[BUG] ScriptEditor is badly formatted
Scott Wallace
scott.wallace at squeakland.org
Wed Jun 26 00:27:31 UTC 2002
Hi, Ned,
I'd appreciate it if you would email me (or otherwise make available)
the project(s) that have the "old" content that is exhibiting these
errors.
Hopefully, recent updates have corrected the bugs that generated the
erroneous structures that seem to be present here, but obviously they
do not properly contend with pre-existing content in some cases.
If I can reproduce these errors I'll fix 'em...
Thanks,
-- Scott
The At 4:32 PM -0700 6/25/02, Ned Konz wrote:
>There's something strange about the tile script editors now, from time
>to time. A script that used to look fine now looked very bad (see
>attached image). One really odd part is that all the references to
>LeftMotor1 should be to RightMotor.
>
>RightMotor and LeftMotor are the only instances of the same Player
>class. I don't know what LeftMotor1 is; I've never seen it before or
>since.
>
>If I changed to showing text and back, it looks OK.
>
>Also, dropping a numeric phrase into the test of a BooleanScriptEditor
>causes a walkback (for me, with these objects). In this case I
>dropped 'Right Motor's speed' (which is a number) in the Test of the
>script editor:
>
>Array(Object)>>doesNotUnderstand:
>PhraseTileMorph>>rowOfRightTypeFor:forActor:
>[] in
>BooleanScriptEditor(ScriptEditorMorph)>>acceptDroppingMorph:event:
>Array(SequenceableCollection)>>do:
>BooleanScriptEditor(ScriptEditorMorph)>>acceptDroppingMorph:event:
>BooleanScriptEditor(Morph)>>handleDropMorph:
>DropEvent>>sentTo:
>BooleanScriptEditor(Morph)>>handleEvent:
>
>This seems to work with new objects; however, these particular objects
>have been around a while. I saved the project from another image and
>loaded it into this one.
>
>--
>Ned Konz
>http://bike-nomad.com
>GPG key ID: BEEA7EFE
>
>Attachment converted: Mfalme:ScriptEditor.gif (GIFf/ogle) (0007FD66)
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