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Chapter Contents

hilaire edited this page Sep 23, 2020 · 8 revisions

Items from each Thread to be covered in each Chapter

Please see the Threads page first, where we are collecting all the topics we want to cover. The text for each chapter should interwine content for each thread in a meaningful narrative. A possible sketch of the contents of a some chapters. Chapters from former book draft: -[GS]: Getting Started -[CSS]: Cuis-Smalltalk Syntax

Preface

[new]

Chapter 1 - Smalltalk Philosophy

Smalltalk Design

  1. [new] Philosophy (abridged). History (abridged). Objectives and general attitude of Smalltalk.

Environment

  1. [GS] Installing and starting Cuis
  2. [GS] World menu. Preferences
  3. [GS] SystemWindows

Class Library

  1. [GS] String basics
  2. [GS] Number basics
  3. [GS] Transcript basics.

Tools

  1. [GS] Workspace and Transcript.
  2. [GS] Evaluation of Smalltalk expressions

Language elements

  1. [GS] Numeric literals.
  2. [GS] Syntax examples: binary messages

Spacewar!

  1. [new] Description and significance
  2. [new] Elements of a game

Chapter 2 - The Message Way Of Life

Smalltalk Design

  1. [new] Concepts: Instances. Messages. Methods
  2. [CSS] Concepts: Message send. Expression evaluation.

Environment

  1. [GS] SystemWindows. Text editor menus. Keyboard shortcuts.

Class Library

  1. [GS] String basics. Binary, Unary, Keyword message examples. Without talking about classes!
  2. [GS] Number basics. Binary, Unary, Keyword message examples. Without talking about classes!
  3. [GS] Transcript. Binary, Unary, Keyword message examples. Basic protocol. Informal.

Tools

  1. [GS] Browser. Class and method categories. Exploring a class: definition, comment, instance methods. Writing code: class.

Language

  1. [GS] Binary messages
  2. [GS] Unary messages
  3. [GS] Keyword messages
  4. [GS] Class

Spacewar!

  1. [new] Models (classes declaration)

Chapter 3 - Classes

Smalltalk Design

  1. [new] Concepts: Classes, Instance and Class Methods. (already in chap 2) --> old ch1-1.3.1
  2. [new] Concepts: Message send. Expression evaluation. (already in chap 2)

Environment

  1. [new] Taskbar

Class Library

  1. [GS] Numerics (bases, representations)
  2. [GS] String

Tools

  1. [GS] Browsers. Exploring a class: class methods.

Language

  1. [GS] Classes.

Spacewar!

  1. Models state and behavior (instance side)

Chapter 4 - Collection

Smalltalk Design

  1. Collecting and iterating

Environment

  1. stuff

Class Library

  1. [GS] Collection basics

Tools

    1. [GS] Browsers. Exploring a class: protocol, hierarchy.

Language

  1. Variable

Spacewar!

  1. Model state and behavior

Chapter 5 - Control Flow Messaging

Smalltalk Design

  1. [CSS] Concepts: pseudovariables

Environment

  1. [new] Basic morphs. Halos

Class Library

  1. [CSS] Boolean. True. False. true. false.
  2. [CSS] Control flow as messages.

Tools

  1. [new] Browser. Writing code: method.

Language

  1. [CSS] Block
  2. [CSS] Control flow as messages

Spacewar!

  1. Models (behaviors with control flow)

Chapter 6 - Visual With Morph

Smalltalk Design

  1. Morphic concept

Environment

  1. Basic morphs (e.g. Ellipse Morph )
  2. Halos (debug->inspect morph, restart drawing)
  3. Halos: resize, pick up a morph & embed it then move
  4. Mouse & keyboard events (outline)
  5. How the UI works.

Class Library

  1. Morphic
  2. Explain the Morphic differences between move and pick-up

Tools

  1. Inspector. Edit a morph properties #color:, #borderWidth:, etc. by code
  2. Browser. Searching a class (e.g. EllipseMorph)

Language

  1. Class categories. Method categories. (Already discussed in previous chapters, we can discuss from the code pov as Juan proposed in Thread page)

Spacewar!

  1. Explain how the game play will be designed with Morph and which Morph

Chapter 7 - Model And View

Smalltalk Design

  1. stuff?

Environment

  1. [new] Focus. Events. Event handling.

Class Library

  1. [GS, new] Collection advanced topics
  2. [new] MorphicWindows. Models and Views.

Tools

Language

  1. [new] Model - View decoupling in Morphic

Spacewar!

  1. [new] Model & view

Chapter 8 - Events

Smalltalk Design

  1. stuff?

Environment

  1. [new] Focus. Events. Event handling.

Class Library

  1. [new] Events

Tools

  1. [new] Debugger. Restart. Step: into, over, through.

Language

  1. [new] stuff?

Spacewar!

  1. [new] simulation

Chapter 9 - Process

Smalltalk Design

  1. stuff

Environment

  1. stuff

Class Library

  1. [new] Processor. Priorities.

Tools

  1. [new] Process List. CPUWatcher.

Language

  1. [new] Code Packages

Spacewar!

  1. [new] Interaction

Chapter 10 - Code Management

Smalltalk Design

  1. stuff

Environment

  1. stuff

Class Library

  1. stuff

Tools

  1. [new] Message List
  2. [new] Inspector
  3. [new] Object Explorer

Language

  1. [new] ChangeSets

Spacewar!

  1. [new] Control

Chapter X

Smalltalk Design

  1. stuff

Environment

  1. stuff

Class Library

  1. stuff

Tools

  1. stuff

Language

  1. stuff

Spacewar!

  1. stuff