thanks for the reminder, Bill, i will keep device-independence in mind, without losing the understandability of a basic example.
 
delbert
-----Original Message-----
From: Schwab,Wilhelm K [mailto:bschwab@anest.ufl.edu]
Sent: Friday, September 11, 2009 07:10 PM
To: Pharo-project@lists.gforge.inria.fr
Subject: Re: [Pharo-project] Graphics-Centric UI Capability?

Caution: this is *not* the answer to your question; I will be waiting to see what the experts say on the subject.  One thing I _can_ tell you is that it is often a good idea to write graphics-producing code in terms of a canvas such that it can draw on "anything" (display, image file and printer come to mind) using the device resolution to scale things correctly.  I have long been amazed that people create (in Dolphin speak) their own views when an image presenter would the job given a "background" bitmap.
 
There are always exceptions, but IMHO you should at least consider drawing on a Form and displaying that in a appropriate morph, or whatever the gurus suggest.  I hope that makes at least some sense.
 
Bill
 


From: pharo-project-bounces@lists.gforge.inria.fr [mailto:pharo-project-bounces@lists.gforge.inria.fr] On Behalf Of dmurphy@infratecture.com
Sent: Friday, September 11, 2009 5:28 PM
To: pharo-project@lists.gforge.inria.fr
Subject: [Pharo-project] Graphics-Centric UI Capability?

 

hello all,
 
i have been nabbling about the list archives, trying to figure out the right class to use for providing a scrolling graph pane on which i can draw shapes.
 
suppose i were to take UITheme(class)>>exampleWindowWithToolbars and want to turn that into a simple Paint Program.
 
what would i put in place of the StandardWindow>>newTextEditorFor:getText:setText:getEnabled: message send?
 
are there any simple Paint Program examples i start with?
 
thanks for any pointers!
 
delbert