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Simultaneous Rover Programming #506

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merged 8 commits into from
Mar 13, 2015
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n8xm
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@n8xm n8xm commented Mar 10, 2015

Rovers now work simultaneously, with some of Brett's suggestions incorporated to make the UI actually work with it.

@@ -18,7 +18,7 @@ var blocklyNodes = {};
var graphLines = {};
var loggerNodes = {};
var currentBlocklyNodeID = undefined;
var blocklyExecuting = false;
//var blocklyExecuting = false;
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Remove commented out code.

@BrettASwift
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One comment, then 👍

@n8xm
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n8xm commented Mar 11, 2015

Now when we stop execution, it stops on the "current" rover, instead of stopping all of them at once. This now depends on virtual-world-framework/vwf#480.

Please review!

@AmbientOSX
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Be sure to do a rebase then 👍

Nathan Marshak added 7 commits March 13, 2015 12:39
multiple rovers simultaneously, and with a UI that actually works (i.e.
the reset button actually works when you choose a rover that is
currently executing code).
calling stopExecutionForNode, which expects a node ID to be explicitly
passed in.
@n8xm
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n8xm commented Mar 13, 2015

Discovered a bug after rebase. Please review my fix.

@@ -73,7 +72,7 @@ vwf_view.firedEvent = function( nodeID, eventName, eventArgs ) {
break;

case "blocklyStarted":
startBlocklyButton.className = "reset";
//startBlocklyButton.className = "reset";
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Should this commented code be removed entirely?

@BrettASwift
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One comment, but otherwise 👍

n8xm pushed a commit that referenced this pull request Mar 13, 2015
@n8xm n8xm merged commit e81e22d into mars-game-development Mar 13, 2015
@BrettASwift
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Remember to delete branches when you're done with them. GitHub gives the option after a merge.

@n8xm n8xm deleted the simult-rover-execution branch March 13, 2015 18:20
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3 participants