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119 lines
8.8 KiB
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"><title>Basics of Documentation Style</title><meta name="generator" content="DocBook XSL Stylesheets V1.40"><link rel="home" href="index.html" title="The GNOME Handbook of Writing Software Documentation"><link rel="up" href="index.html" title="The GNOME Handbook of Writing Software Documentation"><link rel="previous" href="indexs11.html" title="Referring to Other GNOME Documentation (coming in
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GNOME-2.0)"><link rel="next" href="indexs13.html" title="Teamwork"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Basics of Documentation Style</th></tr><tr><td width="20%" align="left"><a href="indexs11.html">Prev</a> </td><th width="60%" align="center"> </th><td width="20%" align="right"> <a href="indexs13.html">Next</a></td></tr></table><hr></div><div class="sect1"><a name="basics"></a><div class="titlepage"><div><h2 class="title" style="clear: both"><a name="basics"></a>Basics of Documentation Style</h2></div></div><p>
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Most people have never enjoyed reading a software manual, and
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they probably never will. Many times, they'll read the
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documentation only when they run into problems, and they'll be
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frustrated and upset before they even read a word. On the
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other hand, some readers will read the manual all the way
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through, or at least look at the introduction before they
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start. Your document might serve as a reference for an expert
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or a guide to a beginner, and it must have enough depth to
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satisfy the first without overwhelming the second. Ideally, it
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will serve beginners as they <i>become</i>
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experts. Remember, your goal is to produce <i>complete,
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intuitive and clear</i> documentation.
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</p><p>
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In order to write useful documentation, you'll have to know who
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your audience is likely to be. Then, you can look for the
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problems they're likely to run into, and solve them. It will
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also help if you focus on the tasks users will perform, and
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group features accordingly, rather than simply describing
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features at random.
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</p><div class="sect2"><a name="styleplanning"></a><div class="titlepage"><div><h3 class="title"><a name="styleplanning"></a>Planning</h3></div></div><p>
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Begin documenting by learning how to use the application and
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reading over any existing documentation. Pay attention to
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places where your document will differ from the template. It
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may help to develop a document skeleton: a valid XML or SGML
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document that has little or no content. For very large
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applications, you will need to make significant departures
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from the templates, since you'll be using the
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<tt><book></tt> tag instead of
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<tt><chapter></tt> or
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<tt><article></tt>.
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</p></div><div class="sect2"><a name="balance"></a><div class="titlepage"><div><h3 class="title"><a name="balance"></a>Achieving a Balanced Style</h3></div></div><p>
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Just as you need to juggle expert and novice readers,
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you'll have to juggle a number of other extremes as you write:
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<div class="itemizedlist"><ul><li><p><a name="id2941166"></a>
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Documents should be complete, yet concise. You should
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describe every feature, but you'll have decide how much
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detail is really necessary. It's not, for example,
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necessary to describe every button and form field in a
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dialog box, but you should make sure that your readers
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know how to bring up the dialog and what it does. If
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you spend fewer words on the obvious, you can spend more
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time clarifying the ambiguous labels and explaining
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items that are more complex.
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</p></li><li><p><a name="id2941193"></a>
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Be engaging and friendly, yet professional. Games
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documents may be less formal than productivity
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application documents (people don't
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<i>use</i> games, they
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<i>play</i> them), but all of them should
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maintain a standard of style which holds the reader's
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interest without resorting to jokes and untranslatable
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allusions or puns.
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</p></li><li><p><a name="id2941232"></a>
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Examples, tips, notes, and screenshots are useful to
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break up long stretches of text, but too many can get in
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the way, and make your documents too choppy to read.
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It's good to provide a screenshot of any dialog windows
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a user might run into, but if a dialog box has several
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tabs, it's not usually necessary to have one for each.
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</p></li><li><p><a name="id2941255"></a>
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The GDP strives to have all of its documentation conform
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to certain standards of style and content, but every
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document (and every writer) is different. You will need
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to use your judgement, and write documents to fit with
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the rest of the project, without compromising the
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individual needs of your subject, or your own
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individuality as a writer.
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</p></li></ul></div>
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</p></div><div class="sect2"><a name="stylestructure"></a><div class="titlepage"><div><h3 class="title"><a name="stylestructure"></a>Structure</h3></div></div><p>
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In general, you won't have to worry too much about structure,
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because the templates provide you with an excellent example.
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As a general rule, try to follow that structural example.
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That means using links, hierarchical nesting, and, if
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necessary, a glossary or index. You probably won't need to
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use every available structural tag, but take advantage of
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what DocBook provides you.
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</p><p>
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As to linking, there's some disagreement about whether to use
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<tt><xref></tt> <tt><link></tt>
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when you make links within your documents. You'll have to
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decide, based on the different ways that they are presented
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in output, which is more appropriate given the context.
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Regardless of which you use, you should not forget to use
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them. Help your readers find information that relevant to
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the issue at hand.
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</p><p>
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The table of contents will be generated automatically, but
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you will probably have to develop your own index if you wish
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to have one. The Nautilus Help Browser will have new, and
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currently unknown, indexing capabilities, so index style and
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structure are still under discussion. The GNOME User's Guide
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will contain a glossary in its next versions; unless you're
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writing a<tt><book></tt>, it will probably be best to
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contribute to that rather than developing your own.
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</p></div><div class="sect2"><a name="stylegrammar"></a><div class="titlepage"><div><h3 class="title"><a name="stylegrammar"></a>Grammar and Spelling</h3></div></div><p>
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Nobody expects you to be perfect; they just expect the
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documentation for their software to be error-free. That means
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that, in the same way that developers look for bugs and accept
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bug reports, writers must check for errors in their documents.
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Poor grammar, bad spelling, and gross technical errors in
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draft documents are fine. However, if those problems show up
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in a "real" release, they can count against the credibility of
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GNOME and Linux. They'll also make you look bad.
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</p><p>
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There is no substitute for a human proofreader; use a
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spell-check program, then read it over yourself, and then find
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someone else to help you. Other GDP members are, of course,
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willing and able to help you, but non-writers are often at
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least as helpful.
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</p><p>
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Proofreading documents is both a also a good way to
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familiarize yourself with documentation, and it certainly
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makes you valuable to the GDP. Help other writers proof their
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documents, and they will help you with yours.
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</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a href="indexs11.html">Prev</a> </td><td width="20%" align="center"><a href="index.html">Home</a></td><td width="40%" align="right"> <a href="indexs13.html">Next</a></td></tr><tr><td width="40%" align="left">Referring to Other GNOME Documentation (coming in
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GNOME-2.0) </td><td width="20%" align="center"><a href="index.html">Up</a></td><td width="40%" align="right"> Teamwork</td></tr></table></div></body></html>
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