Re: [shoes] How to organize gui code
- 2011-03-22 @ 05:54
Thanks for your reply.
My first tries for what i am trying to do is here...
I'll have another look at hackety hack. I have tried it, but it had to
many errors on windows to work with comfortably.
Any input on my coding and GUI skills are very much appreciated, I have
to juggle my time between a full time job, my 6 children and my chinese
medicine/shiatsu study. So even though i will read all suggestions..It
may take a while to act upon them or reply here...
Op 21-3-2011 14:52, Steve Klabnik schreef:
> Hey Eelco-
> Sorry this took me a few days, my life has been crazy busy lately.
> First of all, you might want to check out Hackety Hack. It's the
> largest Shoes app that I know of:
> It's not perfect, but basically what it boils down to is this: make
> liberal use of modules and 'include.' I'd have a main class that sets
> up your larger program structure, and then smaller modules for each part.
> I'll give this some more thought, and if your code is open source,
> I'll take a look. This is an important issue, though... maybe some
> "Larger Shoes Apps Design Patterns" (ha!) are in order...
> - Steve
> Is there a convention on how to organize gui code?
> I have a few classes that do some work and one huge Gui class that
> care of how flows look and interact.
> The gui class i fear is getting more and more cluttered with
> calling the
> methods from my working classes and then sorting through the return
> values and styling them up to show up in the Gui itself..
> I could put some of the gui stuff in the classes themselvesl, but that
> just does not seem right.
> Pointers are very much appresiated.