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- 144619 messages
[pharo-project/pharo-core]
by GitHub
Branch: refs/tags/40225
Home: https://github.com/pharo-project/pharo-core
Sept. 14, 2014
Re: [Pharo-dev] The Dilemma: Building a Futuristic GUI for Ephestos
by kilon alios
Plenty ? no
A few ? yes
Woden is certainly a project that I want it to be successful and keep going
forward but at the moment I can't say its usable when each time I resize
the window it corrupts the viewport.
No offense intended but lately the more I dive inside Pharo the more I feel
I waste my time, I love the IDE and the environment and live coding but
using the libraries is a never ending struggle for me. I agree with Nicolai
the landscape is not good, Pharo really lacks mature libraries . Sure we
like to bash Java but Java libs are rock solid and very well documented. I
bring Java as example. Again I am not complaining at all, I knew when I
came to Pharo that I will have to face these limitations. I also don't feel
comfortable asking questions all the time as if I want others to do my code
but I did not have much of a choice. I just cant deal with the lack of
documentation any more.
I think Pharo as a general idea is great , you definitely have taken the
Squeak fork one big step further but you have a very long road ahead of you
to make Pharo a modern environment. Asking for animating a window with good
performance is one of the very basics of a good GUI API. I know you have
limited resources and once again I am not complaining at all I just present
my opinion. Its clear that Pharo needs a lot more people to contribute and
bring the system forward at least to solve the basic problems.
Thank you all people who helped me. But I don't think it worths to make my
project in Pharo, too many problems. I feel privileged to have helped you
with my contributions , I wish the Pharo the best.
I could return back to Python but I think its time for me to bite the
bullet and learn C/C++, since graphics is an area that deeply interest me
(more as an artist less as a coder), so I don't have much of choice. Maybe
I can brings some of my code back to Pharo with NB wrappers , I definitely
will keep a close eye on Pharo.
In a few months I will also present to the Pharo community a secret last
contribution ;)
On Sun, Sep 14, 2014 at 6:26 PM, phil(a)highoctane.be <phil(a)highoctane.be>
wrote:
> Do you know anything better for futuristic UIs at the moment?
>
> I guess that we aren't talking about commercial dev here. And if we would
> rely on everything being documented in Pharo, errr, we wouldn't go too far.
>
> That being said, there are plenty of examples in the Woden code.
>
> Phil
> Le 14 sept. 2014 16:28, "Nicolai Hess" <nicolaihess(a)web.de> a écrit :
>
> Why should he use it, now?
>> I mean, is there a stable API? Or a roadmap ?
>>
>> Sometimes it is a bit dangerous to trust on "bleeding edge" pharo
>> frameworks.
>> I did some work based on Roassal3D just to found out there won't be any
>> further development.
>> The same happens with Roassal and GraphET.
>> The same can happen with Woden too :)
>>
>>
>>
>>
>>
>> 2014-09-14 14:13 GMT+02:00 phil(a)highoctane.be <phil(a)highoctane.be>:
>>
>>> Why not use Woden?
>>>
>>> Phil
>>> Le 14 sept. 2014 12:51, "kilon alios" <kilon.alios(a)gmail.com> a écrit :
>>>
>>> yeah I am afraid transparency is very important to me
>>>>
>>>> On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <nicolaihess(a)web.de>
>>>> wrote:
>>>>
>>>>> 2014-09-14 11:32 GMT+02:00 stepharo <stepharo(a)free.fr>:
>>>>>
>>>>>> I remember that there was an animated gif support.
>>>>>> Now I do not remember exactly.
>>>>>>
>>>>>
>>>>> At least in squeak there is an AnimatedImageMorph, that can load and
>>>>> display animated gifs.
>>>>> That works and is quite fast even for multiple instances. But of
>>>>> course no (alpha-)transparency
>>>>>
>>>>>
>>>>>
>>>>>>
>>>>>> for roassal2 have a look at the viva classes: this is the animation
>>>>>> frameworks that igor designed.
>>>>>>
>>>>>> Stef
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 14/9/14 10:22, kilon alios wrote:
>>>>>>
>>>>>> so I tried to animate in Roassal having two different images display
>>>>>> with a delay for few millisecond but it only displays the second image with
>>>>>> this code
>>>>>>
>>>>>> form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
>>>>>> form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
>>>>>> v := RTView new.
>>>>>> c := v canvas.
>>>>>> s := TRBitmapShape new.
>>>>>> s form: form1.
>>>>>> c addShape: s.
>>>>>> v open.
>>>>>>
>>>>>> (1 to: 100) do: [ :index|
>>>>>> s form: form1.
>>>>>> s signalUpdate .
>>>>>> "(Delay forMilliseconds: 1000 ) wait."
>>>>>> s form: form2.
>>>>>> s signalUpdate .
>>>>>> (Delay forMilliseconds: 1000) wait.].
>>>>>>
>>>>>> I looked into RTAnimation but dont know how to use it for this
>>>>>> example. Any help ? Does Roassal 2 support such animations ?
>>>>>>
>>>>>> if I do s form: and then s signalUpdate for each form separately it
>>>>>> works fine but inside the loops does not seem to work , I tried bigger
>>>>>> delays with no effect.
>>>>>>
>>>>>> On Sun, Sep 14, 2014 at 10:57 AM, stepharo <stepharo(a)free.fr> wrote:
>>>>>>
>>>>>>> Ronie when you ready I can help writting a chapter for the nex book.
>>>>>>>
>>>>>>> Stef
>>>>>>>
>>>>>>>
>>>>>>> On 13/9/14 21:42, Ronie Salgado wrote:
>>>>>>>
>>>>>>> Hello,
>>>>>>>
>>>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>>>
>>>>>>>> Hi
>>>>>>>>
>>>>>>>> another option could be the verse protocol. There was a plugin
>>>>>>>> for Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>>>
>>>>>>>>
>>>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>>>
>>>>>>>
>>>>>>> I have an adapted version of Swig for Pharo NativeBoost here:
>>>>>>> https://github.com/ronsaldo/swig
>>>>>>>
>>>>>>> Currently I am using it to generate my Bullet bindings (available
>>>>>>> here: https://github.com/ronsaldo/bullet-pharo) that can be used as
>>>>>>> an example of using Swig.
>>>>>>> I still have to improve more my Swig generator, by writing
>>>>>>> documentation and fixing some bugs.
>>>>>>>
>>>>>>> Greetings,
>>>>>>> Ronie
>>>>>>>
>>>>>>> 2014-09-13 16:11 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>>>>>>
>>>>>>>>
>>>>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>>>
>>>>>>>> Hi
>>>>>>>>
>>>>>>>> another option could be the verse protocol. There was a plugin
>>>>>>>> for Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>>>
>>>>>>>>
>>>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>>>
>>>>>>>> Stef
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> http://youtu.be/c_D2YJSNj8I
>>>>>>>>
>>>>>>>> Almost a decade ago I did some ruby bindings by hand. It was
>>>>>>>> working out of the box
>>>>>>>>
>>>>>>>> Bye
>>>>>>>> Enno
>>>>>>>>
>>>>>>>> Am 13.09.2014 um 16:11 schrieb kilon alios <kilon.alios(a)gmail.com>:
>>>>>>>>
>>>>>>>>
>>>>>>>> " I am curious. You mean rendering Bitmap from blender, for later
>>>>>>>> use in Pharo UI? "
>>>>>>>>
>>>>>>>> yes exactly. Blender can render in all popular graphics files,
>>>>>>>> most used are png. Animation frames can be rendered each frame in its own
>>>>>>>> file.
>>>>>>>>
>>>>>>>> So basically its a lot like the average games out there.
>>>>>>>>
>>>>>>>> "I will suggest bare bone Morphic mainly, then Athens when you
>>>>>>>> need vectorial drawing."
>>>>>>>>
>>>>>>>> ok
>>>>>>>>
>>>>>>>> "For iStoa I decided to go purely Morphic, I have a lot of
>>>>>>>> bitmap. Bitmap source is SVG, then converted to PNG, overscaled for
>>>>>>>> production use. Then from iStoa, depending on the application window
>>>>>>>> extent, the bitmap are downscaled accordingly, I am pretty satisfied by the
>>>>>>>> result."
>>>>>>>>
>>>>>>>> I fail to understand how your bitmap source is SVG for me bitmap
>>>>>>>> is a raster graphic format svg is procedural graphic format. Two opposite
>>>>>>>> things.
>>>>>>>>
>>>>>>>> "Sure. The downpoint, you will depend on one additional layer."
>>>>>>>>
>>>>>>>> dependency is not an issue. Afterall the graphic files themselves
>>>>>>>> will be far bigger download even more so if the GUI becomes very large.
>>>>>>>>
>>>>>>>> "Nice. What will be the expected outcomes of such API, I am not
>>>>>>>> sure to understand and I am curious."
>>>>>>>>
>>>>>>>> Well Blender besides creating 3d objects (which can be used as 2d
>>>>>>>> objects too) it can also create 3d unrendable objects. That means that
>>>>>>>> objects produce no graphics and have the role of placeholders or helpers,
>>>>>>>> for example when you want an emitter of light or emitter of a physical
>>>>>>>> power like gravity or wind. Those are called dummy objects and I could use
>>>>>>>> them to give characteristics to the graphics , for example I could use a
>>>>>>>> dummy to define the are of influence of a mouse click , or what type of
>>>>>>>> event the bitmap will respond to. That means you wont have to import the
>>>>>>>> graphics manually to pharo and create a separate morph for each bitmap and
>>>>>>>> then set the events but rather press a button in blender and then Ephestos
>>>>>>>> will import then bitmaps to pharo , set the events and create the morphs
>>>>>>>> automagically.
>>>>>>>>
>>>>>>>> So basically you will be using Blender as a GUI designer.
>>>>>>>>
>>>>>>>> "Use fuel to store the state of your application objects."
>>>>>>>>
>>>>>>>> ah nice so fuel is a good candidate.
>>>>>>>>
>>>>>>>> I will also take a look at Dr Geo and Phratch , both apps have
>>>>>>>> custom GUIs and use only Morphic (Dr Geo using Athens for the geometry
>>>>>>>> primitives) .
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>
Sept. 14, 2014
Re: [Pharo-dev] The Dilemma: Building a Futuristic GUI for Ephestos
by phil@highoctane.be
Do you know anything better for futuristic UIs at the moment?
I guess that we aren't talking about commercial dev here. And if we would
rely on everything being documented in Pharo, errr, we wouldn't go too far.
That being said, there are plenty of examples in the Woden code.
Phil
Le 14 sept. 2014 16:28, "Nicolai Hess" <nicolaihess(a)web.de> a écrit :
> Why should he use it, now?
> I mean, is there a stable API? Or a roadmap ?
>
> Sometimes it is a bit dangerous to trust on "bleeding edge" pharo
> frameworks.
> I did some work based on Roassal3D just to found out there won't be any
> further development.
> The same happens with Roassal and GraphET.
> The same can happen with Woden too :)
>
>
>
>
>
> 2014-09-14 14:13 GMT+02:00 phil(a)highoctane.be <phil(a)highoctane.be>:
>
>> Why not use Woden?
>>
>> Phil
>> Le 14 sept. 2014 12:51, "kilon alios" <kilon.alios(a)gmail.com> a écrit :
>>
>> yeah I am afraid transparency is very important to me
>>>
>>> On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <nicolaihess(a)web.de>
>>> wrote:
>>>
>>>> 2014-09-14 11:32 GMT+02:00 stepharo <stepharo(a)free.fr>:
>>>>
>>>>> I remember that there was an animated gif support.
>>>>> Now I do not remember exactly.
>>>>>
>>>>
>>>> At least in squeak there is an AnimatedImageMorph, that can load and
>>>> display animated gifs.
>>>> That works and is quite fast even for multiple instances. But of course
>>>> no (alpha-)transparency
>>>>
>>>>
>>>>
>>>>>
>>>>> for roassal2 have a look at the viva classes: this is the animation
>>>>> frameworks that igor designed.
>>>>>
>>>>> Stef
>>>>>
>>>>>
>>>>>
>>>>> On 14/9/14 10:22, kilon alios wrote:
>>>>>
>>>>> so I tried to animate in Roassal having two different images display
>>>>> with a delay for few millisecond but it only displays the second image with
>>>>> this code
>>>>>
>>>>> form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
>>>>> form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
>>>>> v := RTView new.
>>>>> c := v canvas.
>>>>> s := TRBitmapShape new.
>>>>> s form: form1.
>>>>> c addShape: s.
>>>>> v open.
>>>>>
>>>>> (1 to: 100) do: [ :index|
>>>>> s form: form1.
>>>>> s signalUpdate .
>>>>> "(Delay forMilliseconds: 1000 ) wait."
>>>>> s form: form2.
>>>>> s signalUpdate .
>>>>> (Delay forMilliseconds: 1000) wait.].
>>>>>
>>>>> I looked into RTAnimation but dont know how to use it for this
>>>>> example. Any help ? Does Roassal 2 support such animations ?
>>>>>
>>>>> if I do s form: and then s signalUpdate for each form separately it
>>>>> works fine but inside the loops does not seem to work , I tried bigger
>>>>> delays with no effect.
>>>>>
>>>>> On Sun, Sep 14, 2014 at 10:57 AM, stepharo <stepharo(a)free.fr> wrote:
>>>>>
>>>>>> Ronie when you ready I can help writting a chapter for the nex book.
>>>>>>
>>>>>> Stef
>>>>>>
>>>>>>
>>>>>> On 13/9/14 21:42, Ronie Salgado wrote:
>>>>>>
>>>>>> Hello,
>>>>>>
>>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>>
>>>>>>> Hi
>>>>>>>
>>>>>>> another option could be the verse protocol. There was a plugin for
>>>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>>
>>>>>>>
>>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>>
>>>>>>
>>>>>> I have an adapted version of Swig for Pharo NativeBoost here:
>>>>>> https://github.com/ronsaldo/swig
>>>>>>
>>>>>> Currently I am using it to generate my Bullet bindings (available
>>>>>> here: https://github.com/ronsaldo/bullet-pharo) that can be used as
>>>>>> an example of using Swig.
>>>>>> I still have to improve more my Swig generator, by writing
>>>>>> documentation and fixing some bugs.
>>>>>>
>>>>>> Greetings,
>>>>>> Ronie
>>>>>>
>>>>>> 2014-09-13 16:11 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>>>>>
>>>>>>>
>>>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>>
>>>>>>> Hi
>>>>>>>
>>>>>>> another option could be the verse protocol. There was a plugin for
>>>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>>
>>>>>>>
>>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>>
>>>>>>> Stef
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> http://youtu.be/c_D2YJSNj8I
>>>>>>>
>>>>>>> Almost a decade ago I did some ruby bindings by hand. It was
>>>>>>> working out of the box
>>>>>>>
>>>>>>> Bye
>>>>>>> Enno
>>>>>>>
>>>>>>> Am 13.09.2014 um 16:11 schrieb kilon alios <kilon.alios(a)gmail.com>:
>>>>>>>
>>>>>>>
>>>>>>> " I am curious. You mean rendering Bitmap from blender, for later
>>>>>>> use in Pharo UI? "
>>>>>>>
>>>>>>> yes exactly. Blender can render in all popular graphics files,
>>>>>>> most used are png. Animation frames can be rendered each frame in its own
>>>>>>> file.
>>>>>>>
>>>>>>> So basically its a lot like the average games out there.
>>>>>>>
>>>>>>> "I will suggest bare bone Morphic mainly, then Athens when you
>>>>>>> need vectorial drawing."
>>>>>>>
>>>>>>> ok
>>>>>>>
>>>>>>> "For iStoa I decided to go purely Morphic, I have a lot of bitmap.
>>>>>>> Bitmap source is SVG, then converted to PNG, overscaled for production use.
>>>>>>> Then from iStoa, depending on the application window extent, the bitmap are
>>>>>>> downscaled accordingly, I am pretty satisfied by the result."
>>>>>>>
>>>>>>> I fail to understand how your bitmap source is SVG for me bitmap
>>>>>>> is a raster graphic format svg is procedural graphic format. Two opposite
>>>>>>> things.
>>>>>>>
>>>>>>> "Sure. The downpoint, you will depend on one additional layer."
>>>>>>>
>>>>>>> dependency is not an issue. Afterall the graphic files themselves
>>>>>>> will be far bigger download even more so if the GUI becomes very large.
>>>>>>>
>>>>>>> "Nice. What will be the expected outcomes of such API, I am not
>>>>>>> sure to understand and I am curious."
>>>>>>>
>>>>>>> Well Blender besides creating 3d objects (which can be used as 2d
>>>>>>> objects too) it can also create 3d unrendable objects. That means that
>>>>>>> objects produce no graphics and have the role of placeholders or helpers,
>>>>>>> for example when you want an emitter of light or emitter of a physical
>>>>>>> power like gravity or wind. Those are called dummy objects and I could use
>>>>>>> them to give characteristics to the graphics , for example I could use a
>>>>>>> dummy to define the are of influence of a mouse click , or what type of
>>>>>>> event the bitmap will respond to. That means you wont have to import the
>>>>>>> graphics manually to pharo and create a separate morph for each bitmap and
>>>>>>> then set the events but rather press a button in blender and then Ephestos
>>>>>>> will import then bitmaps to pharo , set the events and create the morphs
>>>>>>> automagically.
>>>>>>>
>>>>>>> So basically you will be using Blender as a GUI designer.
>>>>>>>
>>>>>>> "Use fuel to store the state of your application objects."
>>>>>>>
>>>>>>> ah nice so fuel is a good candidate.
>>>>>>>
>>>>>>> I will also take a look at Dr Geo and Phratch , both apps have
>>>>>>> custom GUIs and use only Morphic (Dr Geo using Athens for the geometry
>>>>>>> primitives) .
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>
Sept. 14, 2014
Re: [Pharo-dev] The Dilemma: Building a Futuristic GUI for Ephestos
by Nicolai Hess
Why should he use it, now?
I mean, is there a stable API? Or a roadmap ?
Sometimes it is a bit dangerous to trust on "bleeding edge" pharo
frameworks.
I did some work based on Roassal3D just to found out there won't be any
further development.
The same happens with Roassal and GraphET.
The same can happen with Woden too :)
2014-09-14 14:13 GMT+02:00 phil(a)highoctane.be <phil(a)highoctane.be>:
> Why not use Woden?
>
> Phil
> Le 14 sept. 2014 12:51, "kilon alios" <kilon.alios(a)gmail.com> a écrit :
>
> yeah I am afraid transparency is very important to me
>>
>> On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <nicolaihess(a)web.de> wrote:
>>
>>> 2014-09-14 11:32 GMT+02:00 stepharo <stepharo(a)free.fr>:
>>>
>>>> I remember that there was an animated gif support.
>>>> Now I do not remember exactly.
>>>>
>>>
>>> At least in squeak there is an AnimatedImageMorph, that can load and
>>> display animated gifs.
>>> That works and is quite fast even for multiple instances. But of course
>>> no (alpha-)transparency
>>>
>>>
>>>
>>>>
>>>> for roassal2 have a look at the viva classes: this is the animation
>>>> frameworks that igor designed.
>>>>
>>>> Stef
>>>>
>>>>
>>>>
>>>> On 14/9/14 10:22, kilon alios wrote:
>>>>
>>>> so I tried to animate in Roassal having two different images display
>>>> with a delay for few millisecond but it only displays the second image with
>>>> this code
>>>>
>>>> form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
>>>> form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
>>>> v := RTView new.
>>>> c := v canvas.
>>>> s := TRBitmapShape new.
>>>> s form: form1.
>>>> c addShape: s.
>>>> v open.
>>>>
>>>> (1 to: 100) do: [ :index|
>>>> s form: form1.
>>>> s signalUpdate .
>>>> "(Delay forMilliseconds: 1000 ) wait."
>>>> s form: form2.
>>>> s signalUpdate .
>>>> (Delay forMilliseconds: 1000) wait.].
>>>>
>>>> I looked into RTAnimation but dont know how to use it for this
>>>> example. Any help ? Does Roassal 2 support such animations ?
>>>>
>>>> if I do s form: and then s signalUpdate for each form separately it
>>>> works fine but inside the loops does not seem to work , I tried bigger
>>>> delays with no effect.
>>>>
>>>> On Sun, Sep 14, 2014 at 10:57 AM, stepharo <stepharo(a)free.fr> wrote:
>>>>
>>>>> Ronie when you ready I can help writting a chapter for the nex book.
>>>>>
>>>>> Stef
>>>>>
>>>>>
>>>>> On 13/9/14 21:42, Ronie Salgado wrote:
>>>>>
>>>>> Hello,
>>>>>
>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>
>>>>>> Hi
>>>>>>
>>>>>> another option could be the verse protocol. There was a plugin for
>>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>
>>>>>>
>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>
>>>>>
>>>>> I have an adapted version of Swig for Pharo NativeBoost here:
>>>>> https://github.com/ronsaldo/swig
>>>>>
>>>>> Currently I am using it to generate my Bullet bindings (available
>>>>> here: https://github.com/ronsaldo/bullet-pharo) that can be used as
>>>>> an example of using Swig.
>>>>> I still have to improve more my Swig generator, by writing
>>>>> documentation and fixing some bugs.
>>>>>
>>>>> Greetings,
>>>>> Ronie
>>>>>
>>>>> 2014-09-13 16:11 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>>>>
>>>>>>
>>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>
>>>>>> Hi
>>>>>>
>>>>>> another option could be the verse protocol. There was a plugin for
>>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>
>>>>>>
>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>
>>>>>> Stef
>>>>>>
>>>>>>
>>>>>>
>>>>>> http://youtu.be/c_D2YJSNj8I
>>>>>>
>>>>>> Almost a decade ago I did some ruby bindings by hand. It was
>>>>>> working out of the box
>>>>>>
>>>>>> Bye
>>>>>> Enno
>>>>>>
>>>>>> Am 13.09.2014 um 16:11 schrieb kilon alios <kilon.alios(a)gmail.com>:
>>>>>>
>>>>>>
>>>>>> " I am curious. You mean rendering Bitmap from blender, for later use
>>>>>> in Pharo UI? "
>>>>>>
>>>>>> yes exactly. Blender can render in all popular graphics files, most
>>>>>> used are png. Animation frames can be rendered each frame in its own file.
>>>>>>
>>>>>> So basically its a lot like the average games out there.
>>>>>>
>>>>>> "I will suggest bare bone Morphic mainly, then Athens when you need
>>>>>> vectorial drawing."
>>>>>>
>>>>>> ok
>>>>>>
>>>>>> "For iStoa I decided to go purely Morphic, I have a lot of bitmap.
>>>>>> Bitmap source is SVG, then converted to PNG, overscaled for production use.
>>>>>> Then from iStoa, depending on the application window extent, the bitmap are
>>>>>> downscaled accordingly, I am pretty satisfied by the result."
>>>>>>
>>>>>> I fail to understand how your bitmap source is SVG for me bitmap is
>>>>>> a raster graphic format svg is procedural graphic format. Two opposite
>>>>>> things.
>>>>>>
>>>>>> "Sure. The downpoint, you will depend on one additional layer."
>>>>>>
>>>>>> dependency is not an issue. Afterall the graphic files themselves
>>>>>> will be far bigger download even more so if the GUI becomes very large.
>>>>>>
>>>>>> "Nice. What will be the expected outcomes of such API, I am not
>>>>>> sure to understand and I am curious."
>>>>>>
>>>>>> Well Blender besides creating 3d objects (which can be used as 2d
>>>>>> objects too) it can also create 3d unrendable objects. That means that
>>>>>> objects produce no graphics and have the role of placeholders or helpers,
>>>>>> for example when you want an emitter of light or emitter of a physical
>>>>>> power like gravity or wind. Those are called dummy objects and I could use
>>>>>> them to give characteristics to the graphics , for example I could use a
>>>>>> dummy to define the are of influence of a mouse click , or what type of
>>>>>> event the bitmap will respond to. That means you wont have to import the
>>>>>> graphics manually to pharo and create a separate morph for each bitmap and
>>>>>> then set the events but rather press a button in blender and then Ephestos
>>>>>> will import then bitmaps to pharo , set the events and create the morphs
>>>>>> automagically.
>>>>>>
>>>>>> So basically you will be using Blender as a GUI designer.
>>>>>>
>>>>>> "Use fuel to store the state of your application objects."
>>>>>>
>>>>>> ah nice so fuel is a good candidate.
>>>>>>
>>>>>> I will also take a look at Dr Geo and Phratch , both apps have
>>>>>> custom GUIs and use only Morphic (Dr Geo using Athens for the geometry
>>>>>> primitives) .
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>
Sept. 14, 2014
Re: [Pharo-dev] The Dilemma: Building a Futuristic GUI for Ephestos
by kilon alios
what ? where ? how ? ;)
I can use anything that is documented and keep its windows inside pharo
window.
Looks like I will be sticking with plain morphic for now I have not seen
any substantial benefit in all other graphic libraries. I have to
investigate NBOpenGL but it feels like an overkill for me and last time I
tried it I had all sort of problems with it and my graphic card.
Have no issue using Woden but if its not documented at all, I will need
examples that actually show me how to do this. But I feel the problem I am
facing performance wise is at the core of Pharo, its just that pharo is not
able to handle big animations. But I will keep investigating my options.
I could go for more static GUI its not such a big issue and keep animations
to a minimum.
On Sun, Sep 14, 2014 at 3:13 PM, phil(a)highoctane.be <phil(a)highoctane.be>
wrote:
> Why not use Woden?
>
> Phil
> Le 14 sept. 2014 12:51, "kilon alios" <kilon.alios(a)gmail.com> a écrit :
>
> yeah I am afraid transparency is very important to me
>>
>> On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <nicolaihess(a)web.de> wrote:
>>
>>> 2014-09-14 11:32 GMT+02:00 stepharo <stepharo(a)free.fr>:
>>>
>>>> I remember that there was an animated gif support.
>>>> Now I do not remember exactly.
>>>>
>>>
>>> At least in squeak there is an AnimatedImageMorph, that can load and
>>> display animated gifs.
>>> That works and is quite fast even for multiple instances. But of course
>>> no (alpha-)transparency
>>>
>>>
>>>
>>>>
>>>> for roassal2 have a look at the viva classes: this is the animation
>>>> frameworks that igor designed.
>>>>
>>>> Stef
>>>>
>>>>
>>>>
>>>> On 14/9/14 10:22, kilon alios wrote:
>>>>
>>>> so I tried to animate in Roassal having two different images display
>>>> with a delay for few millisecond but it only displays the second image with
>>>> this code
>>>>
>>>> form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
>>>> form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
>>>> v := RTView new.
>>>> c := v canvas.
>>>> s := TRBitmapShape new.
>>>> s form: form1.
>>>> c addShape: s.
>>>> v open.
>>>>
>>>> (1 to: 100) do: [ :index|
>>>> s form: form1.
>>>> s signalUpdate .
>>>> "(Delay forMilliseconds: 1000 ) wait."
>>>> s form: form2.
>>>> s signalUpdate .
>>>> (Delay forMilliseconds: 1000) wait.].
>>>>
>>>> I looked into RTAnimation but dont know how to use it for this
>>>> example. Any help ? Does Roassal 2 support such animations ?
>>>>
>>>> if I do s form: and then s signalUpdate for each form separately it
>>>> works fine but inside the loops does not seem to work , I tried bigger
>>>> delays with no effect.
>>>>
>>>> On Sun, Sep 14, 2014 at 10:57 AM, stepharo <stepharo(a)free.fr> wrote:
>>>>
>>>>> Ronie when you ready I can help writting a chapter for the nex book.
>>>>>
>>>>> Stef
>>>>>
>>>>>
>>>>> On 13/9/14 21:42, Ronie Salgado wrote:
>>>>>
>>>>> Hello,
>>>>>
>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>
>>>>>> Hi
>>>>>>
>>>>>> another option could be the verse protocol. There was a plugin for
>>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>
>>>>>>
>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>
>>>>>
>>>>> I have an adapted version of Swig for Pharo NativeBoost here:
>>>>> https://github.com/ronsaldo/swig
>>>>>
>>>>> Currently I am using it to generate my Bullet bindings (available
>>>>> here: https://github.com/ronsaldo/bullet-pharo) that can be used as
>>>>> an example of using Swig.
>>>>> I still have to improve more my Swig generator, by writing
>>>>> documentation and fixing some bugs.
>>>>>
>>>>> Greetings,
>>>>> Ronie
>>>>>
>>>>> 2014-09-13 16:11 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>>>>
>>>>>>
>>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>>
>>>>>> Hi
>>>>>>
>>>>>> another option could be the verse protocol. There was a plugin for
>>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>>
>>>>>>
>>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>>
>>>>>> Stef
>>>>>>
>>>>>>
>>>>>>
>>>>>> http://youtu.be/c_D2YJSNj8I
>>>>>>
>>>>>> Almost a decade ago I did some ruby bindings by hand. It was
>>>>>> working out of the box
>>>>>>
>>>>>> Bye
>>>>>> Enno
>>>>>>
>>>>>> Am 13.09.2014 um 16:11 schrieb kilon alios <kilon.alios(a)gmail.com>:
>>>>>>
>>>>>>
>>>>>> " I am curious. You mean rendering Bitmap from blender, for later use
>>>>>> in Pharo UI? "
>>>>>>
>>>>>> yes exactly. Blender can render in all popular graphics files, most
>>>>>> used are png. Animation frames can be rendered each frame in its own file.
>>>>>>
>>>>>> So basically its a lot like the average games out there.
>>>>>>
>>>>>> "I will suggest bare bone Morphic mainly, then Athens when you need
>>>>>> vectorial drawing."
>>>>>>
>>>>>> ok
>>>>>>
>>>>>> "For iStoa I decided to go purely Morphic, I have a lot of bitmap.
>>>>>> Bitmap source is SVG, then converted to PNG, overscaled for production use.
>>>>>> Then from iStoa, depending on the application window extent, the bitmap are
>>>>>> downscaled accordingly, I am pretty satisfied by the result."
>>>>>>
>>>>>> I fail to understand how your bitmap source is SVG for me bitmap is
>>>>>> a raster graphic format svg is procedural graphic format. Two opposite
>>>>>> things.
>>>>>>
>>>>>> "Sure. The downpoint, you will depend on one additional layer."
>>>>>>
>>>>>> dependency is not an issue. Afterall the graphic files themselves
>>>>>> will be far bigger download even more so if the GUI becomes very large.
>>>>>>
>>>>>> "Nice. What will be the expected outcomes of such API, I am not
>>>>>> sure to understand and I am curious."
>>>>>>
>>>>>> Well Blender besides creating 3d objects (which can be used as 2d
>>>>>> objects too) it can also create 3d unrendable objects. That means that
>>>>>> objects produce no graphics and have the role of placeholders or helpers,
>>>>>> for example when you want an emitter of light or emitter of a physical
>>>>>> power like gravity or wind. Those are called dummy objects and I could use
>>>>>> them to give characteristics to the graphics , for example I could use a
>>>>>> dummy to define the are of influence of a mouse click , or what type of
>>>>>> event the bitmap will respond to. That means you wont have to import the
>>>>>> graphics manually to pharo and create a separate morph for each bitmap and
>>>>>> then set the events but rather press a button in blender and then Ephestos
>>>>>> will import then bitmaps to pharo , set the events and create the morphs
>>>>>> automagically.
>>>>>>
>>>>>> So basically you will be using Blender as a GUI designer.
>>>>>>
>>>>>> "Use fuel to store the state of your application objects."
>>>>>>
>>>>>> ah nice so fuel is a good candidate.
>>>>>>
>>>>>> I will also take a look at Dr Geo and Phratch , both apps have
>>>>>> custom GUIs and use only Morphic (Dr Geo using Athens for the geometry
>>>>>> primitives) .
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>
Sept. 14, 2014
Re: [Pharo-dev] The Dilemma: Building a Futuristic GUI for Ephestos
by phil@highoctane.be
Why not use Woden?
Phil
Le 14 sept. 2014 12:51, "kilon alios" <kilon.alios(a)gmail.com> a écrit :
> yeah I am afraid transparency is very important to me
>
> On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <nicolaihess(a)web.de> wrote:
>
>> 2014-09-14 11:32 GMT+02:00 stepharo <stepharo(a)free.fr>:
>>
>>> I remember that there was an animated gif support.
>>> Now I do not remember exactly.
>>>
>>
>> At least in squeak there is an AnimatedImageMorph, that can load and
>> display animated gifs.
>> That works and is quite fast even for multiple instances. But of course
>> no (alpha-)transparency
>>
>>
>>
>>>
>>> for roassal2 have a look at the viva classes: this is the animation
>>> frameworks that igor designed.
>>>
>>> Stef
>>>
>>>
>>>
>>> On 14/9/14 10:22, kilon alios wrote:
>>>
>>> so I tried to animate in Roassal having two different images display
>>> with a delay for few millisecond but it only displays the second image with
>>> this code
>>>
>>> form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
>>> form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
>>> v := RTView new.
>>> c := v canvas.
>>> s := TRBitmapShape new.
>>> s form: form1.
>>> c addShape: s.
>>> v open.
>>>
>>> (1 to: 100) do: [ :index|
>>> s form: form1.
>>> s signalUpdate .
>>> "(Delay forMilliseconds: 1000 ) wait."
>>> s form: form2.
>>> s signalUpdate .
>>> (Delay forMilliseconds: 1000) wait.].
>>>
>>> I looked into RTAnimation but dont know how to use it for this
>>> example. Any help ? Does Roassal 2 support such animations ?
>>>
>>> if I do s form: and then s signalUpdate for each form separately it
>>> works fine but inside the loops does not seem to work , I tried bigger
>>> delays with no effect.
>>>
>>> On Sun, Sep 14, 2014 at 10:57 AM, stepharo <stepharo(a)free.fr> wrote:
>>>
>>>> Ronie when you ready I can help writting a chapter for the nex book.
>>>>
>>>> Stef
>>>>
>>>>
>>>> On 13/9/14 21:42, Ronie Salgado wrote:
>>>>
>>>> Hello,
>>>>
>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>
>>>>> Hi
>>>>>
>>>>> another option could be the verse protocol. There was a plugin for
>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>
>>>>>
>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>
>>>>
>>>> I have an adapted version of Swig for Pharo NativeBoost here:
>>>> https://github.com/ronsaldo/swig
>>>>
>>>> Currently I am using it to generate my Bullet bindings (available
>>>> here: https://github.com/ronsaldo/bullet-pharo) that can be used as an
>>>> example of using Swig.
>>>> I still have to improve more my Swig generator, by writing
>>>> documentation and fixing some bugs.
>>>>
>>>> Greetings,
>>>> Ronie
>>>>
>>>> 2014-09-13 16:11 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>>>
>>>>>
>>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>>
>>>>> Hi
>>>>>
>>>>> another option could be the verse protocol. There was a plugin for
>>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>>
>>>>>
>>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>>
>>>>> Stef
>>>>>
>>>>>
>>>>>
>>>>> http://youtu.be/c_D2YJSNj8I
>>>>>
>>>>> Almost a decade ago I did some ruby bindings by hand. It was working
>>>>> out of the box
>>>>>
>>>>> Bye
>>>>> Enno
>>>>>
>>>>> Am 13.09.2014 um 16:11 schrieb kilon alios <kilon.alios(a)gmail.com>:
>>>>>
>>>>>
>>>>> " I am curious. You mean rendering Bitmap from blender, for later use
>>>>> in Pharo UI? "
>>>>>
>>>>> yes exactly. Blender can render in all popular graphics files, most
>>>>> used are png. Animation frames can be rendered each frame in its own file.
>>>>>
>>>>> So basically its a lot like the average games out there.
>>>>>
>>>>> "I will suggest bare bone Morphic mainly, then Athens when you need
>>>>> vectorial drawing."
>>>>>
>>>>> ok
>>>>>
>>>>> "For iStoa I decided to go purely Morphic, I have a lot of bitmap.
>>>>> Bitmap source is SVG, then converted to PNG, overscaled for production use.
>>>>> Then from iStoa, depending on the application window extent, the bitmap are
>>>>> downscaled accordingly, I am pretty satisfied by the result."
>>>>>
>>>>> I fail to understand how your bitmap source is SVG for me bitmap is
>>>>> a raster graphic format svg is procedural graphic format. Two opposite
>>>>> things.
>>>>>
>>>>> "Sure. The downpoint, you will depend on one additional layer."
>>>>>
>>>>> dependency is not an issue. Afterall the graphic files themselves
>>>>> will be far bigger download even more so if the GUI becomes very large.
>>>>>
>>>>> "Nice. What will be the expected outcomes of such API, I am not
>>>>> sure to understand and I am curious."
>>>>>
>>>>> Well Blender besides creating 3d objects (which can be used as 2d
>>>>> objects too) it can also create 3d unrendable objects. That means that
>>>>> objects produce no graphics and have the role of placeholders or helpers,
>>>>> for example when you want an emitter of light or emitter of a physical
>>>>> power like gravity or wind. Those are called dummy objects and I could use
>>>>> them to give characteristics to the graphics , for example I could use a
>>>>> dummy to define the are of influence of a mouse click , or what type of
>>>>> event the bitmap will respond to. That means you wont have to import the
>>>>> graphics manually to pharo and create a separate morph for each bitmap and
>>>>> then set the events but rather press a button in blender and then Ephestos
>>>>> will import then bitmaps to pharo , set the events and create the morphs
>>>>> automagically.
>>>>>
>>>>> So basically you will be using Blender as a GUI designer.
>>>>>
>>>>> "Use fuel to store the state of your application objects."
>>>>>
>>>>> ah nice so fuel is a good candidate.
>>>>>
>>>>> I will also take a look at Dr Geo and Phratch , both apps have
>>>>> custom GUIs and use only Morphic (Dr Geo using Athens for the geometry
>>>>> primitives) .
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>
>
Sept. 14, 2014
Re: [Pharo-dev] AlphaImageMorph performance
by kilon alios
yeap now it works, thanks, i can see the DrGBitmapMorph
On Sun, Sep 14, 2014 at 1:14 PM, Hilaire <hilaire(a)drgeo.eu> wrote:
> Yeah, change #development to #stable.
> I edited the information page accordingly.
>
> Hilaire
>
> Le 14/09/2014 11:48, kilon alios a écrit :
>
>> trying to load drgeo using the smalltalkhub instructions gives me this
>> error both in Pharo 3 and Pharo 4
>>
>> Gofer new
>> url: 'http://smalltalkhub.com/mc/HilaireFernandes/DrGeo/main';
>> package: 'ConfigurationOfDrGeo';
>> load.
>> ((Smalltalk at: #ConfigurationOfDrGeo) project version: #development)
>> load.
>>
>>
>
> --
> Dr. Geo - http://drgeo.eu
> iStoa - http://istao.drgeo.eu
>
>
>
Sept. 14, 2014
Re: [Pharo-dev] The Dilemma: Building a Futuristic GUI for Ephestos
by kilon alios
yeah I am afraid transparency is very important to me
On Sun, Sep 14, 2014 at 1:34 PM, Nicolai Hess <nicolaihess(a)web.de> wrote:
> 2014-09-14 11:32 GMT+02:00 stepharo <stepharo(a)free.fr>:
>
>> I remember that there was an animated gif support.
>> Now I do not remember exactly.
>>
>
> At least in squeak there is an AnimatedImageMorph, that can load and
> display animated gifs.
> That works and is quite fast even for multiple instances. But of course no
> (alpha-)transparency
>
>
>
>>
>> for roassal2 have a look at the viva classes: this is the animation
>> frameworks that igor designed.
>>
>> Stef
>>
>>
>>
>> On 14/9/14 10:22, kilon alios wrote:
>>
>> so I tried to animate in Roassal having two different images display with
>> a delay for few millisecond but it only displays the second image with this
>> code
>>
>> form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
>> form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
>> v := RTView new.
>> c := v canvas.
>> s := TRBitmapShape new.
>> s form: form1.
>> c addShape: s.
>> v open.
>>
>> (1 to: 100) do: [ :index|
>> s form: form1.
>> s signalUpdate .
>> "(Delay forMilliseconds: 1000 ) wait."
>> s form: form2.
>> s signalUpdate .
>> (Delay forMilliseconds: 1000) wait.].
>>
>> I looked into RTAnimation but dont know how to use it for this example.
>> Any help ? Does Roassal 2 support such animations ?
>>
>> if I do s form: and then s signalUpdate for each form separately it
>> works fine but inside the loops does not seem to work , I tried bigger
>> delays with no effect.
>>
>> On Sun, Sep 14, 2014 at 10:57 AM, stepharo <stepharo(a)free.fr> wrote:
>>
>>> Ronie when you ready I can help writting a chapter for the nex book.
>>>
>>> Stef
>>>
>>>
>>> On 13/9/14 21:42, Ronie Salgado wrote:
>>>
>>> Hello,
>>>
>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>
>>>> Hi
>>>>
>>>> another option could be the verse protocol. There was a plugin for
>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>
>>>>
>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>
>>>
>>> I have an adapted version of Swig for Pharo NativeBoost here:
>>> https://github.com/ronsaldo/swig
>>>
>>> Currently I am using it to generate my Bullet bindings (available
>>> here: https://github.com/ronsaldo/bullet-pharo) that can be used as an
>>> example of using Swig.
>>> I still have to improve more my Swig generator, by writing
>>> documentation and fixing some bugs.
>>>
>>> Greetings,
>>> Ronie
>>>
>>> 2014-09-13 16:11 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>>
>>>>
>>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>>
>>>> Hi
>>>>
>>>> another option could be the verse protocol. There was a plugin for
>>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>>
>>>>
>>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>>
>>>> Stef
>>>>
>>>>
>>>>
>>>> http://youtu.be/c_D2YJSNj8I
>>>>
>>>> Almost a decade ago I did some ruby bindings by hand. It was working
>>>> out of the box
>>>>
>>>> Bye
>>>> Enno
>>>>
>>>> Am 13.09.2014 um 16:11 schrieb kilon alios <kilon.alios(a)gmail.com>:
>>>>
>>>>
>>>> " I am curious. You mean rendering Bitmap from blender, for later use
>>>> in Pharo UI? "
>>>>
>>>> yes exactly. Blender can render in all popular graphics files, most
>>>> used are png. Animation frames can be rendered each frame in its own file.
>>>>
>>>> So basically its a lot like the average games out there.
>>>>
>>>> "I will suggest bare bone Morphic mainly, then Athens when you need
>>>> vectorial drawing."
>>>>
>>>> ok
>>>>
>>>> "For iStoa I decided to go purely Morphic, I have a lot of bitmap.
>>>> Bitmap source is SVG, then converted to PNG, overscaled for production use.
>>>> Then from iStoa, depending on the application window extent, the bitmap are
>>>> downscaled accordingly, I am pretty satisfied by the result."
>>>>
>>>> I fail to understand how your bitmap source is SVG for me bitmap is a
>>>> raster graphic format svg is procedural graphic format. Two opposite
>>>> things.
>>>>
>>>> "Sure. The downpoint, you will depend on one additional layer."
>>>>
>>>> dependency is not an issue. Afterall the graphic files themselves
>>>> will be far bigger download even more so if the GUI becomes very large.
>>>>
>>>> "Nice. What will be the expected outcomes of such API, I am not sure
>>>> to understand and I am curious."
>>>>
>>>> Well Blender besides creating 3d objects (which can be used as 2d
>>>> objects too) it can also create 3d unrendable objects. That means that
>>>> objects produce no graphics and have the role of placeholders or helpers,
>>>> for example when you want an emitter of light or emitter of a physical
>>>> power like gravity or wind. Those are called dummy objects and I could use
>>>> them to give characteristics to the graphics , for example I could use a
>>>> dummy to define the are of influence of a mouse click , or what type of
>>>> event the bitmap will respond to. That means you wont have to import the
>>>> graphics manually to pharo and create a separate morph for each bitmap and
>>>> then set the events but rather press a button in blender and then Ephestos
>>>> will import then bitmaps to pharo , set the events and create the morphs
>>>> automagically.
>>>>
>>>> So basically you will be using Blender as a GUI designer.
>>>>
>>>> "Use fuel to store the state of your application objects."
>>>>
>>>> ah nice so fuel is a good candidate.
>>>>
>>>> I will also take a look at Dr Geo and Phratch , both apps have custom
>>>> GUIs and use only Morphic (Dr Geo using Athens for the geometry primitives)
>>>> .
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
Sept. 14, 2014
Re: [Pharo-dev] Which Character Encodings do you want/need in Pharo ?
by Sven Van Caekenberghe
On 12 Sep 2014, at 15:10, Sven Van Caekenberghe <sven(a)stfx.eu> wrote:
> Hi,
>
> ZnCharacterEncoder and its subclasses in the package Zinc-Character-Encoding-Core (a standard part of Pharo) have the following features:
>
> - proper Unicode Character/String to/from byte(s) encoding/decoding
> - calculation of encoding size per Character/String
> - proper handling of holes in tables with exceptions (strict/lenient)
> - properly backing up one character on a binary stream
> - simple, efficient, documented
> - convenience API
> - optimisations for some encodings
>
> Together, they support the following encodings:
>
> - utf-8
> - utf-16 (big/little endian, bom detection)
> - null
> - iso-8859-1 (latin-1)
> - iso-8859-2 (latin-2)
> - mac-roman
> - cp1250
> - cp1252
> - cp1253
> - koi8r
> - iso-8859-7
> - iso-8859-15
>
> The question is, what other encodings do you want/need ?
>
> There is already a request to add CP1251.
I decided to add a comprehensive set of encodings, based on http://encoding.spec.whatwg.org/#legacy-single-byte-encodings (a list which more or less corresponds to the encodings list supported by popular browsers). The mappings themselves are still taken from http://unicode.org/Public/MAPPINGS
So now Pharo (Zinc-Character-Encoding-Core) supports the following byte encodings: ISO/IEC 8859 1, 2, 3, 4, 5, 6, 7, 8, 10, 13, 14, 15 and 16, Windows Codepages 866, 874, 1250, 1251, 1252, 1253, 1253, 1254, 1255, 1256, 1257, 1258, KOI8 R & U as well as Mac Roman & Cyrillic - each of these with a number of aliases like latin1, latin2, latin3, latin4, latin5, latin6, cyrillic, arabic, greek and hebrew.
Furthermore, identifier mapping has been made more liberal (case and separator insensitive).
For now, this is in Zinc #bleedingEdge
> New byte encoders are easy to add, based on the official Unicode mappings that can be found here: http://unicode.org/Public/MAPPINGS (these are automagically parsed).
>
> Please help us make Pharo more international friendly.
>
> Sven
>
>
Sept. 14, 2014
Re: [Pharo-dev] The Dilemma: Building a Futuristic GUI for Ephestos
by Nicolai Hess
2014-09-14 11:32 GMT+02:00 stepharo <stepharo(a)free.fr>:
> I remember that there was an animated gif support.
> Now I do not remember exactly.
>
At least in squeak there is an AnimatedImageMorph, that can load and
display animated gifs.
That works and is quite fast even for multiple instances. But of course no
(alpha-)transparency
>
> for roassal2 have a look at the viva classes: this is the animation
> frameworks that igor designed.
>
> Stef
>
>
>
> On 14/9/14 10:22, kilon alios wrote:
>
> so I tried to animate in Roassal having two different images display with
> a delay for few millisecond but it only displays the second image with this
> code
>
> form1 :=Form fromFileNamed:'/Users/kilon/Pictures/pharo.png'.
> form2 :=Form fromFileNamed:'/Users/kilon/Pictures/box.png'.
> v := RTView new.
> c := v canvas.
> s := TRBitmapShape new.
> s form: form1.
> c addShape: s.
> v open.
>
> (1 to: 100) do: [ :index|
> s form: form1.
> s signalUpdate .
> "(Delay forMilliseconds: 1000 ) wait."
> s form: form2.
> s signalUpdate .
> (Delay forMilliseconds: 1000) wait.].
>
> I looked into RTAnimation but dont know how to use it for this example.
> Any help ? Does Roassal 2 support such animations ?
>
> if I do s form: and then s signalUpdate for each form separately it
> works fine but inside the loops does not seem to work , I tried bigger
> delays with no effect.
>
> On Sun, Sep 14, 2014 at 10:57 AM, stepharo <stepharo(a)free.fr> wrote:
>
>> Ronie when you ready I can help writting a chapter for the nex book.
>>
>> Stef
>>
>>
>> On 13/9/14 21:42, Ronie Salgado wrote:
>>
>> Hello,
>>
>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>
>>> Hi
>>>
>>> another option could be the verse protocol. There was a plugin for
>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>
>>>
>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>
>>
>> I have an adapted version of Swig for Pharo NativeBoost here:
>> https://github.com/ronsaldo/swig
>>
>> Currently I am using it to generate my Bullet bindings (available here:
>> https://github.com/ronsaldo/bullet-pharo) that can be used as an example
>> of using Swig.
>> I still have to improve more my Swig generator, by writing
>> documentation and fixing some bugs.
>>
>> Greetings,
>> Ronie
>>
>> 2014-09-13 16:11 GMT-03:00 stepharo <stepharo(a)free.fr>:
>>
>>>
>>> On 13/9/14 20:11, Enrico Schwass wrote:
>>>
>>> Hi
>>>
>>> another option could be the verse protocol. There was a plugin for
>>> Maya and Blender to do realtime rendering. Dont know if there is some
>>> automatic Swig-like wrapper for smalltalk but FFI might work.
>>>
>>>
>>> There is Wig like wrapper for Pharo done by ronie salgado.
>>>
>>> Stef
>>>
>>>
>>>
>>> http://youtu.be/c_D2YJSNj8I
>>>
>>> Almost a decade ago I did some ruby bindings by hand. It was working
>>> out of the box
>>>
>>> Bye
>>> Enno
>>>
>>> Am 13.09.2014 um 16:11 schrieb kilon alios <kilon.alios(a)gmail.com>:
>>>
>>>
>>> " I am curious. You mean rendering Bitmap from blender, for later use in
>>> Pharo UI? "
>>>
>>> yes exactly. Blender can render in all popular graphics files, most
>>> used are png. Animation frames can be rendered each frame in its own file.
>>>
>>> So basically its a lot like the average games out there.
>>>
>>> "I will suggest bare bone Morphic mainly, then Athens when you need
>>> vectorial drawing."
>>>
>>> ok
>>>
>>> "For iStoa I decided to go purely Morphic, I have a lot of bitmap.
>>> Bitmap source is SVG, then converted to PNG, overscaled for production use.
>>> Then from iStoa, depending on the application window extent, the bitmap are
>>> downscaled accordingly, I am pretty satisfied by the result."
>>>
>>> I fail to understand how your bitmap source is SVG for me bitmap is a
>>> raster graphic format svg is procedural graphic format. Two opposite
>>> things.
>>>
>>> "Sure. The downpoint, you will depend on one additional layer."
>>>
>>> dependency is not an issue. Afterall the graphic files themselves will
>>> be far bigger download even more so if the GUI becomes very large.
>>>
>>> "Nice. What will be the expected outcomes of such API, I am not sure
>>> to understand and I am curious."
>>>
>>> Well Blender besides creating 3d objects (which can be used as 2d
>>> objects too) it can also create 3d unrendable objects. That means that
>>> objects produce no graphics and have the role of placeholders or helpers,
>>> for example when you want an emitter of light or emitter of a physical
>>> power like gravity or wind. Those are called dummy objects and I could use
>>> them to give characteristics to the graphics , for example I could use a
>>> dummy to define the are of influence of a mouse click , or what type of
>>> event the bitmap will respond to. That means you wont have to import the
>>> graphics manually to pharo and create a separate morph for each bitmap and
>>> then set the events but rather press a button in blender and then Ephestos
>>> will import then bitmaps to pharo , set the events and create the morphs
>>> automagically.
>>>
>>> So basically you will be using Blender as a GUI designer.
>>>
>>> "Use fuel to store the state of your application objects."
>>>
>>> ah nice so fuel is a good candidate.
>>>
>>> I will also take a look at Dr Geo and Phratch , both apps have custom
>>> GUIs and use only Morphic (Dr Geo using Athens for the geometry primitives)
>>> .
>>>
>>>
>>>
>>
>>
>
>
Sept. 14, 2014