[etoys-dev] References in textual scripts

karl ramberg karlramberg at gmail.com
Wed Dec 12 02:34:51 EST 2012

I  made a simple implementation of this, and it works pretty well.
To be able to drop in players to reference them make the textual panes much
more useful.

In http://tracker.squeakland.org/browse/SQ-161 talks about the possibility
of losing the reference.
That's why I asked about this issue. But I have tested to save and load a
project into other images and
that seemed to work fine. So far so good.


On Tue, Dec 11, 2012 at 1:01 AM, Bert Freudenberg <bert at freudenbergs.de>wrote:

> Huh? The reference pool is stored in the published project - why would we
> lose anything? The mechanism is there we just need to hook it up.
> - Bert -
> On 2012-12-11, at 00:53, karl ramberg <karlramberg at gmail.com> wrote:
> > It should not be hard to insert the player name from a dropped tile,
> > but we would still lose reference to the player during publishing and
> reloading of a project.
> >
> > Can you think of a way to keep the reference for published projects ?
> >
> > Karl
> >
> >
> > On Mon, Dec 10, 2012 at 2:37 PM, Bert Freudenberg <bert at freudenbergs.de>
> wrote:
> >> On 2012-12-07, at 22:55, Edward Mokurai Cherlin <mokurai at sugarlabs.org>
> wrote:
> >> > I have an unanswered question that I would like help with. If I am
> >> > writing Squeak code in a text tile, how do I refer to other Etoys
> >> > objects? I have tried looking up their player and costume names, but
> >> > that doesn't seem to work as I expected it to.
> >>
> >> Currently, an object has to be used in a tile script once before it can
> be used in a textual script. I typically make a textual script first, throw
> in tiles from all the objects I need to use, then switch to textual mode
> and start editing. Another way is to make a new throw-away script and drop
> some tile from the object you want to reference in, then switch it to
> textual mode. That will reveal its player's reference name.
> >>
> >> Behind the scenes this creates a (weak) reference to the player in the
> world's reference pool using a player's #uniqueNameForReference method. You
> can inspect "self referencePool" in a textual script to see all known
> references for a project.
> >>
> >> A nice addition would be if dropping an object onto a textual script
> would insert its player's reference name. Or maybe you could even drop an
> entire message tile and it would insert its textual equivalent.
> >>
> >> - Bert -
> >>
> >
> >
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