Executive Widgets
On SavageGardens, Executive Widgets are sub-level 1 constructs. This is the highest possible level that translates into code. This level represents executive level decisions.
The idea is to think about GUI objects as code constructs. The other way around is to represent code as GUI objects.
Lets look at the picture and consider the saying: "give something a name and you gain power over it". Here instead of a name, we assign an icon to it. You see the little icon of the space shuttle launch. That icon represents an executable file. From a architect's point of view. We have encapsulated a whole program into a small image. This image represents thousands if not millions of lines of code. Now we can make executive decisions over it. We can delete it, copy it, move it somewhere else and we can run the program.
Lets say this executable is empty. In the C language is the same as saying its an empty main() function. We are associating an icon to actual code. Those of you who understand the C language you understand that essentially C source code is a bunch of dot C files and dot H files. Hence that is what this little icon represents.
In SavageGardens we want aspects of the source code represented graphically. After all we are at the executive level. Hence we can open this executable as a GUI window and inside this window we see all the components of the executable in GUI form. These GUI is directly tied to code. By making changes at this level you would be changing code.
We can do things like add and remove global variables. Import libraries. Define or modify major memory structures. Modules exist at this level. We could play around with modules here. This level is the architect's chair. The goal for this level is to navigate and modify code at the highest level possible.












