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Greenfoot back
davmac
davmac wrote ...

2018/7/27

Greenfoot version 3.5.0

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davmac davmac

2018/7/27

#
The Greenfoot team are pleased to announce a new release of Greenfoot. Version 3.5.0 includes a completely re-written user interface, implemented in Java FX. While the layout will be familiar, the new interface looks much more modern, and works much better with Hi-DPI displays. There have been a number of changes under-the-hood as well, which should in general make using Greenfoot a better experience. There are one or two minor known problems, but for the most part we hope that using Greenfoot 3.5.0 will be a much better experience. Please feel free to report any problems here, or by contacting the support email address.
Super_Hippo Super_Hippo

2018/7/30

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First off: Thank you for the updated version. It is always good to know that you keep on working on it! I didn't program a lot with it yet, so I can't give a huge feedback here. The problem mentioned here (https://www.greenfoot.org/topics/59584/0) still exists. The main reason I write here though is that I just started with a new project:
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import greenfoot.*;
 
public class MyWorld extends World
{
    public MyWorld()
    {
        super(2000, 2000, 1);
    }
}
It already gives me an error:
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Exception in thread "Thread-7" java.nio.BufferOverflowException
    at java.nio.Buffer.nextPutIndex(Buffer.java:521)
    at java.nio.DirectIntBufferS.put(DirectIntBufferS.java:297)
    at greenfoot.vmcomm.VMCommsSimulation.doInterVMComms(VMCommsSimulation.java:364)
    at greenfoot.vmcomm.VMCommsSimulation.access$000(VMCommsSimulation.java:51)
    at greenfoot.vmcomm.VMCommsSimulation$1.run(VMCommsSimulation.java:172)
No clue what this is, but a 2000×2000 world shouldn't be a problem...
davmac davmac

2018/7/31

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Ok! Regarding the older issue, I thought I had a test case which triggered that problem, and I had tried it on Greenfoot 3.5.0, but it seems I didn't quite get it quite right - sorry! I have looked at it again and found a test case which shows the problem correctly. For the BufferOverflowException problem, you are correct that the world size is the issue - we weren't really expecting worlds to be that big... I think we can probably up the relevant buffer size so that it can handle 2000x2000 worlds, and possibly size it dynamically. I now have created bug entries for both issues: 1st and 2nd. I have also identified a fix that seems to work for the collision checking issue, so it (really, this time) should be fixed for the next release. We will probably have a 3.5.1 release fairly soon, to clean up these and any other bugs that appear in the meantime.
Super_Hippo Super_Hippo

2018/7/31

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You mentioned that it works better with High-DPI displays now. High-DPI displays want to display a lot of pixels :) The alternative is to use bigger cells of course. Thank you for the bug entries!
davmac davmac

2018/7/31

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No problem. Just to be clear, the high-DPI support is for the user interface - I believe the world image itself will be scaled, so that a scenario looks the same on a high-DPI display as it does on a non-high-DPI display. So 2000x2000 is still crazy big :)
Super_Hippo Super_Hippo

2018/7/31

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The biggest advantage with the new UI is that arrow keys are working correctly after using one of the alt buttons once. Really great that this is fixed! I don't see any scaling in the world. I use a 3840×2160 display and cell size 1 means that 1 cell is 1×1 pixel. (I don't think that I want this changed.) Here on the site, it is a bit difficult because the java applets can not be zoomed. Normal sized scenarios for "normal" HD/Full HD screens appear very small in UHD. Just like the other way around when someone uploaded a huge scenario before I used this screen and it wasn't possible to use at all. The html5 ones can be zoomed as you zoom with the browser though which is perfect. Otherwise, looking for example at my Pac-Man game which itself isn't very big, but at 100 % on my screen it is very tiny (cut off taskbar and addressbar) It has the same size when opened in GF and there I can't zoom (without changing cell size of course).
Ticker175 Ticker175

2018/7/31

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Hey would it be possible to make it so we can zoom in/out on the world so that the whole thing can be shown at once =/
davmac davmac

2018/8/1

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Super_Hippo: Hmm. I don't know what's going on but your browser should not be showing any website at smaller size because you have a high DPI display - it should be scaling up images and fonts if necessary so that they look the same as on a regular display (but with smoother fonts etc). Similarly, on my high DPI mac laptop, the world is scaled up so that it appears at normal size (at the cost of slightly "chunky" looking graphics, compared to the rest of the interface). Are you using a particularly old version of Windows, perhaps, that doesn't have proper hi-DPI support? I haven't actually tested on Windows with a high DPI display myself but I believe it should work the same as it does on a Mac. Ticker175: we have considered a "full-screen" mode in the past but it hasn't been implemented at this stage. I'm not sure if it's something we will do.
Super_Hippo Super_Hippo

2018/8/1

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Windows has an option to zoom everything (not exactly everything) to for example 150 or 200 %. There is no option to automatically convert websites to fit my screen. One pixel is still one pixel, they are just closer to each other on the screen, so everything is smaller. I got used to it though. Whenever I want something to be displayed larger, I use ctrl + mouse wheel to zoom in. (I am using Win10.)
Ticker175 Ticker175

2018/8/1

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davmac wrote...
Super_Hippo: Hmm. I don't know what's going on but your browser should not be showing any website at smaller size because you have a high DPI display - it should be scaling up images and fonts if necessary so that they look the same as on a regular display (but with smoother fonts etc). Similarly, on my high DPI mac laptop, the world is scaled up so that it appears at normal size (at the cost of slightly "chunky" looking graphics, compared to the rest of the interface). Are you using a particularly old version of Windows, perhaps, that doesn't have proper hi-DPI support? I haven't actually tested on Windows with a high DPI display myself but I believe it should work the same as it does on a Mac. Ticker175: we have considered a "full-screen" mode in the past but it hasn't been implemented at this stage. I'm not sure if it's something we will do.
i mean i dont really want a "full screen" mode. I just want to be able to see my whole world at once so the ability to be able to fit the world to the window or something would be amazing Thanks Thomas
davmac davmac

2018/8/2

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Ticker175 wrote...
i mean i dont really want a "full screen" mode. I just want to be able to see my whole world at once so the ability to be able to fit the world to the window or something would be amazing
Ok, I understand. I'm not sure it's something that will be implemented, though.
Ticker175 Ticker175

2018/8/2

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davmac wrote...
Ticker175 wrote...
i mean i dont really want a "full screen" mode. I just want to be able to see my whole world at once so the ability to be able to fit the world to the window or something would be amazing
Ok, I understand. I'm not sure it's something that will be implemented, though.
=/
MrBradley MrBradley

2018/8/5

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The documentation for the World and Actor (when double clicked) do not appear in the editor windows. The appear as empty or uninitialized windows with no content
MrBradley MrBradley

2018/8/5

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When writing to the system out the focus of the window is changed from the GF UI to the Terminal window. This is a change and it causes problems if the application is a game waiting on user input.
MrBradley MrBradley

2018/8/5

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When opening an existing project you cannot see if the directory is a greenfoot project prior to selecting the directory. It used to show as a greenfoot with a file folder(?) in green.
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