(→Explain too much, rather than too little) |
(→Tell a story) |
||
| Line 16: | Line 16: | ||
= Tell a story = | = Tell a story = | ||
| - | + | If you're writing about building a full application, add the features in a logical order the way a developer might do it, e.g. | |
| + | |||
| + | # Set up the project | ||
| + | # Create the basic skeleton of the application | ||
| + | # Add some read-only widgets | ||
| + | # Add behaviour to the widgets but stub out interactions with other parts of the environment | ||
| + | # Add interactions with the real environment (e.g. fetch data from the network, talk to device APIs) | ||
| + | |||
| + | Start with small pieces and join them into a significant whole. | ||
| + | |||
| + | Make sure there is a reason for adding each new feature. Adding spurious, unrealistic, disjointed (but maybe cool) features doesn't make a good story. | ||
| + | |||
| + | You could also use "characters" and put them in scenarios which mirror development in the real world. For example: | ||
| + | |||
| + | * A developer is being asked by a customer to add new features to an application. | ||
| + | * A tester and developer are working together on testing an application. | ||
| + | * A developer is writing an application for his girlfriend. | ||
| + | |||
| + | The O'Reilly Head First books are a good example of how to do this well | ||
= Explain too much, rather than too little = | = Explain too much, rather than too little = | ||
Some guidelines for writing MeeGo (well, any) kind of developer documentation.
Contents |
A guide should explain why it exists:
A guide should start from a known state and explain to the reader what that state is. For example:
If you're writing about building a full application, add the features in a logical order the way a developer might do it, e.g.
Start with small pieces and join them into a significant whole.
Make sure there is a reason for adding each new feature. Adding spurious, unrealistic, disjointed (but maybe cool) features doesn't make a good story.
You could also use "characters" and put them in scenarios which mirror development in the real world. For example:
The O'Reilly Head First books are a good example of how to do this well
???
Try not to make too many assumptions about the reader
???
Code examples should be:
Some open problems:
???