ok ...  i had a look at your patch ... it doesn't really work, yet ...

the flow of operations for creating an object is:

1. create empty object box (PatcherCanvasScene.mouseDoubleClickEvent)
2. connect object box to the engine (GobjTextInput.__end_editing)
3. notification callback is called after object creation is successful
(interpreter.new_connection_callback) or failed
(interpreter.object_creation_failure)

the undo operation if the creation should be
PatcherGobj.schedule_removal in any case ... 
the redo operation needs to combine the points (1) and (2), though ...

also i found, that after creating objects in your branch, i get two
object boxes ... one initialized and one uninitialized ...

i know, the whole architecture is not very well documented, yet :)

cheers, tim

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The price an artist pays for doing what he wants is that he has to do
it.
  William S. Burroughs

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