Etoys: Etoys-Richo.100.mcz

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Etoys: Etoys-Richo.100.mcz

commits-2
Ricardo Moran uploaded a new version of Etoys to project Etoys:
http://source.squeak.org/etoys/Etoys-Richo.100.mcz

==================== Summary ====================

Name: Etoys-Richo.100
Author: Richo
Time: 3 February 2012, 8:30:10 pm
UUID: f95a393c-27a3-e541-a345-4fd66b47cd8f
Ancestors: Etoys-kfr.99

* Fixed step button behavior when #batchPenTrails option is on.

=============== Diff against Etoys-kfr.99 ===============

Item was changed:
  Object subclass: #EtoysDebugger
+ instanceVariableNames: 'scriptEditor next timesToRepeat highlighter startingPosition'
- instanceVariableNames: 'scriptEditor next timesToRepeat highlighter'
  classVariableNames: ''
  poolDictionaries: ''
  category: 'Etoys-Debugger'!

Item was changed:
+ ----- Method: EtoysDebugger>>delete (in category 'initialization') -----
- ----- Method: EtoysDebugger>>delete (in category 'as yet unclassified') -----
  delete
  highlighter ifNotNil: [:h | h delete]!

Item was changed:
  ----- Method: EtoysDebugger>>evaluateNextTile (in category 'evaluating') -----
  evaluateNextTile
+ [next = (scriptEditor tiles at: 1 ifAbsent: [nil])
+ ifTrue: ["We are about to evaluate the first tile"
+ self updateStartingPosition].
+ self trailMorph batchPenTrails
+ ifTrue: [self evaluateNextTileWithBatchPenTrails]
+ ifFalse: [next evaluateOn: self]]
- [next evaluateOn: self]
  on: Error do: [:err || newNext |
  newNext := scriptEditor tiles at: 1 ifAbsent: [^ self].
  newNext = next
  ifTrue: [err pass]
  ifFalse: [next := newNext].
+ self evaluateNextTile]
+
+ !
- self evaluateNextTile]!

Item was added:
+ ----- Method: EtoysDebugger>>evaluateNextTileWithBatchPenTrails (in category 'evaluating') -----
+ evaluateNextTileWithBatchPenTrails
+ | penDown |
+ penDown := self scriptedPlayer getPenDown.
+ self scriptedPlayer setPenDown: false.
+ [next evaluateOn: self]
+ ensure: [self scriptedPlayer setPenDown: penDown].
+ (penDown and: [next = (scriptEditor tiles at: 1 ifAbsent: [nil])])
+ ifTrue: [| trailMorph tfm |
+ "We've just evaluated the last tile, we should draw pen trail"
+ trailMorph := self trailMorph.
+ tfm := self scriptedPlayer costume owner transformFrom: trailMorph.
+ trailMorph
+ drawPenTrailFor: self scriptedPlayer costume
+ from: (tfm localPointToGlobal: startingPosition)
+ to: (tfm localPointToGlobal: self scriptedPlayerPosition)]!

Item was changed:
  ----- Method: EtoysDebugger>>initializeWith: (in category 'initialization') -----
  initializeWith: aScriptEditorMorph
  scriptEditor := aScriptEditorMorph.
  next := scriptEditor tiles at: 1 ifAbsent: nil.
+ self updateStartingPosition;
+ initialize!
- self initialize!

Item was added:
+ ----- Method: EtoysDebugger>>scriptedPlayer (in category 'accessing') -----
+ scriptedPlayer
+ ^ scriptEditor playerScripted!

Item was added:
+ ----- Method: EtoysDebugger>>scriptedPlayerPosition (in category 'accessing') -----
+ scriptedPlayerPosition
+ ^ self scriptedPlayer costume
+ ifNil: [0@0]
+ ifNotNil: [:m | m referencePosition]!

Item was added:
+ ----- Method: EtoysDebugger>>trailMorph (in category 'accessing') -----
+ trailMorph
+ ^ self scriptedPlayer costume ifNil: [World] ifNotNil: [:m | m trailMorph]!

Item was added:
+ ----- Method: EtoysDebugger>>updateStartingPosition (in category 'initialization') -----
+ updateStartingPosition
+ startingPosition := self scriptedPlayerPosition!

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Re: Etoys: Etoys-Richo.100.mcz

Scott Wallace
Actually, I think that when single-line-stepping with Richo's new Scriptor debugger feature, if an object's pen is down and a line of script is executed that moves the object, a pen trail *should* be put down, even if "batchPenTrails" is in effect.  A semantic argument for this choice can be made, given the definition of "batchPenTrails", but my preference is based just on common sense and least surprise.

(And anyone with experience with debugging any live system knows that the when you single-step at leisure through something that normally is happening in a flash, you're running the code in a different context and you're going to encounter differences...).

If doing turtle-graphics of the sort in Karl's example, one probably does not want "batchPenTrails" to be turned on in the first place.

  -- Scott

On Feb 3, 2012, at 11:31 PM, [hidden email] wrote:

> Ricardo Moran uploaded a new version of Etoys to project Etoys:
> http://source.squeak.org/etoys/Etoys-Richo.100.mcz
>
> ==================== Summary ====================
>
> Name: Etoys-Richo.100
> Author: Richo
> Time: 3 February 2012, 8:30:10 pm
> UUID: f95a393c-27a3-e541-a345-4fd66b47cd8f
> Ancestors: Etoys-kfr.99
>
> * Fixed step button behavior when #batchPenTrails option is on.
>
> =============== Diff against Etoys-kfr.99 ===============
>
> Item was changed:
>  Object subclass: #EtoysDebugger
> + instanceVariableNames: 'scriptEditor next timesToRepeat highlighter startingPosition'
> - instanceVariableNames: 'scriptEditor next timesToRepeat highlighter'
>   classVariableNames: ''
>   poolDictionaries: ''
>   category: 'Etoys-Debugger'!
>
> Item was changed:
> + ----- Method: EtoysDebugger>>delete (in category 'initialization') -----
> - ----- Method: EtoysDebugger>>delete (in category 'as yet unclassified') -----
>  delete
>   highlighter ifNotNil: [:h | h delete]!
>
> Item was changed:
>  ----- Method: EtoysDebugger>>evaluateNextTile (in category 'evaluating') -----
>  evaluateNextTile
> + [next = (scriptEditor tiles at: 1 ifAbsent: [nil])
> + ifTrue: ["We are about to evaluate the first tile"
> + self updateStartingPosition].
> + self trailMorph batchPenTrails
> + ifTrue: [self evaluateNextTileWithBatchPenTrails]
> + ifFalse: [next evaluateOn: self]]
> - [next evaluateOn: self]
>   on: Error do: [:err || newNext |
>   newNext := scriptEditor tiles at: 1 ifAbsent: [^ self].
>   newNext = next
>   ifTrue: [err pass]
>   ifFalse: [next := newNext].
> + self evaluateNextTile]
> +
> + !
> - self evaluateNextTile]!
>
> Item was added:
> + ----- Method: EtoysDebugger>>evaluateNextTileWithBatchPenTrails (in category 'evaluating') -----
> + evaluateNextTileWithBatchPenTrails
> + | penDown |
> + penDown := self scriptedPlayer getPenDown.
> + self scriptedPlayer setPenDown: false.
> + [next evaluateOn: self]
> + ensure: [self scriptedPlayer setPenDown: penDown].
> + (penDown and: [next = (scriptEditor tiles at: 1 ifAbsent: [nil])])
> + ifTrue: [| trailMorph tfm |
> + "We've just evaluated the last tile, we should draw pen trail"
> + trailMorph := self trailMorph.
> + tfm := self scriptedPlayer costume owner transformFrom: trailMorph.
> + trailMorph
> + drawPenTrailFor: self scriptedPlayer costume
> + from: (tfm localPointToGlobal: startingPosition)
> + to: (tfm localPointToGlobal: self scriptedPlayerPosition)]!
>
> Item was changed:
>  ----- Method: EtoysDebugger>>initializeWith: (in category 'initialization') -----
>  initializeWith: aScriptEditorMorph
>   scriptEditor := aScriptEditorMorph.
>   next := scriptEditor tiles at: 1 ifAbsent: nil.
> + self updateStartingPosition;
> + initialize!
> - self initialize!
>
> Item was added:
> + ----- Method: EtoysDebugger>>scriptedPlayer (in category 'accessing') -----
> + scriptedPlayer
> + ^ scriptEditor playerScripted!
>
> Item was added:
> + ----- Method: EtoysDebugger>>scriptedPlayerPosition (in category 'accessing') -----
> + scriptedPlayerPosition
> + ^ self scriptedPlayer costume
> + ifNil: [0@0]
> + ifNotNil: [:m | m referencePosition]!
>
> Item was added:
> + ----- Method: EtoysDebugger>>trailMorph (in category 'accessing') -----
> + trailMorph
> + ^ self scriptedPlayer costume ifNil: [World] ifNotNil: [:m | m trailMorph]!
>
> Item was added:
> + ----- Method: EtoysDebugger>>updateStartingPosition (in category 'initialization') -----
> + updateStartingPosition
> + startingPosition := self scriptedPlayerPosition!
>
> _______________________________________________
> etoys-dev mailing list
> [hidden email]
> http://lists.squeakland.org/mailman/listinfo/etoys-dev

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Re: Etoys: Etoys-Richo.100.mcz

Ricardo Moran
Well, I would've thought that the end result of executing a script should be the same whether you step trough it or not. However, I think the batch pen trails issue is most of the times irrelevant and it overly complicates the code. 
So, I agree with you, but I would like to hear Karl's opinion on this.

Cheers,
Richo

On Mon, Feb 6, 2012 at 9:21 PM, Scott Wallace <[hidden email]> wrote:
Actually, I think that when single-line-stepping with Richo's new Scriptor debugger feature, if an object's pen is down and a line of script is executed that moves the object, a pen trail *should* be put down, even if "batchPenTrails" is in effect.  A semantic argument for this choice can be made, given the definition of "batchPenTrails", but my preference is based just on common sense and least surprise.

(And anyone with experience with debugging any live system knows that the when you single-step at leisure through something that normally is happening in a flash, you're running the code in a different context and you're going to encounter differences...).

If doing turtle-graphics of the sort in Karl's example, one probably does not want "batchPenTrails" to be turned on in the first place.

 -- Scott

On Feb 3, 2012, at 11:31 PM, [hidden email] wrote:

> Ricardo Moran uploaded a new version of Etoys to project Etoys:
> http://source.squeak.org/etoys/Etoys-Richo.100.mcz
>
> ==================== Summary ====================
>
> Name: Etoys-Richo.100
> Author: Richo
> Time: 3 February 2012, 8:30:10 pm
> UUID: f95a393c-27a3-e541-a345-4fd66b47cd8f
> Ancestors: Etoys-kfr.99
>
> * Fixed step button behavior when #batchPenTrails option is on.
>
> =============== Diff against Etoys-kfr.99 ===============
>
> Item was changed:
>  Object subclass: #EtoysDebugger
> +     instanceVariableNames: 'scriptEditor next timesToRepeat highlighter startingPosition'
> -     instanceVariableNames: 'scriptEditor next timesToRepeat highlighter'
>       classVariableNames: ''
>       poolDictionaries: ''
>       category: 'Etoys-Debugger'!
>
> Item was changed:
> + ----- Method: EtoysDebugger>>delete (in category 'initialization') -----
> - ----- Method: EtoysDebugger>>delete (in category 'as yet unclassified') -----
>  delete
>       highlighter ifNotNil: [:h | h delete]!
>
> Item was changed:
>  ----- Method: EtoysDebugger>>evaluateNextTile (in category 'evaluating') -----
>  evaluateNextTile
> +     [next = (scriptEditor tiles at: 1 ifAbsent: [nil])
> +             ifTrue: ["We are about to evaluate the first tile"
> +                     self updateStartingPosition].
> +     self trailMorph batchPenTrails
> +             ifTrue: [self evaluateNextTileWithBatchPenTrails]
> +             ifFalse: [next evaluateOn: self]]
> -     [next evaluateOn: self]
>               on: Error do: [:err || newNext |
>                       newNext := scriptEditor tiles at: 1 ifAbsent: [^ self].
>                       newNext = next
>                               ifTrue: [err pass]
>                               ifFalse: [next := newNext].
> +                     self evaluateNextTile]
> +
> + !
> -                     self evaluateNextTile]!
>
> Item was added:
> + ----- Method: EtoysDebugger>>evaluateNextTileWithBatchPenTrails (in category 'evaluating') -----
> + evaluateNextTileWithBatchPenTrails
> +     | penDown |
> +     penDown := self scriptedPlayer getPenDown.
> +     self scriptedPlayer setPenDown: false.
> +     [next evaluateOn: self]
> +             ensure: [self scriptedPlayer setPenDown: penDown].
> +     (penDown and: [next = (scriptEditor tiles at: 1 ifAbsent: [nil])])
> +             ifTrue: [| trailMorph tfm |
> +                     "We've just evaluated the last tile, we should draw pen trail"
> +                     trailMorph := self trailMorph.
> +                     tfm := self scriptedPlayer costume owner transformFrom: trailMorph.
> +                     trailMorph
> +                             drawPenTrailFor: self scriptedPlayer costume
> +                             from: (tfm localPointToGlobal: startingPosition)
> +                             to: (tfm localPointToGlobal: self scriptedPlayerPosition)]!
>
> Item was changed:
>  ----- Method: EtoysDebugger>>initializeWith: (in category 'initialization') -----
>  initializeWith: aScriptEditorMorph
>       scriptEditor := aScriptEditorMorph.
>       next := scriptEditor tiles at: 1 ifAbsent: nil.
> +     self updateStartingPosition;
> +             initialize!
> -     self initialize!
>
> Item was added:
> + ----- Method: EtoysDebugger>>scriptedPlayer (in category 'accessing') -----
> + scriptedPlayer
> +     ^ scriptEditor playerScripted!
>
> Item was added:
> + ----- Method: EtoysDebugger>>scriptedPlayerPosition (in category 'accessing') -----
> + scriptedPlayerPosition
> +     ^ self scriptedPlayer costume
> +             ifNil: [0@0]
> +             ifNotNil: [:m | m referencePosition]!
>
> Item was added:
> + ----- Method: EtoysDebugger>>trailMorph (in category 'accessing') -----
> + trailMorph
> +     ^ self scriptedPlayer costume ifNil: [World] ifNotNil: [:m | m trailMorph]!
>
> Item was added:
> + ----- Method: EtoysDebugger>>updateStartingPosition (in category 'initialization') -----
> + updateStartingPosition
> +     startingPosition := self scriptedPlayerPosition!
>
> _______________________________________________
> etoys-dev mailing list
> [hidden email]
> http://lists.squeakland.org/mailman/listinfo/etoys-dev

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Re: Etoys: Etoys-Richo.100.mcz

Karl Ramberg
In reply to this post by Scott Wallace
On Tue, Feb 7, 2012 at 1:21 AM, Scott Wallace
<[hidden email]> wrote:
> Actually, I think that when single-line-stepping with Richo's new Scriptor debugger feature, if an object's pen is down and a line of script is executed that moves the object, a pen trail *should* be put down, even if "batchPenTrails" is in effect.  A semantic argument for this choice can be made, given the definition of "batchPenTrails", but my preference is based just on common sense and least surprise.

I'm not sure what is the least surprise: that the program behaves
differently when single stepping or if its batching over like when it
ticking.
I find both sides of the argument have it's points.

But maybe we should ask why do we have batchPenTrials visible in
etoyFriendly mode in the first place? Because it's a very frustrating
issue to encounter if its accidentally turned on.

>
> (And anyone with experience with debugging any live system knows that the when you single-step at leisure through something that normally is happening in a flash, you're running the code in a different context and you're going to encounter differences...).
>
> If doing turtle-graphics of the sort in Karl's example, one probably does not want "batchPenTrails" to be turned on in the first place.

True.
What is the use case for batching pen trials ?

Karl

>
>  -- Scott
>
> On Feb 3, 2012, at 11:31 PM, [hidden email] wrote:
>
>> Ricardo Moran uploaded a new version of Etoys to project Etoys:
>> http://source.squeak.org/etoys/Etoys-Richo.100.mcz
>>
>> ==================== Summary ====================
>>
>> Name: Etoys-Richo.100
>> Author: Richo
>> Time: 3 February 2012, 8:30:10 pm
>> UUID: f95a393c-27a3-e541-a345-4fd66b47cd8f
>> Ancestors: Etoys-kfr.99
>>
>> * Fixed step button behavior when #batchPenTrails option is on.
>>
>> =============== Diff against Etoys-kfr.99 ===============
>>
>> Item was changed:
>>  Object subclass: #EtoysDebugger
>> +     instanceVariableNames: 'scriptEditor next timesToRepeat highlighter startingPosition'
>> -     instanceVariableNames: 'scriptEditor next timesToRepeat highlighter'
>>       classVariableNames: ''
>>       poolDictionaries: ''
>>       category: 'Etoys-Debugger'!
>>
>> Item was changed:
>> + ----- Method: EtoysDebugger>>delete (in category 'initialization') -----
>> - ----- Method: EtoysDebugger>>delete (in category 'as yet unclassified') -----
>>  delete
>>       highlighter ifNotNil: [:h | h delete]!
>>
>> Item was changed:
>>  ----- Method: EtoysDebugger>>evaluateNextTile (in category 'evaluating') -----
>>  evaluateNextTile
>> +     [next = (scriptEditor tiles at: 1 ifAbsent: [nil])
>> +             ifTrue: ["We are about to evaluate the first tile"
>> +                     self updateStartingPosition].
>> +     self trailMorph batchPenTrails
>> +             ifTrue: [self evaluateNextTileWithBatchPenTrails]
>> +             ifFalse: [next evaluateOn: self]]
>> -     [next evaluateOn: self]
>>               on: Error do: [:err || newNext |
>>                       newNext := scriptEditor tiles at: 1 ifAbsent: [^ self].
>>                       newNext = next
>>                               ifTrue: [err pass]
>>                               ifFalse: [next := newNext].
>> +                     self evaluateNextTile]
>> +
>> + !
>> -                     self evaluateNextTile]!
>>
>> Item was added:
>> + ----- Method: EtoysDebugger>>evaluateNextTileWithBatchPenTrails (in category 'evaluating') -----
>> + evaluateNextTileWithBatchPenTrails
>> +     | penDown |
>> +     penDown := self scriptedPlayer getPenDown.
>> +     self scriptedPlayer setPenDown: false.
>> +     [next evaluateOn: self]
>> +             ensure: [self scriptedPlayer setPenDown: penDown].
>> +     (penDown and: [next = (scriptEditor tiles at: 1 ifAbsent: [nil])])
>> +             ifTrue: [| trailMorph tfm |
>> +                     "We've just evaluated the last tile, we should draw pen trail"
>> +                     trailMorph := self trailMorph.
>> +                     tfm := self scriptedPlayer costume owner transformFrom: trailMorph.
>> +                     trailMorph
>> +                             drawPenTrailFor: self scriptedPlayer costume
>> +                             from: (tfm localPointToGlobal: startingPosition)
>> +                             to: (tfm localPointToGlobal: self scriptedPlayerPosition)]!
>>
>> Item was changed:
>>  ----- Method: EtoysDebugger>>initializeWith: (in category 'initialization') -----
>>  initializeWith: aScriptEditorMorph
>>       scriptEditor := aScriptEditorMorph.
>>       next := scriptEditor tiles at: 1 ifAbsent: nil.
>> +     self updateStartingPosition;
>> +             initialize!
>> -     self initialize!
>>
>> Item was added:
>> + ----- Method: EtoysDebugger>>scriptedPlayer (in category 'accessing') -----
>> + scriptedPlayer
>> +     ^ scriptEditor playerScripted!
>>
>> Item was added:
>> + ----- Method: EtoysDebugger>>scriptedPlayerPosition (in category 'accessing') -----
>> + scriptedPlayerPosition
>> +     ^ self scriptedPlayer costume
>> +             ifNil: [0@0]
>> +             ifNotNil: [:m | m referencePosition]!
>>
>> Item was added:
>> + ----- Method: EtoysDebugger>>trailMorph (in category 'accessing') -----
>> + trailMorph
>> +     ^ self scriptedPlayer costume ifNil: [World] ifNotNil: [:m | m trailMorph]!
>>
>> Item was added:
>> + ----- Method: EtoysDebugger>>updateStartingPosition (in category 'initialization') -----
>> + updateStartingPosition
>> +     startingPosition := self scriptedPlayerPosition!
>>
>> _______________________________________________
>> etoys-dev mailing list
>> [hidden email]
>> http://lists.squeakland.org/mailman/listinfo/etoys-dev
>
> _______________________________________________
> etoys-dev mailing list
> [hidden email]
> http://lists.squeakland.org/mailman/listinfo/etoys-dev
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Re: Etoys: Etoys-Richo.100.mcz

Scott Wallace
> What is the use case for batching pen trials ?

Here's the earliest mention I find of it in my email archive -- from an email from Dan Ingalls, May 25 2000:


> Beginning with the balloon help for that preference (it's in the 'scripting' category;  you have to open a new preferences panel after filing in the file in order to see it)...
>
> "batchPenTrails:
> Ignores the detailed
> movement of pens between
> display updates.  Thus
> multiple line segments
> drawn within a script may
> not be seen individually."
>
> This feature allows you to write scripts such as
> joe's x := joe's x + vx.
> joe's y := joe's y + vy.
> and see a smooth resulting line instead of an x-y stairstep.
>
> The downside is that if you happen to write
> joe forward: 50.
> joe turn: 45.
> joe forward: 50.
> joe turn: 45.
> and run that script, you will neither see 45-degree angles nor sides of length 50.  What it draws is the square formed by the lines from the beginning to the end of the script (ie a square inscribed inside the octagon that you might expect).
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Re: Etoys: Etoys-Richo.100.mcz

Ricardo Moran
Hi, today I encounter two bugs with the step over button and the #batchPenTrails mechanism. One was an etoys bug (fixed) and the other is easy to fix, but I fear this #batchPenTrails issue has complicated the code with very few benefits, so I now vote for taking it back.

Cheers,
Richo

On Mon, Feb 13, 2012 at 5:45 PM, Scott Wallace <[hidden email]> wrote:
> What is the use case for batching pen trials ?

Here's the earliest mention I find of it in my email archive -- from an email from Dan Ingalls, May 25 2000:


> Beginning with the balloon help for that preference (it's in the 'scripting' category;  you have to open a new preferences panel after filing in the file in order to see it)...
>
> "batchPenTrails:
> Ignores the detailed
> movement of pens between
> display updates.  Thus
> multiple line segments
> drawn within a script may
> not be seen individually."
>
> This feature allows you to write scripts such as
>       joe's x := joe's x + vx.
>       joe's y := joe's y + vy.
> and see a smooth resulting line instead of an x-y stairstep.
>
> The downside is that if you happen to write
>       joe forward: 50.
>       joe turn: 45.
>       joe forward: 50.
>       joe turn: 45.
> and run that script, you will neither see 45-degree angles nor sides of length 50.  What it draws is the square formed by the lines from the beginning to the end of the script (ie a square inscribed inside the octagon that you might expect).
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