>>> i dont have to worry about it as i am using FLUID and can
>>> design things WYSIWYG, but what about people involved at
>>> later stages?

> They can use FLUID and design things WYSIWYG too.
>
> The power of any code generating tool is generally lost when
> you start to hand-edit the generated code. There are *very*
> few exceptions to this (Dreamweaver does a pretty good
> job with hand-edited HTML but that's about it). The best way
> is to just keep using the same toolchain.

I found that I went through three phases:

1. use fluid to design everything - but the disadvantage is that
   all sizes and offsets are fixed, and it can be tedious to move
   things around afterwards, and extensive code editing in fluid
   can be a little tricky

2. use fluid to get a basic layout, and then hand craft equivalent
   code that parameterizes everything and readjusts for different
   font sizes, etc - but this is an awful lot of work

3. use fluid to create abstract base classes for GUI components,
   with named member widgets and empty callbacks, and then subclass
   these using a standard editor/environment of your choice. This
   keeps the fluid files relatively simple, but adds complexity in
   the class hierarchy.

The problem I always found with raw fluid was that sometimes you had
to add a lot more widgets to a window or dialog than you had planned
for at the beginning. Therefore things had to be moved or shrunk to
fit everything in, and it can take many iterations to get it right,
even with the "live mode" in fluid to help you check.

I've always been curious to know how people design in changes for
different languages and/or character sets. Text in English, Greek
and Japanese all have different "extents", so how do people design
a generic interface that can be used for all.

D.


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