| I just tried it, and it worked for me just fine. Check your browser. Mark Guzdial |
| Page 208 in the book: "makePlaneNamed:" Mark Guzdial |
| ABSOLUTELY NOT! You design your own code, no backward compatibility required. HOWEVER, you must be able to implement the same SEMANTICS. You have to have the same FUNCTIONALITY (plus more). So, demonstrate that you have the same functionality by re-implementing (in your system, in your API) the kitchenworld. Mark Guzdial |
| exactamundo, you don't have to follow any old code - its totally your redesign, the only important thing is to show that it is capable of implementing the old KitchenWorld - any way you see fit - and make sure you define this and turn it in to demo. Webb |
| Like the man says... Mark Guzdial |
| Might be broken models. Try them in 3.1 and 2.8, and if they still don't work, give up on those. Mark Guzdial |
| umm, nevermind. apparently I was missing something obvious. |
| yes, try this Wonderland chapter from squeakbook, Webb |
| Which, by the way, has been linked to the Syllabus all semester long... Mark Guzdial |
| Resize the world? You can't, but you can resize the CameraWindowMorph. Mark Guzdial |
| A-hah! The default camera allows you to get it's morph! ...although, I think we both had it wrong: I seem to be reading 'WonderlandCameraMorph' ;) Ryan Dawe |
| The Wonderland is virtual – it has no position in the Squeak world. The CameraMorph does have a position and it can be moved – some of the example code built into the image does that. Look at the 2-D/3-D example where the bunny comes "out" of the window. What's really happening is that the world is made invisible and the camera is moved around. Mark Guzdial |
| Yes, the rest of that must work in Wonderland Mark Guzdial |
| I want to see both. Mark Guzdial |
| Sounds very dangerous. Do the work and make the pieces separately. Mark Guzdial |
| Mine isn't invisible at all. Have you tried setting its color? Maybe it's transparent? Have you tried in Windows? Mark Guzdial |
| It ends up that it does not work in Linux, but it does work in Windows. Doesnt this go against the cross-platform nature of Squeak? It seems like calls that only work on some platforms hurt Squeak tremendously, since one of Squeak's biggests strengths is its high portability. Squeaky Clean Squeakers |
| Just for the record, I can see planes just fine in linux. Using Squeak 3.1, Slackware 8.0, XFree86 4.1 David Raeman |
| You decide what makes up a room. Try loading some of the scenes in the objects file. I consider those "rooms". You don't HAVE to have walls to make a room. I don't know of a way to make the camera stationary, but if you don't give the user a command to move the camera, how will they be able to? Remember, you're still giving them a Telnet-like interface. Yes, you can provide you own .bmp files. Mark Guzdial |
| You're trying to outfox Wonderland – bad idea. Fix your design so that you work WITHIN the Wonderland scheduler, not try to outsmart it. Mark Guzdial |
| And Wonderland isn't object-oriented?!? There's more than one way to do MVC and O-O design, and if you're doing it in such a way that you can't deal with Wonderland's scheduler, you're doing it wrong. Re-think your design. O-O means that you reduce coupling. You can't always get rid of it. We'll be talking this week in lecture about the kinds of things you can do when faced with a low-level limitation like the one you describe. Mark Guzdial |
| Those are the 3-D objects to use when implementing the KitchenWorld in your new environment. Mark Guzdial |
| "I want to see both. Mark Guzdial" |
| I'm not going to delete it, but I'm not going to give you an extension, either. How often do you think that it happens in the real world that (a) your Boss wants new features and (b) you hate the current design and want to fix it? You have to satisfice – you have to figure out how much you can do of each. If you redesign and don't implement it, you don't get credit for the redesign. You may have to back off on all the redesign that you wanted to do. Mark Guzdial |
| My point isn't that the work itself is too much. I just feel that it was unclear as to just how much was expected of this week's project. Errol Summerlin |
| I don't know. Bring up the halos on the button, explore it, and figure it out. Mark Guzdial |
| Yes – you can fix your code, or use a different model. Your choice. Mark Guzdial |
| uh - should - you have control over it in your demo code but maybe you should make a note where and what filesystem is being used - Webb |
| Nope – you load everything yourself. See the path to the Objects description on the P6 page. Mark Guzdial |
| I remembered seeing that somewhere but overlooked it when checking the second time. Webb |
| Nope, that's a typo. I'll fix it now. Mark Guzdial |
| READ THE PDF CHAPTER! There are explicit directions on this there. Mark Guzdial |
| Well for it to work you have to assume that the mdl's are in this one folder, which is going to kill the subdirectories you may be used to like 'Furnishings'. For it to work we're asking you to turn in ALL your models in a zipped up file so everything loads up consistently. All the objects will be in one directory cause your'e gonna turn them in that way - even if you just use Snowwoman, the horse, and bunny; turn em in (if i'm reading the assignment correctly?) Webb |
| No, Webb. Students may assume that the Objects folder is loaded at the given point. Students need only send the files that they're changing. Mark Guzdial |
| Like Kevin says. Mark Guzdial |
| Why are you destroying the ground? That seems really odd. Mark Guzdial |
| browsing the wonderland classes I found "WonderlandUndoStack" which has the method "popAndUndo", so you need "(w getUndoStack) popAndUndo" Webb |
| READ THE PDF DOCUMENTATION! You can code delays. Mark Guzdial |