RE: Developer documentation

2009-06-26 Thread Sheila Carlisle
Combining advice, experience, sympathy, and grins: 

http://geekandpoke.typepad.com/geekandpoke/

http://geekandpoke.typepad.com/geekandpoke/2009/06/what-geeks-love-part-2.html

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Sheila Carlisle V: 425/ 486-2988 F: 425/ 483-3836 
Axial InfoSolutions Inc. (Bothell, Washington)
Automated Publishing Solutions / XML Publishing Solutions
http://www.axialinfo.com http://www.miramo.com


-Original Message-

Now I need to write developer documentation 

If anyone has any advice, experience or sympathy, I'm open to all.

Thanks,
Carl Yorke

TAG Networks



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Re: Developer documentation

2009-06-26 Thread John Posada
 Now I need to write developer documentation, which doesn't make sense to
 me.   I just can't seem to get an handle on what these books should look like.


Have you consulted with your developer management to define what they
think should be in the documentation?


-- 
John Posada
Senior Technical Writer
NYMetro STC President

Looking for the next gig.
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Re: Developer documentation

2009-06-25 Thread Chris Despopoulos
I'll take a crack at this...

You should try to find developer docs that you can emulate. To start, you need 
to figure out some particulars of the dev platform -- what language (C/C++, 
Java, Flash, etc.), what is the dev environment (is there a specific IDE 
(integrated development environment) you support?), is this an API into a 
proprietary game engine, or a framework for integrating external technologies 
like Flash into a TV platform?  Understanding and being able to articulate 
these issues will help you find examples of docs that approximate your goal.  
Don't stick to Dev docs for TV Games -- cast a wider net.

You can look at any dev good docs and hope to see the following:
* Overview/description/use cases --  Why even bother with this dev environment
* Architecture -- How is the platform organized, what talks to what, and what 
components do you program
* Dev tools -- Languages and IDEs supported
* Installation and use -- How to link your technology into a program
* Hello World -- The smallest possible program. This is important because the 
customer can use it to prove the installation is good
* Sample recipes -- Nice to have...  listings of code that performs specific 
tasks
* Reference -- Each method, function, or whatever types of calls you expose 
with the signature (what you pass in and what it returns), synopsis, required 
libs or packages, discussion (only use this method if the moon is full), and 
maybe sample code

There's stuff to look at.  Look at the MSDN - Microsoft Developer's Network. 

So... is this advice, experience, or sympathy?  Whatever it is, I hope it's 
useful...

cud



  
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RE: Developer documentation

2009-06-25 Thread Reid Gray
This builds on the comments by Chris.
 
You definitely need:
--
 
- Pre-requisites for the software
 
- Unpacking the software
 
- Architecture diagram.  (Typically in an overview section)
The architecture diagram identifies where the custom application these 
developers will code fits in the scheme of the application framework, the 
platform, and the network.  What libraries must it include?  What platforms are 
these libraries available on?  What methods or protocols are used to pass data?
 
- Working examples.
Programming or developer documentation is best when it contains working 
examples.  You can can these from systems engineers, sales engineers, or 
developers.
 
Most examples have a step where you create or construct an object and use its 
methods or add or get data from that object.  This would be your hello world 
example. 
 
Nice to have:
--
 
- Class diagrams.
If your stuff inherits methods from base classes, it is nice to show this.  
There are also 3rd party tools that can generate these diagrams right from the 
code.
 
Examples of complete custom apps (in an appendix for instance).
 
Things to be aware of:
--
 
Chances are that your programming interfaces follow or demonstrate qualities of 
a particular design pattern.  Find out what design pattern the interfaces 
follow before you begin to write. You can familiarize yourself with the design 
pattern's basic concepts and philosophy very quickly by looking it up on 
Wikipedia and discussing with your favorite developer. This information 
provides your frame of reference as you write.
 
Find out and establish early on what should be visible to the end-user or 
developer and what is opaque.  Otherwise, you could spend a lot of time writing 
about interfaces used in house but not for customers except maybe where the 
customer is a partner.
 
All in all your project sounds cool.
 
Have fun!
 
Reid



From: framers-boun...@lists.frameusers.com on behalf of Chris Despopoulos
Sent: Thu 6/25/2009 8:16 AM
To: framers@lists.frameusers.com
Subject: Re: Developer documentation



I'll take a crack at this...

You should try to find developer docs that you can emulate. To start, you need 
to figure out some particulars of the dev platform -- what language (C/C++, 
Java, Flash, etc.), what is the dev environment (is there a specific IDE 
(integrated development environment) you support?), is this an API into a 
proprietary game engine, or a framework for integrating external technologies 
like Flash into a TV platform?  Understanding and being able to articulate 
these issues will help you find examples of docs that approximate your goal.  
Don't stick to Dev docs for TV Games -- cast a wider net.

You can look at any dev good docs and hope to see the following:
* Overview/description/use cases --  Why even bother with this dev environment
* Architecture -- How is the platform organized, what talks to what, and what 
components do you program
* Dev tools -- Languages and IDEs supported
* Installation and use -- How to link your technology into a program
* Hello World -- The smallest possible program. This is important because the 
customer can use it to prove the installation is good
* Sample recipes -- Nice to have...  listings of code that performs specific 
tasks
* Reference -- Each method, function, or whatever types of calls you expose 
with the signature (what you pass in and what it returns), synopsis, required 
libs or packages, discussion (only use this method if the moon is full), and 
maybe sample code

There's stuff to look at.  Look at the MSDN - Microsoft Developer's Network.

So... is this advice, experience, or sympathy?  Whatever it is, I hope it's 
useful...

cud



 
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Re: Developer documentation

2009-06-25 Thread dwyercl2
Carl,

The programmer's guide I helped to write several years ago was done with 
complete collaboration with the developers -- they were great! The project we 
were working on had an API (application programmer's interface) that we fully 
documented, along with definitions of acronyms and terms that were particular 
to our product. It is still in use today and is being updated as new features 
are added to the product.

We started with a basic introduction to the underbelly of the product, its 
servers, its clients, and its API. We then divided the rest of the document 
into defining, describing, and giving examples of code (lots!) for each 
specific aspect of the product that the developers had already created, were 
creating, or would have to create. This also included defining notifiers, 
listeners, triggers, and any such related events as well as our data model and 
workflow. As our product was Java-based, the APIs were derived from JavaDocs 
and were available to programmers as part of the product installation; we 
provided a pathname to each API for each of area we described.

[Note:  In the first iteration of the doc, we actually downloaded the API and 
published it, links and all. We soon discovered this wasn't used as much as we 
thought it would be (and it was a lot of work!), so we decided to save the 
trees and not include the published version, as the online version was 
available to the developers, which most seemed to prefer anyway...]

The developers I worked with were very busy but realized it was to their 
advantage to have this info documented. I tried to be as non-intrusive in their 
schedules as I could and found that recording my interviews with them helped 
enormously, both with their limited time and my cryptic notes as I sometimes 
wondered what I meant by what I'd written... [I now have a LiveScribe pen 
(www.livescribe.com) that I'd have given my eye teeth for then as it not only 
records what is being said, but it captures your notes to upload as PDF to 
share, if needed, or to tap on some text and hear played back what was said 
when you were writing that text. Now it even has a third-party application that 
translates your scripted notes into editable text... love it!]

That said, I could never have tackled this alone; it's the developers who must 
give you the information. Even if you're familiar with programming, there are 
too many areas that must be documented with expert information... so get it 
from the experts themselves.

Good luck!
Cheryl Dwyer
Industrial Medium Software, Inc.
McLean, VA  22102

On Jun 25, 2009, framers-requ...@lists.frameusers.com wrote:


Message: 1
Date: Wed, 24 Jun 2009 16:50:21 -0700
From: Carl Yorke carl.yo...@playtag.com
Subject: Developer documentation
To: framers@lists.frameusers.com
Message-ID: e2c8ca279008ce48a1b777434172fb73a31...@mail.tvhead.local
Content-Type: text/plain; charset=us-ascii

Hi All,

I am the lone writer in a casual-games-on-television company. I was
hired to document the platform side with Install Guides and Sys Admin
Guides which make sense to me.

Now I need to write developer documentation, which doesn't make sense to
me. I just can't seem to get an handle on what these books should look
like.

I've looked at books about how to build games, but they all seem to be
selling a particular program or technology. I haven't found any that are
decently organized or written.

If anyone has any advice, experience or sympathy, I'm open to all.

Thanks,
Carl Yorke

TAG Networks
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