It's hard to explain, but it seems that the x-y mins/maxes of the circle are different ARGB colors than the rest of the circle. Either I'm missing something crucial here, or this is a graphical artifact, which wouldn't be too surprising in this early stage of release.Looking at it... I think maybe, when it draws a circle, what's actually happening is that it draws a single quadrant, then copies and pastes it for the other three corners. It just so happens that the quadrants overlap a bit at the ends. This wasn't a problem in SB3, because there was no transparency... now that there is, though, the overlapping ends blend together.
SmileBASIC 4 Discussion「プチコン4」
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I want to mention the differences with project structure and the Play Menu, since they're not immediately clear if you can't read Japanese. Like before every entry in the gallery is a project folder (no nesting) but now they can have metadata: icon, title, and description. The idea is that project folders are less for organization and more for distributing a program or game. But you might want to use them as general folders, so the functionality is still there. When you press A or + on a project in the gallery, you aren't brought to the list of files in the folder. Instead you are prompted to start the file named TXT:MAIN.PRG in that project. This establishes a standardized "main project program" which is a nice thing to know and have. If you press - on the project, you are brought to its file list which functions basically the same way as it does in SB3, though it only shows TXT files. This is how you would run a program stored in DEFAULT for example. (Though presumably you aren't allowed to upload individual files anymore, only projects.) If you long press A you get a submenu that lets you send likes and stuff. You can manage different types of files in projects from the File Menu (copy/delete etc) which is basically the same as SB3. You could totally make a MAIN.PRG for your DEFAULT that acts like a cool browser or launcher if you wanted to. It would've been nice if you could, say, pick a GRP in the play menu to look at it, but the play menu lists ONLY TXTs.
So, at first, I didn't understand what was meant by being able to reference multidimensional arrays as if they were one-dimensional (I thought that maybe when you referenced it that way, it would return an array containing the "row" of the multidimensional), but
DIM M=5,N=3 DIM A=ARRAY%(M,N) DIM I,X,Y FOR Y=0 TO M-1 FOR X=0 TO N-1 A[Y,X]=Y*N+X NEXT X NEXT Y FOR I=0 TO M*N-1 ?A[I] NEXT I
> 0 > 1 > 2 > 3 '... > 13 > 14Wow! That's useful!
Somehow it didn't occur to me to test this until now, but the F9-F11 keys for bringing up a subprogram work while the main program is running. In other words, unless the subprogram
needs to remain in view at all times, or needs to retain state between uses, the KEYBOARD trick isn't actually necessary, since you can run a subprogram at will.
EDIT: Actually, even if it does need to stay in view at all times, pressing the corresponding key would just kill it and start a new one, so it really just is "if it needs to retain state between uses".
EDIT2: Earlier, I suggested the possibility of having a live GRP editor while the main program is running. Well, one interesting consequence of this is that the built-in GRP editor is in fact that, since you can open and close it while the main program is running.