Greenfoot 3.0 sound failure3/16/2024 ![]() (T-Box) Full Android AI Box - Convert Your Car Screen to Android Tablet.Android Lite TBox (Watch Youtube/ Netflix/ Disney Plus on Your Car Screen).TBox Mini (Android 11.0 System, Convert CarPlay Into An Android OS System).□TBox Max (Android 13.0 System, 8 Core.□TBox Plus (Android 13.0 System, Convert Your Car Screen to Android Tablet!□).Autokit (Make for Aftermarket Head Unit).□Carlinkit A2A (Convert Factory Wired Android Auto to Wireless□).□Carlinkit U2W Mini2 (Convert Factory Wired Carplay to Wireless Carplay□).□Carlinkit 3.0/4.0 (Convert Factory Wired Carplay to Wireless Carplay/Android Auto□).□Carlinkit 5.0 (2air) (Upgrade Wired Carplay/ Wired Android auto to Wireless□).If they are not static, they could be overridden in a subclass, but there would be no simple way for them to be called.Īnyway: I assume that "activated" and "deactivated" are for notification that a world became the active world or is no longer the active world, so it would make sense for them to be methods in the World class rather than any other class. If methods in the Greenfoot class are static, there is no way to override them. The World subclasses are different, because you explicitly instantiate a world and the IDE/framework then has a reference to that world instance, so it can call methods on that instance. If instead they were instance methods, the IDE/framework would have to instantiate the Greenfoot class to call them, but that wouldn't result in your subclass' overriding methods getting called. If "activated" and "deactivate" were static methods, like all the other Greenfoot-class methods, then you could't override them in a subclass anyway. If you subclass the Greenfoot class, the IDE/framework doesn't know or care. Because the methods in the Greenfoot class are static, there's no need to create a Greenfoot instance. The Greenfoot IDE/framework doesn't call any methods on a Greenfoot instance. You could implement methods such as 'activated' and 'deactivated' (as danpost mentioned) though, if needed. A 'removedFromWorld' Actor class method might be useful also. While on this, I think that it would be good to have an 'activated' and 'deactivated' method in the World class that can be overridden, called by greenfoot at the appropriate times. By doing so, you are showing that there are more possible places to edit code into thus, avoiding the so often seen case of a beginner coding continuous actions in the World subclass constructor (like checking for keys or checking mouse functions or using a random chance to do something like for occasionally spawning something). It would probably be better (for beginners) to show all the empty methods greenfoot uses that can be overridden in the classes (started and stopped in the World class template and addedToWorld in the Actor class template as well as act in both class templates). This has to do with the templates of the Actor and World classes. There is another thing that has been something I feel should be changed. This is done in greenfoot in an indirect manner when discussing how to pass values between classes. I think that object reference fields should also be introduced somewhere. You cannot teach programming without introducing fields. The 'wormsEaten' field is introduced within greenfoot in its tutorials. However, as far as fields are concerned, I feel that since they are an integral part of a class, they should be included in auto-completion. Greenfoot can be used to create quite powerful things, after all (all the 3D stuff that's on here, for instance).I agree that maybe some things should be allowed to be turned on and off. Then again, certain things could also be turned off by default, so that those who do know how to use it can if they so wish. SPower wrote.I agree, although Greenfoot is also a learner's environment, and perhaps all that stuff would confuse someone who's new to it all.
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