Re: [etoys-dev] About Skeleton

Ricardo Moran <[email protected]>
Newsgroups gmane.comp.lang.smalltalk.squeak.squeakland
Message-ID <CALr=5n1Mm723citmrh1x-xzzM-xOtJv1UeHpg1xTKvpdSvFXGA@mail.gmail.com>
On Fri, Oct 14, 2011 at 9:12 PM, karl ramberg <[email protected]> wrote:

> On Sat, Oct 15, 2011 at 1:18 AM, Ricardo Moran <[email protected]>
> wrote:
> >
> > On Tue, Oct 11, 2011 at 1:59 PM, Randy Caton <rcaton-aUQ/[email protected]> wrote:
> >>
> >> I like the spreadsheet that Ricardo created because it is simple and
> basic
> >> and allows I/O. It leaves more for learners to create.
> >
> > I too like the fact that my spreadsheet it's really simple (although I
> don't
> > really like my implementation) but if we are thinking of including a
> table
> > like object, I'm pretty sure Skeleton is the right choice. The only
> > disadvantage I can see is the lack of a scroll bar to manage big amounts
> of
> > data. I'm thinking this could be solved with a ScrollPane object acting
> as a
> > playfield where you could drop big objects and use the scrollbars to move
> > around. I tried to do it today but I don't understand how the ScrollPane
> > works exactly.
> >
> >>
> >> Couldn't the functions already in etoys be used in the cells? Does
> >> Skeleton allow plots? If so, then what about Ricardo's graphs? I'd like
> to
> >> see them in etoys also.
> >
> > I don't know if Skeletong allows plots, but as Karl said, it should be
> > possible to build them with it. As for my graphs, IIRC there were a few
> > technical issues preventing them to be included, but I'll see what I can
> do
> > this weekend to fix them.
> > Cheers,
> > Richo
>
> Great you are starting to work on this :-)
> I'll be checking it out too.
> What did you change from the original code ?
>

I haven't changed the original code, I added things :). I added #width: and
#height to SkSheetMorph, #additionsToViewerCategories and #initialize to
SkSheetMorph class, and a bunch of extension methods to Player.


> I think we have to change the layout of the ticker clock in the
> spreadsheet, because it now gets kind of cramped.
>

Yes, I think that too. That's easy to fix in
SkSheetMorph>>#showPageControls. I don't know where to move the sheet's
name, though. I like the fact that it doesn't bother much where it is now.

Cheers,
Richo


>
> Karl
>
>
> >
> >>
> >> Randy
> >>
> >> Randall Caton
> >> 41596 Bald Eagle Drive
> >> Bigfork, MN 56628
> >> 218-832-3490
> >> http://www.pcs.cnu.edu/~rcaton
> >> Sent from my iPhone
> >> On Oct 11, 2011, at 11:41 AM, Ricardo Moran <[email protected]>
> wrote:
> >>
> >>
> >> On Tue, Oct 11, 2011 at 11:20 AM, Bert Freudenberg <
> [email protected]>
> >> wrote:
> >>>
> >>> On 11.10.2011, at 14:34, Ricardo Moran wrote:
> >>>
> >>> > Hi,
> >>> >
> >>> > The squeak list is currently discussing about a spreadsheet morph,
> and
> >>> > that just reminded me about how cool is Skeleton actually. So I'm
> wondering
> >>> > why it is not in Etoys? I found an old discussion stating that it
> could be a
> >>> > nice extension to Etoys but the biggest issue being the slow loading
> of
> >>> > external code. I have to agree with that being a problem but I think
> we
> >>> > might reconsider just include it in the image as with Dr Geo.
> >>> >
> >>> > I know we already have a bloated image full of half finished projects
> >>> > but from what I briefly tested Skeleton seems to work out of the box.
> And it
> >>> > doesn't add a *huge* amount of new code. See this simple comparison
> with
> >>> > DrGeo:
> >>> >
> >>> > (PackageInfo named: 'Skeleton') systemCategories size. 2
> >>> > (PackageInfo named: 'Skeleton') classes size. 38
> >>> > (PackageInfo named: 'Skeleton') methods size. 654
> >>> > (PackageInfo named: 'Skeleton') linesOfCode. 4765
> >>> >
> >>> > (PackageInfo named: 'DrGeoII') systemCategories size. 10
> >>> > (PackageInfo named: 'DrGeoII') classes size. 214
> >>> > (PackageInfo named: 'DrGeoII') methods size.  1863
> >>> > (PackageInfo named: 'DrGeoII') linesOfCode.  17154
> >>> >
> >>> > Another issue, I guess, is that if Skeleton gets included someone
> will
> >>> > have to maintain it, but from what I've seen the latest version dates
> from
> >>> > 2006 and it still works today. So maybe it won't be that big of an
> issue.
> >>> >
> >>> > Anyway, if you want to test it:
> >>> > http://www.languagegame.org:8080/ggame/11.
> >>> >
> >>> > Cheers,
> >>> > Richo
> >>>
> >>> How does it compare to the data table thing you did in your GSoC
> project?
> >>
> >> My data table serves the only purpose of importing/exporting CSV files,
> >> but not much else, whereas Skeleton is a proper spreadsheet, it supports
> >> functions, and is well integrated with etoys via drag and drop of tiles.
> >>
> >>>
> >>> Would be nice to have only one, not two table-like objects.
> >>
> >> I agree, but since my table is not integrated anyway, I vote for
> >> integrating Skeleton which is much better than what I did. And if we
> want
> >> the I/O of csv files, I could find the way of adapting Skeleton. It
> >> shouldn't be that difficult, I suppose.
> >> Cheers,
> >> Richo
> >>
> >>>
> >>> - Bert -
> >>>
> >>>
> >>> _______________________________________________
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> >>> [email protected]
> >>> http://lists.squeakland.org/mailman/listinfo/squeakland
> >>
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> >
> >
> > _______________________________________________
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> > http://lists.squeakland.org/mailman/listinfo/etoys-dev
> >
> >
>

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