Comments (24)
What about not allowing a selected model to be deleted. So to delete model01
you must first select any other model.
Cam.
Original comment by [email protected]
on 2 Oct 2011 at 9:38
from gruvin9x.
Bertrand actually already has an entire plan for this laid out. As I recall,
you'll be able to delete any model, but the transmitter will lock and hold its
last knowing PPM output (rather than switching it off) until you specifically
choose another model to load up -- that is, if you deleted the currently
selected model.
On the other hand, your idea (Cam) is even simpler, as it basically gets around
the entire problem and with much less complexity. What do you think Bertrand?
I should note that the changes Bertrand plans are actually as much to do with
re-working the user interface for model copy/move/delete as anything else. I
can't recall if you were privy to that discussion or not. (You should have
been.)
Original comment by [email protected]
on 2 Oct 2011 at 10:25
from gruvin9x.
Yes it is a good idea Cam. It simplifies everything.
Will be commited within 2-3 days into darktrain.
Bertrand.
Original comment by [email protected]
on 3 Oct 2011 at 7:41
from gruvin9x.
Original comment by [email protected]
on 3 Oct 2011 at 7:41
- Changed state: Started
from gruvin9x.
Oh. I thought the model menu stuff was in frsky too. No big deal if it isn't. I
guess it is a "new" feature, after all. Does get fuzzy, doesn't it! :P
Original comment by [email protected]
on 3 Oct 2011 at 9:15
from gruvin9x.
Up to you decide in which version you want it!
One sure thing: it will be in my Tx :)
Original comment by [email protected]
on 3 Oct 2011 at 9:18
from gruvin9x.
Well, if it's written and it's working, then it can't cause further delays --
unless it's buggy :P. So sure, let's have it in frsky, too. *shrug*
I feel we're getting quite close to this stable release for stock radios, no?
Original comment by [email protected]
on 3 Oct 2011 at 12:20
- Added labels: Priority-Medium
- Removed labels: Priority-Low
from gruvin9x.
Ok then it will be delivered in frsky (next stable version). And it seems to me
ok if we delivered the asynchronous eeprom write in the same time. This feature
is really a good point for this version over all others. It has been tested
successfully by me since more than one week!
Bertrand.
Original comment by [email protected]
on 3 Oct 2011 at 12:26
from gruvin9x.
Yes, agreed. I have not encountered any problems with the asynch. writes on
either V4 or the stock radio I've recently been testing for a friend. So lets
have this important new feature in the stable version. Yay! \o/
Original comment by [email protected]
on 3 Oct 2011 at 9:24
from gruvin9x.
[deleted comment]
from gruvin9x.
I see this comment was deleted. Just as well, because I can't make any sense
out of it. What were you trying to tell me?
But it reminds me to suggest that when you re-write the model list copy/move,
that a move should fill in an empty slot and not treat such empty slots as
existing models, such that you can never fill in the empty space when moving a
model. Hope that makes sense. (It works this frustrating way right now. The
only way to fill in an empty slot if to move each mode up (or down) one at a
time. Don't like. James even swore about it yesterday. :P
Original comment by [email protected]
on 6 Oct 2011 at 10:55
from gruvin9x.
Sorry, I meant that comment #10, to which I was replying, had been deleted.
Original comment by [email protected]
on 6 Oct 2011 at 10:56
from gruvin9x.
Please wait a little bit, my *deleted* comment was not at all a move operation
but a delete + a big bug that - yes - could give you this thought ;)
Original comment by [email protected]
on 7 Oct 2011 at 6:37
from gruvin9x.
Yes OK. But my comments about the move thing were purely based on how ER9X
works, a I saw it demonstrated that ohter day. I was not talking about your new
stuff.
Original comment by [email protected]
on 7 Oct 2011 at 9:06
from gruvin9x.
Understood!
Original comment by [email protected]
on 7 Oct 2011 at 9:12
from gruvin9x.
Then MOVE operation.
Let's take an example where # is an empty slot: 1 - 2 - # - 3 - 4
Suppose we want to move 1 down. Er9x would do:
a) 2 - 1 - # - 3 - 4
b) 2 - # - 1 - 3 - 4
c) 2 - # - 3 - 1 - 4
d) 2 - # - 3 - 4 - 1
We have moved 1 where we wanted it, but # has also moved, this is NOT wanted,
right?
Here is the way I have implemented right now. It may change, depending on this
discussion of course:
a) 2 - 1 - # - 3 - 4
b) # - 2 - 1 - 3 - 4
c) 3 - 2 - # - 1 - 4
d) 4 - 2 - # - 3 - 1
I understand you have another idea, right?
Bertrand.
Original comment by [email protected]
on 7 Oct 2011 at 9:19
from gruvin9x.
[deleted comment]
from gruvin9x.
Hmmm. That's actually quite complex compared to what I had in mind (and quite
confusing, if you don't mind me saying.)
Here's how I envisaged it ...
We start as ...
*) 1 - 2 - # - 3 - 4
Then move ...
a) 2 - 1 - # - 3 - 4
b) 2 - 1 - 3 - 4 [move "into" the blank spot, taking its place]
c) 2 - # - 3 - 1 - 4 [moves out of the blank spot and 'over' 3]
d) 2 - # - 3 - 4 - 1
The concept is to move in the way one would expect, shuffling things to make
space BUT when moving "over" a blank slot, first move into it, to take its
place. If that is not the final resting place, then we move out of the blank
slot again -- restoring its existence, because we are not actually replacing it
now -- and continue down the line as normal.
- - - -
Another way of approaching the whole problem would be to simply never allow any
blank slots to exist in the first place and do not display the slot numbers --
a bit like the way the expo screen works, where the list can grow in length
dynamically, without seeing empty slots waiting to be filled. All new models
might be forced to be created on the next available line after the last model
in the current list, then be moved to where they are wanted, maybe. However,
this will not allow users to have, say, helicopters from 1 to 10, with say, 3
blank slots in reserve and planes from 10 to 20, just as an example. But if
users don't actually care about the slot numbers (do they really matter?) then
they could instead simply focus on the model names.
Personally, I'm not sure either with or without numbers (and therefore never
blank slots) is better. But I think I would tend toward no numbers at all,
because really, that is just the way the computer "thinks" being force on the
human. For example, I do not write numbers on my planes to remember which one
is which. Do you? ;-)
Original comment by [email protected]
on 7 Oct 2011 at 9:53
from gruvin9x.
Here is the remove procedure. We want to remove SPLAT which is the current
model. Then we need to:
1) go to another model
2) make it current [MENU LONG]
3) return to SPLAT
4) select it [MENU]
5) delete it [EXIT LONG]
6) confirm [MENU]
Original comment by [email protected]
on 7 Oct 2011 at 9:53
Attachments:
- snapshot_01.png
- snapshot_02.png
- snapshot_03.png
- snapshot_04.png
- snapshot_05.png
- snapshot_06.png
- snapshot_07.png
from gruvin9x.
I like that delete function.
Of course, in my idea of removing the number and thus blank slots, models 3, 4
and 5 would move up to fill the blank space after model 2 was deleted.
Internally, the blank slots could remain, so that we don't have to copy models
all over the place, which takes a lot of time. By combining my version of the
move as outlined above with simply not displaying blank slots at all (skipping
them in the display loop and removing the numbers too) then things should work
smoothly, without having to copy files around all over the pace and thus quite
fast, no?
Original comment by [email protected]
on 7 Oct 2011 at 9:58
from gruvin9x.
I suggest you create a new defect on this MOVE feature. It would allow me to
commit quicker what I have done now (without changing the actual COPY/MOVE
feature, which is another chapter)!
Bertrand.
Original comment by [email protected]
on 7 Oct 2011 at 10:39
from gruvin9x.
Agreed.
Original comment by [email protected]
on 7 Oct 2011 at 11:32
from gruvin9x.
Done, but needs more testing.
Ready for issue 54 now. I just kept the er9x way of moving models. I already
changed a little bit the way of copying them.
To be discussed further in issue 54 then!
Bertrand.
Original comment by [email protected]
on 7 Oct 2011 at 5:28
- Changed state: Fixed
from gruvin9x.
OK. But this one not working quite right yet. See commit comments r1085.
Original comment by [email protected]
on 7 Oct 2011 at 9:29
from gruvin9x.
Related Issues (20)
- T-Trim switch HOT 8
- source of mix is Channel with FlightPhases HOT 5
- All Switches and Channels on display HOT 22
- Batt Volts calibration (ANA Screen) and BG averaging. HOT 4
- TX Power on ALERT: THR not idle HOT 3
- Flight Phase Name last pixel column interference HOT 2
- Trainer SW in FUNC SWITCHES messed up HOT 14
- TRIM values as inputs.. HOT 10
- Patch for /branches/frsky/src/main_views.cpp HOT 10
- Frsky vario/altimeter reset altitude HOT 9
- Channel order and fail safes HOT 7
- Code not compatible with up-to-date build environment (gcc 4.6.2, avr-libc 1.8.0) HOT 13
- Add 'make fuses' capability to Makefile HOT 1
- Makefile header text is out of date HOT 2
- main_views.cpp telemetry views broken (trunk) HOT 15
- SIMU hangs when trying to format virtual EEPROM HOT 33
- Low bat alarm doesn't sound when voltage is below 4.9V (first noted on frsky/stock board.) HOT 6
- THR and AIL switch HOT 10
- Font colour is no good HOT 4
- Watchdog TImer reboot fails to re-start system properly HOT 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from gruvin9x.