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Re: Morphic - How to animate without defining #step ?: msg#00079lang.smalltalk.squeak.beginners
El 1/20/08 7:29 AM, "Oscar Nierstrasz" <oscar.nierstrasz@xxxxxxxxx> escribió: > > Hi Folks, > > I have been struggling with Morphic animation. > > I would like to animate some different algorithms that compute > solutions to various puzzles. (It is for an introduction to Squeak for > high school students.) > > Normally animations in Morphic are done by defining the #step method. > But in this case I want to animate various stages of an algorithm. I > cannot split the algorithm into bits and pieces that can be evaluated > by #step without destroying the algorithm. I have tried to update the > morph from within the algorithm (i.e., by changing the color of > various submorphs) but this does not work. I only see the final state. > > Can anyone tell me if what I want to do is even possible? Any > pointers to some existing application that does this? > > If you want to see what I am trying to do, look at > Mazemorph>>shortestPath in http://www.squeaksource.com/SOI.html > > MazeMorph soi openInWorld; shortestPath > > There is a simple BoardMorph made up of CellMorphs, specialized to > search through a maze and find the shortest path. I would like to > animate the depth-first searching, but I can only display the final > state. There are other algorithms I would like to animate, but this > is a typical case. > > (I thought of evaluating the algorithm as a separate process, with > pauses at key points, and using #step to continue to the next pause, > but that seems like overkill to me. There must be an easier way ...) Oscar: Exist one solution for you evaluate and see if meet your requirements. self addAlarm: #continue after: self delayTime for any Morph delayTime should be a instvar of the derived Morph. Or you could have some more complicated. Wish tomorrow I see you code for ideas ? Edgar
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