On 2006 December 29 01:27, Jerome Peace wrote: <<snip>>
Many of the deep bugs I run into have the TransformationMorph decorator as their root. Lots of the gribble leaving problems come from a mismatch of assumptions between TfMorph ( which believes you can translate the origin into the 3rd quadrant) while every body else believes that truncate is the same as floor because all points are in the 1st quadrant. Clipping boxes get calculated wrong and are often of by one just when you need them not to be.
Jerome,
Could you point out a few concrete examples (class, method) of this behaviour? I started work on a (exteremely limited) set of tests for etoys and morphic, and perhaps it would make sense to document what you found in a test; although documenting something that is (if I understand) considered broken may not be as valuable, it should be easy to convert the test code if/once the code under test is refactored.
Thanks Milan
Results: screen gribbles abound.
- inEtoys they are not used directly, but through the
Player, and this is
why your equation does not hold for each individual
morph. I think
you would have to eliminate TransformMorph
completely, which might
complicate other Morphs - until now, that "ugly"
transformation stuff
was factored out.
As I look at the code I see constant attempts to worry about which morph is actually being talked to renderer or renderee. The code practically begs to be refactored. Its just a big job at the moment. I await enlightenment and inspiration. Meanwhile I am trying refactorings that lay the ground work for the simplification of the Tf mess.
Yours in service, --Jerome Peace
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