Re: [Newbies] Float variableWordSubclass
Levente Uzonyi wrote: On Wed, 4 Jan 2012, Ben Coman wrote: When I define... Float subclass: MyPrefixFloat I guess you meat Float subclass: #MyPrefixFloat . why does it get changed to... Float variableWordSubclass: #MyPrefixFloat Float is already a variableWordSubclass, so its subclasses must also be variableWordSubclasses, otherwise the indexable slots would be lost. and is that just what the Epsilon symbol next to the class is? What Epsilon symbol? Epsilon - the letter of the Greek alphabet used in maths. But doh! I should have said summation symbol http://en.wikipedia.org/wiki/Summation ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
[Newbies] Is there an easy way to implement an animation loop?
Hi there, I try to implement a blocking animation so that the process waits for the animation to be terminated before going ahead. This animation should lower the extent of a Morph in 20 iterations so that it looks like it would shrink. I tried to accomplish that in a '1 to: 20 do:' loop but the Morph is not updated during the iterations. I tried 'morph changed' but that doesn't work either. It does work, however, if I fork the animation loop. But than I have an extra process an need Semaphores to wait for its execution. That's not as simple as it could be. Is there any better way than fork and Semaphore? Maybe some force redraw method I have overlooked? Thanks in advance! ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
Re: [Newbies] Changing the extent of an ImageMorph
On 04.01.2012, at 16:44, Jan Teske wrote: Hey, I'm currently developing a small game with Squeak. Part of it is a bunch of menus which should have background images. Therefore I have realized them as ImageMorphs with the respective images. Now, there are menus which sizes are determined dynamically during the runtime of the game. That means I have to change the size of the menus. Since I cannot do this by manipulating 'menu extent: ...' directly, the only way I found until now is to manipulate the image form 'menu image: menu image scaledToSize: ...'. That works pretty well except for one thing: I cannot change the aspect ration of the original image with scaledToSize:. Since I do not know the extends of my menus before the game starts, I cannot say anything about the needed image ratio. Since my menus should be as applicable as possible I need to be able to resize also in a way which destroys the original scales. Is there any easy workaround for my problem or a recommended way for creating resizable Morphs with background images? Wouldn't it be simplest to just use a regular MenuMorph and give it a BitmapFillStyle? MenuMorph example fillStyle: (BitmapFillStyle fromForm: ScriptingSystem squeakyMouseForm); openCenteredInWorld - Bert - ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
Re: [Newbies] Is there an easy way to implement an animation loop?
Hi In morphich you should use the step method. Just add a step method to the morph and start the stepping when you want the animation to start. I think you must add a self changed or a self layoutChanged at the end of the step method to update the morph. It's a little more difficult to block all other morphs from update thou. But if they run animation, you can stop their stepping and start it again when your animation is done. Morphic runs in a single process and using other processes will not necessarily give trouble. You set the desired time between steps with method stepTime and return the millisecond time you would like. Karl On Thu, Jan 5, 2012 at 2:15 PM, Jan Teske jan.te...@student.hpi.uni-potsdam.de wrote: Hi there, I try to implement a blocking animation so that the process waits for the animation to be terminated before going ahead. This animation should lower the extent of a Morph in 20 iterations so that it looks like it would shrink. I tried to accomplish that in a '1 to: 20 do:' loop but the Morph is not updated during the iterations. I tried 'morph changed' but that doesn't work either. It does work, however, if I fork the animation loop. But than I have an extra process an need Semaphores to wait for its execution. That's not as simple as it could be. Is there any better way than fork and Semaphore? Maybe some force redraw method I have overlooked? Thanks in advance! __**_ Beginners mailing list Beginners@lists.**squeakfoundation.orgBeginners@lists.squeakfoundation.org http://lists.squeakfoundation.**org/mailman/listinfo/beginnershttp://lists.squeakfoundation.org/mailman/listinfo/beginners ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
Re: [Newbies] Is there an easy way to implement an animation loop?
On Thu, Jan 5, 2012 at 6:00 PM, karl ramberg karlramb...@gmail.com wrote: Hi In morphich you should use the step method. Just add a step method to the morph and start the stepping when you want the animation to start. I think you must add a self changed or a self layoutChanged at the end of the step method to update the morph. It's a little more difficult to block all other morphs from update thou. But if they run animation, you can stop their stepping and start it again when your animation is done. Morphic runs in a single process and using other processes will not necessarily give trouble. Morphic runs in a single process and using other processes will give you trouble. You set the desired time between steps with method stepTime and return the millisecond time you would like. Karl On Thu, Jan 5, 2012 at 2:15 PM, Jan Teske jan.te...@student.hpi.uni-potsdam.de wrote: Hi there, I try to implement a blocking animation so that the process waits for the animation to be terminated before going ahead. This animation should lower the extent of a Morph in 20 iterations so that it looks like it would shrink. I tried to accomplish that in a '1 to: 20 do:' loop but the Morph is not updated during the iterations. I tried 'morph changed' but that doesn't work either. It does work, however, if I fork the animation loop. But than I have an extra process an need Semaphores to wait for its execution. That's not as simple as it could be. Is there any better way than fork and Semaphore? Maybe some force redraw method I have overlooked? Thanks in advance! __**_ Beginners mailing list Beginners@lists.**squeakfoundation.orgBeginners@lists.squeakfoundation.org http://lists.squeakfoundation.**org/mailman/listinfo/beginnershttp://lists.squeakfoundation.org/mailman/listinfo/beginners ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
[Newbies] Re: Is there an easy way to implement an animation loop?
Karl Ramberg wrote use the step method. Yes, and if you had to communicate with Morphic from another process, use #addDeferredUIMessage: m := Morph new openInWorld. m center: 100@100. [ 100 timesRepeat: [ WorldState addDeferredUIMessage: [ m position: m position + 1 ]. (Delay forMilliseconds: 100) wait ] ] fork -- View this message in context: http://forum.world.st/Is-there-an-easy-way-to-implement-an-animation-loop-tp4265423p4266739.html Sent from the Squeak - Beginners mailing list archive at Nabble.com. ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
RE: [Newbies] Is there an easy way to implement an animation loop?
Thank you, I will try it with stepping. Can you tell my what I have to do to prevent stepping as soon as the Morph is created? A 'morph stopStepping' in the initialize method is not helping since there is no world for the morph at this time. What shall I do instead? Thanks! From: beginners-boun...@lists.squeakfoundation.org [beginners-boun...@lists.squeakfoundation.org] On Behalf Of karl ramberg [karlramb...@gmail.com] Sent: Thursday, January 05, 2012 6:00 PM To: A friendly place to get answers to even the most basic questions about Squeak. Subject: Re: [Newbies] Is there an easy way to implement an animation loop? Hi In morphich you should use the step method. Just add a step method to the morph and start the stepping when you want the animation to start. I think you must add a self changed or a self layoutChanged at the end of the step method to update the morph. It's a little more difficult to block all other morphs from update thou. But if they run animation, you can stop their stepping and start it again when your animation is done. Morphic runs in a single process and using other processes will not necessarily give trouble. You set the desired time between steps with method stepTime and return the millisecond time you would like. Karl On Thu, Jan 5, 2012 at 2:15 PM, Jan Teske jan.te...@student.hpi.uni-potsdam.demailto:jan.te...@student.hpi.uni-potsdam.de wrote: Hi there, I try to implement a blocking animation so that the process waits for the animation to be terminated before going ahead. This animation should lower the extent of a Morph in 20 iterations so that it looks like it would shrink. I tried to accomplish that in a '1 to: 20 do:' loop but the Morph is not updated during the iterations. I tried 'morph changed' but that doesn't work either. It does work, however, if I fork the animation loop. But than I have an extra process an need Semaphores to wait for its execution. That's not as simple as it could be. Is there any better way than fork and Semaphore? Maybe some force redraw method I have overlooked? Thanks in advance! ___ Beginners mailing list Beginners@lists.squeakfoundation.orgmailto:Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
Re: [Newbies] Is there an easy way to implement an animation loop?
Ugh, that is right. Stepping starts right away for a new morph. Since you want stepping only at certain times you should use startSteppingSelector: and stopSteppingSelector: (and not call that selector/method #step.) Karl On Thu, Jan 5, 2012 at 9:00 PM, Teske, Jan jan.te...@student.hpi.uni-potsdam.de wrote: Thank you, I will try it with stepping. Can you tell my what I have to do to prevent stepping as soon as the Morph is created? A 'morph stopStepping' in the initialize method is not helping since there is no world for the morph at this time. What shall I do instead? Thanks! From: beginners-boun...@lists.squeakfoundation.org [ beginners-boun...@lists.squeakfoundation.org] On Behalf Of karl ramberg [ karlramb...@gmail.com] Sent: Thursday, January 05, 2012 6:00 PM To: A friendly place to get answers to even the most basic questions about Squeak. Subject: Re: [Newbies] Is there an easy way to implement an animation loop? Hi In morphich you should use the step method. Just add a step method to the morph and start the stepping when you want the animation to start. I think you must add a self changed or a self layoutChanged at the end of the step method to update the morph. It's a little more difficult to block all other morphs from update thou. But if they run animation, you can stop their stepping and start it again when your animation is done. Morphic runs in a single process and using other processes will not necessarily give trouble. You set the desired time between steps with method stepTime and return the millisecond time you would like. Karl On Thu, Jan 5, 2012 at 2:15 PM, Jan Teske jan.te...@student.hpi.uni-potsdam.demailto: jan.te...@student.hpi.uni-potsdam.de wrote: Hi there, I try to implement a blocking animation so that the process waits for the animation to be terminated before going ahead. This animation should lower the extent of a Morph in 20 iterations so that it looks like it would shrink. I tried to accomplish that in a '1 to: 20 do:' loop but the Morph is not updated during the iterations. I tried 'morph changed' but that doesn't work either. It does work, however, if I fork the animation loop. But than I have an extra process an need Semaphores to wait for its execution. That's not as simple as it could be. Is there any better way than fork and Semaphore? Maybe some force redraw method I have overlooked? Thanks in advance! ___ Beginners mailing list Beginners@lists.squeakfoundation.orgmailto: Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners
[Newbies] OpenGL integerated wtih Squeak IDE
This is a very poor attempt to do what Matt Fulmer did with OpenCobalt: integrate overlapping Morphic windows with OpenGL. The only advantage is that it doesn't require OpenCobalt. https://www.youtube.com/watch?v=Ctm-Q39nd-k The entire World is being rendered onto an OpenGL texture which is updated with every tick. With the proper scaling , the destop could be repositioned along the z access at any point within the fustrum and still keep the default mouse handling. Add mouse handling from OpenGL itself, and you can have 2D widgets projected onto 3D objects, not to mention 3D widgets fully integrated with the Squeak desktop. Time to revive/revitalize Balloon3D, perhaps? Whatever happened to 3D Morphic? There's obviously a great deal of room for optimization, and of course, the sky is the limit for what could be done in terms of lighting, materials, etc. Using more modern APIs of OpenGL (I'm using immediate mode! (!) and only stuff from the first 6 NeHe tutorials) one could have an awful lot of interesting stuff going on. Lawson ___ Beginners mailing list Beginners@lists.squeakfoundation.org http://lists.squeakfoundation.org/mailman/listinfo/beginners