Date: 10/5/98
Time: 5:40pm - 6:50pm
Location: Snake Pit
Subject: Discussion of Requirements
Present: Henry, Randy, Rick
Excused: Bryon

        Minutes: Databinding between screenshots will not be carried in the prototype tool. This is referred to as "data sharing", which is not going to be in our prototyping tool. "Data Copy" will be used. The prototyping tool will have both multiple layers, and multiple canvases. Think of each canvas as a demonstration used to show each layer of a car. Since each layer of our tool can be opaque or transparent, you can use the bottom layer to show some details, then add the next layer with more details, etc. until you have the entire desired object(s). When you copy a button, the code behind it should also be copied. Buttons will have an option to "Linkto" a different layer or canvas. This will be done by navigating to the destination, then completing the task to have the button navigate to that location in the future. Custom objects will be allowed, and can be added to the palette. We will not implement media (sound and movies). We will allow a full level of scripting, as well as drag and drop. The scripting will be written in a subset of C++. The prototype tool is analogous to a movie storefront: from the front, it looks complete and functional, but if you walk into a door, you see nothing but stilts holding it up. The distinguishing names between the two prototyping tools are: sandbox and evolutionary. The sandbox tool can draw any interface beyond the capabilities of the GUI builder (not limited to). We need to read the 96-97 specs which were recently put online at the same location as the other specs. The code we create when writing scripts for buttons, for example, will not imcorporate classes. We will have layer properties, including opaque or transparent We will allow capturing an object by "recording" the user's actions, or "shrinkwrapping". This will produce a new object.