Hey, all:
I figure this is a beginner question.
I get a big warning when I override certain methods. (Class methods?)
For example, if I want to set up the contractless part of my object, I
do so by overriding #basicNew, and then setting the values that allow the
instance
Hi Blake,
You should *never* *never* *never* override #basicNew! If fact, never
override any #basic* methods.
If you override them, then you can't get at them anymore. At some
point you must actually create a new object, and the only way you can
do this (well, the only reasonable way)
Hi Folks,
I have been struggling with Morphic animation.
I would like to animate some different algorithms that compute
solutions to various puzzles. (It is for an introduction to Squeak for
high school students.)
Normally animations in Morphic are done by defining the #step method.
El 1/20/08 7:29 AM, Oscar Nierstrasz [EMAIL PROTECTED]
escribió:
Hi Folks,
I have been struggling with Morphic animation.
I would like to animate some different algorithms that compute
solutions to various puzzles. (It is for an introduction to Squeak for
high school students.)
Hello Oscar,
not sure if I understand you correctly but if I need something
displayed *now* I either use bitBlt (as long as its only simple
rectangles) or WorlddoOneCycleNow.
Reading the comment there it sholdn't be done this way but whenever I
have a busy algorithm and I want the display
I am using Squeak to control a robot, specifically a RoboMagellan
outdoor navigating robot. Pretty soon it will be important to confront
how to implement the computer vision on this robot. The OS is Linux.
One way to do this is to use an external vision system such as RoboRealm
running under MS
Hello Robert,
RFS I am using Squeak to control a robot, specifically a RoboMagellan
RFS outdoor navigating robot. Pretty soon it will be important to confront
RFS how to implement the computer vision on this robot. The OS is Linux.
Jon Hylands is doing robot control in Squeak, see www.huv.com
Hi Blake!
I've yet to find a situation where I can't put the code that would be in a
constructor in C++ into #initialize. I suppose there are situations where
that would be a bad idea, but I just haven't met them, or else I'm doing
bad things (very likely).
Every time I get that kind of a
On Sun, 2008-01-20 at 13:29 +0100, Herbert König wrote:
Hello Robert,
RFS I am using Squeak to control a robot, specifically a RoboMagellan
RFS outdoor navigating robot. Pretty soon it will be important to confront
RFS how to implement the computer vision on this robot. The OS is Linux.
Cool! That works. I added
redraw
doRedraw ifTrue: [self currentWorld doOneCycleNow]
doRedraw
doRedraw := true.
dontRedraw
doRedraw := false.
so I can turn redrawing on and off.
- on
On Jan 20, 2008, at 13:07, Herbert König wrote:
Hello Oscar,
not sure if I
On Jan 20, 2008, at 4:45 , Blake wrote:
For example, if I want to set up the contractless part of my
object, I do so by overriding #basicNew, and then setting the
values that allow the instance of the object to function.
Isn't that what #initialize is for?
Maybe I should be overriding
Hi Blake,
There are a number of ways to initialize an object. Overridding #new is an
acceptable practice but normally this is done because you do not want a new
object created. For example if you wanted to have only one instance of an
object you might override #new to lookup your instance and
In VW, where initialize isn't called by default, I do this all the time:
new
^ self new initialize
;)
Blake wrote:
I not even 100% clear on how it could be so terrible beyond that
particular class. (I guess it's possible in this way to create an object
that destabilizes the
Zulq == Zulq Alam [EMAIL PROTECTED] writes:
Zulq In VW, where initialize isn't called by default, I do this all the time:
Zulq new
Zulq ^ self new initialize
You mean basicNew, unless you like infinite loops. :)
--
Randal L. Schwartz - Stonehenge Consulting Services, Inc. - +1 503 777 0095
Zulq In VW, where initialize isn't called by default, I do this all the time:
Zulq new
Zulq ^ self new initialize
You mean basicNew, unless you like infinite loops. :)
No infinite loops, but bad enough: you call #initialize twice for
every new object.
Lukas
--
Lukas Renggli
I think he meant in VW:
new
^super new initialize
On Jan 20, 2008 11:46 AM, Lukas Renggli [EMAIL PROTECTED] wrote:
Zulq In VW, where initialize isn't called by default, I do this all the
time:
Zulq new
Zulq ^ self new initialize
You mean basicNew, unless you like infinite loops. :)
On Sun, 20 Jan 2008 04:37:17 -0800, [EMAIL PROTECTED] wrote:
Hi Blake!
I've yet to find a situation where I can't put the code that would be in
a constructor in C++ into #initialize. I suppose there are situations
where that would be a bad idea, but I just haven't met them, or else I'm
In response to (I guess it's possible in this way to create an object
that destabilizes the system?), I was demonstrating how one might
introduce instability. I would normally send super new.
Randal L. Schwartz wrote:
Zulq == Zulq Alam [EMAIL PROTECTED] writes:
Zulq In VW, where initialize
Here are some more or less Squeak robotics related links I've saved, perhaps
they will be of some use:
http://sky.fit.qut.edu.au/~sitte/
http://www.wifibot.com/
http://wiki.itolab.com/wiki.cgi?page=About+Defart
http://www.hawcenter.org/
http://www.robotis.com/html/sub.php?sub=1menu=3
This
I'm trying to load an external (windows) bitmap and set a sketchmorph (or
imagemorph) to display. There's a lot of stuff to cycle through images in
sketchmorph but I don't see how to load something. I've been trying:
i := ImageMorph new.
f := FileStream readOnlyFileNamed:
On Sun, 20 Jan 2008 07:54:47 -0800, Ron Teitelbaum [EMAIL PROTECTED]
wrote:
Hi Blake,
There are a number of ways to initialize an object. Overridding #new is
an acceptable practice but normally this is done because you do not want
a new object created. For example if you wanted to have
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