Re: [LogoForum] Re: Programming in mswlogo can be surprising



The message below is being cross-posted from LogoForum.

wait a secong guys. this has gone from MSWLogo (softronics.com) to FSMLogo which I have no clue about. i would suggest blogo for games begause of its simple text-based interpriter and a real helpfile. this begs the question, however of what games are you talking about? logo in its native form was not meant to do "3D" nor was it supposed ot handle any sort of complex manipulation of data. i think that you should start simple.
 
make a grid of 3x3
then, have a turtle on each grid-point.
make a registry (table) of what trurtle is where or what turtle is what color. dont bother with fancy "moving dots" unless you are willing to deal with a bitmap (using BITMAP or some other method). then have a screen that comes up and asks for 2 values, an X (a,b,c,d) paired with a Y (1,2,3,4) and mark the points using another turtle that runs on STARTUP. then, simply do a test-and-set of the values. make it easy. once you can play on a single computer, add a network component.
 
the loop would look like this:
 
BEGIN
OPEN netProtocol connection
CREATE board
LOOK connection for "p1 move"
IF p1_move ==1 then
  its player ones turn. show the dilog bod and relay the information from P1 to P2.
ELSE if P2_move == 1 then
  allow for p2 to move and sent that Information to P1
ELSE
  there could be a network error. allow LOOK and ERROR to hande it.
LOOP until SCORE=SCOREMAX
 
print "p1 is winner" if player 1 wins
else print "player 2 is winner" if player 2 is winner.
 
ask "play again?"
 
allow for a shared high-score file and keep on trying!

 
On 1/26/06, david_costanzo <david_costanzo@xxxxxxxxx> wrote:

--- In LogoForum@xxxxxxxxxxxxxxx, Hensley Bass <jstclair@e ...> (by way
of "John St. Clair" <jstclair@xxxx>) wrote:

> Having taught logo for several years and told pupils that we could
> develop simple applications in logo among which games, I had never
> really been programming in mswlogo myself, except for a little piano
> for the speaker which I later discorvered, does not work on xp/nt
> systems.

Unfortunately, SOUNDON and SOUNDOFF don't work on NT/2K/XP because
they write values to reserved areas of memory--the kind of stuff that
only device drivers should be able to do.  This is bad for FMSLogo,
but very good for the overall stability of the operating system.  If
support for these commands is important to you, I may be able to
approximate them on NT/2K/XP.

> Why don't the mswlogo fans share their work om the net.
> Is mswlogo used mainly for drawing?

Amen!  That's why I created the "extras" module, which I plan to
release as a ZIP file in the coming months.  If you'd like to
contribute your programs so that others can find them more easily,
please email them to me.  Keep in mind that they must be licensed
under an OSI-approved license to be hosted on SourceForge.


> One problem I had was when I
> got the counter moving, though I used the FILL command, it would not
> paint the moving counter until it stopped. I used the YIELD command
> to get around this problem even if I have the impression that the
> YIELD is meant for another purpose.

The short answer is that you found a bug in FMSLogo.  Thank you for
bringing it to my attention.  If you're interested in knowing what
went wrong at the C++ level, let me know.

I just tested out a fix for this bug and it worked.  You can expect
this bug to be fixed in FMSLogo 6.7.2.  If you would like a
pre-release version of FMSLogo that has the fix, please email me and I
will send you one.

> I tested my programs on a windows 98 system which
> has the same version of mswlogo. There I discovered that the board
> would not display properly.

What is the color depth of your video card?  My Win95 machine only
supports 16 colors at the highest resolution, and I don't get a say in
what colors get used.  At the second-highest resolution, it supports
256 colors, but those colors have to be shared across all
applications, so it's very easy to run out of colors.

If you are in 256 color mode, try running

CLEARPALETTE

Before drawing anything.  That might give FMSLogo more colors to play
with.

> I had another bug in my domino game. I used the bitcopy/ bitcut/
> setbitindex in the program. When I used the yield program to get
> around a similar problem described above, I found out that I would
> generate another bug.

Please describe the bug that you worked-around so that it can be
fixed.  Or better yet, file a bug report on sourceforge.

> The porgram could run smoothly for a while, then a picure
> copied at when bitindex 0 was set would be pasted at bitindex 22.

Woah!  That's a bug.  That sounds like memory corruption to me.  If
you can reproduce this bug, please file it.

I want to emphasize this some more.  There are lots of problems in
FMSLogo that I don't know about and I can only fix the ones I know
about.  If you feel like FMSLogo is not behaving as you expect, please
file a bug.  Likewise, if you feel like FMSLogo doesn't have enough
commands to do what you want (such as delete entries from a combobox),
please file a feature request.  Right now, only a handful of people
are doing this, so the odds are that I'll get to yours fairly quickly.







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