Option MenuPick in iOS

2010-12-25 Thread RevList
I am working on my first app for iOS and have an option menu button that
works fine in the IDE but not in the Simulator.
When the card loads, it populates the menu options of the option menu
button from values in a field on the card

   put empty into button SiteList
   put "Select Site" into line 1 of button SiteList
   Put "New Site" into line 2 of button SiteList
   repeat with i = 3 to the number of Lines in fld  SiteData + 2
  put Item 1 of  line i-2 of field SiteData into line i of button
SiteList
   end repeat
   set the label of btn SiteList to "Select Site"

That works fine.

When I select one of the menu items it should then populate other fields
on the card and this works fine in the IDE, but not in the simulator.

It appears as the menuPick is not recognized at all.

Any ideas?

on menuPick pItemName   
   Put the MenuHistory of button "SiteList" into theLine
   if theLine > 2 then
  Put pItemName into field "SiteName"
  Put item 2 of line theLine - 2 of field "SiteData" into field "Lat"
  Put item 3 of line theLine - 2 of field "SiteData" into field "Long"
   End If
end menuPick


**
Stewart Lynch
CreaTECH Solutions
sly...@createchsol.com
604.484.8499
Skype:StewartLynch

There are only 10 kinds of people.  Those who understand binary and those
who don't.
**

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Re: Livecode iOS app live in the app store

2010-12-25 Thread Colin Holgate
The kinds of shadows could be perfected, but I think that initially we were 
only talking about there being shadows versus no shadows.

I just looked at the game, it it does size the snowball well enough, but I 
notice that the frame rate is low. If the frame rate was higher then the sizing 
of the ball would be more noticeable.



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Re: Livecode iOS app live in the app store

2010-12-25 Thread Jim Ault
If the goal is photo-realism on Earth in daylight with few clouds you  
would need to add the scattered light contribution.  The scattering  
factor is dependent on the wave length of light, thus blue light is  
scattered most and will soften a distinct shadow, as well as make it  
appear smaller.


You could use a 3D rendering program to capture jpg's of various  
shadows if you wanted to.  Most any will accurately render the effect  
of sun, sky, ambient light, and radiosity.  Some even have algorithms  
for longitude, latitude, time of day, time of year to capture the  
correct sun conditions anywhere on the globe, such as Cheetah 3D.


On the moon or other planet without atmosphere or clouds, there would  
be no reflection or scattering, thus long shadows remain distinct.



On Dec 25, 2010, at 10:35 AM, Geoff Canyon Rev wrote:

Not arguing what will look good -- in that I would always defer to  
Scott --
in real life shadows from the sun do not change size in any  
appreciable way
no matter how high something is, because compared to 93 million  
miles, 1

foot above the ground is much the same as 1000 feet above the ground.

Congratulations, John, the game looks good!



Jim Ault
Las Vegas



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Re: Planning/design/estimating checklists

2010-12-25 Thread Keith Clarke
Thanks, Kee, Mark and Richard for the responses.
Kee's feedback is exactly the kind of 'top tip' that I was thinking about. It 
is specific to LiveCode and with very clear 'Why", 'What', 'Where', 'When' and 
'How'. 
I'm sure that a couple of top tips from the experts here would go along way 
towards creating some checklists for folks moving from high-level design or 
pseudo-code to actual LiveCode stacks, cards, etc.
Best,
Keith..  

On 24 Dec 2010, at 16:22, Kee Nethery wrote:

> I include a script in every card I ever create:
> 
> on sanitize
> -- reset everything to the state I want it to be when it gets distributed
> end sanitize
> 
> I've heard of another doing the same thing with
> 
> on stripandship
> 
> Then on the very first card I have two scripts that are
> 
> on sanitize
> sanitizeFirst
> repeat with x = 2 to the number of cards
>  go to card x
>  sanitize
> end repeat
> end sanitize
> 
> on sanitizeFirst
> -- reset everything to the state I want it to be when it gets distributed
> end sanitizeFirst
> 
> Several things happen with this.
> 1. I am assured that I reset things the way I want them
> 2. I can test each card's sanitize script independently to make sure it does 
> everything I want
> 3. If a card does not have a sanitize script, I get an error and I make a 
> sanitize script for it
> 4. I don't have to remember anything other than when I create a new field or 
> button, I need to add it to the sanitize script so that it gets set 
> appropriately before I distribute it.
> 
> Works for me.
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Re: Card Vertical Scrollbars

2010-12-25 Thread J. Landman Gay

On 12/24/10 11:51 AM, Peter Haworth wrote:

Thanks. I'll try 4.5.2 first to see if the problem remains. Should I
submit a bug report if the problem remains in 4.5.2?


Yes, I would.

--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software   | http://www.hyperactivesw.com

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Re: Livecode iOS app live in the app store

2010-12-25 Thread Geoff Canyon Rev
Not arguing what will look good -- in that I would always defer to Scott --
in real life shadows from the sun do not change size in any appreciable way
no matter how high something is, because compared to 93 million miles, 1
foot above the ground is much the same as 1000 feet above the ground.

Congratulations, John, the game looks good!

gc
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Re: Livecode iOS app live in the app store

2010-12-25 Thread Colin Holgate

On Dec 25, 2010, at 12:17 PM, Scott Rossi wrote:

>> The shadow shouldn't change size, but the gap from the snowball could
>> increase.
> 
> Actually, the shadow would get smaller and lighter since the snowball is
> moving away from the ground :-)

Of course I know that, but the amount it would vary wouldn't be enough to be 
worth matching.
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Re: Livecode iOS app live in the app store

2010-12-25 Thread Scott Rossi
Recently, Colin Holgate wrote:

>> One way you could show the effect of rising and falling is by adding a
>> shadow that moves away from the snowball(and gets bigger)  the higher it is.
>> 
> 
> The shadow shouldn't change size, but the gap from the snowball could
> increase.

Actually, the shadow would get smaller and lighter since the snowball is
moving away from the ground :-)

Regards,

Scott Rossi
Creative Director
Tactile Media, UX Design



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Re: Livecode iOS app live in the app store

2010-12-25 Thread Nonsanity
I want to suggest a change. When you tap and hold the snowball for the
pullback, you seem to be using the diff between the start of the tap and the
current dragged position to adjust the snowball launcher. But this means
releasing from the same place on the screen can give different results.

I'd suggest using the offset from a set position (center of the snowball,
perhaps, or a little farther forward) instead of the tap position. That way,
variations on where you first put your finger won't throw off your aim. I
was finding that if I touched too low on the snowball, I couldn't even hit
the back row. There wasn't enough pullback room on the screen.

One might be tempted to say it adds some challenge to the game, but the
interface should always be on the user's side. :)

 ~ Chris Innanen
 ~ Nonsanity
 ~ Ex-Game Interface Programmer (Elder Scrolls 3 & 4, Fallout 3)


On Thu, Dec 23, 2010 at 8:41 AM, John Craig  wrote:

> I created a small LC game for iPhone and it's now in the app store.  If you
> search for 'splash21' or 'snowballer' you should be able to download.  All
> feedback welcome - especially regarding how the app performs on different
> devices. The time scale to get into the app store looks promising as well -
> the app was created in iTunes connect on the 20th, the binary uploaded on
> the 21st and it's live today - much quicker than I had expected  :)
>
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Re: Livecode iOS app live in the app store

2010-12-25 Thread Colin Holgate

On Dec 25, 2010, at 10:10 AM, Martin Koob wrote:

> One way you could show the effect of rising and falling is by adding a
> shadow that moves away from the snowball(and gets bigger)  the higher it is.
> 

The shadow shouldn't change size, but the gap from the snowball could increase.



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Re: Livecode iOS app live in the app store

2010-12-25 Thread Martin Koob

I just downloaded it tried it game is great, I am not so great, I only got a
score of 880.

One way you could show the effect of rising and falling is by adding a
shadow that moves away from the snowball(and gets bigger)  the higher it is.


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Re: Merry Christmas (or Happy Holidays) with LiveCode fun!

2010-12-25 Thread Jacques Hausser
Many thanks, Jeffrey. I was really pleased to look at your code. A good 
demonstration of the power of natural selection !

I did something similar some years ago, a little standalone for my students I 
called "Weasel", but your code is better organised, more elegant, and it's some 
sex in it (my "animals" were haploids and had asexual reproduction like 
bacteria). Why "Weasel" ? It stems from Richard Dawkins'  "the blind 
watchmaker" (1986). Quotation:

"I don't know who it was first pointed out that, given enough time, a monkey 
bashing away at random on a typewriter could produce all the works of 
Shakespeare. The operative phrase is, of course, given enough time. Let us 
limit the task facing our monkey somewhat. Suppose that he has to produce, not 
the complete works of Shakespeare but just the short sentence 'Methinks it is 
like a weasel', and we shall make it relatively easy by giving him a typewriter 
with a restricted keyboard, one with just the 26 (capital) letters, and a space 
bar. How long will he take to write this one little sentence?" 

I had the pleasure to hear Dawkins demonstrating his version of the algorithm 
at the CERN, Geneva.

Merry Christmas and happy new year

Jacques

**
Prof. Jacques Hausser
Department of Ecology and Evolution
Biophore / Sorge
University of Lausanne
CH 1015 Lausanne
please use my private address:
6 route de Burtigny
CH-1269 Bassins
tel/fax:++ 41 22 366 19 40
mobile: ++ 41 79 757 05 24
E-Mail: jacques.haus...@unil.ch
***


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