[Drawkit] Introductory demo ??

Eric Jarvies 7 at ericJarvies.com
Thu Jun 19 20:24:47 PDT 2008


On Jun 19, 2008, at 9:13 PM, Graham Cox wrote:

>
> On 19 Jun 2008, at 4:11 pm, Eric Jarvies wrote:
>
>> if you are willing to repeat a couple more times what you did this  
>> morning, when putting together the light version, then i will take  
>> care of all editing of the video, voice over, etc., as well as make  
>> a html and pdf version of the same tutorial.  i'll do a first-rate  
>> job on it i assure you.
>
> I'm willing, but I think we need to be clear about what the purpose  
> is.
>
> Is it to demonstrate certain IB/Xcode techniques, coding techniques,  
> or hooking up to DrawKit? For example, one of the more time- 
> consuming parts was setting up the project with the various  
> dependencies, sub-projects, copying the framework to the app bundle  
> and so on. This is all documented in Xcode's docs pretty well, and  
> will probably be slightly different for each user as everyone will  
> probably have different ways that they organise themselves. So is  
> there a clear benefit in tutorialing that part, or can that be taken  
> as read? If so it will tighten it substantially.

it would be an overall xcode/ib tutorial, that would happen to be  
showing off dk.  i think your sdk is primo for this, and it'll go a  
long ways online at the various obj-c/xcode reads/views, wherein dk  
and yourself will get some milage out of it, whilst those watching it  
will benefit/learn.  because you sdk is so extensive and for lack of a  
better word... cool, it's the perfect thing to use for a tutorial, in  
and of/for itself, and for xcode/obj-c in general.

>
>
> In a similar way, much of the actual UI work in Interface Builder is  
> standard, no tricky stuff.
>
> In terms of writing the code in the controller, that's going to be  
> pretty boring to watch also - though of course it'll help if the  
> narration is explaining the "why" rather than the "what".
>>
>> a few things we will have to address have to do with other apps/ 
>> windows you will need to open/access during the session.  the  
>> tutorial screen will be the xcode application/canvas, and so when  
>> there are seg-ways, i would prefer to cut out your realtime/video  
>> access of these, and cut in 1/4 screen insets of the same things  
>> being, but i'll record/make those here on my desktop.
>
> OK, sounds fine. Naturally the other "main" app will be IB, and  
> these days that means quite a few windows.
>
>>
>> what screen resolution do you have on your computer?  1024x768  i'd  
>> like to record it in that res, and then bump it down for the final/ 
>> master.  this will make all the elements smaller on the video, but  
>> it'll reduce the video file size, whilst allowing more elements to  
>> be on-screen during the tutorial.
>
> I use a laptop with an additional external screen. Lappy is 1280 x  
> 800, external is 1680 x 1050. Certainly using Xcode at 1024 x 768 is  
> doable, if a little cramped (it'll remind me of coding on my first  
> iBook ;-)

:)



>
>
>> in xcode, when editing code, use the lower tri-pane, instead of  
>> opening a new window.
>
> Sure - I work this way usually anyway.
>
>> []
>
>
>>
>> well, i hope you have the time to do this... i'll look forward to  
>> it if you do.  if not, no stress.  but you really are the best man  
>> for the job(all logical things considered) as it relates to the dk  
>> tutorial and performing the the process in xcode/interface builder/ 
>> etc.
>>
>
> I'd probably expect to do it in several "chunks".
>
> 1. Setting up the project (if we feel this is necessary - I'm sort  
> of hoping not as I feel this is the least DK-useful aspect).
> 2. Initial view and controller creation.
> 3. UI for Tools and supporting code.
> 4. UI for Grid and -"-.
> 5. UI for Layers and _"_.
> 6. UI for Styles and _"_.
>
have you setup a wiki yet?


> I'd do the styles last as it's the most complex and by then it  
> should be possible to gloss over a few of the more basic steps.  
> However it's probably best if each one can, as far as possible,  
> stand alone - at least for 3, 4, 5 and 6 (i.e. as long as you've  
> done 1 + 2, you can do the rest in any order).

yes, i agree 100%.

>
>
> Also, if each stage is published as a separate downloadable project,  
> a person could use any of those as a starting point and jump in with  
> whichever they wanted to do (which is also a good way to avoid the  
> need for 1.)
>

yep.  i'm telling you, you'll get a lot of play with these videos.   
your kit is the 'perfect' obj-c/xcode kit to use to learn to code os x  
style.  it has all the elements.

i trust you have a webcam of some sort?    download screenflow as well.

eric


> I'm downloading iShowU now to try it out.
>
> cheers, Graham
>
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