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#26 2010-08-12 19:26:11

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Bump?  sad


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#27 2010-08-12 19:38:58

Harakou
Community Moderator
Registered: 2009-10-11
Posts: 1000+

Re: Script patching blocks

I don't really see what's wrong with the first block. You could have numbered lines and scripts, like in Basic. Anyway, if one of the intentions of this was to allow downloaded projects to be patched, there would have to be a way for the patch to read the existing script, so unexpected end-user modifications wouldn't interfere.

Also, if patches could be sent to online projects, that would make updates so much easier.  big_smile


http://www.blocks.scratchr.org/API.php?action=random&return=image&link1=http://i.imgur.com/OZn2RD3.png&link2=http://i.imgur.com/duzaGTB.png&link3=http://i.imgur.com/CrDGvvZ.png&link4=http://i.imgur.com/POEpQyZ.png&link5=http://i.imgur.com/ZKJF8ac.png

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#28 2010-08-13 19:24:29

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Harakou wrote:

I don't really see what's wrong with the first block. You could have numbered lines and scripts, like in Basic. Anyway, if one of the intentions of this was to allow downloaded projects to be patched, there would have to be a way for the patch to read the existing script, so unexpected end-user modifications wouldn't interfere.

Also, if patches could be sent to online projects, that would make updates so much easier.  big_smile

There's something very wrong with the first block.

You wouldn't want to patch a script in sprite 1 from a script in sprite 1. To remotely create and destroy, the second block is better, overall.  big_smile


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#29 2010-08-13 20:55:10

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

bump!  big_smile


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#30 2010-08-15 18:02:47

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Bump...  hmm


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#31 2010-08-15 18:12:35

m71134
Scratcher
Registered: 2010-03-03
Posts: 1000+

Re: Script patching blocks

I'm confused.  hmm  So this block would sort of edit other scripts while the project is running?

Last edited by m71134 (2010-08-15 18:13:23)

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#32 2010-08-15 18:38:29

Harakou
Community Moderator
Registered: 2009-10-11
Posts: 1000+

Re: Script patching blocks

m71134 wrote:

I'm confused.  hmm  So this block would sort of edit other scripts while the project is running?

Yup.  smile  The point is that you can import a bit of code to make changes to a project. (eg bug fixing) Or, you could use it to make a project with a sort of learning AI.


http://www.blocks.scratchr.org/API.php?action=random&return=image&link1=http://i.imgur.com/OZn2RD3.png&link2=http://i.imgur.com/duzaGTB.png&link3=http://i.imgur.com/CrDGvvZ.png&link4=http://i.imgur.com/POEpQyZ.png&link5=http://i.imgur.com/ZKJF8ac.png

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#33 2010-08-15 18:39:43

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Harakou wrote:

m71134 wrote:

I'm confused.  hmm  So this block would sort of edit other scripts while the project is running?

Yup.  smile  The point is that you can import a bit of code to make changes to a project. (eg bug fixing) Or, you could use it to make a project with a sort of learning AI.

You could update from iSyn 2.61 to 2.62 without re-downloading the whole iSyn all over again!  big_smile


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#34 2010-08-15 18:48:54

Harakou
Community Moderator
Registered: 2009-10-11
Posts: 1000+

Re: Script patching blocks

iCode-747 wrote:

Harakou wrote:

m71134 wrote:

I'm confused.  hmm  So this block would sort of edit other scripts while the project is running?

Yup.  smile  The point is that you can import a bit of code to make changes to a project. (eg bug fixing) Or, you could use it to make a project with a sort of learning AI.

You could update from iSyn 2.61 to 2.62 without re-downloading the whole iSyn all over again!  big_smile

Exactly! If only Apple would figure that out...  tongue


http://www.blocks.scratchr.org/API.php?action=random&return=image&link1=http://i.imgur.com/OZn2RD3.png&link2=http://i.imgur.com/duzaGTB.png&link3=http://i.imgur.com/CrDGvvZ.png&link4=http://i.imgur.com/POEpQyZ.png&link5=http://i.imgur.com/ZKJF8ac.png

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#35 2010-08-15 18:52:00

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Harakou wrote:

iCode-747 wrote:

Harakou wrote:

Yup.  smile  The point is that you can import a bit of code to make changes to a project. (eg bug fixing) Or, you could use it to make a project with a sort of learning AI.

You could update from iSyn 2.61 to 2.62 without re-downloading the whole iSyn all over again!  big_smile

Exactly! If only Apple would figure that out...  tongue

lol xD

You're right.  lol

These blocks could also be handy to control how a script runs without too many extra blocks!  big_smile


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#36 2010-08-17 06:43:48

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Bump!  big_smile


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#37 2010-08-17 08:23:03

rdococ
Scratcher
Registered: 2009-10-11
Posts: 1000+

Re: Script patching blocks

iCode-747 wrote:

Taking screenshots in Windows is hard!

Anyway, this block would be used the most:

http://lh5.ggpht.com/_mXv3HQnoqXY/TEQ8F … 1hM/xD.jpg

Every single script would have a number. The sprite itself could control it...


Wait... Nevermind. I need another mockup.

Any comments on my failed first block?  tongue

I thought it would be like a


[edit block [block inserter]] or a [delete script [script name] from sprite [sprite select screen]]. If it was the [delete script [script name] from sprite [sprite select screen]], then each script would have a name you can change.

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#38 2010-08-17 18:21:57

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

rdococ wrote:

iCode-747 wrote:

Taking screenshots in Windows is hard!

Anyway, this block would be used the most:

http://lh5.ggpht.com/_mXv3HQnoqXY/TEQ8F … 1hM/xD.jpg

Every single script would have a number. The sprite itself could control it...


Wait... Nevermind. I need another mockup.

Any comments on my failed first block?  tongue

I thought it would be like a


[edit block [block inserter]] or a [delete script [script name] from sprite [sprite select screen]]. If it was the [delete script [script name] from sprite [sprite select screen]], then each script would have a name you can change.

I think numbers make it easier.  wink

We could go with that, too, though. Great ideas!  big_smile


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#39 2010-08-17 18:29:33

Harakou
Community Moderator
Registered: 2009-10-11
Posts: 1000+

Re: Script patching blocks

iCode-747 wrote:

rdococ wrote:

iCode-747 wrote:

Taking screenshots in Windows is hard!

Anyway, this block would be used the most:

http://lh5.ggpht.com/_mXv3HQnoqXY/TEQ8F … 1hM/xD.jpg

Every single script would have a number. The sprite itself could control it...


Wait... Nevermind. I need another mockup.

Any comments on my failed first block?  tongue

I thought it would be like a


[edit block [block inserter]] or a [delete script [script name] from sprite [sprite select screen]]. If it was the [delete script [script name] from sprite [sprite select screen]], then each script would have a name you can change.

I think numbers make it easier.  wink

We could go with that, too, though. Great ideas!  big_smile

I agree that numbered scripts would make it easier. I would hate having to name all my scripts, and what if I found out there was a glitch in a script that wasn't named? The patch wouldn't work.


http://www.blocks.scratchr.org/API.php?action=random&return=image&link1=http://i.imgur.com/OZn2RD3.png&link2=http://i.imgur.com/duzaGTB.png&link3=http://i.imgur.com/CrDGvvZ.png&link4=http://i.imgur.com/POEpQyZ.png&link5=http://i.imgur.com/ZKJF8ac.png

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#40 2010-08-18 05:08:13

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Harakou wrote:

iCode-747 wrote:

rdococ wrote:


I thought it would be like a


[edit block [block inserter]] or a [delete script [script name] from sprite [sprite select screen]]. If it was the [delete script [script name] from sprite [sprite select screen]], then each script would have a name you can change.

I think numbers make it easier.  wink

We could go with that, too, though. Great ideas!  big_smile

I agree that numbered scripts would make it easier. I would hate having to name all my scripts, and what if I found out there was a glitch in a script that wasn't named? The patch wouldn't work.

So... numbers it is.

I may get cracking on a better mockup eventually.  smile


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#41 2010-09-20 16:32:42

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Bump!  big_smile


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#42 2010-10-04 18:41:24

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Bump yet again.

Is this possible, Scratch Team? Or not?


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#43 2010-10-06 17:24:46

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Still my best idea yet. Bump.


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#44 2010-10-06 18:20:03

tinoesroho
Scratcher
Registered: 2010-04-26
Posts: 100+

Re: Script patching blocks

With pseudo code (like my failed NOS or iSyn), the interpreter could be programmed.

If item <counter> of (join [program name] (code)) = delete line
  if item (<counter>+1) of (join [program name] (code))  = replace item
   if item (<counter>+2) of (join [program name] (code))  = <number>
   set <number> to item (<counter>+2) of (join [program name] (code))
   replace item item (<number>) of (join [program name] (code)]) with item (<counter>+4) of (join [program name] (code))

Something like ^ that ^?


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#45 2010-10-06 19:04:28

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

tinoesroho wrote:

With pseudo code (like my failed NOS or iSyn), the interpreter could be programmed.

If item <counter> of (join [program name] (code)) = delete line
  if item (<counter>+1) of (join [program name] (code))  = replace item
   if item (<counter>+2) of (join [program name] (code))  = <number>
   set <number> to item (<counter>+2) of (join [program name] (code))
   replace item item (<number>) of (join [program name] (code)]) with item (<counter>+4) of (join [program name] (code))

Something like ^ that ^?

Brilliant, but I'm talking about SCRATCH blocks, not list code.

Great idea, though, I may use that somewhere.


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#46 2010-10-06 22:38:35

tinoesroho
Scratcher
Registered: 2010-04-26
Posts: 100+

Re: Script patching blocks

Jens should know about the actual possibilities.

Last edited by tinoesroho (2010-10-07 11:48:44)


 Maurer Rose by TheVikings Should be featured. See the project in action here and my reasons here. 

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#47 2010-10-07 02:56:35

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

tinoesroho wrote:

Jen should know about the actual possibilities.

Thanks for letting me know.

I'll probably use your idea somewhere pretty soon, thanks for that.


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#48 2010-10-07 11:57:33

tinoesroho
Scratcher
Registered: 2010-04-26
Posts: 100+

Re: Script patching blocks

Don't sweat it. I thought that you had already drawn out the capability for this out. Or am I confusing people and creations here?


 Maurer Rose by TheVikings Should be featured. See the project in action here and my reasons here. 

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#49 2010-10-08 07:18:05

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

You aren't.


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#50 2010-10-12 17:24:55

iCode-747
Scratcher
Registered: 2009-11-21
Posts: 1000+

Re: Script patching blocks

Bump.


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