(→Tell a story) |
(→Tell a story) |
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| Line 15: | Line 15: | ||
= Tell a story = | = Tell a story = | ||
| + | |||
| + | Start with small pieces and join them into a significant whole. Make sure there's a progression (from nothing to something). | ||
| + | |||
| + | Only add a small amount at each step, and make sure what you add is one coherent thing: for example, implement a single feature or explain a single concept (that's tricky to work out...). | ||
| + | |||
| + | You could show a screenshot of the finished application and then say "here's how we got here". But don't start with a big pile of code and try to pick it apart and explain it. That's difficult for someone to grasp. | ||
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. | 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. | ||
| Line 23: | Line 29: | ||
# Add behaviour to the widgets but stub out interactions with other parts of the environment | # 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) | # Add interactions with the real environment (e.g. fetch data from the network, talk to device APIs) | ||
| - | |||
| - | |||
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. | 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. | ||
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:
Start with small pieces and join them into a significant whole. Make sure there's a progression (from nothing to something).
Only add a small amount at each step, and make sure what you add is one coherent thing: for example, implement a single feature or explain a single concept (that's tricky to work out...).
You could show a screenshot of the finished application and then say "here's how we got here". But don't start with a big pile of code and try to pick it apart and explain it. That's difficult for someone to grasp.
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.
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
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Try not to make too many assumptions about the reader
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Code examples should be:
Some open problems:
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