode. Or
> > something like it.
> >
> > Cheers!
> >
> > ---==> Chris
> > It would be nice if morphic worked both with drag and drop > and coding, all
> turning up in the code and window.
> Anybody working on this?
> > Karl
> > > > 





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