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 - > >>> > >>> > >>> _______________________________________________ > >>> squeakland mailing list > >>> [email protected] > >>> http://lists.squeakland.org/mailman/listinfo/squeakland > >> > >> _______________________________________________ > >> squeakland mailing list > >> [email protected] > >> http://lists.squeakland.org/mailman/listinfo/squeakland > > > > > > _______________________________________________ > > etoys-dev mailing list > > [email protected] > > http://lists.squeakland.org/mailman/listinfo/etoys-dev > > > > > _______________________________________________ squeakland mailing list [email protected] http://lists.squeakland.org/mailman/listinfo/squeakland