RE: Context menus and deleting objects

"Marcin Pilat" <[email protected]>
Newsgroups gmane.comp.breve
Message-ID <000001c3b5f9$fdcfe410$6601a8c0@dabear>
Thanks for your replies.

How can I add the toggle (*) capability to my own menu items (which
exists for the menu items in the default app menu).

Thanks,

Marcin

> -----Original Message-----
> From: [email protected]
[mailto:[email protected]]
> On Behalf Of jon klein
> Sent: November 28, 2003 2:32 PM
> To: [email protected]
> Subject: Re: [breve] Context menus and deleting objects
> 
> On Nov 27, 2003, at 1:56 AM, Marcin Pilat wrote:
> 
> > 1) I’ve tried to create a context menu for an object using
> > “add-menu”.  When I right click on the object, I get the main
> > application menu instead.  Am I doing something wrong or object
> > context menus are not supported in the windows version?  I do
succeed
> > in adding onto the main context menu by calling “add-menu” through
the
> > controller.
> 
> I'll have to test this out myself, as I haven't noticed any problem
> with contextual menus on Windows earlier.
> 
> > 2) Is it safe to call “free self” or does that create any problems? 
I
> > run into a problem with freeing an object that had scheduled a
> > function call (using the “schedule” method).  How can I
> > disable/unscheduled this method call?  Right now, when the method
gets
> > called, the application crashes with error “method <name> being
called
> > with freed object”.
> 
> This is a bug--the methods should be automatically removed if the
> object is freed.  I'll fix this for the next release.
> 
> > 3) This is a tricky question.  Would it be possible to set the
> > parameters of the physics engine so that a linear arrangement of
> > object (lets say spheres) becomes a multi-layered arrangement
> > (basically 2d->3d) due to a force applied to the objects?  I’m doing
a
> > simulation where I would like to push spherical objects up (stocking
> > them) by applying forces to an array of objects in a plane.  Any
help
> > would be greatly appreciated.
> 
> I'm not sure I understand your question exactly, but it does sound
like
> you're trying to do something that the physics engine is not intended
> for.  There is a section of the documentation that deal with this type
> of question:
>
http://www.spiderland.org/breve/docs/docs/physics.html#PHYSICS_VS_PSEUDO
> 
> It sounds like you would NOT want to use the physics engine in this
> case, and instead implement your own "physics-like" rules.
> 
> - jon klein
> 
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