Re: Coyote Graphics: cgPlot doesn't have /LoadCmd [message #74811] |
Thu, 03 February 2011 17:06 |
David Fanning
Messages: 11724 Registered: August 2001
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Senior Member |
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Gray writes:
> I have an interesting variation on this idea - rather than
> complicating all the routines more, or having to update all of them,
> why not create something akin to ps_start and ps_end that puts the
> intervening cg* commands into the buffer then displays it all at the
> end.
The point of these routines is to work with resizeable
graphics windows in a "natural" way. I've actually
been thinking about some ideas for eliminating these
keywords all together. If you type a command, it goes
into a resizeable graphics window just like a normal
command goes into a normal window.
But, I really haven't had 10 minutes to just sit and think
for the past couple of days. (Except for those occasional
showers, when my wife comes home from work and is
alarmed to find me still in my pajamas.)
Cheers,
David
P.S. Let's just say I really don't see the point in getting
"dressed" at 7 o'clock at night. :-(
--
David Fanning, Ph.D.
Fanning Software Consulting, Inc.
Coyote's Guide to IDL Programming: http://www.idlcoyote.com/
Sepore ma de ni thui. ("Perhaps thou speakest truth.")
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Re: Coyote Graphics: cgPlot doesn't have /LoadCmd [message #74812 is a reply to message #74811] |
Thu, 03 February 2011 15:49  |
Gray
Messages: 253 Registered: February 2010
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Senior Member |
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On Feb 3, 5:44 pm, David Fanning <n...@dfanning.com> wrote:
> Gianguido Cianci writes:
>> I am still getting used to the Coyote Graphics Sisytem.... and my
>> instinct tells me that anything that has an /AddCmd should also have
>> a /LoadCmd, unless it's very dangerous :-)
>
>> How come cgPlot doesn't? With it, one could use a cgWindow as a off
>> screen buffer to make complicated plots, and then, BAM!, have the plot
>> appear in one go with cgWindow, /ExecuteCmd
>
>> Or am I missing something?
>
> No, you haven't missed anything. I came to the same conclusion
> earlier today. Just haven't had time to implement it yet, as
> I'm trying to get a book mocked up for the printer. Like so
> many other things, this is *suppose* to go smoothly. Sigh...
>
> Cheers,
>
> David
>
> --
> David Fanning, Ph.D.
> Fanning Software Consulting, Inc.
> Coyote's Guide to IDL Programming:http://www.idlcoyote.com/
> Sepore ma de ni thui. ("Perhaps thou speakest truth.")
I have an interesting variation on this idea - rather than
complicating all the routines more, or having to update all of them,
why not create something akin to ps_start and ps_end that puts the
intervening cg* commands into the buffer then displays it all at the
end.
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Re: Coyote Graphics: cgPlot doesn't have /LoadCmd [message #74813 is a reply to message #74812] |
Thu, 03 February 2011 14:44  |
David Fanning
Messages: 11724 Registered: August 2001
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Senior Member |
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Gianguido Cianci writes:
> I am still getting used to the Coyote Graphics Sisytem.... and my
> instinct tells me that anything that has an /AddCmd should also have
> a /LoadCmd, unless it's very dangerous :-)
>
> How come cgPlot doesn't? With it, one could use a cgWindow as a off
> screen buffer to make complicated plots, and then, BAM!, have the plot
> appear in one go with cgWindow, /ExecuteCmd
>
> Or am I missing something?
No, you haven't missed anything. I came to the same conclusion
earlier today. Just haven't had time to implement it yet, as
I'm trying to get a book mocked up for the printer. Like so
many other things, this is *suppose* to go smoothly. Sigh...
Cheers,
David
--
David Fanning, Ph.D.
Fanning Software Consulting, Inc.
Coyote's Guide to IDL Programming: http://www.idlcoyote.com/
Sepore ma de ni thui. ("Perhaps thou speakest truth.")
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