#6955 LOW Never A: "tile" morph embedded in a "ScriptingTileMorph"
Zarro Boogs per Child
bugtracker at laptop.org
Wed May 7 12:43:15 EDT 2008
#6955: "tile" morph embedded in a "ScriptingTileMorph"
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Reporter: dmoco | Owner: etoys
Type: defect | Status: new
Priority: low | Milestone: Never Assigned
Component: etoys-activity | Version:
Resolution: | Keywords:
Verified: 0 | Blocking:
Blockedby: |
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Comment(by ScottWallace):
Replying to [comment:4 dmoco]:
> Replying to [comment:2 ScottWallace]:
> > (2) The phenomenon is not a bug. For a variety of reasons, long ago
it was determined to be appropriate to "wrap" any "naked tiles" sitting on
the desktop in a neutral "holder". This indeed does mean that if you want
to get a halo on some inner structure within the tile holder, multiple
halo-clicks may be required.
>
> Which differs from non-olpc versions of Squeak (although having just
performed a test on 3.10 I realise EToys has other problems on that
release). Can you tell me the rationale for the wrapping? An explanation
may help me avoid reporting other non-bugs.
The point of the wrapping is simply defensive: it's done to disable a
variety of UI operations (both d&d and direct-manipulation) which are ill-
defined, and/or can lead to actual errors, when applied to "naked" tiles
that are not associated with a containing Scriptor. Originally we tried
to deal with those issues on a case-by-case basis, providing bits of
bulletproofing here and there on an ad-hoc way, but ultimately decided to
settle on the general principle that direct-manipulation within "naked
tiles" would simply not be allowed. This does disable some potentially
useful sub-assemblies that one might like to make outside of a Scriptor,
but has the benefit of providing a single, simple (if draconian) rule, and
of avoiding quite a range of potential bugs and glitches.
>Also is there is another more obvious way for transferring morphs between
projects? I ask because if I struggled to figure out what was going on
then surely others will.
Here are two alternatives:
(a) Put an object in a "shared flap" (you might need to create such a
flap for this purpose if your image doesn't already have one)
(b) Use "copy to paste buffer" (found in the copy & print submenu of an
object's halo menu), then, in the other project, use the "new morph..."
submenu of the project's "world" menu, and choose "from paste buffer."
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Ticket URL: <http://dev.laptop.org/ticket/6955#comment:6>
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