[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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