Just like Bloc (which has *great* class comments), I think it's crucial to document the high level design decisions in Tx. I did a first pass and noted some initial impressions...
Design Questions: - TxModel - what is the advantage of a double linked list vs the old Text implementation? - TxLayoutViewMorph vs. TxTextEditorMorph - I'm not clear on the purpose/relationship/pattern here? Implementation Questions: - TxBasicSpan#< seems overly complex. Why two-way searching. Was it the result of profiling? Intuition? Random? - TxTextEditorMorph>>#openInWindowWithText: says not part of API, but this code is pretty much the only way to use it for now, right? - applyAttribute:to: sends an unimplemented message, but I'm not sure what should be done here - Why no strike fonts? Why is Verdana commented out in TxFontAttribute class>>#defaultValue? - TxLayoutViewMorph class>>#text: sends #asTxModel to argument, but TxTextEditorMorph doesn't. Which one is right? I think there's not much harm in sending it in both to make it a bit easier for users... - TxBasicViewMorph>>#fullDrawOnAthensCanvas: checks if fullBounds are visible on canvas, then checks #bounds again. Are both necessary? Tx already seems very usable! I'm starting to play with it in one of my projects... I've been dreaming about this for a long time :) ----- Cheers, Sean -- View this message in context: http://forum.world.st/Tx-Pass-tp4822173.html Sent from the Pharo Smalltalk Developers mailing list archive at Nabble.com.
