[Golist] random time access in a paused Go navigation

Moses Gunesch moses at goasap.org
Wed Sep 24 19:32:28 PDT 2008


Those are common feature requests for sure. I like your clear thinking  
and willingness to step up to the plate. :-)

Some questions I have, that perhaps your build will address –
- how much additional code and complexity will these features add
- (as always) is there a way to decorate this functionality in or is  
it best added directly to the framework
- a related feature (Flex has it) is the snapshotting of values to  
enable rewind/scan, something to consider branching toward.
- go is currently built as a runtime animation synchronizer, but doing  
true random access time breaks out of that a bit. It's occurred to me  
that this situation might be one where there's a synced mode for  
realtime play and a strict mode for scanning time?

thanks for your input & contributions!
moses


On Sep 24, 2008, at 8:35 PM, Stephen Downs wrote:

> I've been pushing Go pretty hard in my current project, and wanted to
> outline a few requests dealing with what I consider inherent
> limitations.
>
>
> Request: A random time access function that implements a uniform
> definition of time and does not change the state of the object.
> The IPlayable interface generically implements a skipTo command, but
> this is implemented as either time or index in particular objects,
> which makes it difficult to uniformly implement time-based navigation
> in a complex hierarchy of IPlayable objects.
> In addition, the skipTo command in the base LinearGo class
> automatically begins playing the animation, changing the playstate of
> the object.
>
>
> [minor] Request: A Sequence utility class that implements a random
> time access function.
> This has been discussed before on the list in the framework of a
> timeline metaphor (which is basically what I'm modeling). I can't use
> the skipTo command for time access in Sequence or SequenceCA as they
> interpret the position parameter as sequence step index.
> I've just been using PlayableGroups with carefully crafted delays and
> durations instead of Sequences, which seems to do the job in my case.
>
>
> I'm already adding these changes in custom, crufty class extensions of
> my own, but I would think that some folks in the community could
> benefit from having this available at a deeper level in the base
> classes. Then again, perhaps my needs are esoteric and isolated!
>
> thanks,
> Steve
>
> _______________________________________________
> GoList mailing list
> GoList at goasap.org
> http://goasap.org/mailman/listinfo/golist_goasap.org

-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://goasap.org/pipermail/golist_goasap.org/attachments/20080924/b75cf6fa/attachment.html 


More information about the GoList mailing list