Note: this is the second part of in a group of 3.
N2D is still in proto type stage, so there are plenty of idiosyncrasies to work around. Here are some tips and tricks that might make things a bit easier.
When there is lots of code visible, things can slow down fast. To avoid this, use [...]
Note: this is the second part of in a group of 3.
All the different statement types, the general neuron types, some common static neurons, all the operators and the instructions can be accessed from the toolbox. You can easily drag and drop them on the editor.
Assignment
An assignment is used to assign one or more neurons [...]
Today, I’d like to talk a bit about the code editor which is used to create and view executable data. Notice that I used the verb ‘designing‘ instead of ‘writing‘ code in the title. There’s a very simple reason for this: N2D doesn’t yet define a syntax for textual input of code, instead, there is [...]
It was itching to much, I had to do a new release. Lots of things have been updated behind the scene, so not much visually new to report (except for the debugger perhaps, that’s definitely visual). As I mentioned in a previous post, I was expecting some serious coding requirements to get the scanner-parser routines [...]
Just a quick ‘in between’ note. I had to make a small change to the flow editor because a flow can now have an attribute ‘FlowIsFloating’ assigned (through a link pointing to ‘True’ or ‘False’). It is used by the scanner and parser routines to find flows that can appear anywhere in a stream. This [...]
Well, I hope you like the new engine, it should be much better. The new address should be easier to find.
Crohn complications have slowed me down a bit over the last couple of weeks, but everything seems to be coming under control and progress has slowly picked up again. So, it’s become time again for a new update before I start explaining the new stuff in depth. These are the main changes:
The undo system is [...]
After using the flow editor a bit, some of the more annoying errors became pretty obvious, so it’s time for a new update (well, full install again) to the flow editor. Besides the more obvious bug fixes, I’ve also introduced some new functionality, notably:
shortcuts ‘N’ & ‘ctrl+N’: add/insert a new neuron.
shortcut ‘R’: toggle ’selection [...]
I’ve added support for flow editing, which should be the final ‘big’ editor required to create useful networks. From now on, only finishing functionality and bugfixes. It took a little longer than I had originally planned, mostly because of a struggle with WPF’s keyboard navigational system, which is crap. I finally got [...]
There’s a new update available for N²D. The major change is with regards to how the split functionality works. In the original design, the processor’s stack was used to return any results at the end of a split. This was causing problems, especially with nested splits where stack contents get duplicated. In the original design, [...]