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	<id>tag:www.nabble.com,2006:forum-14196</id>
	<title>Nabble - Squeak - Morphic</title>
	<updated>2007-10-02T12:51:58Z</updated>
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	<subtitle type="html">A list for the Morphic Steward Team</subtitle>
	
<entry>
	<id>tag:www.nabble.com,2006:post-13005309</id>
	<title>[Ann] Next iteration of Fill handles available.</title>
	<published>2007-10-02T12:51:58Z</published>
	<updated>2007-10-02T12:51:58Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">[Ann] Next iteration of Fill handles available.
&lt;br&gt;&lt;br&gt;Hi all,
&lt;br&gt;&lt;br&gt;There is a new iteration of taming fills available on
&lt;br&gt;bobs superswiki.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;Taming Fills
&lt;br&gt;&lt;a href=&quot;http://209.143.91.36/super/730&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://209.143.91.36/super/730&lt;/a&gt;&lt;br&gt;&lt;br&gt;It is in the form of a 3.9 project. (The handles
&lt;br&gt;currently depend on MixedCurveMorphs being present.)
&lt;br&gt;&lt;br&gt;Lots of changes due to some great feedback.
&lt;br&gt;The fills are much more interactive with the handles.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; ____________________________________________________________________________________
&lt;br&gt;Don't let your dream ride pass you by. Make it a reality with Yahoo! Autos.
&lt;br&gt;&lt;a href=&quot;http://autos.yahoo.com/index.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://autos.yahoo.com/index.html&lt;/a&gt;&lt;br&gt;&amp;nbsp;
&lt;br&gt;&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
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<entry>
	<id>tag:www.nabble.com,2006:post-12339764</id>
	<title>State of morphic ( long reply to Sig from [UI] Re: UI plan, my thoughts thread)</title>
	<published>2007-08-26T17:49:50Z</published>
	<updated>2007-08-26T17:49:50Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">[UI] Re: UI plan, my thoughts
&lt;br&gt;&lt;br&gt;Hi Sig,
&lt;br&gt;&lt;br&gt;Thanks for your interest and thanks for your
&lt;br&gt;questions:
&lt;br&gt;&lt;br&gt;&amp;gt;What was fruits which came from morphic team before
&lt;br&gt;you stopped developing?
&lt;br&gt;&lt;br&gt;Ill let Juan answer this too.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;The work I did which got into 3.9 was 
&lt;br&gt;On polygons to smooth out smooth curves and then add
&lt;br&gt;optional corners to mixed morphs.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;On buttons and sliders to fix the targeting
&lt;br&gt;mechanisms. This is a key reason why Nouri can do his
&lt;br&gt;Easy Morphic Guis now but not before.
&lt;br&gt;&lt;br&gt;There is now a way to take a snapshot of any morph and
&lt;br&gt;get a thumbnail image that can be resized and which
&lt;br&gt;will provide on demand a popup image of the original.
&lt;br&gt;&lt;br&gt;There are fixes to internal logic for selecting list
&lt;br&gt;items. And double clicking a selected item in an
&lt;br&gt;inspector now works as it should.
&lt;br&gt;&lt;br&gt;Dans old double click demonstrater has been replaced
&lt;br&gt;with an updated version.
&lt;br&gt;&lt;br&gt;A major cause of off by one errors and rounding and
&lt;br&gt;truncation errors have been identified and language
&lt;br&gt;has been introduced to prepare for fixing them.
&lt;br&gt;&lt;br&gt;Lots of little fixes.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt;And what is the current state of morphic package.
&lt;br&gt;&lt;br&gt;There are two possible questions here. 
&lt;br&gt;&lt;br&gt;1) What is the state of morphic as a whole once it is
&lt;br&gt;loaded and in the image? 
&lt;br&gt;&lt;br&gt;2) The other is what is the state of the morphic
&lt;br&gt;packaging as mcz pieces in the repositories? They need
&lt;br&gt;separate answers.
&lt;br&gt;&lt;br&gt;Morphic is there and it works in its essential.
&lt;br&gt;&lt;br&gt;There are bugs and clutter and annoyances. They dont
&lt;br&gt;interfere with most uses.
&lt;br&gt;Morphic code could benifit from some code review and
&lt;br&gt;refactoring. For large values of some. :-)
&lt;br&gt;&lt;br&gt;&amp;gt;Does it have any maintainers?
&lt;br&gt;&lt;br&gt;Yes it does. At least one capable one in me. There are
&lt;br&gt;others who are adding good things to it. And there of
&lt;br&gt;course are the scratch and olpc projects which will be
&lt;br&gt;sources of debugged code for future enhancements and
&lt;br&gt;widgets.
&lt;br&gt;&lt;br&gt;Ill cover future directions in another report.
&lt;br&gt;&lt;br&gt;&amp;gt;I have to admit that morphic in its current state
&lt;br&gt;requires a clean up.
&lt;br&gt;&lt;br&gt;Yes. It requires a review and clean up. It does not
&lt;br&gt;require everything to be cleaned up all at once. Slow,
&lt;br&gt;steady, progress counts in the long run. And will
&lt;br&gt;often produce better results than massivly disruptive
&lt;br&gt;efforts.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;gt;Maybe starting from a scratch is a good decision.
&lt;br&gt;&lt;br&gt;&lt;br&gt;No. Starting from scratch is a terrible decision. 
&lt;br&gt;&lt;br&gt;Especially when you consider what you are proposing is
&lt;br&gt;that someone who is not intimately familiar with
&lt;br&gt;morphic start from scratch and build something that is
&lt;br&gt;as complex and good as morphic is today. Without the
&lt;br&gt;experience to avoid the mistakes that morphic has
&lt;br&gt;encountered.
&lt;br&gt;&lt;br&gt;Tweak is what you come out with when the most
&lt;br&gt;experienced squeak programmer rewrites the interface.
&lt;br&gt;With support and with a patron to pay salaries and
&lt;br&gt;bills. 
&lt;br&gt;&lt;br&gt;Juans Morphic 3.0 is an experienced squeak programmers
&lt;br&gt;efforts in creating something good based on past
&lt;br&gt;experiences. &amp;nbsp;As a Hobby with only self funded
&lt;br&gt;resources. &amp;nbsp;With out compatibility with current tools
&lt;br&gt;or the ability to use what is as scafolding, it may or
&lt;br&gt;may not make it off the ground. &amp;nbsp;It is not something
&lt;br&gt;one can hold ones breath for. &amp;nbsp;It can not be ready
&lt;br&gt;anytime soon and it will not be easy to integrate when
&lt;br&gt;it does come out.
&lt;br&gt;&lt;br&gt;Better to start from the annoyances that morphic
&lt;br&gt;provices and repair those; keeping the remaining
&lt;br&gt;framework in place; and using the exquisite tools that
&lt;br&gt;squeak provides to make rapid progress, more and
&lt;br&gt;better mistakes and more and better learning
&lt;br&gt;experiences.
&lt;br&gt;&lt;br&gt;I am leaving out Garys nearly published work, the UI
&lt;br&gt;builder that got into 3.9, Nouris gui builder and the
&lt;br&gt;potential of lambda message sends which are all
&lt;br&gt;important to squeak and morphics future.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&lt;br&gt;&amp;gt;Lately in squeak-dev there was note of someone who
&lt;br&gt;doing clean-up ,
&lt;br&gt;&amp;gt;called minimal morphic. He's task was to remove
&lt;br&gt;dependencies from
&lt;br&gt;&amp;gt;Etoys in basic Morphs package code.
&lt;br&gt;&lt;br&gt;This sounds like Juans efforts. &amp;nbsp;The goal while
&lt;br&gt;laudable is in practice somewhat unsellable. &amp;nbsp;What
&lt;br&gt;benifit is gotten by having less ability in squeak or
&lt;br&gt;morphic? And no matter how careful one is in
&lt;br&gt;minimizing morphic there will be things that you want
&lt;br&gt;that inevitalbly will get broken in an lagre
&lt;br&gt;minimization effort. Then you will find your
&lt;br&gt;self-funded resources being spent to recreate the
&lt;br&gt;stuff you already had. 
&lt;br&gt;&lt;br&gt;Unless there is a real necessity massive minimization
&lt;br&gt;is not something others will wish to adopt.
&lt;br&gt;&lt;br&gt;Which covers the state of morphic.
&lt;br&gt;Now the other piece the state of morphic MC packages.
&lt;br&gt;&lt;br&gt;The current morphic--.mcz package is in size over a
&lt;br&gt;megabyte.
&lt;br&gt;This is for just the morphic mcz package. Morphic
&lt;br&gt;extras and Etoys are separate packages ( I havent
&lt;br&gt;looked into their size yet). The size is significant.
&lt;br&gt;MC maintainence suffers non-linearly with size. So
&lt;br&gt;maintaining Morphic in MC is not on for those with
&lt;br&gt;limited resources. &amp;nbsp;(of time and patience). &amp;nbsp;I do my
&lt;br&gt;fixes with changesets and goodie fileouts. &amp;nbsp;And relie
&lt;br&gt;on more resourced help (Edgar is a brick) to get these
&lt;br&gt;into the packages.
&lt;br&gt;&lt;br&gt;The packages also need rethinking and reforming. 
&lt;br&gt;Currently simple fixes are likely to touch several
&lt;br&gt;packages at once. The first attempts at packages may
&lt;br&gt;not have found the right decouplings between packages.
&lt;br&gt;&amp;nbsp;Also how to you repackage glue once its been
&lt;br&gt;deployed?
&lt;br&gt;&lt;br&gt;I read a lot of Christopher Alexander these days. &amp;nbsp;In
&lt;br&gt;the context of image maintence I find the packaging of
&lt;br&gt;fixes to be an out of sequence step. I also find that
&lt;br&gt;the mcz tool lacks sensativity to levels of scale.
&lt;br&gt;That is the very first requirement of a good
&lt;br&gt;transformation process.
&lt;br&gt;&lt;br&gt;I mention this here because this one change of tool
&lt;br&gt;has made morphic maintence a much more difficult task
&lt;br&gt;to find resources for. (Though I must admit I have
&lt;br&gt;found ways of maintaining morphic that avoids my
&lt;br&gt;involvement with the tool.)
&lt;br&gt;&lt;br&gt;So part of morphics state is waiting for the tools to
&lt;br&gt;become more rational and better suited for squeak and
&lt;br&gt;the tasks of squeak development.
&lt;br&gt;&lt;br&gt;And another part is trying to get the morphic package
&lt;br&gt;better set to be maintained by the current tools.
&lt;br&gt;&lt;br&gt;I believe that small whitling steps. Removing leaf
&lt;br&gt;classes after understanding their presence is the only
&lt;br&gt;way forward that insures morphic continues to work as
&lt;br&gt;we make is smaller.
&lt;br&gt;&lt;br&gt;Then with a better familiarity the natural
&lt;br&gt;decompostion and decouplings can be found.
&lt;br&gt;&lt;br&gt;Repair, when done right is implosive, you are left
&lt;br&gt;with fewer pieces that work better together and do
&lt;br&gt;more that the old buggy stuff. And that direction has
&lt;br&gt;the full support of my curiosity.
&lt;br&gt;&lt;br&gt;Hth
&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;***
&lt;br&gt;&amp;gt;Igor Stasenko siguctua at gmail.com 
&lt;br&gt;&amp;gt;Sun Aug 26 13:56:40 UTC 2007 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;On 26/08/07, Juan Vuletich &amp;lt;juan at jvuletich.org&amp;gt;
&lt;br&gt;wrote:
&lt;br&gt;&amp;gt;&amp;gt; Hi Bert,
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Bert Freudenberg wrote:
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; On Aug 25, 2007, at 19:27 , Juan Vuletich wrote:
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;&amp;gt; &amp;nbsp;I found little support for that from the Board
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; You make that sound like the Board opposed any of
&lt;br&gt;this. This is not
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; the case, the Board so far has stayed out of
&lt;br&gt;*any* technical advise,
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; it is leaving these to the teams.
&lt;br&gt;&amp;gt;&amp;gt; That's true.
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; If anything, there was (unfortunately) little
&lt;br&gt;support from the Morphic
&lt;br&gt;&amp;gt;&amp;gt; &amp;gt; Team.
&lt;br&gt;&amp;gt;&amp;gt; That's not so true. I was the team leader, so
&lt;br&gt;support from the Morphic
&lt;br&gt;&amp;gt;&amp;gt; Team basically meant support for myself. But what I
&lt;br&gt;wanted to do would
&lt;br&gt;&amp;gt;&amp;gt; have broken badly back compatibility, and would
&lt;br&gt;have caused serious
&lt;br&gt;&amp;gt;&amp;gt; trouble to Etoys users. It was a risky decision,
&lt;br&gt;with good and bad
&lt;br&gt;&amp;gt;&amp;gt; consequences for many people. Too much for the
&lt;br&gt;Morphic Team (i.e. for
&lt;br&gt;&amp;gt;&amp;gt; myself) to make. That's why I asked the community
&lt;br&gt;and the Board for
&lt;br&gt;&amp;gt;&amp;gt; support. Basically, the Board didn't take a
&lt;br&gt;position, and the community
&lt;br&gt;&amp;gt;&amp;gt; (almost all who said something) were against it.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;What was fruits which came from morphic team before
&lt;br&gt;you stopped developing?
&lt;br&gt;&amp;gt;And what is the current state of morphic package,
&lt;br&gt;does it have any
&lt;br&gt;&amp;gt;maintainers?
&lt;br&gt;&amp;gt;I have to admit that morphic in its current state
&lt;br&gt;requires a clean up.
&lt;br&gt;&amp;gt;Maybe starting from a scratch is a good decision.
&lt;br&gt;&amp;gt;Lately in squeak-dev there was note of someone who
&lt;br&gt;doing clean-up ,
&lt;br&gt;&amp;gt;called minimal morphic. He's task was to remove
&lt;br&gt;dependencies from
&lt;br&gt;&amp;gt;Etoys in basic Morphs package code.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Maybe first, before new team can start doing
&lt;br&gt;something new, its better
&lt;br&gt;&amp;gt;to make an overview to think about what is done, what
&lt;br&gt;is started but
&lt;br&gt;&amp;gt;not finished and what is need to be done?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I understand this, and it's ok. It is just that
&lt;br&gt;after that, I started
&lt;br&gt;&amp;gt;&amp;gt; doing all this in my own fork, the Morphic 3.0
&lt;br&gt;image.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;***
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;____________________________________________________________________________________
&lt;br&gt;Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games.
&lt;br&gt;&lt;a href=&quot;http://sims.yahoo.com/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sims.yahoo.com/&lt;/a&gt;&amp;nbsp; 
&lt;br&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-12334579</id>
	<title>Re: Morphic Mailing List</title>
	<published>2007-08-26T06:52:06Z</published>
	<updated>2007-08-26T06:52:06Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Brad Fuller wrote:
&lt;br&gt;&amp;gt; HI Juan,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I dont seem to be getting any message from the Morphic Mailing list. I 
&lt;br&gt;&amp;gt; checked, and my subscription is enabled. Does it have a problem?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; brad
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;Hi Brad,
&lt;br&gt;&lt;br&gt;It is working for me. And I get your mails from there too.
&lt;br&gt;&lt;br&gt;I hope you don't mind me copying this to the Morphic list.
&lt;br&gt;&lt;br&gt;Unfortunately I lost the admin password, and I don't feel like spending 
&lt;br&gt;much time on administering it. Does somebody volunteer? Do you all think 
&lt;br&gt;this list has any use at all?
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;www.jvuletich.org
&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
&lt;br&gt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12334579&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
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<entry>
	<id>tag:www.nabble.com,2006:post-12334553</id>
	<title>Re: [UI] Re: UI plan, my thoughts</title>
	<published>2007-08-26T06:49:03Z</published>
	<updated>2007-08-26T06:49:03Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Bert,
&lt;br&gt;&lt;br&gt;Bert Freudenberg wrote:
&lt;br&gt;&amp;gt; On Aug 25, 2007, at 19:27 , Juan Vuletich wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;I found little support for that from the Board
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; You make that sound like the Board opposed any of this. This is not 
&lt;br&gt;&amp;gt; the case, the Board so far has stayed out of *any* technical advise, 
&lt;br&gt;&amp;gt; it is leaving these to the teams. 
&lt;br&gt;That's true.
&lt;br&gt;&amp;gt; If anything, there was (unfortunately) little support from the Morphic 
&lt;br&gt;&amp;gt; Team.
&lt;br&gt;That's not so true. I was the team leader, so support from the Morphic 
&lt;br&gt;Team basically meant support for myself. But what I wanted to do would 
&lt;br&gt;have broken badly back compatibility, and would have caused serious 
&lt;br&gt;trouble to Etoys users. It was a risky decision, with good and bad 
&lt;br&gt;consequences for many people. Too much for the Morphic Team (i.e. for 
&lt;br&gt;myself) to make. That's why I asked the community and the Board for 
&lt;br&gt;support. Basically, the Board didn't take a position, and the community 
&lt;br&gt;(almost all who said something) were against it.
&lt;br&gt;&lt;br&gt;I understand this, and it's ok. It is just that after that, I started 
&lt;br&gt;doing all this in my own fork, the Morphic 3.0 image.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;www.jvuletich.org
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; - Bert -
&lt;br&gt;&amp;gt;
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
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<entry>
	<id>tag:www.nabble.com,2006:post-12331695</id>
	<title>Re: Re: [UI] UI plan, my thoughts</title>
	<published>2007-08-25T20:46:31Z</published>
	<updated>2007-08-25T20:46:31Z</updated>
	<author>
		<name>Brad Fuller-2</name>
	</author>
	<content type="html">Juan,
&lt;br&gt;&lt;br&gt;Thanks for bringing us up to date. That brings up a question.
&lt;br&gt;Now that there is a SqueakLand image with the new Etoys, what is the direction 
&lt;br&gt;for including the newest (OLPC-based) Etoys in Squeak?
&lt;br&gt;Anyone know?
&lt;br&gt;&lt;br&gt;brad
&lt;br&gt;&lt;br&gt;On Sat August 25 2007, Juan Vuletich wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi Folks,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I was part of the &amp;quot;Morphic Team&amp;quot; that was in charge of the Morphic
&lt;br&gt;&amp;gt; packages in Squeak. I believe it was in the 3.7 or 3.8 days. My work
&lt;br&gt;&amp;gt; there was splitting the big Morphic package into Morphic, Morphic Extras
&lt;br&gt;&amp;gt; and Etoys. I also harvested some fixes from Jerome Peace.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; My idea was to stop adding code and start removing code from Morphic. I
&lt;br&gt;&amp;gt; found little support for that from the Board and the community. And the
&lt;br&gt;&amp;gt; next level of cleanup of dependencies between these packages was beyond
&lt;br&gt;&amp;gt; my possibilities (and I believe beyond anyone's). So I quit and focused
&lt;br&gt;&amp;gt; on Morphic 3. This project is not (yet) focused on the kind of problems
&lt;br&gt;&amp;gt; you're talking about, but I'm interested in watching.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; (BTW, I was not part of MCP).
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Cheers,
&lt;br&gt;&amp;gt; Juan Vuletich
&lt;br&gt;&amp;gt; www.jvuletich.org
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Brad Fuller wrote:
&lt;br&gt;&amp;gt; &amp;gt; On Sat August 25 2007, Douglas Rollwitz wrote:
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Hi;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; I also would like a more standard UI development tool,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; one that we can use for &amp;quot;normal&amp;quot; UI development. &amp;nbsp;For
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; a few years I extended a tool called BobsUI, trying to
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; get it to that capability. &amp;nbsp;The more I added to it,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; the more I noticed some fundamental problems with the
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; code however, and decided it needed a big refactoring.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; I dropped supporting it due to a lack of time, but I
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; would like to pick it back up, and have others
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; participate as well. &amp;nbsp;It needs a lot of work, but I
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; also believe it can be a very good tool.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; While my goal for BobsUI is for it to be a standard
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; business UI builder, it looks nothing like a standard
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; UI builder. &amp;nbsp;This is because I was trying to improve
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; on the standard UI builders, and have it fit into the
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Squeak paradigm.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; I will be creating a BobsUI page on the swiki soon,
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; which will go over the design and future direction I
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; would like it to have. &amp;nbsp;You can download BobsUI from
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; the Squeak Map.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; Because of the work in BobsUI, I have come to the
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; conclusion that the Moroh-HaloMorph-Halo relationship
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; needs to be refactored. &amp;nbsp;I actually did this once a
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; few years ago, but lost the code in a hard disk crash.
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; &amp;nbsp;Currently I am working on recreating this code
&lt;br&gt;&amp;gt; &amp;gt;&amp;gt; enhancement. &amp;nbsp;I will write another email on that work.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Note that there is a group that is cleaning up Morphic. You might contact
&lt;br&gt;&amp;gt; &amp;gt; Juan Vuletich and join efforts.
&lt;br&gt;&amp;gt; &amp;gt; Also: &lt;a href=&quot;http://wiki.squeak.org/squeak/3005&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.squeak.org/squeak/3005&lt;/a&gt;&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; I don't know how current the group is. I'll CC them to this message.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; brad
&lt;br&gt;&amp;gt; &amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; &amp;gt; Morphic mailing list
&lt;br&gt;&amp;gt; &amp;gt; &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12331695&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &amp;gt; &lt;a href=&quot;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&lt;/a&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
&lt;br&gt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12331695&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
&lt;br&gt;&lt;a href=&quot;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&lt;/a&gt;&lt;br&gt;</content>
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-12331616</id>
	<title>Re: Re: [UI] UI plan, my thoughts</title>
	<published>2007-08-25T20:27:47Z</published>
	<updated>2007-08-25T20:27:47Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Folks,
&lt;br&gt;&lt;br&gt;I was part of the &amp;quot;Morphic Team&amp;quot; that was in charge of the Morphic 
&lt;br&gt;packages in Squeak. I believe it was in the 3.7 or 3.8 days. My work 
&lt;br&gt;there was splitting the big Morphic package into Morphic, Morphic Extras 
&lt;br&gt;and Etoys. I also harvested some fixes from Jerome Peace.
&lt;br&gt;&lt;br&gt;My idea was to stop adding code and start removing code from Morphic. I 
&lt;br&gt;found little support for that from the Board and the community. And the 
&lt;br&gt;next level of cleanup of dependencies between these packages was beyond 
&lt;br&gt;my possibilities (and I believe beyond anyone's). So I quit and focused 
&lt;br&gt;on Morphic 3. This project is not (yet) focused on the kind of problems 
&lt;br&gt;you're talking about, but I'm interested in watching.
&lt;br&gt;&lt;br&gt;(BTW, I was not part of MCP).
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;www.jvuletich.org
&lt;br&gt;&lt;br&gt;Brad Fuller wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Sat August 25 2007, Douglas Rollwitz wrote:
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; Hi;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I also would like a more standard UI development tool,
&lt;br&gt;&amp;gt;&amp;gt; one that we can use for &amp;quot;normal&amp;quot; UI development. &amp;nbsp;For
&lt;br&gt;&amp;gt;&amp;gt; a few years I extended a tool called BobsUI, trying to
&lt;br&gt;&amp;gt;&amp;gt; get it to that capability. &amp;nbsp;The more I added to it,
&lt;br&gt;&amp;gt;&amp;gt; the more I noticed some fundamental problems with the
&lt;br&gt;&amp;gt;&amp;gt; code however, and decided it needed a big refactoring.
&lt;br&gt;&amp;gt;&amp;gt; I dropped supporting it due to a lack of time, but I
&lt;br&gt;&amp;gt;&amp;gt; would like to pick it back up, and have others
&lt;br&gt;&amp;gt;&amp;gt; participate as well. &amp;nbsp;It needs a lot of work, but I
&lt;br&gt;&amp;gt;&amp;gt; also believe it can be a very good tool.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; While my goal for BobsUI is for it to be a standard
&lt;br&gt;&amp;gt;&amp;gt; business UI builder, it looks nothing like a standard
&lt;br&gt;&amp;gt;&amp;gt; UI builder. &amp;nbsp;This is because I was trying to improve
&lt;br&gt;&amp;gt;&amp;gt; on the standard UI builders, and have it fit into the
&lt;br&gt;&amp;gt;&amp;gt; Squeak paradigm.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I will be creating a BobsUI page on the swiki soon,
&lt;br&gt;&amp;gt;&amp;gt; which will go over the design and future direction I
&lt;br&gt;&amp;gt;&amp;gt; would like it to have. &amp;nbsp;You can download BobsUI from
&lt;br&gt;&amp;gt;&amp;gt; the Squeak Map.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Because of the work in BobsUI, I have come to the
&lt;br&gt;&amp;gt;&amp;gt; conclusion that the Moroh-HaloMorph-Halo relationship
&lt;br&gt;&amp;gt;&amp;gt; needs to be refactored. &amp;nbsp;I actually did this once a
&lt;br&gt;&amp;gt;&amp;gt; few years ago, but lost the code in a hard disk crash.
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp;Currently I am working on recreating this code
&lt;br&gt;&amp;gt;&amp;gt; enhancement. &amp;nbsp;I will write another email on that work.
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Note that there is a group that is cleaning up Morphic. You might contact Juan 
&lt;br&gt;&amp;gt; Vuletich and join efforts.
&lt;br&gt;&amp;gt; Also: &lt;a href=&quot;http://wiki.squeak.org/squeak/3005&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.squeak.org/squeak/3005&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I don't know how current the group is. I'll CC them to this message.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; brad
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; Morphic mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12331616&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
&lt;br&gt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12331616&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
&lt;br&gt;&lt;a href=&quot;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&lt;/a&gt;&lt;br&gt;</content>
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-12331233</id>
	<title>Re: [UI] UI plan, my thoughts</title>
	<published>2007-08-25T19:12:52Z</published>
	<updated>2007-08-25T19:12:52Z</updated>
	<author>
		<name>Brad Fuller-2</name>
	</author>
	<content type="html">On Sat August 25 2007, Douglas Rollwitz wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I also would like a more standard UI development tool,
&lt;br&gt;&amp;gt; one that we can use for &amp;quot;normal&amp;quot; UI development. &amp;nbsp;For
&lt;br&gt;&amp;gt; a few years I extended a tool called BobsUI, trying to
&lt;br&gt;&amp;gt; get it to that capability. &amp;nbsp;The more I added to it,
&lt;br&gt;&amp;gt; the more I noticed some fundamental problems with the
&lt;br&gt;&amp;gt; code however, and decided it needed a big refactoring.
&lt;br&gt;&amp;gt; I dropped supporting it due to a lack of time, but I
&lt;br&gt;&amp;gt; would like to pick it back up, and have others
&lt;br&gt;&amp;gt; participate as well. &amp;nbsp;It needs a lot of work, but I
&lt;br&gt;&amp;gt; also believe it can be a very good tool.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; While my goal for BobsUI is for it to be a standard
&lt;br&gt;&amp;gt; business UI builder, it looks nothing like a standard
&lt;br&gt;&amp;gt; UI builder. &amp;nbsp;This is because I was trying to improve
&lt;br&gt;&amp;gt; on the standard UI builders, and have it fit into the
&lt;br&gt;&amp;gt; Squeak paradigm.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I will be creating a BobsUI page on the swiki soon,
&lt;br&gt;&amp;gt; which will go over the design and future direction I
&lt;br&gt;&amp;gt; would like it to have. &amp;nbsp;You can download BobsUI from
&lt;br&gt;&amp;gt; the Squeak Map.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Because of the work in BobsUI, I have come to the
&lt;br&gt;&amp;gt; conclusion that the Moroh-HaloMorph-Halo relationship
&lt;br&gt;&amp;gt; needs to be refactored. &amp;nbsp;I actually did this once a
&lt;br&gt;&amp;gt; few years ago, but lost the code in a hard disk crash.
&lt;br&gt;&amp;gt; &amp;nbsp;Currently I am working on recreating this code
&lt;br&gt;&amp;gt; enhancement. &amp;nbsp;I will write another email on that work.
&lt;/div&gt;&lt;br&gt;Note that there is a group that is cleaning up Morphic. You might contact Juan 
&lt;br&gt;Vuletich and join efforts.
&lt;br&gt;Also: &lt;a href=&quot;http://wiki.squeak.org/squeak/3005&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.squeak.org/squeak/3005&lt;/a&gt;&lt;br&gt;&lt;br&gt;I don't know how current the group is. I'll CC them to this message.
&lt;br&gt;&lt;br&gt;brad
&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
&lt;br&gt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12331233&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-12267219</id>
	<title>Re: Re: Taming fills - gradient handles</title>
	<published>2007-08-21T20:46:14Z</published>
	<updated>2007-08-21T20:46:14Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">Hi Edgar,
&lt;br&gt;&lt;br&gt;That's interesting.
&lt;br&gt;&lt;br&gt;Leads to a lot of other questions. 
&lt;br&gt;Do you know who gvc is?
&lt;br&gt;Where the package might be found?
&lt;br&gt;How old is the package?
&lt;br&gt;And does it work with 3dot9 or 10 or any of the
&lt;br&gt;current universe packages?
&lt;br&gt;&lt;br&gt;I don't really need the answers because I was just
&lt;br&gt;answering Subbu's question. But curiosity is curiosity
&lt;br&gt;so they just came up.
&lt;br&gt;&lt;br&gt;Cheers amigo.
&lt;br&gt;&lt;br&gt;Yours in curiosity and friendship, --Jerome Peace
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;--- &amp;quot;Edgar J. De Cleene&amp;quot; &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12267219&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;edgardec2001@...&lt;/a&gt;&amp;gt;
&lt;br&gt;wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; El 8/21/07 10:38 PM, &amp;quot;Jerome Peace&amp;quot;
&lt;br&gt;&amp;gt; &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12267219&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;peace_the_dreamer@...&lt;/a&gt;&amp;gt; escribió:
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; &amp;gt; I am blissfully ignorant of SVG and any efforts by
&lt;br&gt;&amp;gt; &amp;gt; squeak in that direction. The OPLC crowd is deep
&lt;br&gt;&amp;gt; in
&lt;br&gt;&amp;gt; &amp;gt; working with what they¹ve got. And the squeak-dev
&lt;br&gt;&amp;gt; &amp;gt; crowd is deep into the non-graphical applications.
&lt;br&gt;&amp;gt; &amp;nbsp;So
&lt;br&gt;&amp;gt; &amp;gt; I don¹t see who might have the interest/resources
&lt;br&gt;&amp;gt; to
&lt;br&gt;&amp;gt; &amp;gt; persue SVG for squeak. &amp;nbsp;Of course with squeak good
&lt;br&gt;&amp;gt; &amp;gt; things tend to pop out of the woodwork from time
&lt;br&gt;&amp;gt; to
&lt;br&gt;&amp;gt; &amp;gt; time. So maybe someone with an itch, time and a
&lt;br&gt;&amp;gt; patron
&lt;br&gt;&amp;gt; &amp;gt; will offer something like that.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Exist SVG-Morphic-gvc.3.mcz, I don't know if newer
&lt;br&gt;&amp;gt; versions.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Edgar
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; 
&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;____________________________________________________________________________________
&lt;br&gt;Sick sense of humor? Visit Yahoo! TV's 
&lt;br&gt;Comedy with an Edge to see what's on, when. 
&lt;br&gt;&lt;a href=&quot;http://tv.yahoo.com/collections/222&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://tv.yahoo.com/collections/222&lt;/a&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
&lt;br&gt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12267219&amp;i=2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-12266645</id>
	<title>Re: Taming fills - gradient handles</title>
	<published>2007-08-21T19:38:57Z</published>
	<updated>2007-08-21T19:38:57Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">Re: Taming fills - gradient handles
&lt;br&gt;&lt;br&gt;Hi Subbu,
&lt;br&gt;&lt;br&gt;Thank you for your response.
&lt;br&gt;&lt;br&gt;&lt;br&gt;--- subbukk &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=12266645&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;subbukk@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; On Friday 17 August 2007 3:33 am, you wrote:
&lt;br&gt;&amp;gt; &amp;gt; Hi Subbu,
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; I have put a preliminary demo project up at
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; &lt;a href=&quot;http://209.143.91.36/super/730&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://209.143.91.36/super/730&lt;/a&gt;&lt;br&gt;&amp;gt; Sliding handles in place to change fills is a lot
&lt;br&gt;&amp;gt; easier.
&lt;br&gt;&lt;br&gt;I am not sure what you mean by this. Can you describe
&lt;br&gt;how this differs from what the bowtie handles do? 
&lt;br&gt;&lt;br&gt;&amp;gt;It is in consonance 
&lt;br&gt;&amp;gt; with Morphic's directness principle.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Could this be made real-time? Currently, the changes
&lt;br&gt;&amp;gt;take effect only on mouse up.
&lt;br&gt;&lt;br&gt;Ah, I was hoping I could get away with that. I had
&lt;br&gt;feared updating per move would slow down the
&lt;br&gt;responsiveness. &amp;nbsp;Now I guess well have to try it and
&lt;br&gt;find out.
&lt;br&gt;&lt;br&gt;[Some time later...] &amp;nbsp;Ive tried various schemes for
&lt;br&gt;real time and concluded it is not good to do this
&lt;br&gt;pass. I agree that realtime is better it is also much
&lt;br&gt;trickier to program if I want to keep the other
&lt;br&gt;features of the handles like adding new ones and
&lt;br&gt;deleting the ones that go off the ends. If deleting
&lt;br&gt;doesnt wait for mouse up it leads to complications
&lt;br&gt;that would be a project in their own right to fix.
&lt;br&gt;&lt;br&gt;On the other hand I agree with you that realtime would
&lt;br&gt;be nicer. So I will keep it as a goal for a future
&lt;br&gt;pass when the clever part of me figures out a good way
&lt;br&gt;to make it work.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; The fill line should have an explicit origin and
&lt;br&gt;extensible end instead of having symmetric ends.
&lt;br&gt;&amp;gt;
&lt;br&gt;Ha. And I was so pleased to have figured out how to
&lt;br&gt;make the ends symmetric. Well have to try it your way
&lt;br&gt;too.
&lt;br&gt;&lt;br&gt;&amp;gt; BTW, do you know what happened to SVG support in
&lt;br&gt;&amp;gt; Squeak? This is a big gaping 
&lt;br&gt;&amp;gt; hole. Any idea why it got dropped?
&lt;br&gt;&amp;gt; 
&lt;br&gt;I am blissfully ignorant of SVG and any efforts by
&lt;br&gt;squeak in that direction. The OPLC crowd is deep in
&lt;br&gt;working with what theyve got. And the squeak-dev
&lt;br&gt;crowd is deep into the non-graphical applications. &amp;nbsp;So
&lt;br&gt;I dont see who might have the interest/resources to
&lt;br&gt;persue SVG for squeak. &amp;nbsp;Of course with squeak good
&lt;br&gt;things tend to pop out of the woodwork from time to
&lt;br&gt;time. So maybe someone with an itch, time and a patron
&lt;br&gt;will offer something like that.
&lt;br&gt;&lt;br&gt;[Addendum... Brad Fuller has started a UI list. I will
&lt;br&gt;bet at least some of the people on that list will be
&lt;br&gt;curious about SVG]. 
&lt;br&gt;&lt;br&gt;My progress on this application was in part due to a
&lt;br&gt;five week free period which ends this week. &amp;nbsp;So
&lt;br&gt;further work will probably be on a slower time scale.
&lt;br&gt;&lt;br&gt;Again, thanks for your comments and help.
&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;____________________________________________________________________________________
&lt;br&gt;Be a better Heartthrob. Get better relationship
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<entry>
	<id>tag:www.nabble.com,2006:post-12209415</id>
	<title>Re: Taming fills - gradient handles</title>
	<published>2007-08-17T18:45:26Z</published>
	<updated>2007-08-17T18:45:26Z</updated>
	<author>
		<name>Brad Fuller-2</name>
	</author>
	<content type="html">Jerome,
&lt;br&gt;&lt;br&gt;cool ideas. I like it. I don't know what I'd use it for. But, gradients are 
&lt;br&gt;cool and pleasing and I'm sure I'd find use for this. It's a nice compliment 
&lt;br&gt;to all the other neat things morph do.
&lt;br&gt;&lt;br&gt;&lt;br&gt;On Thu August 16 2007 3:03 pm, Jerome Peace wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi Subbu,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I have put a preliminary demo project up at
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://209.143.91.36/super/730&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://209.143.91.36/super/730&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Which implements gradient handles along the lines you
&lt;br&gt;&amp;gt; suggested.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Most all the magic is in the long doit. And none of
&lt;br&gt;&amp;gt; the new stuff has been set into menu items.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Your suggestions proved very fruitful and I am pleased
&lt;br&gt;&amp;gt; with how the handle behaviors turned out.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; So any feed back from you or your keen eyed daughter
&lt;br&gt;&amp;gt; would be welcome.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Cheers,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; ___________________________________________________________________________
&lt;br&gt;&amp;gt;_________ Moody friends. Drama queens. Your life? Nope! - their life, your
&lt;br&gt;&amp;gt; story. Play Sims Stories at Yahoo! Games. &lt;a href=&quot;http://sims.yahoo.com/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sims.yahoo.com/&lt;/a&gt;&lt;br&gt;&amp;gt; _______________________________________________
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<entry>
	<id>tag:www.nabble.com,2006:post-12190371</id>
	<title>Taming fills - gradient handles</title>
	<published>2007-08-16T16:03:36Z</published>
	<updated>2007-08-16T16:03:36Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">Hi Subbu,
&lt;br&gt;&lt;br&gt;I have put a preliminary demo project up at
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://209.143.91.36/super/730&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://209.143.91.36/super/730&lt;/a&gt;&lt;br&gt;&lt;br&gt;Which implements gradient handles along the lines you
&lt;br&gt;suggested.
&lt;br&gt;&lt;br&gt;Most all the magic is in the long doit. And none of
&lt;br&gt;the new stuff has been set into menu items.
&lt;br&gt;&lt;br&gt;Your suggestions proved very fruitful and I am pleased
&lt;br&gt;with how the handle behaviors turned out.
&lt;br&gt;&lt;br&gt;So any feed back from you or your keen eyed daughter
&lt;br&gt;would be welcome.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;____________________________________________________________________________________
&lt;br&gt;Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games.
&lt;br&gt;&lt;a href=&quot;http://sims.yahoo.com/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://sims.yahoo.com/&lt;/a&gt;&amp;nbsp; 
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<entry>
	<id>tag:www.nabble.com,2006:post-12064844</id>
	<title>[ANN] Taming Fills</title>
	<published>2007-08-08T19:19:20Z</published>
	<updated>2007-08-08T19:19:20Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">[ANN] Taming Fills
&lt;br&gt;&lt;br&gt;Hi Subbu,
&lt;br&gt;&lt;br&gt;Thank you for your comments.
&lt;br&gt;&lt;br&gt;I was hoping you would notice my work and I would get
&lt;br&gt;the kind of feedback you have given.
&lt;br&gt;&lt;br&gt;Now, I would like to know what you mean by them. 
&lt;br&gt;&lt;br&gt;Can you draw me a picture of what your handles look
&lt;br&gt;like?
&lt;br&gt;&lt;br&gt;My decision on four handles (an their current colors)
&lt;br&gt;are a first pass. And I have found better ideas come
&lt;br&gt;out of the woodwork in second and third passes.
&lt;br&gt;&lt;br&gt;I was mostly aiming on getting the functionality to
&lt;br&gt;work on this pass.
&lt;br&gt;&lt;br&gt;The dismiss handle is technically surperfluous (you
&lt;br&gt;can call up a halo and dismiss the handles that way).
&lt;br&gt;By anchoring the last corner of the square it helps
&lt;br&gt;visulization.
&lt;br&gt;&lt;br&gt;The brown anchor is the origin and serves as host to
&lt;br&gt;the others.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;The blue and yellow handle in their shifted version
&lt;br&gt;are the unlimited actions. 
&lt;br&gt;They are complimetary. &amp;nbsp;
&lt;br&gt;&lt;br&gt;Blue scaleRotate is the analog of a polar
&lt;br&gt;transformation (angle and radius)
&lt;br&gt;and works as you describe the second handle to work.
&lt;br&gt;&amp;nbsp;while
&lt;br&gt;Yellow stretchReflect is the analog of a cartesian
&lt;br&gt;transformation &amp;nbsp;( scalling x and y &amp;nbsp;separately ). And
&lt;br&gt;works like the yellow growth handle works on the halo.
&lt;br&gt;Except my yellow handle allows for reflection.
&lt;br&gt;&lt;br&gt;The unshifted handles are constrained s.t. the blue
&lt;br&gt;mimics its halo handle and the yellow can only scale
&lt;br&gt;and reflect w/o changing the aspect ratio. &amp;nbsp;The yellow
&lt;br&gt;halo handle behaves that way currently when it is
&lt;br&gt;shifted. Except my yellow handle allows for
&lt;br&gt;reflection.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&lt;br&gt;My experience is that you want the handles to be
&lt;br&gt;limited in their normal operation and unlimited in
&lt;br&gt;special operation. That provides the user a choice not
&lt;br&gt;to change invariants such as aspect ratio, in the case
&lt;br&gt;of the yellow handle, or scale, in the case of the
&lt;br&gt;blue.
&lt;br&gt;&lt;br&gt;My current thought is to substitute a checkbox for the
&lt;br&gt;shift key. With both handles being either limited or
&lt;br&gt;unlimited as the check box gets toggled.
&lt;br&gt;&lt;br&gt;I did add balloon help to the handles to indicate
&lt;br&gt;their purpose. I think your comments show that neither
&lt;br&gt;the shiftkey nor the balloon help is a good way to
&lt;br&gt;convey that to the hands on user. &amp;nbsp;That's an insight
&lt;br&gt;worth having too.
&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;***
&lt;br&gt;&amp;gt;subbukk subbukk at gmail.com 
&lt;br&gt;&amp;gt;Wed Aug 8 12:29:08 UTC 2007 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;On Tuesday 07 August 2007 11:39 pm, Jerome Peace
&lt;br&gt;wrote:
&lt;br&gt;&amp;gt;&amp;gt; Solution: Have handles for the fill that allow
&lt;br&gt;&amp;gt;&amp;gt; manipulation of all the parameters until the user
&lt;br&gt;is
&lt;br&gt;&amp;gt;&amp;gt; satisfied. Then allow the removal of those handles.
&lt;br&gt;&amp;gt;Jerome,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;It is nice to be able to control the fills directly
&lt;br&gt;through handles, but the 
&lt;br&gt;&amp;gt;handles are too many. 
&lt;br&gt;&lt;br&gt;&amp;gt;A simple 'rubber band' with two handles (anchored and
&lt;br&gt;&lt;br&gt;&amp;gt;movable) is sufficient. 
&lt;br&gt;&lt;br&gt;What do you mean by rubberband? 
&lt;br&gt;&lt;br&gt;Circular gradient will need a ellipse with two 
&lt;br&gt;&amp;gt;orthogonal 'rubber band' lines.
&lt;br&gt;&lt;br&gt;Lost me here. &amp;nbsp;Where do the lines go and what do they
&lt;br&gt;do thats different?
&lt;br&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Use a color dropper on a handle to change the color. 
&lt;br&gt;&lt;br&gt;Ah but fills can be much more glorious than two
&lt;br&gt;colors. &amp;nbsp;I was thinking of something like a slider
&lt;br&gt;with multiple slides each one capable of defining an
&lt;br&gt;new color on the ramp. And of course a midpoint or two
&lt;br&gt;to add even more colors.
&lt;br&gt;&lt;br&gt;&lt;br&gt;Drag anchored handle to 
&lt;br&gt;&amp;gt;change origin and moveable handle to scale and
&lt;br&gt;rotate. Shift click on the 
&lt;br&gt;&amp;gt;rubber band to dismiss the handle. This would be
&lt;br&gt;consistent with operations 
&lt;br&gt;on mixed curve and border width etc.
&lt;br&gt;&lt;br&gt;Shift-move on the blue handle does scale and rotate. &amp;nbsp;
&lt;br&gt;But try shift-moving on the yellow. That is what it is
&lt;br&gt;really there for.
&lt;br&gt;And try it on a bitmapfill.
&lt;br&gt;&lt;br&gt;I can see the check box is really whats needed.
&lt;br&gt;&lt;br&gt;I want to see what your rubberband looks like. 
&lt;br&gt;&lt;br&gt;Thanks again for you help.
&lt;br&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Regards .. Subbu
&lt;br&gt;***
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;____________________________________________________________________________________
&lt;br&gt;Got a little couch potato? 
&lt;br&gt;Check out fun summer activities for kids.
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&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:www.nabble.com,2006:post-12039472</id>
	<title>[ANN] Taming Fills</title>
	<published>2007-08-07T12:09:35Z</published>
	<updated>2007-08-07T12:09:35Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">[ANN] Taming Fills
&lt;br&gt;Hi All,
&lt;br&gt;&lt;br&gt;Context: You have a morph with a gradient or bit map
&lt;br&gt;fill and you would like to adjust the scale and
&lt;br&gt;orientation to your liking.
&lt;br&gt;&lt;br&gt;Problem: The only way to adjust things is one
&lt;br&gt;parameter at a time from the fill menu. Furthermore
&lt;br&gt;once you have selected to adjust a parameter a handle
&lt;br&gt;is created at the cursor (which was doing menu
&lt;br&gt;selection just a moment ago.).. And the previous
&lt;br&gt;setting of the parameter is lost.
&lt;br&gt;&lt;br&gt;Solution: Have handles for the fill that allow
&lt;br&gt;manipulation of all the parameters until the user is
&lt;br&gt;satisfied. Then allow the removal of those handles.
&lt;br&gt;&lt;br&gt;Working code for evaluation is available on Bobs
&lt;br&gt;superswiki:
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://209.143.91.36/super/730&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://209.143.91.36/super/730&lt;/a&gt;&lt;br&gt;Taming Fills
&lt;br&gt;&lt;br&gt;and a report has been started on mantis:
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://bugs.squeak.org/view.php?id=6594&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://bugs.squeak.org/view.php?id=6594&lt;/a&gt;&lt;br&gt;0006594: [Fix] [Enh] A better way to handle
&lt;br&gt;Balloon-Fill adjustments	
&lt;br&gt;&lt;br&gt;Feedback appreciated. Send kudos to the lists and
&lt;br&gt;technical feedback to mantis.
&lt;br&gt;&lt;br&gt;Yours is service and curiosity, --Jerome Peace.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;____________________________________________________________________________________Ready for the edge of your seat? 
&lt;br&gt;Check out tonight's top picks on Yahoo! TV. 
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<entry>
	<id>tag:www.nabble.com,2006:post-11484040</id>
	<title>Full and fun squeak</title>
	<published>2007-07-07T20:07:42Z</published>
	<updated>2007-07-07T20:07:42Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">Hi all,
&lt;br&gt;&lt;br&gt;3.9 and 3.10 will run some of the new games from the
&lt;br&gt;&lt;br&gt;&lt;br&gt;Small projects for Squeak on the $100 laptop page at:
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://www.swa.hpi.uni-potsdam.de/projects/olpc/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.swa.hpi.uni-potsdam.de/projects/olpc/&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Sokoban.13May2051.cs.gz
&lt;br&gt;Games-DiceWars.st.gz
&lt;br&gt;(gunzip, then drop files on an open squeak window)
&lt;br&gt;&lt;br&gt;Abalone-pd.42.mcz
&lt;br&gt;(drop on a squeak window)
&lt;br&gt;&lt;br&gt;Games-G11PacmanOLPC.sar
&lt;br&gt;(This did not work. First problem a missing 
&lt;br&gt;MP3 sound stream class.)
&lt;br&gt;&lt;br&gt;I haven't tried the breakout game yet.
&lt;br&gt;&lt;br&gt;The games I could play had a solid quality to them.
&lt;br&gt;&lt;br&gt;All could use a wee bit more documentation/help info.
&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;____________________________________________________________________________________
&lt;br&gt;Got a little couch potato? 
&lt;br&gt;Check out fun summer activities for kids.
&lt;br&gt;&lt;a href=&quot;http://search.yahoo.com/search?fr=oni_on_mail&amp;p=summer+activities+for+kids&amp;cs=bz&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://search.yahoo.com/search?fr=oni_on_mail&amp;p=summer+activities+for+kids&amp;cs=bz&lt;/a&gt;&amp;nbsp;
&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:www.nabble.com,2006:post-11475820</id>
	<title>Re: Implementing stuff in morphic 3.</title>
	<published>2007-07-06T18:34:11Z</published>
	<updated>2007-07-06T18:34:11Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Jerome,
&lt;br&gt;&lt;br&gt;I apologize for the delay. My second daugher, Diana was born on 6/28, 
&lt;br&gt;and I'm slowly coming back.
&lt;br&gt;&lt;br&gt;Jerome Peace escribió:
&lt;br&gt;&amp;gt; The size of the image is secondary. The size that
&lt;br&gt;&amp;gt; matters is the peak size the application requires as
&lt;br&gt;&amp;gt; it runs. With graphic intensive things you can hit the
&lt;br&gt;&amp;gt; ceiling by requiring too much memory for just the
&lt;br&gt;&amp;gt; intermediate forms. 
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;Setting Display depth to 16 (instead of 32) reduces memory usage 
&lt;br&gt;significantly. I should study Form allocation, to see if there's 
&lt;br&gt;something to optimize, though.
&lt;br&gt;&amp;gt; The other showstoppers for me are trying to use the
&lt;br&gt;&amp;gt; halos in ways I &amp;quot;know&amp;quot; work and running into the fact
&lt;br&gt;&amp;gt; they haven't been implemented for your morphs.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; And drag and drop doesn't work. So I can't figure out
&lt;br&gt;&amp;gt; how to embed one morph in another. &amp;nbsp;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;Yes, those still missing. I do it all with code. Quite easy, anyway.
&lt;br&gt;&amp;gt; You are familiar with what you wrote in a way that I
&lt;br&gt;&amp;gt; am not. I am more or less poking at things from the
&lt;br&gt;&amp;gt; outside. And I lose interest after about finding 5-9
&lt;br&gt;&amp;gt; (seven plus or minus two) &amp;nbsp;things that don't work.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Then its a matter of waiting until you make progress.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;That's ok.
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; I know you are serious about this. So I would
&lt;br&gt;&amp;gt; encourage you to get an official enough status for
&lt;br&gt;&amp;gt; this that we can have a catagory for it on mantis**.
&lt;br&gt;&amp;gt; The I can turn may annoyances with the way things work
&lt;br&gt;&amp;gt; into bug reports. Which will help ratchet progress and
&lt;br&gt;&amp;gt; may even help document the ideas and issues we come
&lt;br&gt;&amp;gt; across as you develop your baby.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;Ok. I agree.
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;&amp;gt; I have
&lt;br&gt;&amp;gt;&amp;gt; modified lots of 
&lt;br&gt;&amp;gt;&amp;gt; things in &amp;quot;old&amp;quot; Morphic, and it will not be that
&lt;br&gt;&amp;gt;&amp;gt; easy.
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Like what?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;I didn't log all I did. But if you browse OldMorph, OldMorphExtension, 
&lt;br&gt;and OldPasteUpMorph, you'll see I removed many instance variables. I 
&lt;br&gt;also removed a lot of methods, and modified their senders. As new Morphs 
&lt;br&gt;live in an old World, to avoid needing methods in Morph that I didn't 
&lt;br&gt;want, I removed their senders. Basically, I feel free to delete whatever 
&lt;br&gt;I don't like, anywhere in the system.
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; They would need to convince
&lt;br&gt;&amp;gt;&amp;gt; me that I was wrong, 
&lt;br&gt;&amp;gt;&amp;gt; and to show me a better way, for me to follow them.
&lt;br&gt;&amp;gt;&amp;gt; After all this is 
&lt;br&gt;&amp;gt;&amp;gt; exactly what Dan Ingalls always did.
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Dan had the benifit of a nacent system and a paycheck.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;:)
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;&amp;gt; And at the end he was always right.
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; He didn't really get to the end. He went back to take
&lt;br&gt;&amp;gt; care of the family farm and the team he had assembled
&lt;br&gt;&amp;gt; broke up. See the references in Berts comment on
&lt;br&gt;&amp;gt; fabrik.
&lt;br&gt;&amp;gt; &amp;nbsp;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.squeakfoundation.org/pipermail/squeak-dev/2007-June/118049.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.squeakfoundation.org/pipermail/squeak-dev/2007-June/118049.html&lt;/a&gt;&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;Ok, but what I meant is that he did Smalltalk the way he felt, without 
&lt;br&gt;worrying if others would understand him or not. And I really believe 
&lt;br&gt;nothing better than Smalltalk was made. I.e. I believe Smalltalk is 
&lt;br&gt;better than C++, C#, Java, Python, Ruby, Self, etc.
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; -----
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; In conclusion,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I will support you as much as I can from the outside
&lt;br&gt;&amp;gt; by playing with things as you improve them. I am not
&lt;br&gt;&amp;gt; too interested in diving into your separate morphic
&lt;br&gt;&amp;gt; 3.0 code. 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; If you get a catagory for Morphic 3.0 set up on Mantis
&lt;br&gt;&amp;gt; I will write bug reports as I come across them. I very
&lt;br&gt;&amp;gt; much recommend this approach.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am entertaining my curiosity by coding the
&lt;br&gt;&amp;gt; place/morph layers concept in the current development
&lt;br&gt;&amp;gt; stream of squeak. I am going to do what is practical
&lt;br&gt;&amp;gt; to do but I am keeping in mind your concept of each
&lt;br&gt;&amp;gt; morph having its own coord system. So if you look over
&lt;br&gt;&amp;gt; my work and I yours we should benifit from each others
&lt;br&gt;&amp;gt; insights.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --------
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; **This should probably be a catgory under the squeak
&lt;br&gt;&amp;gt; project rather than its own separate project. That is
&lt;br&gt;&amp;gt; due to limitations of mantis in dealling amoung
&lt;br&gt;&amp;gt; projects. Ken Causey may be able to provide some
&lt;br&gt;&amp;gt; advice. &amp;nbsp;_Jer
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;Great!
&lt;br&gt;Thanks,
&lt;br&gt;Juan Vuletich
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
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<entry>
	<id>tag:www.nabble.com,2006:post-11281757</id>
	<title>Re: Re: Implementing stuff in morphic 3.</title>
	<published>2007-06-25T00:26:10Z</published>
	<updated>2007-06-25T00:26:10Z</updated>
	<author>
		<name>Stéphane Ducasse-3</name>
	</author>
	<content type="html">&lt;div class='shrinkable-quote'&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; I also think it would be the right way to
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; incrementally develop morphic 3.0.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Stef also asked me that. Unfortunately to start
&lt;br&gt;&amp;gt;&amp;gt; doing that I would have
&lt;br&gt;&amp;gt;&amp;gt; to halt the development of Morphic 3 itself.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Yeah, at this point it would be a big disruption. But
&lt;br&gt;&amp;gt; maybe keep it in mind if the project itself calls for
&lt;br&gt;&amp;gt; a big disruption.
&lt;/div&gt;&lt;br&gt;What I was saying is that if you want that other people
&lt;br&gt;give a try and at the end helps you need to offer them
&lt;br&gt;a way to work on their image and to be able to run side by side
&lt;br&gt;Morphic3 and Morphic.
&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; I do what I do because it is what I
&lt;br&gt;&amp;gt;&amp;gt; need. I invite everybody to participate. But I won't
&lt;br&gt;&amp;gt;&amp;gt; change what I'm &amp;nbsp;doing to seduce others.
&lt;br&gt;&lt;br&gt;The main point is to make sure that others feel comfortable enough to &amp;nbsp;
&lt;br&gt;help.
&lt;br&gt;&lt;br&gt;Stef
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
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<entry>
	<id>tag:www.nabble.com,2006:post-11279839</id>
	<title>Re: Implementing stuff in morphic 3.</title>
	<published>2007-06-24T18:21:55Z</published>
	<updated>2007-06-24T18:21:55Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">&lt;br&gt;--- Juan Vuletich &amp;lt;&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=11279839&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;juan@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; &amp;gt; Running your image under the classic os vm crashes
&lt;br&gt;&amp;gt; the
&lt;br&gt;&amp;gt; &amp;gt; image and often the system before I can do too
&lt;br&gt;&amp;gt; much of
&lt;br&gt;&amp;gt; &amp;gt; any type of exploring.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt; That's too bad. I wonder what would be the reason.
&lt;br&gt;&amp;gt; My image is smaller 
&lt;br&gt;&amp;gt; than a standard 3.9 or 3.10 image, and uses less
&lt;br&gt;&amp;gt; memory. I would like 
&lt;br&gt;&amp;gt; you to be able to use my image without major
&lt;br&gt;&amp;gt; problems.
&lt;/div&gt;&lt;br&gt;The size of the image is secondary. The size that
&lt;br&gt;matters is the peak size the application requires as
&lt;br&gt;it runs. With graphic intensive things you can hit the
&lt;br&gt;ceiling by requiring too much memory for just the
&lt;br&gt;intermediate forms. 
&lt;br&gt;&lt;br&gt;The other showstoppers for me are trying to use the
&lt;br&gt;halos in ways I &amp;quot;know&amp;quot; work and running into the fact
&lt;br&gt;they haven't been implemented for your morphs.
&lt;br&gt;&lt;br&gt;And drag and drop doesn't work. So I can't figure out
&lt;br&gt;how to embed one morph in another. &amp;nbsp;
&lt;br&gt;&lt;br&gt;You are familiar with what you wrote in a way that I
&lt;br&gt;am not. I am more or less poking at things from the
&lt;br&gt;outside. And I lose interest after about finding 5-9
&lt;br&gt;(seven plus or minus two) &amp;nbsp;things that don't work.
&lt;br&gt;&lt;br&gt;Then its a matter of waiting until you make progress.
&lt;br&gt;&lt;br&gt;I know you are serious about this. So I would
&lt;br&gt;encourage you to get an official enough status for
&lt;br&gt;this that we can have a catagory for it on mantis**.
&lt;br&gt;The I can turn may annoyances with the way things work
&lt;br&gt;into bug reports. Which will help ratchet progress and
&lt;br&gt;may even help document the ideas and issues we come
&lt;br&gt;across as you develop your baby.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; &amp;gt; I also think it would be the right way to
&lt;br&gt;&amp;gt; &amp;gt; incrementally develop morphic 3.0.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt; Stef also asked me that. Unfortunately to start
&lt;br&gt;&amp;gt; doing that I would have 
&lt;br&gt;&amp;gt; to halt the development of Morphic 3 itself.
&lt;br&gt;&lt;br&gt;Yeah, at this point it would be a big disruption. But
&lt;br&gt;maybe keep it in mind if the project itself calls for
&lt;br&gt;a big disruption.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; I have
&lt;br&gt;&amp;gt; modified lots of 
&lt;br&gt;&amp;gt; things in &amp;quot;old&amp;quot; Morphic, and it will not be that
&lt;br&gt;&amp;gt; easy.
&lt;br&gt;&lt;br&gt;Like what?
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; I have very 
&lt;br&gt;&amp;gt; little time available for this project, and I'm
&lt;br&gt;&amp;gt; trying to spend it 
&lt;br&gt;&amp;gt; carefully. 
&lt;br&gt;&lt;br&gt;I know that situation.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; &amp;gt;And we must follow them if they
&lt;br&gt;&amp;gt; &amp;gt;are to let us lead.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt; I think I don't agree with this. 
&lt;br&gt;&lt;br&gt;All my experience has shown this to be true. I need to
&lt;br&gt;understand where other are and wish to go inorder to
&lt;br&gt;provide a path they wish to follow.
&lt;br&gt;&lt;br&gt;There has to be something they want in what we do
&lt;br&gt;inorder for them to participate.
&lt;br&gt;&lt;br&gt;This does not have to be important to us as we
&lt;br&gt;experiment. What I want is the learning that comes
&lt;br&gt;from the task. I would like to see my better ideas
&lt;br&gt;widely distributed because that will be more useful
&lt;br&gt;and generate more and better feedback as well as
&lt;br&gt;dividends.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; I do what I do because it is what I 
&lt;br&gt;&amp;gt; need. I invite everybody to participate. But I won't
&lt;br&gt;&amp;gt; change what I'm &amp;nbsp;doing to seduce others. 
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; They would need to convince
&lt;br&gt;&amp;gt; me that I was wrong, 
&lt;br&gt;&amp;gt; and to show me a better way, for me to follow them.
&lt;br&gt;&amp;gt; After all this is 
&lt;br&gt;&amp;gt; exactly what Dan Ingalls always did.
&lt;br&gt;&lt;br&gt;Dan had the benifit of a nacent system and a paycheck.
&lt;br&gt;&lt;br&gt;&amp;gt; And at the end he was always right.
&lt;br&gt;&lt;br&gt;He didn't really get to the end. He went back to take
&lt;br&gt;care of the family farm and the team he had assembled
&lt;br&gt;broke up. See the references in Berts comment on
&lt;br&gt;fabrik.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&lt;a href=&quot;http://lists.squeakfoundation.org/pipermail/squeak-dev/2007-June/118049.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.squeakfoundation.org/pipermail/squeak-dev/2007-June/118049.html&lt;/a&gt;&lt;br&gt;&lt;br&gt;-----
&lt;br&gt;&lt;br&gt;In conclusion,
&lt;br&gt;&lt;br&gt;I will support you as much as I can from the outside
&lt;br&gt;by playing with things as you improve them. I am not
&lt;br&gt;too interested in diving into your separate morphic
&lt;br&gt;3.0 code. 
&lt;br&gt;&lt;br&gt;If you get a catagory for Morphic 3.0 set up on Mantis
&lt;br&gt;I will write bug reports as I come across them. I very
&lt;br&gt;much recommend this approach.
&lt;br&gt;&lt;br&gt;I am entertaining my curiosity by coding the
&lt;br&gt;place/morph layers concept in the current development
&lt;br&gt;stream of squeak. I am going to do what is practical
&lt;br&gt;to do but I am keeping in mind your concept of each
&lt;br&gt;morph having its own coord system. So if you look over
&lt;br&gt;my work and I yours we should benifit from each others
&lt;br&gt;insights.
&lt;br&gt;&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;&lt;br&gt;--------
&lt;br&gt;&lt;br&gt;**This should probably be a catgory under the squeak
&lt;br&gt;project rather than its own separate project. That is
&lt;br&gt;due to limitations of mantis in dealling amoung
&lt;br&gt;projects. Ken Causey may be able to provide some
&lt;br&gt;advice. &amp;nbsp;_Jer
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; ____________________________________________________________________________________
&lt;br&gt;Fussy? Opinionated? Impossible to please? Perfect. &amp;nbsp;Join Yahoo!'s user panel and lay it on us. &lt;a href=&quot;http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7&lt;/a&gt;&amp;nbsp;
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11279467</id>
	<title>Re: NewMorphic how do you compose coordinate systems?</title>
	<published>2007-06-24T17:19:37Z</published>
	<updated>2007-06-24T17:19:37Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Jerome,
&lt;br&gt;&lt;br&gt;Jerome Peace escribió:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi Juan,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I am making a run at coding the morphic with
&lt;br&gt;&amp;gt; alternating location and morphs. (in 3.9-3.10)
&lt;br&gt;&amp;gt; And I realized I don't understand something about new
&lt;br&gt;&amp;gt; morphic.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; When you have a morphic tree of several morphs deep.
&lt;br&gt;&amp;gt; How do you compose the coord system transformations to
&lt;br&gt;&amp;gt; get from the inner moprh to the outer world?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Think of a really horrible case and explain that. (
&lt;br&gt;&amp;gt; e.g. alternating cartesian and xlog stuff several
&lt;br&gt;&amp;gt; iterations deep.) &amp;nbsp;How would new morphic handle that?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;&lt;br&gt;The only reasonable way: draw something &amp;quot;horrible&amp;quot; on the screen! 
&lt;br&gt;Really, a xlog system will &amp;quot;xlogize&amp;quot; all it displays.
&lt;br&gt;&lt;br&gt;So a cartesian system in a xlog system will look like a xlog system. A 
&lt;br&gt;polar system would look &amp;quot;xlogized&amp;quot; i.e. with a weird zoom in at the left 
&lt;br&gt;end and zoom out at the right end.
&lt;br&gt;&lt;br&gt;If you put an xlog system inside the other, it would compose the 
&lt;br&gt;transformations the same way: the left end will have way too much zoom 
&lt;br&gt;in, and the right end too much zoom out. Most likely not very useful anyway.
&lt;br&gt;&lt;br&gt;Does this make sense to you?
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11279442</id>
	<title>Re: Re: NewMorphic Feedback (1 source control)</title>
	<published>2007-06-24T17:14:49Z</published>
	<updated>2007-06-24T17:14:49Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Herbert,
&lt;br&gt;&lt;br&gt;You're right. In fact we should be careful enough to support even higher 
&lt;br&gt;precision numerical representations, if the image has support for them.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;&lt;br&gt;Herbert König escribió:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hello Juan,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; JV&amp;gt; pixels to books of several kilometers. But I want float coordinates and
&lt;br&gt;&amp;gt; JV&amp;gt; multiple nonlinear coordinate systems in the same world. I don't want to
&lt;br&gt;&amp;gt; JV&amp;gt; be restricted to Cartesian with a single scale all over the system. In a
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; that's good to hear! In road design and survey even 64 Bit Floats
&lt;br&gt;&amp;gt; aren't enough. A few trigonometric calculations and you loose your 1mm
&lt;br&gt;&amp;gt; precision.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Sorry, first attempt went to your private email.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Cheers
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Herbert &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;mailto:&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=11279442&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;herbertkoenig@...&lt;/a&gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; _______________________________________________
&lt;br&gt;&amp;gt; Morphic mailing list
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=11279442&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Morphic@...&lt;/a&gt;
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://lists.squeakfoundation.org/cgi-bin/mailman/listinfo/morphic&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;&lt;br&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11279431</id>
	<title>Re: Do morphs have locations or do locations have morphs? (longish reply to Matthew)</title>
	<published>2007-06-24T17:13:07Z</published>
	<updated>2007-06-24T17:13:07Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Matthew,
&lt;br&gt;&lt;br&gt;Matthew Fulmer escribió:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Sat, Jun 23, 2007 at 09:29:38AM -0300, Juan Vuletich wrote:
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; Matthew, could you elaborate a bit on &amp;quot;jiggly morphs&amp;quot; and 2.5 D? Aren't 
&lt;br&gt;&amp;gt;&amp;gt; we in 2.5D?
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; For &amp;quot;jiggly morphs&amp;quot;, I am thinking of the quite visially
&lt;br&gt;&amp;gt; appealing non-linear transformations used in Beryl:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://en.wikipedia.org/wiki/Beryl_%28window_manager%29&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Beryl_%28window_manager%29&lt;/a&gt;&lt;br&gt;&amp;gt; Of the videos on the subject, this one demonstrates the effect
&lt;br&gt;&amp;gt; the most succintly: (warning! sound!)
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.youtube.com/watch?v=1FeXVUz5nD4&amp;NR=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=1FeXVUz5nD4&amp;NR=1&lt;/a&gt;&lt;br&gt;&amp;gt; Most of that would be possible with a modied coordinate system,
&lt;br&gt;&amp;gt; but some of it would require a warped GL surface.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;This kind of stuff could be done in Morphic 3. But performance won't be 
&lt;br&gt;good until we go to OpenGL or such.
&lt;br&gt;&amp;gt; For 2.5d, I am thinking of something like Merlin, where Morphs
&lt;br&gt;&amp;gt; are 2-d entities, but exist as camera-facing sprites in a 3-d
&lt;br&gt;&amp;gt; world (dormant project; no good screenshots)
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.lsi.usp.br/~jecel/gui.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.lsi.usp.br/~jecel/gui.html&lt;/a&gt;&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;This is cool. But Morphic 3 is just 2d with zOrder. (This is usually 
&lt;br&gt;called 2.5d). So, It won't be possible.
&lt;br&gt;&amp;gt; or, croquet, where 2-d entities have location and orientation in
&lt;br&gt;&amp;gt; a 3-d island:
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://www.opencroquet.org/index.php/Screenshots&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.opencroquet.org/index.php/Screenshots&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&lt;br&gt;Yes, but for a full 3d environment, we have croquet, don't we?
&lt;br&gt;&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11277934</id>
	<title>NewMorphic how do you compose coordinate systems?</title>
	<published>2007-06-24T13:57:48Z</published>
	<updated>2007-06-24T13:57:48Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">Hi Juan,
&lt;br&gt;&lt;br&gt;I am making a run at coding the morphic with
&lt;br&gt;alternating location and morphs. (in 3.9-3.10)
&lt;br&gt;And I realized I don't understand something about new
&lt;br&gt;morphic.
&lt;br&gt;&lt;br&gt;When you have a morphic tree of several morphs deep.
&lt;br&gt;How do you compose the coord system transformations to
&lt;br&gt;get from the inner moprh to the outer world?
&lt;br&gt;&lt;br&gt;Think of a really horrible case and explain that. (
&lt;br&gt;e.g. alternating cartesian and xlog stuff several
&lt;br&gt;iterations deep.) &amp;nbsp;How would new morphic handle that?
&lt;br&gt;&lt;br&gt;Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&lt;br&gt;&amp;nbsp;
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp;
&lt;br&gt;____________________________________________________________________________________
&lt;br&gt;No need to miss a message. Get email on-the-go 
&lt;br&gt;with Yahoo! Mail for Mobile. Get started.
&lt;br&gt;&lt;a href=&quot;http://mobile.yahoo.com/mail&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://mobile.yahoo.com/mail&lt;/a&gt;&amp;nbsp;
&lt;br&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11273113</id>
	<title>Re: Re: NewMorphic Feedback (1 source control)</title>
	<published>2007-06-24T01:56:22Z</published>
	<updated>2007-06-24T01:56:22Z</updated>
	<author>
		<name>Herbert König</name>
	</author>
	<content type="html">Hello Juan,
&lt;br&gt;&lt;br&gt;JV&amp;gt; pixels to books of several kilometers. But I want float coordinates and
&lt;br&gt;JV&amp;gt; multiple nonlinear coordinate systems in the same world. I don't want to
&lt;br&gt;JV&amp;gt; be restricted to Cartesian with a single scale all over the system. In a
&lt;br&gt;&lt;br&gt;that's good to hear! In road design and survey even 64 Bit Floats
&lt;br&gt;aren't enough. A few trigonometric calculations and you loose your 1mm
&lt;br&gt;precision.
&lt;br&gt;&lt;br&gt;Sorry, first attempt went to your private email.
&lt;br&gt;&lt;br&gt;Cheers
&lt;br&gt;&lt;br&gt;Herbert &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;mailto:&lt;a href=&quot;http://www.nabble.com/user/SendEmail.jtp?type=post&amp;post=11273113&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;herbertkoenig@...&lt;/a&gt;
&lt;br&gt;&lt;br&gt;_______________________________________________
&lt;br&gt;Morphic mailing list
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11270801</id>
	<title>Re: Do morphs have locations or do locations have morphs? (longish reply to Matthew)</title>
	<published>2007-06-23T16:36:20Z</published>
	<updated>2007-06-23T16:36:20Z</updated>
	<author>
		<name>matthewf</name>
	</author>
	<content type="html">On Sat, Jun 23, 2007 at 09:29:38AM -0300, Juan Vuletich wrote:
&lt;br&gt;&amp;gt; Matthew, could you elaborate a bit on &amp;quot;jiggly morphs&amp;quot; and 2.5 D? Aren't 
&lt;br&gt;&amp;gt; we in 2.5D?
&lt;br&gt;&lt;br&gt;For &amp;quot;jiggly morphs&amp;quot;, I am thinking of the quite visially
&lt;br&gt;appealing non-linear transformations used in Beryl:
&lt;br&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Beryl_%28window_manager%29&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://en.wikipedia.org/wiki/Beryl_%28window_manager%29&lt;/a&gt;&lt;br&gt;Of the videos on the subject, this one demonstrates the effect
&lt;br&gt;the most succintly: (warning! sound!)
&lt;br&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=1FeXVUz5nD4&amp;NR=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.youtube.com/watch?v=1FeXVUz5nD4&amp;NR=1&lt;/a&gt;&lt;br&gt;Most of that would be possible with a modied coordinate system,
&lt;br&gt;but some of it would require a warped GL surface.
&lt;br&gt;&lt;br&gt;For 2.5d, I am thinking of something like Merlin, where Morphs
&lt;br&gt;are 2-d entities, but exist as camera-facing sprites in a 3-d
&lt;br&gt;world (dormant project; no good screenshots)
&lt;br&gt;&lt;a href=&quot;http://www.lsi.usp.br/~jecel/gui.html&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.lsi.usp.br/~jecel/gui.html&lt;/a&gt;&lt;br&gt;or, croquet, where 2-d entities have location and orientation in
&lt;br&gt;a 3-d island:
&lt;br&gt;&lt;a href=&quot;http://www.opencroquet.org/index.php/Screenshots&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.opencroquet.org/index.php/Screenshots&lt;/a&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Matthew Fulmer -- &lt;a href=&quot;http://mtfulmer.wordpress.com/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://mtfulmer.wordpress.com/&lt;/a&gt;&lt;br&gt;Help improve Squeak Documentation: &lt;a href=&quot;http://wiki.squeak.org/squeak/808&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://wiki.squeak.org/squeak/808&lt;/a&gt;&lt;br&gt;_______________________________________________
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11270006</id>
	<title>Re: Re: NewMorphic Feedback (1 source control)</title>
	<published>2007-06-23T14:32:53Z</published>
	<updated>2007-06-23T14:32:53Z</updated>
	<author>
		<name>Stéphane Ducasse-3</name>
	</author>
	<content type="html">&lt;br&gt;On 23 juin 07, at 14:35, Juan Vuletich wrote:
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi Stef,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; You suggested that to me some time ago and I did. Sophie uses &amp;nbsp;
&lt;br&gt;&amp;gt; smallintegers for coordinates. This is ok for books, to go from &amp;nbsp;
&lt;br&gt;&amp;gt; printer pixels to books of several kilometers. But I want float &amp;nbsp;
&lt;br&gt;&amp;gt; coordinates and multiple nonlinear coordinate systems in the same &amp;nbsp;
&lt;br&gt;&amp;gt; world. I don't want to be restricted to Cartesian with a single &amp;nbsp;
&lt;br&gt;&amp;gt; scale all over the system. In a morph, the number 3 could mean 3 &amp;nbsp;
&lt;br&gt;&amp;gt; milimeters, and in another it could mean 3 astronomic unit (mean &amp;nbsp;
&lt;br&gt;&amp;gt; distance from the earth to the sun), or 3 degrees of latitude &amp;nbsp;
&lt;br&gt;&amp;gt; north, or 3 db or whatever.
&lt;/div&gt;&lt;br&gt;I thought that they used something new with a strange name for having &amp;nbsp;
&lt;br&gt;better precision....
&lt;br&gt;I cannot find the name anymore.
&lt;br&gt;&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Cheers,
&lt;br&gt;&amp;gt; Juan Vuletich
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Stéphane Ducasse escribió:
&lt;br&gt;&amp;gt;&amp;gt; Juan
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; did you check the unit used in Sophie. Because told me that their &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt; units are quite good.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Stef
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; On 22 juin 07, at 03:11, Juan Vuletich wrote:
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Hi Jerome,
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Jerome Peace escribió:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Hi Juan,
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Cool.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Thanks for listening.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I've actually followed progress to know how much you
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; advanced things. (Real time performance and the color
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; background fix. Great steady progress.)
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; :) Thanks.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I am using things on an old 400hz iMac running OS9.1.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I'm using one of JMM's old macClassic vms. So I need
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; to find out if you changed anything in th vm you
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; distribute with the system?
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Not at all. I should delete the VM from the zip file. It is &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; misleading.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Ok. Done.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; So, you are doing a serious performance test there! &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Unfortunately, the
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Morphic 3 stuff uses Floats for coordinates, and I haven't worked on
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; performance yet, so everything should be slow...
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I can try somethings that blow my mac out to the water
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; complete with the macbomb system crash box. That only
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; happened while using a low memory allocation. I'm
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; having better luck when I give the vm more room.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; I believe the same should happen with any Squeak image, right?
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I am about to try your new addr. If this doesn't
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; bounce then were golden.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Yep, here I am.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; The last try missed probably due to some typing on my
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; part.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Now I'm working on scrolling and clipping. I hope to publish &amp;nbsp;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; something soon.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Cheers,
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Juan Vuletich
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; _______________________________________________
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&lt;/div&gt;&lt;br&gt;_______________________________________________
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<entry>
	<id>tag:www.nabble.com,2006:post-11265987</id>
	<title>Re: Re: NewMorphic Feedback (1 source control)</title>
	<published>2007-06-23T06:35:45Z</published>
	<updated>2007-06-23T06:35:45Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Stef,
&lt;br&gt;&lt;br&gt;You suggested that to me some time ago and I did. Sophie uses 
&lt;br&gt;smallintegers for coordinates. This is ok for books, to go from printer 
&lt;br&gt;pixels to books of several kilometers. But I want float coordinates and 
&lt;br&gt;multiple nonlinear coordinate systems in the same world. I don't want to 
&lt;br&gt;be restricted to Cartesian with a single scale all over the system. In a 
&lt;br&gt;morph, the number 3 could mean 3 milimeters, and in another it could 
&lt;br&gt;mean 3 astronomic unit (mean distance from the earth to the sun), or 3 
&lt;br&gt;degrees of latitude north, or 3 db or whatever.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;&lt;br&gt;Stéphane Ducasse escribió:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Juan
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; did you check the unit used in Sophie. Because told me that their 
&lt;br&gt;&amp;gt; units are quite good.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Stef
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; On 22 juin 07, at 03:11, Juan Vuletich wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Hi Jerome,
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Jerome Peace escribió:
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Hi Juan,
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Cool.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; Thanks for listening.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; I've actually followed progress to know how much you
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; advanced things. (Real time performance and the color
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; background fix. Great steady progress.)
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; :) Thanks.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; I am using things on an old 400hz iMac running OS9.1.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; I'm using one of JMM's old macClassic vms. So I need
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; to find out if you changed anything in th vm you
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; distribute with the system?
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Not at all. I should delete the VM from the zip file. It is misleading.
&lt;br&gt;&amp;gt;&amp;gt; Ok. Done.
&lt;br&gt;&amp;gt;&amp;gt; So, you are doing a serious performance test there! Unfortunately, the
&lt;br&gt;&amp;gt;&amp;gt; Morphic 3 stuff uses Floats for coordinates, and I haven't worked on
&lt;br&gt;&amp;gt;&amp;gt; performance yet, so everything should be slow...
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; I can try somethings that blow my mac out to the water
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; complete with the macbomb system crash box. That only
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; happened while using a low memory allocation. I'm
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; having better luck when I give the vm more room.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; I believe the same should happen with any Squeak image, right?
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; I am about to try your new addr. If this doesn't
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; bounce then were golden.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Yep, here I am.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; The last try missed probably due to some typing on my
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; part.
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Now I'm working on scrolling and clipping. I hope to publish 
&lt;br&gt;&amp;gt;&amp;gt; something soon.
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; Cheers,
&lt;br&gt;&amp;gt;&amp;gt; Juan Vuletich
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; _______________________________________________
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<entry>
	<id>tag:www.nabble.com,2006:post-11265922</id>
	<title>Re: Do morphs have locations or do locations have morphs? (longish reply to Matthew)</title>
	<published>2007-06-23T06:29:38Z</published>
	<updated>2007-06-23T06:29:38Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Jerome,
&lt;br&gt;&lt;br&gt;It seems we came to the same ideas independently!
&lt;br&gt;&lt;br&gt;I also had an &amp;quot;aha&amp;quot; moment when I realized that extent and coordinate 
&lt;br&gt;system were intrinsic to the morph, but location was in fact external to 
&lt;br&gt;it. Currently, in Morphic 3, location is an ivar in a Morph. But I 
&lt;br&gt;didn't like it when I added it. Maybe it is best to do as you say, to 
&lt;br&gt;relate morphs and locations in the tree.
&lt;br&gt;&lt;br&gt;I am really convinced these ideas deserve a lot of experimenting and 
&lt;br&gt;more thought. Don't discard them. The effort is worth!
&lt;br&gt;&lt;br&gt;Matthew, could you elaborate a bit on &amp;quot;jiggly morphs&amp;quot; and 2.5 D? Aren't 
&lt;br&gt;we in 2.5D?
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
&lt;br&gt;&lt;br&gt;Jerome Peace escribió:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; Hi Matthew,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Thanks for your interest. 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The assertions comes from the comments I added to some
&lt;br&gt;&amp;gt; (pseudo) code I wrote. And as this is still in the
&lt;br&gt;&amp;gt; user story stage I blew one.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;quot;more than one morph may share a location.&amp;quot; 
&lt;br&gt;&amp;gt; Would have made more sense (to an outsider**) if I had
&lt;br&gt;&amp;gt; said:
&lt;br&gt;&amp;gt; &amp;quot;more than one submorph may share a location.&amp;quot;
&lt;br&gt;&amp;gt; &amp;nbsp;
&lt;br&gt;&amp;gt; The hierarchy tree would be a morph layer then a
&lt;br&gt;&amp;gt; location layer then the submorph layer etc.
&lt;br&gt;&amp;gt; each morph and location (I am beginning to prefer the
&lt;br&gt;&amp;gt; word place) can appear only once in the hierarchy and
&lt;br&gt;&amp;gt; there can be no loops.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Morphs themselves would not have intrinsic location
&lt;br&gt;&amp;gt; just extent. Morphs wouldn't be anywhere until you put
&lt;br&gt;&amp;gt; them some place.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The other part of your question is answered by saying
&lt;br&gt;&amp;gt; that locations are local.
&lt;br&gt;&amp;gt; The owner of a location is a morph. The location is
&lt;br&gt;&amp;gt; given in coords appropriate to its owners coordinate
&lt;br&gt;&amp;gt; system. 
&lt;br&gt;&amp;gt; The location is a place that can contain other morphs
&lt;br&gt;&amp;gt; (each with their own coord systems)
&lt;br&gt;&amp;gt; There is a decoupling between morphs and the location
&lt;br&gt;&amp;gt; a morph is at.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; This would allow you to do interesting things. Which I
&lt;br&gt;&amp;gt; am still working out in my head.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; What I was describing (probably poorly) was an aha
&lt;br&gt;&amp;gt; moment. This may or may not pan out.
&lt;br&gt;&amp;gt; Or it may pan out but not be worth the effort to
&lt;br&gt;&amp;gt; implement.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; It certainly isn't meant to stand up to much scrutiny
&lt;br&gt;&amp;gt; right at the moment.
&lt;br&gt;&amp;gt; Indeed it isn't even at the level of a user story.
&lt;br&gt;&amp;gt; (Which would describe what is desired)
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The user story is:
&lt;br&gt;&amp;gt; I wish squeak didn't have all these bugs due to
&lt;br&gt;&amp;gt; transformation morphs. And
&lt;br&gt;&amp;gt; I wish squeak had polygon morphs and rectangle morphs
&lt;br&gt;&amp;gt; that worked the same way when tilted or stretched.
&lt;br&gt;&amp;gt; Particularly with respect to their embeded submorphs.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; There is a notion (in my head) that Morphic skipped a
&lt;br&gt;&amp;gt; step by using rectanges as a basis for morphs without
&lt;br&gt;&amp;gt; having a simple place morph based on a point.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Based on work I've done on polygons and my (somewhat
&lt;br&gt;&amp;gt; poor) understanding of what Juan is trying to
&lt;br&gt;&amp;gt; accomplish I've come to an idea I think will prove
&lt;br&gt;&amp;gt; important. Now comes the interesting part to see if I
&lt;br&gt;&amp;gt; can make it work and find a way to make code and a
&lt;br&gt;&amp;gt; morphic of it.
&lt;br&gt;&amp;gt; Or to satisfy my curiosity and decide its not worth
&lt;br&gt;&amp;gt; more effort. 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; ***
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; [Morphic] Do morphs have locations or do locations
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt; have morphs?
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; Matthew Fulmer tapplek at gmail.com 
&lt;br&gt;&amp;gt;&amp;gt; Fri Jun 22 01:50:15 UTC 2007 
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; On Thu, Jun 21, 2007 at 01:36:09PM -0700, Jerome
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt; Peace wrote:
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; assertions
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot; each location in at most one morph&amp;quot;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; This assertion appears to conflict with
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot;a location is a sublocation of its owner&amp;quot;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; and 
&lt;br&gt;&amp;gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; &amp;quot;more than one morph may share a location.&amp;quot;
&lt;br&gt;&amp;gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; if one is using world-relative locations. Is this not
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt; the case?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Nope see above.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; What is a location? Parent morph + relative 2d
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt; location?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Hmm. The way I want to do it morphs don't have a
&lt;br&gt;&amp;gt; location. They are at a location (that belongs to the
&lt;br&gt;&amp;gt; next morph up the line.) The locations that a morph
&lt;br&gt;&amp;gt; contains are relative to the morphs reference
&lt;br&gt;&amp;gt; location. 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; So you could move the location inside its refence
&lt;br&gt;&amp;gt; morph and everything at that place would move with it.
&lt;br&gt;&amp;gt; Or you could &amp;nbsp;&amp;quot;beam&amp;quot; a morph from a location to
&lt;br&gt;&amp;gt; another location (maybe at a different level) and that
&lt;br&gt;&amp;gt; would also move everything belonging to the morph. 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Righ† now we do something like that by flexing a
&lt;br&gt;&amp;gt; morph.
&lt;br&gt;&amp;gt; And then we unflex them when we are done. This hairs
&lt;br&gt;&amp;gt; up the works. Thats because morphs are coupled to
&lt;br&gt;&amp;gt; their location by ivars. If you break that coupling
&lt;br&gt;&amp;gt; you gain something. The question is will it be enough
&lt;br&gt;&amp;gt; to overcome the overhead of adding extra layers to the
&lt;br&gt;&amp;gt; tree. This might come out either way.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; My instinct tells me I will at least learn something
&lt;br&gt;&amp;gt; interesting by persuing this idea. There is a
&lt;br&gt;&amp;gt; potential &amp;quot;big win&amp;quot; in terms of simplicity.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Smalltalk afterall started as genius on the half page.
&lt;br&gt;&amp;gt; It deserves to have &amp;quot;simplicity with great power
&lt;br&gt;&amp;gt; attached to it&amp;quot; reflected throughout its design.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; Also, what is in a Parent morph? location + rotation
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt; + &amp;gt;shear + scale?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I'm not sure yet. This is one of those things that
&lt;br&gt;&amp;gt; won't settle down (and behave like a good idea) until
&lt;br&gt;&amp;gt; I &amp;nbsp;play with it some more. The important thing at the
&lt;br&gt;&amp;gt; beginning is to be wrong in interesting ways; try a
&lt;br&gt;&amp;gt; lot; and learn things. &amp;nbsp;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;br&gt;&amp;gt;&amp;gt; or is there some more general transform system that
&lt;br&gt;&amp;gt;&amp;gt; could handle funky stuff like jiggly morphs, 
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Ha, what's a jiggly morph?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; or allow morphs to be 2.5d? That would be nice.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Morphs are already 2.5d sort of kind of maybe?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; My original project was to implement a kissakae system
&lt;br&gt;&amp;gt; in squeak.
&lt;br&gt;&amp;gt; Morphic was close to there but not quite.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Yours in curiosity and service, --Jerome Peace
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; **I knew perfectly well what I meant to say, even if I
&lt;br&gt;&amp;gt; didn't say it. ;-)
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; ____________________________________________________________________________________
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</entry>

<entry>
	<id>tag:www.nabble.com,2006:post-11265865</id>
	<title>Re: NewMorphic Feedback (1 source control)</title>
	<published>2007-06-23T06:22:23Z</published>
	<updated>2007-06-23T06:22:23Z</updated>
	<author>
		<name>Juan Vuletich-4</name>
	</author>
	<content type="html">Hi Jerome,
&lt;br&gt;&lt;br&gt;Jerome Peace escribió:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; performance yet, so everything should be slow...
&lt;br&gt;&amp;gt;&amp;gt; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Actually the iMac is well designed and the performance
&lt;br&gt;&amp;gt; is responsive. I can resize the example at about the
&lt;br&gt;&amp;gt; same speed as I am used to. Of Course there not a lot
&lt;br&gt;&amp;gt; else going on at the same time. So its not much of a
&lt;br&gt;&amp;gt; burden. The real problem is I can usually find things
&lt;br&gt;&amp;gt; that bring everything to a screeching halt within 15
&lt;br&gt;&amp;gt; minutes. The copy handle is good for that. 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The balloon engine is probably the reason for the
&lt;br&gt;&amp;gt; speed. Two or three version ago I did give up because
&lt;br&gt;&amp;gt; things were too slow. 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The system is slow when not just displaying your
&lt;br&gt;&amp;gt; morphs. Bringing up a browser or an inspector feels
&lt;br&gt;&amp;gt; like it takes forever (compared to what I'm used to.
&lt;br&gt;&amp;gt; lol).
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The balloon engine is also probably responsible for
&lt;br&gt;&amp;gt; the clipping bugs. It has some very bad rounding
&lt;br&gt;&amp;gt; errors in it. A lot bugs which I'm good enough to find
&lt;br&gt;&amp;gt; but not knowledgable enough to fix.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp; 
&lt;/div&gt;I think we need serious work on performance too. But now is too early 
&lt;br&gt;for that in M3.
&lt;br&gt;&lt;br&gt;WRT Balloon, it is great. It is fast and it is there. I know it has 
&lt;br&gt;bugs, but now I'm focusing on the morph themselves. It is good to have 
&lt;br&gt;balloon around to get morphs working. Later, maybe it could be replaced 
&lt;br&gt;by Cairo as in Sophie. Or perhaps we can enhance Balloon. Or use some 
&lt;br&gt;other engine. Neither Ballon nor Cairo are the final solution for M3 
&lt;br&gt;because they only support affine (i.e. linear) transforms.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;Juan Vuletich
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<entry>
	<id>tag:www.nabble.com,2006:post-11263103</id>
	<title>Do morphs have locations or do locations have morphs? (longish reply to Matthew)</title>
	<published>2007-06-22T21:44:31Z</published>
	<updated>2007-06-22T21:44:31Z</updated>
	<author>
		<name>Jerome Peace</name>
	</author>
	<content type="html">Hi Matthew,
&lt;br&gt;&lt;br&gt;Thanks for your interest. 
&lt;br&gt;&lt;br&gt;The assertions comes from the comments I added to some
&lt;br&gt;(pseudo) code I wrote. And as this is still in the
&lt;br&gt;user story stage I blew one.
&lt;br&gt;&lt;br&gt;&amp;quot;more than one morph may share a location.&amp;quot; 
&lt;br&gt;Would have made more sense (to an outsider**) if I had
&lt;br&gt;said:
&lt;br&gt;&amp;quot;more than one submorph may share a location.&amp;quot;
&lt;br&gt;&amp;nbsp;
&lt;br&gt;The hierarchy tree would be a morph layer then a
&lt;br&gt;location layer then the submorph layer etc.
&lt;br&gt;each morph and location (I am beginning to prefer the
&lt;br&gt;word place) can appear only once in the hierarchy and
&lt;br&gt;there can be no loops.
&lt;br&gt;&lt;br&gt;Morphs themselves would not have intrinsic location
&lt;br&gt;just extent. Morphs wouldn't be anywhere until you put
&lt;br&gt;them some place.
&lt;br&gt;&lt;br&gt;The other part of your question is answered by saying
&lt;br&gt;that locations are local.
&lt;br&gt;The owner of a location is a morph. The location is
&lt;br&gt;given in coords appropriate to its owners coordinate
&lt;br&gt;system. 
&lt;br&gt;The location is a place that can contain other morphs
&lt;br&gt;(each with their own coord systems)
&lt;br&gt;There is a decoupling between morphs and the location
&lt;br&gt;a morph is at.
&lt;br&gt;&lt;br&gt;This would allow you to do interesting things. Which I
&lt;br&gt;am still working out in my head.
&lt;br&gt;&lt;br&gt;What I was describing (probably poorly) was an aha
&lt;br&gt;moment. This may or may not pan out.
&lt;br&gt;Or it may pan out but not be worth the effort to
&lt;br&gt;implement.
&lt;br&gt;&lt;br&gt;It certainly isn't meant to stand up to much scrutiny
&lt;br&gt;right at the moment.
&lt;br&gt;Indeed it isn't even at the level of a user story.
&lt;br&gt;(Which would describe what is desired)
&lt;br&gt;&lt;br&gt;The user story is:
&lt;br&gt;I wish squeak didn't have all these bugs due to
&lt;br&gt;transformation morphs. And
&lt;br&gt;I wish squeak had polygon morphs and rectangle morphs
&lt;br&gt;that worked the same way when tilted or stretched.
&lt;br&gt;Particularly with respect to their embeded submorphs.
&lt;br&gt;&lt;br&gt;There is a notion (in my head) that Morphic skipped a
&lt;br&gt;step by using rectanges as a basis for morphs without
&lt;br&gt;having a simple place morph based on a point.
&lt;br&gt;&lt;br&gt;Based on work I've done on polygons and my (somewhat
&lt;br&gt;poor) understanding of what Juan is trying to
&lt;br&gt;accomplish I've come to an idea I think will prove
&lt;br&gt;important. Now comes the interesting part to see if I
&lt;br&gt;can make it work and find a way to make code and a
&lt;br&gt;morphic of it.
&lt;br&gt;Or to satisfy my curiosity and decide its not worth
&lt;br&gt;more effort. 
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;***
&lt;br&gt;&amp;gt;[Morphic] Do morphs have locations or do locations
&lt;br&gt;have morphs?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Matthew Fulmer tapplek at gmail.com 
&lt;br&gt;&amp;gt;Fri Jun 22 01:50:15 UTC 2007 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;On Thu, Jun 21, 2007 at 01:36:09PM -0700, Jerome
&lt;br&gt;Peace wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt;&amp;gt; assertions
&lt;br&gt;&amp;gt;&amp;gt; 
&lt;br&gt;&amp;gt;&amp;gt; &amp;quot; each location in at most one morph&amp;quot;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;This assertion appears to conflict with
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;quot;a location is a sublocation of its owner&amp;quot;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;and 
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;&amp;gt; &amp;quot;more than one morph may share a location.&amp;quot;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;if one is using world-relative locations. Is this not
&lt;/div&gt;the case?
&lt;br&gt;&lt;br&gt;Nope see above.
&lt;br&gt;&lt;br&gt;&amp;gt;What is a location? Parent morph + relative 2d
&lt;br&gt;location?
&lt;br&gt;&lt;br&gt;Hmm. The way I want to do it morphs don't have a
&lt;br&gt;location. They are at a location (that belongs to the
&lt;br&gt;next morph up the line.) The locations that a morph
&lt;br&gt;contains are relative to the morphs reference
&lt;br&gt;location. 
&lt;br&gt;&lt;br&gt;So you could move the location inside its refence
&lt;br&gt;morph and everything at that place would move with it.
&lt;br&gt;Or you could &amp;nbsp;&amp;quot;beam&amp;quot; a morph from a location to
&lt;br&gt;another location (maybe at a different level) and that
&lt;br&gt;would also move everything belonging to the morph. 
&lt;br&gt;&lt;br&gt;Righ now we do something like that by flexing a
&lt;br&gt;morph.
&lt;br&gt;And then we unflex them when we are done. This hairs
&lt;br&gt;up the works. Thats because morphs are coupled to
&lt;br&gt;their location by ivars. If you break that coupling
&lt;br&gt;you gain something. The question is will it be enough
&lt;br&gt;to overcome the overhead of adding extra layers to the
&lt;br&gt;tree. This might come out either way.
&lt;br&gt;&lt;br&gt;My instinct tells me I will at least learn something
&lt;br&gt;interesting by persuing this idea. There is a
&lt;br&gt;potential &amp;quot;big win&amp;quot; in terms of simplicity.
&lt;br&gt;&lt;br&gt;Smalltalk afterall started as genius on the half page.
&lt;br&gt;It deserves to have &amp;quot;simplicity with great power
&lt;br&gt;attached to it&amp;quot; reflected throughout its design.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;Also, what is in a Parent morph? location + rotation
&lt;br&gt;+ &amp;gt;shear + scale?
&lt;br&gt;&lt;br&gt;I'm not sure yet. This is one of those things that
&lt;br&gt;won't settle down (and behave like a good idea) until
&lt;br&gt;I &amp;nbsp;play with it some more. The important thing at the
&lt;br&gt;beginning is to be wrong in interesting ways; try a
&lt;br&gt;lot; and learn things. &amp;nbsp;
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt;or is there some more general transform system that
&lt;br&gt;&amp;gt;could handle funky stuff like jiggly morphs, 
&lt;br&gt;&lt;br&gt;Ha, what's a jiggly morph?
&lt;br&gt;&lt;br&gt;or all