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  3. It's so hard to write example applications

It's so hard to write example applications

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  • H honey the codewitch

    I'm writing some examples for using my UIX library. It's unexpectedly challenging. I've created real world apps using it in less time than this. The difficult bit is making it not feel too contrived while at the same time making the code simple enough to understand. It's not writing simple code that's difficult, it's coming up with a simple application, that's nevertheless complicated enough to illustrate core concepts. It's so much easier when I have a direct purpose to my application, rather than dealing in the meta and writing it for its own sake. It makes me feel rudderless. Like, what is it even supposed to do other than exist? :confused:

    Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

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    rob tillaart
    wrote on last edited by
    #19

    For a graphic UI as broad as UIX library I would not try to cover all. Even for simpler libraries I do not cover all functionality. The goal of examples is imho to give enough information so people can get started. So for the UIX I would think of the following mini applications - metrics converter (buttons, select boxes, text boxes, ...) the underlying math is simple so wont distract. - a color wheel selection (needs some graphics putpixel/getpixel) and maybe add an RGB LED to it. - an icon editor, or font editor (more complex) - a weather station - with functions that generate random data (can be a wrapper around BME280 et al) - pong game - fractal visualizer, e.g. tree's - Mandelbrod set - signal visualizer (poor mans oscilloscope) - jpeg viewer Then not all examples need to be available from start, take your time and add on request or when time permits. my 2 cents

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    • R rob tillaart

      For a graphic UI as broad as UIX library I would not try to cover all. Even for simpler libraries I do not cover all functionality. The goal of examples is imho to give enough information so people can get started. So for the UIX I would think of the following mini applications - metrics converter (buttons, select boxes, text boxes, ...) the underlying math is simple so wont distract. - a color wheel selection (needs some graphics putpixel/getpixel) and maybe add an RGB LED to it. - an icon editor, or font editor (more complex) - a weather station - with functions that generate random data (can be a wrapper around BME280 et al) - pong game - fractal visualizer, e.g. tree's - Mandelbrod set - signal visualizer (poor mans oscilloscope) - jpeg viewer Then not all examples need to be available from start, take your time and add on request or when time permits. my 2 cents

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      honey the codewitch
      wrote on last edited by
      #20

      Won't be any text editors or font editors on these, as they usually have 320x240 or smaller screens, no keyboards, and kilobytes of RAM. :) That said, I will consider your suggestions in light of that. Thank you.

      Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

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      • F Forogar

        Push the button and it disappears. Then two more buttons appear...

        - I would love to change the world, but they won’t give me the source code.

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        Mark Miller
        wrote on last edited by
        #21

        Then two more buttons appear...

        ...In different locations...

        Sincerely, -Mark mamiller@mhemail.org

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        • N Niels Holst

          When trying to illustrate by example my super-duper library, I found that in addition to this being surprisingly difficult, also that (1) parts of my interface were illogical and (2) a huge chunk of functionality was missing. So, I had to go back to the workbench and code. Six months later I found it a lot easier to write the examples and instructions. It seems that test-first gives your code one kind of perfection, while explain-at-last will take your code to yet another level. Thus the two cycles, test-code and explain-code, seems to complement each other.

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          honey the codewitch
          wrote on last edited by
          #22

          In a subsequent post I wrote something similar. :laugh:

          Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

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          • H honey the codewitch

            I'm writing some examples for using my UIX library. It's unexpectedly challenging. I've created real world apps using it in less time than this. The difficult bit is making it not feel too contrived while at the same time making the code simple enough to understand. It's not writing simple code that's difficult, it's coming up with a simple application, that's nevertheless complicated enough to illustrate core concepts. It's so much easier when I have a direct purpose to my application, rather than dealing in the meta and writing it for its own sake. It makes me feel rudderless. Like, what is it even supposed to do other than exist? :confused:

            Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

            B Offline
            B Offline
            Bruce Patin
            wrote on last edited by
            #23

            I always start with relational tables Alpha, Beta, Choice, Photo, and User. Beta has a foreign key to Alpha, Photo has a foreign key to Beta, Choice is for DDLs in either Alpha or Beta, All tables have foreign keys to User. Then let creativity flow.

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            • H honey the codewitch

              David O'Neil wrote:

              If you have a text input

              The device I'm targeting for the example has no keyboard, no USB input, and a 320x240 touchscreen. I admit I chuckled at the thought. :-D I finally figured it out. It just took a lot longer than the code would suggest.

              Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

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              dandy72
              wrote on last edited by
              #24

              honey the codewitch wrote:

              The device I'm targeting for the example has no keyboard, no USB input, and a 320x240 touchscreen

              So, if it's a common user control library you're trying to demonstrate (sorry if I've misread the thread), then David's idea makes a lot of sense, draw a control, attach a simple Hello World callback, just to demonstrate how to respond to it being used, and have a Next button to move to the page which shows another control. If it's all touch, with no room to display a virtual keyboard...then it all depends on what sort of user input the control is supposed to provide. But having your sample code show how to (a) draw the control and (b) respond to events that it raises, should pretty much cover it, IMO. An app that shows controls for the sake of showing controls sometimes *is* exactly what you need, as opposed to a real-world app that attempts to solve real-world problems. At least that would be my expectation.

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              • H honey the codewitch

                Won't be any text editors or font editors on these, as they usually have 320x240 or smaller screens, no keyboards, and kilobytes of RAM. :) That said, I will consider your suggestions in light of that. Thank you.

                Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

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                dandy72
                wrote on last edited by
                #25

                honey the codewitch wrote:

                they usually have 320x240 or smaller screens, no keyboards, and kilobytes of RAM

                I cut my teeth on the Commodore 64, which had 320x200, less usable memory, and no touch screen. I'm sure you could get "inspired" by looking at retro software.

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                • D dandy72

                  honey the codewitch wrote:

                  they usually have 320x240 or smaller screens, no keyboards, and kilobytes of RAM

                  I cut my teeth on the Commodore 64, which had 320x200, less usable memory, and no touch screen. I'm sure you could get "inspired" by looking at retro software.

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                  englebart
                  wrote on last edited by
                  #26

                  And they managed to create or port games like Blue Max! That one impressed me (graphically)

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                  • D dandy72

                    honey the codewitch wrote:

                    they usually have 320x240 or smaller screens, no keyboards, and kilobytes of RAM

                    I cut my teeth on the Commodore 64, which had 320x200, less usable memory, and no touch screen. I'm sure you could get "inspired" by looking at retro software.

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                    honey the codewitch
                    wrote on last edited by
                    #27

                    It had a keyboard. But yeah.

                    Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

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                    • B Bruce Patin

                      I always start with relational tables Alpha, Beta, Choice, Photo, and User. Beta has a foreign key to Alpha, Photo has a foreign key to Beta, Choice is for DDLs in either Alpha or Beta, All tables have foreign keys to User. Then let creativity flow.

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                      H Offline
                      honey the codewitch
                      wrote on last edited by
                      #28

                      No database in this mess :) I'm dealing in kilobytes of ram and very small touch screens.

                      Check out my IoT graphics library here: https://honeythecodewitch.com/gfx And my IoT UI/User Experience library here: https://honeythecodewitch.com/uix

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