A request and an idea for single step debugging and documenting scripts

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A request and an idea for single step debugging and documenting scripts

Steve Thomas
In the last two pages "Fractionator" I used a magnifier and some next/prev line buttons to "document/explain" how the line drawing script worked.

I would like to be able to walk through the scripting tiles to "highlight them." For example if I had a reference, I could increase the border size and change its color.
I use the speech bubble to have the tiles "say/think" what they are doing. For now it is simply text, but it can be anything Etoys can do, including a mini Quickguide in a bubble).

I would also like to be able to control the "firing" each scripting tile.

So If I could reference each tile in a "Script Editor" the way I can reference items in a Collection, I would think a script could be written that executes the first tile, then when a particular key is hit (say <n>) the next tile is executed, we could also either associate speech bubble contents with each tile, or just use something similar to the holder method I used to get started and play with the idea  (Tests and Repeats may offer a small challenge).

Thanks,
Stephen



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Re: A request and an idea for single step debugging and documenting scripts

Karl Ramberg


On Sat, Jul 30, 2011 at 3:38 PM, Steve Thomas <[hidden email]> wrote:
In the last two pages "Fractionator" I used a magnifier and some next/prev line buttons to "document/explain" how the line drawing script worked.

I would like to be able to walk through the scripting tiles to "highlight them." For example if I had a reference, I could increase the border size and change its color.
I use the speech bubble to have the tiles "say/think" what they are doing. For now it is simply text, but it can be anything Etoys can do, including a mini Quickguide in a bubble).
Commenting scripts have been on my list too.
I made a hack to be able to put scripting tiles into texts and books etc.

I would also like to be able to control the "firing" each scripting tile.

So If I could reference each tile in a "Script Editor" the way I can reference items in a Collection, I would think a script could be written that executes the first tile, then when a particular key is hit (say <n>) the next tile is executed, we could also either associate speech bubble contents with each tile, or just use something similar to the holder method I used to get started and play with the idea  (Tests and Repeats may offer a small challenge).
A stepping debugger would be really nice.
I have also been thinking of how Bert made his drawing project and bringing that further;Etoys could be remade more centered around holders. Almost a Etoys lisp implementation :-)

But here is the possibilities as far as I understand Etoys:
It's hard to make a debugger in the environment as it is now, as the scripting tiles are mostly a view of the real language running. So once a script is triggered it's not the ScriptEditor but the underlying code that runs. 

Etoys also do not have a decompiler back to tiles so its a one way street at the moment.

Karl


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