Version 2.8 (160)

@Simeon - it’s “On my iPad”.

@Bri_G thanks for checking!

@Simeon - daft question again - how do you delete tabs in the new editor?

@Bri_G Drag the tab list down from the top of the screen. Then from the right drag your finger all the way left on the tab you want deleted.

I think also Edit → Delete Tab works now

(I’ll be adding the long-press back as well when they are in tab bar mode)

Here I go again with dependencies:
Codea 2.8 (160) iPad 12.9 iOS 12.3.1

  1. If you create a new project to use as a dependency and then go into another project to add it; it does not show up in the dependency list. Fully restarting Codea resolves the issue and allows the dependency to be selected.

  2. Using the Beta Setting: New Code Editor allows you to select a dependency, showing the check box as filled. However, the dependency is never loaded. Closing the project and opening it again, removes the check. The same is true for removing dependency. They are not removed in the New Code Editor.

iPhone Codea Question:
Codea 2.8 (160) iPhone 8 iOS 12.3.1

I went shopping with the family today, so I got a chance to use the iPhone version of Codea…Awesome! When using the editor in a project and you touch the tab title, a dropdown menu appears. At the top of the menu there is a button that says “Open Quickly …” I think it is meant to be a menu title, but it is clickable and flashes when it is clicked. I didn’t notice anything happen. Is there a purpose to the menu button?

@exomut is issue (1) a new bug for you?

(2) is a known issue, the new dependency panel there is entirely non-functional still. Sorry for not documenting it

The “Open Quickly…” menu item is also non-functional at the moment but the plan is to be similar to Shade’s “Quick Insert” mode for nodes where you can type a name and fuzzy-match to the tab you want to open. But I might have to take it out for now.

@Simeon issue (1): I am not completely sure, but I feel like I noticed this issue before joining the beta as well.

Open Quickly sounds great. Sorry for not knowing much after joining the beta.

Is this the right place to report bugs for the beta? Should I use Test Flight’s report issue, Trello, or the beta forum (here)?

@dave1707 @Simeon - just to let you know the delete in the edit drop down menu worked but the drag to the left didn’t. Seemed to initially but came back. The drag to the left seemed to be working, the dragged item shrank about half way across then disappeared from the screen but was still in the menu. Closing and re-starting Codea had no effect except for the menu delete option which did remove the tab. Note I had moved all content from this tab to another before deleting. I left only two lines with comments (—) in at the top.

@Simeon Issue 1 has been a problem for awhile. I reported something similar when creating tabs. You had to exit Codea and reopen it before the tab was useable. Samething with dependencies. As for the Open Quickly menu, that works just fine. If you have multiple tabs, the Open Quickly shows a list of tabs and tapping a tab in the list opens it.

@Bri_G The delete by dragging to the left is a little tricky. You have to be moving to the left before you actually touch the screen. Apparently a touch BEGAN and a touch MOVING do different things.

@dave1707 - that sounds too finicky to be practical. The delete from the edit menu works I’ll stick to that.

Okay good to know that issue (1) isn’t a new bug I’ve introduced! I’ve added it to the list to fix

Yeah the swipe to delete is quite tricky to pull off. It was there as a shortcut, but I think I’ll replace it with a long-press context menu in iOS 13

@exomut there’s a Trello here where you can add bugs and other stuff https://trello.com/b/TmqGUHgX/codea but I will track anything you report in the forum too

@Simeon - just encountered a funny, possibly a bug but need to trap error better. I had a function (spy) in a tab to print out variables I was monitoring. I had cut and pasted code from other functions deleting bits I didn’t need and didn’t spot the following error:


print[touch]

The call to the function said there was an attempt to call a nil value global ‘spy’’. I tried several approaches changing function name and placing the function in another tab. Still the same. At one stage some code was lost in the function with the cursor at the end of the code. On pressing return the lost code re-appeared. New editor. Hmmm upset Codea!!!

Changed the brackets to the correct type and all was well again. Is this a bug?

@Simeon - just noticed when I print a sprite at say 128,128 pixel size, then overprint with an emoji with fontSize(128) then the emoji is smaller than the sprite and not centred where the sprite is (slightly higher). Had noSmooth() and noStroke() set. Are emojis of varying size - they look like vector graphics?

Edit: this is not consistent different emojis different sizes - need to check these if you intend to use them.

@Simeon - tried pasting a tab from one project into a temporary page in another with commenting brackets —[[ and —]] encompassing the code. The code did include several — commented lines. But, the pasted code was completely unchanged. Switched into old editor and code was commented out, back to new editor and code was also now commented out correctly.

p

@Bri_G thanks for the report on the new editor bug with print[touch] — will see what I can find

Regarding emoji rendering: emoji are rendered more like text than images. They are vector but they will align to a baseline and follow text alignment settings. Font sizes do not correlate one-to-one with sprite sizes either.

If you wanted a pixellated emoji you would do better using setContext to render an emoji at a specific scale then upscaling the resulting image and render it with sprite using noSmooth

@Simeon - thanks for the reply, I’ve seen instances before when the errors seem to latch onto the function title rather than the specific line - it can just be a bit confusing.

On the emoji front, after I played around with several different emojis I realised that I was being a little naive expecting the image size produced to fill the rectangular area allocated to it. Powerful though they are emojis do come with application issues if you want to use them. Thanks for the idea of pixelating it - could save the image from that to use as a sprite.