Doodle, A demo drawing program
Doodle, A Demo Drawing Program - Part 1
Where To Start?
There are numerous ways to begin developing a new application. Some favor the rigorous approach centered around the use of sophisticated software design tools (or pen and paper for the old fashioned).
In contrast is an exploratory approach where components are coded and experimented with to see how they can work together. The overall design of the application is evolutionary in nature and generally is secondary to the user interface and look and feel. The main advantage of this approach is speed. Prototypes can be thrown together, tested and even released to the public for alpha testing in very short time frames. In the current atmosphere of rapid application deployment this can mean the difference between success or failure.
I would like to strees that my aim in these articles is not to push any one particular design-process over another, but to promote the use of object oriented techniques and demonstrate how a structured application design can help build complex yet robust Web applications.
For the purposes of this article I will start with the canvas, the most central visible part of any drawing page.
The job of the canvas is to display the user's drawing and to accept the users input to allow the user to manipulate and add to the drawing.
A simple input device.
Click and drag the mouse over the 'canvas' on the left to sketch a simple drawing
June 15, 2006
Revised: August 3, 2006