#6969 NORM Opportu: Textual Player Refs in Imported Morphs
Zarro Boogs per Child
bugtracker at laptop.org
Wed May 14 03:25:35 EDT 2008
#6969: Textual Player Refs in Imported Morphs
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Reporter: dmoco | Owner: etoys
Type: defect | Status: new
Priority: normal | Milestone: Opportunity
Component: etoys-activity | Version:
Resolution: | Keywords:
Verified: 0 | Blocking:
Blockedby: |
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Comment(by dmoco):
Replying to [comment:11 ScottWallace]:
> Usually a project's referencePool has an object with internal name #Dot.
(evaluate "ActiveWorld referencePool includesKey: #Dot to check). Please
try manually editing the textual script, substituting "Dot" for
"Rectangle1", and see if you can accept the script in this form. (In my
image, duplicating your scenario, I *can* accept the script in this form.)
"ActiveWorld referencePool includesKey: #Dot" returns false but Dot does
exist in the window list. Also checked with a new Project, same result
(empty array).
> If in fact the script with the Dot substitution can be accepted, whereas
when you instead substitute "Rectangle2" in the same place you get the
"Unknown variable: Rectangle2" error message when you try to submit the
edited textual script, this proves that your Rectangle2 is not (yet) in
the current project's reference pool, at least not with thge internal name
#Rectangle2. (And indeed in my image, after loading the morph, indeed
there *is* no Rectangle2 in the reference pool. Which is not surprising,
since there are no references to it yet. Once I "forced" there to be an
entry in the referencePool for the loaded object, I was freely able able
to edit the textual script, substituting Rectangle2 for Rectangle1, and to
accept it without challenge, and with this edit the reloaded object
worked...
Sticking with a new empty project, after creating a tile script
referencing the object in the World player, referencePool does now contain
#Rectangle1 as opposed to #Rectangle2 used in the objects script.
Substituting "Rectangle1" into the object's script still does not get
accepted ("Unknown Variable: Rectangle1").
How did you "force" the reference? I tried directly adding an entry into
referencePool but still get UndefinedObject running the swapColour script.
> When you 'Discover from quick World based script that name is
Rectangle2', exactly what did you do? I presume you wrote a tile script
that referenced the new object, then looked at it textually to pick off
the internal name? If you actually saw #Rectangle2 as the internal name
used, in a demonstrably working script that referenced the object, it
would be very surprising if Rectangle2 were not in the referencesPool...
Yes, that is what I did and the World script worked (simply moved the
morph). So having proved that the morph can actually be
referenced/scripted and having substituted the *known* valid reference
into the swapColour script, if that script is still not being accepted
because of that reference then the problem lies elsewhere/deeper, agree?
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Ticket URL: <http://dev.laptop.org/ticket/6969#comment:14>
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