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SEMAC
HOW 10 BECOME A MAGCITOSH
SOFTWARE DEVELOPER
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STMAC.
4
Viewpoint
Gucci shoes and Macintosh: the surprise of
quality.
6
Letters
8
The Seduction of the
Independent Developer
Apple’ aggressive campaign to market Mac
software.
by Guy Kawasaki
14
The Lisa Toolkit
In a class by itself.
by David Durkee
16
The Adventure Writer’s
Adventure
The making of Macintosh Transylvania.
by Robert Hardy
19
Inside the Macintosh
ROM
The User Interface Toolbox holds hundreds
of subroutines that are a programmer’
delight.
by Robert Hardy
JUN E 1
984
24
Racing to a Draw
Apple Inc. has its own unique way of
getting software out the door.
by Brian Cutter
30
Renaissance Mouse
Learning the tricks of light and perspective.
by Craig and Nancy Calsbeek
Ome
34
Clicks & Pointers
Pessimistic tips for Mac users. What to do
when something goes wrong (as it
invariably will).
Edited by David Durkee
36
Telecommunications
MacTerminal—the fun begins.
by Matt Yuen
41
68000 Questions
Improving Macs memory, connecting a hard
disk, peeking inside the System file.
by Andy Hertzfeld
42
Mac-Slots
Soft-Life takes a gamble on Macintosh.
by Steve Shendelman
45
MarketWatch
Some new arrivals for Lisa, lots more for
Mac...at last.
Edited by Catherine Petersen
48
A Mouse in the Convent
The Sisters of Christian Charity has faith in
Lisa Technology.
by Mike Ferris
52
The Computerized Job
Hunt
Some thoughts from the author of What
Color Is Your Parachute?
by Tommy Gear
56
Miscellanea
An up-close look at AppleLine, new
Macintosh user groups, and a decision from
Sears that bodes well for Apple Inc.
BASF
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Apples ‘new baby has
Its called Macintosh’ And it
has our brains and a lot of our
personality,
Were called Microsoft? And
our part of Macintosh is five new
programs that are bright, intuitive,
outgoing, understanding and born
% to perform.
Microsoft BASIC
Bp phen cen Mecipont Our pride, your joy.
Taking advantage of Macintosh’ mouse and rich
graphics, weve designed
software that works like
you, even thinks like you.
All our programs share
the same plain English Microsoft Multiplan. Microsoft Chart
commands. So what once took days to learn, now
takes hours or minutes to learn with Macintosh.
Meet the family.
Our financial whiz is MULTIPLAN; an electronic
spreadsheet that actually remembers how you work.
Even offers suggestions on spreadsheet set-up.
When it comes to writing, nothing travels faster
Microsoft and Multiplan are registered trademarks of Microsoft Corporation. Apple is a registered trademark and Macintosh is a trademark licensed to Apple Computer, Inc.
_ our best features.
than our WORD. Using the mouse, it lets you select
commands faster than you can say “cheese.
Our most artistic child is CHART It gives you
40 presentation-quality chart and graphic styles to
choose from.
FILE is our most manageable child, an advanced
personal record management program. MICROSOFT.
And BASIC, the language spoken by nine out of
ten microcomputers worldwide, is the granddaddy of
them all. Now enhanced to take advantage of the
— Macintosh mouse,
windows and oraphics.
1 Well be adding more
' to the family soon. So
Microsoft Word oft File call 800-426-9400 (in
Washington State call 206-828-8088) for the name of
your nearest Microsoft dealer.
TGUliNE ones 4
Chairman John Haller
President Margot Comstock Tommervik
Vice President Al Tommervik
Publisher Mary Sue Rennells
Editor Patricia Ryall
Art Director Kurt Wahiner
Managing Editor Catherine Petersen
torial
Associate Editors David Durkee
Michael Ferris
David Hunter
Matt Yuen
Contributing Editors Jean Varven
‘Alden Woodard
Special Assignments Todd Zilbert
Copy Editor Cordell Cooper
Assistant Copy Editor Judith Pfeffer
Proofreaders Harry McNeil
Steve Thomsen
Marjorie Kaufman
Ecltorial Assistant Betsy Barnes
rt
Assistant Art Director Lucas McClure
Production Manager’ Donald J. Robertson
Asst. Production Manager Nancy Baldwin
‘Ad Production Michael G, Pender
Assistant Ruth Seid
Business
Controller Duane £. Runyon
Vice President of Finance Charibel R. Hilario
vance Projects Steve Shendelman
Accounting Assistant MaryAnn Nail
Advertising
Coordinators Linda McGuire Carter
Cathy Stewart
West Coast Sales. Mike Antich
Tac
7250 Laurel Canyon
Boulevard
Box 7041
North Hollywood
CA91605
(818) 980-5074
East Coast Sales an Ross
Paul McGinnis
Advertising Sales
690 Broadwa
Massapequa, NY 11758,
(212) 490-1021
Midwest and
Rocky Mountain Sales Ted Rickard
Kevin Sullivan
Market/Media Associates
435 Locust Road
Wilmette, IL, 60091
(312) 251.2541
Circulation
Trial Subscriptions Deirdre Galen
Anna Gusland
Ramona Gordon
Paid Subscriptions Michelle Vigneaullt
Kirschenbaum
Janeth Godoy-Aguiar
Barbara Naimoli
Josie Walley
Laurie Ure
Jill Stroud
Nancy Kelly
Back Issues Gene O'Day
Dealer Sales Lashea Lowe
Leticia Garcia
Systems John Heitmann
Credits: Composition by Graphic Typesetting Service, Los
Angeles, California. Printing by Storm Printers, Memphis,
Tennessee
‘Apple, Lisa, and Macintosh are registered trademarks of
Apple Computer, Inc. , Cupertino, California. Softalk is a trade-
mark of Softalk Publishing Inc., North Hollywood, California,
‘STMac. Volume 1, Number'5. Copyright © 1984 by Softalk
Publishinginc. llrightsreserved, S7iMac is published month)
bySoftalk Publishing nc., 7250 Laurel Canyon Boulevard, Nort
Hollywood, CA 91605; telephone (818) 980-5074. Second-class,
postage pending at North Hollywood, California, and addi-
tional mailing offices,
Postmaster: Send address changes to STMac, Box 7041,
North Hollywood, CA 91605.
Free Subscriptions: Complimentary trial subscription to
all owners of Lisa and Macintosh computers in the U.S. and
Canada. If you own a Lisa or Macintosh, send your name,
address, anid the serial number of your machine to STMac
Circulation, Box 7041, North Hollywood, CA 91605. Please
allow six to eight weeks for processing. S7/Mac is totaily inde-
pendent of Apple Computer, Inc.
Paid Subscriptions: $24 per year. Special rates for schools,
and libraries, $12. Concurrent additional subscriptions for
schools and libraries, $8 each. Please allow six to eight weeks
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Back Issues: $3. Please allow six to eight weeks for
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Problems? If you havent received your S7Mac by the fif-
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subscription, Michelle Vigneaull-Kirschenbaum can help out
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to eight weeks for processing
VIEWPOINT
Gucci
Shoes and
Macintosh:
the Surprise
of Quality
|
There's a time when it’s premature to say
a product is successful. And there's a legiti-
mate moment to announce the success of a
new machine.
Let's do it now: The Macintosh is a suc-
cess. Macs are being gobbled up like popcorn
all across the country. Reviews of the machine
have been stellar. Businesspeople are crunch-
ing spreadsheets, and hobbyists are using
Microsoft Basic to create marvels that only
hint at what's to come (when Apple's Mac-
Basic finally arrives). Apple Inc. says the com-
pany will move 350,000 machines this year,
and it probably will—if it can make that many.
Dealers think Macintosh is the greatest thing
since, well, that other machine.
Life is good.
But wait a minute. Why is Macintosh suc-
cessful, anyway?
Maybe despite itself. It's possible, in fact,
to build a strong argument against Macintosh:
not enough memory, not enough software, not
enough—well, those two make a good case
by themselves.
Then there’s the phantom “external disk
drive” promised by Apple. And the fact that
plain old Ile’s are priced low enough (now) to
tempt all but the most die-hard Macophiles.
The IIc looks pretty good, too.
And 2,500-odd dollars is real money, right?
And 1-2-3 isn’t even on the horizon.
So whence the success? Is it the size? The
nifty stuff in ROM? The speed of the machine?
The fact that text looks like, aah, text? The
mouse (though it didn’t work for Lisa, did it)?
Maybe just a lucky combination of those traits
and more? We'd like to know. You'd probably
like to know. The other computer manufac-
turers would /ove to know!
Here's one guess. It has to do with the vision
of Steve Jobs and goes all the way back to the
fabled Apple II.
As the story is told, the original Apple II
was preceded by, not surprisingly, the Apple
1. The Apple I was a real computer, all right,
with all the normal real computer stuff. But
there was one thing it didn’t have. (No, not a
heart, or a diploma, or a proclamation. That's
a different story.) What the Apple I didn’t have
was a case.
A case! Not a carrying case, but a case for
the computer—the plastic stuff within which
the actual computer part of the computer exists.
No case.
In those days, it wasn’t a big deal not to
have a case. But Steve Jobs wanted a case.
And got one. But the point (finally, the point!)
wasn't the case. The point was the idea of
“products.” Not computers, products. Good
consumer products. Which just happened, in
this instance, to be computers.
One of Jobs's favorite metaphors for all this
is the Cuisinart. You know: the great French
food processor. The Cuisinart, if you've ever
used one, is a good product; it has a great
dependable motor, is utilitarian, works like a
breeze, and the cord’s not too short. A good
product, all around, that just happens to be a
food processor. You may prefer knives, but
you get the idea
More good products? How about Ferraris?
Gucci shoes. Dresden china. Harris tweed
jackets. Smithfield hams. Nautilus exercise
machines. National Geographic magazine. We
could go on for a long time with this: small
products and big products and expensive
products and inexpensive products, but all
quality products.
That's all you need to know to understand
Steve Jobs in particular and Apple Computer
in general. A commitment to good products
that, in this instance, are computers.
And that may just possibly be it. Macintosh
is a good product first and a computer sec-
ond. Maybe the first Gucci shoe this industry
has ever created. It’s not any one thing, and
it's not even the combination of everything.
It's a totality, a gestalt. An attitude that dots all
the i’s, rounds all the corners, and cares as
deeply about what's on the box as what's in
the case.
The point is not to make it only as good as
it needs to be, but to make it better than any-
one would even expect it to be. The surprise
of quality. A risky gamble in a cutthroat mar-
ketplace that twirls on features and price and
“Will it run 1-2-3?”
But, of course, that may not be the reason
behind the success of Macintosh. That's just
one case, and maybe not the right case.
But sometimes when you announce a suc-
cess, whether it’s a marriage or a memo or a
good night's sleep, you just have a feeling that
you know the reason.
That's how we feel this month. And we're
guessing you feel the same way.—A.W.
Maccessories!
The Maccessories SWIVEL
is a light weight, durable lazy susan that fits
neatly under your Macintosh. The SWIVEL re-
volves a full 360° and lets you adjust the viewing
angle of your Macintosh with the touch ofa finger.
Since the SWIVEL attaches to the bottom of
your Macintosh computer, it goes everywhere
your Macintosh goes, even inside the Macintosh
carrying case.
Maccessories STARTER PACK.
Start your Macintosh off right with this money-
saving kit containing the Maccessories SWIVEL,
SURGE SUPPRESSOR plus an anti-static DUST
COVER to keep your Macintosh clean and dust-free.
The Maccessories
SURGE SUPPRESSOR
protects your Macintosh
against power problems. Its y
circuitry stops surges and spikes, |
and filters out aggravating line e—
noise. Simply replace your Macintosh power cord
with the Maccessories SURGE SUPPRESSOR and
you're ready to go.
Now also available:
Maccessories (PORTABLE) MODEM
Operates at 300 bps with any communications
software. It’s inexpensive, rugged and easy to
use. Warranted for 5 years.
It’s small (7¥2" x 3¥2" x 1%"), powered by a
9-volt battery, less than 1 lb. in weight, and slips
easily into the Macintosh carrying case.
Maccessories DISK CASE
Provides safe storage for 36 Macintosh disks. Five
dividers help you organize your disks. Comes
with 10 spare disk labels.
Available at Apple dealers everywhere.
KENSINGTON
MICROWARE
Kensington Microware Ltd. 251 Park Avenue South, New York, N.Y. 10010 (212) 475-5200 Telex: 467383 KML NY
‘Trademarks: Maccessories—Kensington Microware Ltd; Apple and Macintosh—Apple Computer, Inc. © 1984 Kensington Microware Ltd.
Basic COMments
In the April issue, you claim that Microsoft
Basic lacks a COM statement [Miscellanea:
Where's the COM Statement?]. In fact, it does
let you open COMI:, just like on the IBM PC,
but it lacks the ability to set the baud rate,
parity, and so on with this statement. How-
ever, with a little machine language subrou-
tine magic, you can do lots of things. Witness
Dennis Brothers’s program called MacTEP,
which is available on the MicroNet Apple Users
Group on CompuServe (go pcs-51). The pro-
gram is now up to version 1.81, and Dennis
is threatening to give us xmodem and
CompuServe protocol file transfers. It's pretty
good considering MS-Basic is all we have to
work with!
Dave Alverson
Cincinnati, OH
The People’s Computer
Ijust received my Macintosh through the Own-
A-Mac program for Apple dealers, as well as
the April issue of S7Mac. | found your mag-
azine very entertaining and read it from cover
to cover. Although most magazines stress the
unique features of the Macintosh, STMac
seems to be more oriented to how those fea-
tures translate to the user.
Having owned a Lisa for about six months
now, I can honestly state that the Lisa and the
Macintosh are the only two computers with
which one concentrates on the work being
done, not how to do it, regardless of the appli-
cation being used! Additionally, they open up
a totally new form of graphic expression here-
tofore unavailable on any other personal com-
puter, and it is within everyone's reach, not
just that of the hobbyists.
The Erroneous Zone
I really appreciate your magazine, but I have found an error in your April issue [View-
point: Making Mac PC-Compatible]. True, it isn’t a big error, but it is something that |
think should be corrected. In this column, A. Woodard states, “Mac’s Finder also has
limitations on filenames: They can’t be longer than 255 characters.” This is clearly erro-
neous. If one tries to enter a long filename, one is greeted on the screen by...
[ok |
That name is too long. Use a name
shorter than 64 characters (2? for
applications and disk names).
because I'll keep looking.
Dan Eldridge
Larimore, ND
right of the colon identify the file.”
Other than that, I didn’t find any glaring mistakes, but you’d better keep on your toes
Umm...Woodard managed to squirm out of this one with a feeble but dignified expla-
nation recounted in last month’: Miscellanea: “It seems that the Macintosh operating
system software (held in ROM) does indeed provide for filenames of 255 letters... The
filename includes both the drive name and the name of the filename. Thus, the filename
‘This is my favorite MacWrite disk:And this is my favorite file on the MacWrite disk’ is a
valid filename. The words to the left of the colon identify the disk, and the words to the
tut
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fi
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MacPaint wins hands down as the most
addictive program | have laid my hands on,
although my overall preference goes to
LisaDraw and MacDraw. People complain
about Macintosh’s 128K memory; however, if
they insist on having a 512K Mac and are not
willing to wait, why don't they purchase a Lisa
2? Lisa owners give up portability, but with
MacWorks, Lisa emulates a 512K Macintosh,
plus it has the potential of running the Lisa
Office System software (with the addition of
512K of memory and a hard disk) or the next
standard in operating systems: Bell Labs’s
multiuser Unix (System III or System V, with
the addition of a hard disk). All are available
now!
George J. Jahchan
Montreal, Quebec, Canada
Just Fooling Around
Congratulations on one of the funniest April
Fool’s pieces in any magazine. The Allen
Munro/Alan Kay interview [“Alan Kay
Thinks....”] ranks right along with BBC-TV’s
famous “Spaghetti Tree” episode of 1957.
Alan Kay was kidding, wasn't he? Of course
he was! Allen and Alan are in a bar some-
where right now laughing about the gullible
fools who got upset that STMac printed the
PARC priesthood story.
It was a put-on, wasnt it, fellows? Allen?
Alan? Hey, guys....
Barry W. Collins
Demopolis, AL
Thanks for a fantastic April issue and for a
perfect interview with Alan Kay. I wish Kay
good luck, but he should consider this: Par-
ents are generally too busy to get as involved
as we would all like in their kids’ education.
Some parents aren't really interested—and
although it's common knowledge that many
parents want their children to become the
people they never were, they also do not want
to be surpassed foo much by their offspring.
It's a situation in which two-thirds of the key
people (parents and teachers) are not only
uninformed but also don't want to be informed.
At fifteen, | am fortunate enough to have par-
ents who do.
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About Microsoft Basic for Macintosh: I urge
no one to buy it, as it is the shoddiest version
from Microsoft I have ever seen. I would rather
program in Applesoft on the Apple Il. For
example, the LINE command, for drawing a
line, will not accept more than two coordinate
pairs; in order to draw a number of connected
line segments, you must repeat the command
for every point after the second.
Itook you up on your offer and sent in your
card for a free subscription. In return, enclosed
is a free cartoon.
Ben Geer
Miami, FL
A Fatal Mistake
I had just completed interconnecting the
Macintosh to my venerable Apple II. Soon a
vast library of Applesoft public domain soft-
ware would be uploaded to the Mac.
With a great deal of anticipation, and an
equal amount of foreboding, | loaded a ter-
minal program into the Mac (Dennis Broth-
ers’s MacTEP, available for downloading from
The Source, CompuServe, and numerous local
bulletin boards). So far, so good. It asked me
for the baud rate and the name of the file |
wished to save. I quickly typed the necessary
information.
All was in readiness for the next crucial
step, the transferring of a Basic program from
the Apple to the Mac. I very slowly typed PR#2.
This step would activate the serial card in slot
2. I then gave the Applesoft command LIST.
My eyes were riveted to the Mac screen. If all
went well, the program in the Apple would be
sailing into the Mac at flank speed.
I waited and waited and...nothing. Was it
a hardware or software problem? Was it in the
Apple or the Macintosh? | rapidly checked
everything. Had I misplaced a comma in the
software I had so carefully transcribed for the
terminal program? No, it seemed to be okay.
Was there a loose connection in the cable |
had fabricated for this project? No, that checked
out. The baud rate in the Mac software was
9600...check. The DIP switches on the serial
board were Off, Off, On. Wait a second...there
it was! They should have been set at On, On,
Off.
With a great deal of optimism I was ready
to try again. This time the program listing flew
across the Macintosh screen. Success! There
it was, my Applesoft program. Oh, it wasn't
perfect. There were some minor problems with
carriage returns and forty-column listings ver-
sus eighty-column screens, but these were
minuscule in comparison with my historic
achievement.
Just then my wife announced that her friend
had arrived to print some mailing labels on
the old reliable Apple. No problem. I had just
climbed Mount Everest and wished to savor
my accomplishment. All that had to be done
to get the Apple ready for the mailing lists was
to get all the cables put away and remove the
serial card. | carefully turned off the Macin-
tosh and pulled out the serial card.
Oh, no! I had turned off the wrong com-
puter. The serial card had departed Earth at
the speed of light.
Oh, well, what's a few bucks for some new
chips after what I had succeeded in doing?
Larry Margulis
Cherry Hill, NJ
Making Book on Mac
T'm writing a book on art and the Mac and
would like to speak with people who are using
the graphic arts capabilities of the Mac in their
trade or business. This would include artists,
planners, architects, designers, printers, illus-
trators, technicians, publishers, art directors,
and so on. Please call or write me at 2139
Newcastle Avenue, Cardiff by the Sea, CA 92007;
(619) 942-3838.
Vahe Guzelimian
Cardiff by the Sea, CA c=)
STMac would like to hear your reactions to articles
as well as your views about the world of personal
computing. Send your opinions, queries, sugges-
tions, and solutions to STMac, Box 7041, North Hol-
lywood, CA 91605.
programs on LISA and MACIN
are easil
educational rates.
RUN IBM-PC BASIC PROGRAMS ON LISA/MAC
PC-BASIC® Developer's Compier provides everything necessary to run most IBM-PC.
OSH. It includes a communications package, RS-232
Cable, and an IBM compatible BASIC compiler. Source code of any BASIC program —
which does not directly access IBM-PC hardware — can be transferred via the cable to
LISA/MAC, recompiled, and run under the Office Environment. Alll in one day.
PC-BASIC™ is the finest implementation of BASIC for LISA/MAC available. Programs com-
pile to tight ‘machine code for strong software protection, can be linked to Pascal programs, and
ly integrated within the Office Environment — including use of Graphics and Mouse.
The communications package is great for transfering data and text files.
More user-oriented tools are coming to make common translations to LISA/MAC easier.
Watch for them. Complete software translation services are available for the new generation of
Apple® products. Call for information about consulting, in-house translations, quantity and
PC-BASIC™ Developer's Compiler. Complete. (Allows sale of code)... ..
PC-BASIC™ User's Compiler. (For use on one machine only) $
IBM-PC to LISA/MAC Communications Package (only)
PTERODACTYL SOFTWARE”
“We Make Dinosaurs Fly”
200 Bolinas Road #27, P.O. Box 538
Fairfax, CA 94930 (415) 485-0714
THE SEDUCTION OF THE
INDEPENDENT
DEVELOPER
Apples
Aggressive
Campaign
to
Market
Mac
Software
By Guy Kawasaki
It's no secret that Apple wants the Macin-
tosh to follow in the footsteps of its first suc-
cessful computer, the Apple II. The Apple II
has a track record that no other personal com-
puter can match. It has been on the market
for nearly eight years and has a software base
exceeding ten thousand commercial programs.
But the computer market is a different place
now than when the Apple II was introduced.
A lot of the original Apple II programs were
created by ordinary users hacking in their liv-
ing rooms into the wee hours of the night.
Many of these programs were written in Inte-
ger Basic and Applesoft, the versions of Basic
that were included in the ROMs of the Apple
II and the Apple II Plus. For a program to be
accepted by today’s more demanding con-
sumers, it must be fast, slick, and powerful.
And marketing considerations frequently de-
mand that it be written in assembly language.
This is especially true of software for the
Macintosh and the Lisa, which have no lan-
guage built into their ROMs, and which have
perhaps the highest standards for software
designers to meet in the industry. Apple hasn't
put its resources into stocking the shelves with
software for the Macintosh and Lisa. Instead,
it has been actively seeking and supporting
companies that it believes will become the
pioneers of a whole new software explosion
to come.
Let’s look at the process of becoming a
Macintosh software developer.
Guy Kawasaki is the head of software evangelism
and technical support for Apples Macintosh and
Lisa products,
How To Get Started
In order to develop Macintosh software, a
developer needs documentation, equipment,
and software. The suggested development
system currently includes documentation
(Inside Macintosh), equipment (Macintosh,
external disk drive, Imagewriter printer, Lisa
2/5, Lisa halfmegabyte RAM card, and Lisa
Imagewriter Accessory Kit), and software (Lisa
Pascal Workshop and Macintosh Software
Supplement). Let's take a closer look at each
of these components.
Documentation
The documentation of Macintosh software
development is called Inside Macintosh. It is
a two-volume set of photocopied manu-
scripts containing detailed explanations of the
Macintosh ROM, RAM-based packages, user
interface guidelines, and the Lisa develop-
ment environment. Inside Macintosh shows a
developer how to use the software routines
developed by Apple to implement features like
high-speed graphics, windows, and pull-down
menus as they appear in MacPaint or MacWrite.
Inside Macintosh presently concentrates on
software development; it includes only lim-
ited hardware documentation. The final ver-
sion of Inside Macintosh will have more infor-
mation on both hardware and software. It will
be available as a finished, published manual
in the fourth quarter of 1984 in Apple deal-
erships and bookstores. Any interested party
may purchase the current version from the
Apple mailing facility listed at the end of this
article.
10
Je Ui gNGe Le 84
Equipment
Serious commercial development of
Macintosh software requires a Lisa at this time;
while standalone languages will be available
in the coming months, they are not yet on the
market. Until we get Mac-based development
tools, programs must be written on a Lisa,
compiled, linked, and then downloaded to the
Macintosh. When the necessary software
arrives, the Macintosh will be able to act as
its own development system, without the aid
of a Lisa 2.
Additional equipment is necessary for var-
ious reasons. The extra half megabyte of RAM,
which brings the Lisa 2/5 up to a one-mega-
byte capacity, is required to run the Lisa Work-
shop development software. The second disk
drive for the Mac enables a developer to pro-
duce backup copies more quickly and to cre-
ate software that will use a second drive. The
Imagewriter printer is used to generate listings
and to test printing routines, and the Lisa
Imagewriter Accessory Kit provides the cable
for printing source code from the Lisa.
The development equipment is available
from local Apple dealers or, for qualified
developers, through the Apple Certified
Developer Program.
Software
Most developers currently are using the Lisa
Workshop with Lisa Pascal for Macintosh pro-
gram development. To augment that, C for the
Lisa Workshop will be available from Apple in
July. The Workshop and languages are pow-
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an editor, assembler, optimizing compiler,
debugger, and linker.
Though other compilers exist for 68000
machines, the Workshop provides a full set of
utilities and software interfaces to the Macin-
tosh ROM. These capabilities are essential for
implementing a true Macintosh user inter-
face. By using the Apple ROM routines, a
developer saves time, avoids making end users
learn a new interface, and conserves RAM and
disk space.
Beginning this summer, Apple will release
three standalone development languages:
MacAssembler/Debugger in July and Pascal
and C in December. These packages will con-
tain full interfaces with the Macintosh ROM
and will allow the programming of commer-
cial applications. When these languages
become available, it will no longer be nec-
essary for Macintosh developers to purchase
the Lisa 2.
Those wanting to write programs purely for
their own use can do so now with Microsoft
Basic. Soon, Macintosh Basic and Macintosh
Pascal will be available as well. However, these
languages are not intended for the develop-
ment of commercial applications like word
processors and spreadsheets. The only lan-
guage currently available for commercial,
standalone development is MacForth, from
Creative Solutions in Rockville, Maryland.
The final software that a professional
developer needs is the Macintosh Software
Supplement. The Supplement contains Mac-
intosh libraries, utilities, and sample pro-
grams. MacWorks, the Macintosh emulation
software for Lisa, is also provided so that
developers can test their software for Lisa
compatibility. Purchase of the Supplement
entitles a developer to updates to the Supple-
ment software and Inside Macintosh and a
copy of the first released version of Inside
Macintosh.
The Apple development languages are
available through Apple dealers or, for quali-
fied developers, through the Apple Certified
Developer Program. The Software Supple-
ment is not sold in dealerships at present; it
is available to any interested party from the
Apple mailing facility.
Assistance from Apple
The framework for the overall relationship
between Apple and the third-party developers
is provided by the Apple Certified Developer
Program. A developer who has been certified
by Apple can attend conferences and semi-
nars, purchase equipment and software at a
discount, and apply for technical support. The
program is administered by Software Industry
Relations, a part of Apple's corporate market-
ing department.
To qualify for certification, a developer must
provide background information about the
company and demonstrate its ability to bring
Apple-compatible products to market. Appli-
cations are screened by Software Industry
Relations, which makes a decision based on
such factors as a company’s business plans,
existing retail products, technical expertise,
and marketing experience. The program is
intended for developers and publishers whose
products will be sold in retail and computer
stores. Certified Developer applications are
available from Software Industry Relations at
Apple Computer Inc.
The Macintosh Developers Group, a part
of the Macintosh division marketing depart-
ment, provides Macintosh-specific develop-
ment, as well as design and marketing assis-
tance. Activities of this group include soft-
ware evangelism, technical support, Mac-
Colleges, and marketing programs.
Software evangelism, as Apple calls it, is
the function of recruiting companies for
Macintosh development. Prior to Macintosh’s
release, Apple’s representatives convinced
more than 100 companies to develop prod-
ucts for Macintosh. Since its release, they have
provided marketing, technical, and proce-
dural information to more than 2,500
developers.
Technical support is available through the
Macintosh Registered Developer Program. For
a $500 fee, the developer purchases from Apple
a “package” of services for a six-month period
that includes extensive telephone support and
consultation. Registered developers receive
assistance with user interface design and
techniques for implementing features such as
windows, text editing, dialog boxes, printing,
and pull-down menus. After the six-month
period, developers usually require little addi-
tional support.
To qualify for this program, a developer
must be an Apple Certified Developer and
demonstrate a serious commitment to the
development of commercial products. Reg-
istered developers are expected to assign their
top-flight programmers to the project and
develop products that adhere to the Macin-
tosh user interface guidelines. A brief appli-
cation is completed by the developer and
reviewed by the Macintosh Developers Group.
The Registered Developer Program is for seri-
ous commercial developers of products and
not end users.
Another kind of technical support is a series
of training seminars called MacColleges; their
purpose is to accelerate the completion of
products by experienced Macintosh devel-
opers. Programmers who have been working
a minimum of two to three months can bring
their source code to MacCollege in Cupertino,
California, for three days of lectures, lab work,
debugging, and consultation with Apple's
technical people. Only developers with par-
tially completed applications are admitted
because the lectures and debugging sessions
are for advanced programmers. MacCollege
attendees must be Apple Certified Developers.
The MacCollege sessions cost developers
$500. The lectures are held in the morning
and private debugging sessions in the after-
noon. The sessions are conducted in a facility
called the Macintosh Software Mill, which is
fully equipped with a lecture area and fifteen
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Lisa and Macintosh are trademarks Apple Computer Inc.
private cubicles containing Macintosh/Lisa
development systems.
MacColleges are conducted in Cupertino
so that Apple’s engineers can assist devel-
opers in their particular areas of expertise.
The engineer that wrote Apple’s printer driver,
for example, may help a developer with printer
driver questions. This kind of intensive sup-
port is nearly impossible with regional
seminars.
For further information about the Macin-
tosh Registered Developer Program and
MacCollege, contact Software Industry Rela-
tions at Apple
Support for the Little Guy
Recognizing the need for introductory
technical support for beginning Macintosh
developers, Apple has trained third-party
organizations to conduct regional seminars.
One such company is the Technology Ser-
vices Group of Bellevue, Washington. The
Technology Services Group conducts semi-
nars for companies that are starting or con-
sidering Macintosh development
Marketing Goodies
The Macintosh Developers Group helps
developers bring Macintosh products to mar-
ket in three ways. First, developers can receive
a promotional listing in a monthly publication
called the Apple 32 Development Team List.
This list is printed in quantities of five thou
sand and distributed to dealers, sales repre-
sentatives, publications, and analysts.
Second, developers can familiarize Apple
dealer sales personnel with their products by
participating in Apple’s Own-A-Mac program.
The Own-A-Mac program allows Apple dealer
sales personnel to buy Macintoshes at
extremely low prices for personal use. Devel-
opers can participate in this program by offer-
ing their products to Own-A-Mac salespeople
for at least 60 percent below retail. This intro-
duces their product to the people who will be
selling it.
Finally, developers can have their sales
promotional material and demonstration soft-
ware distributed to the twenty-five hundred
Apple dealers and sales offices. The Macin-
tosh Goodie Box, as this program is called, is
‘To purchase Inside Macintosh ($150) and
the Macintosh Software Supplement ($100),
send payment in advance to:
Apple Computer Inc.
467 Sarasota Avenue, Suite 621
Cupertino, CA 95014
(California developers add sales tax)
For information about the Apple Certified
Developer Program, the Macintosh Regis-
tered Developer Program, MacColleges, and
Apple 32: Developers Handbook, contact:
Software Industry Relations
Apple Computer Inc.
20525 Mariani Avenue, Mail Stop 23AF
Cupertino, CA 95014
STMAC
conducted several times a year, and devel-
opers can submit their materials for possible
inclusion in the Goodie Box. For further infor-
mation about these marketing programs, con-
tact the Macintosh Developers Group at Apple.
Advance to Go
Macintosh development requires a signif-
icant allocation of time and resources, and
Apple suggests that developers follow a three-
step procedure to ensure that they're making
the correct decision.
First, they should obtain a copy of the Apple
13:
32: Developers Handbook and an application
to the Apple Certified Developer Program. The
Developers Handbook contains information
about Apple's marketing plans, products and
accessories, development paths and environ-
ments, and startup procedures. Both the
Developers Handbook and the application are
available from Software Industry Relations.
Second, developers should complete the
Certified Developer application and purchase
a copy of Inside Macintosh, the documenta-
tion manual. By reading Inside Macintosh, a
developer can assess the technical require-
ments of producing a Macintosh application.
Third, developers should purchase a
development system including the hardware
and software outlined in this article.
Macintosh provides an excellent opportu-
nity for software developers to profit from the
introduction of a new personal computer from
Apple. Apple intends to help developers take
advantage of this opportunity by providing
design, technical, and marketing support.
Apple's goal is to make Macintosh the next
personal computer standard with the help of
its partners, the independent developers. =>
The first step in getting a large body of Macintosh
software to market has been to woo independent
developers. To this end. Apple has sponsored a
series of one-day workshops for the decision-
makers of potential Mac software publishing com-
panies. From February through April, seminars were
held in Boston, Chicago, Dallas, New York, Santa
Clara, and Anaheim, California. Abbreviated pre-
sentations were made at the West Coast Computer
Faire and Softcon. Kevin Goldstein attended the
last of these conferences and filed this report for
STMac.
With the completion of the April Macin-
tosh Developer's Workshop in New York,
Apple Computer has closed down the first
phase of an ambitious plan aimed first at
enticing commercial software developers to
write programs for the Mac and then at expe-
diting those programming efforts.
Though its billing as a “Developer's Work-
shop” may seem to imply that the one-day
seminar was chiefly an introduction to the
technical esoterica involved in writing pro-
grams for the Mac, Apple took the oppor-
tunity to convince its audience of the inher-
ent advantages of writing Mac software.
While this tack may have been necessary
when Mac was introduced four months ago,
the 50-50 split between technical and mar-
keting talk seemed unnecessary at this last
conference—almost all of the hundred-plus
attendees appeared to have already made up.
their minds in favor of Mac. That impression
was strengthened at the conclusion of each
of the bravura technical talks presented by
Alain Rossmann, when the audience broke
into spontaneous applause. This was a group
that wanted the cake, not the icing.
And Apple seems intent on delivering just
that. The company is going after software
developers with the kind of gusto usually
seen only in beer commercials. Recognizing
that the success of the Mac depends not only
(on getting a lot of good software onto deal-
ers’ shelves but also on getting it there fast,
Apple is targeting commercial software
developers for special treatment. That treat-
ment currently consists of a combination of
healthy discounts on Macintosh develop-
ment systems plus the kind of technical sup-
port IBM PCers can only dream about.
That kind of support is expensive. The
discounts probably don't hurt Apple much,
but tech support doesn’t just eat up man-
power, it eats up manpower that’s working
on future Macintosh products—and Apple
intends to lavish its support on only those
developers it believes have the ability and
the determination to develop and publish
(or to have published) professional quality
software. To keep the kibitzers out, the com-
pany is restricting entrance to both the Cer-
tified Developer and Registered Developer
programs with some pretty rigid require-
ments. Those requirements all have just one
point: to prove to Apple that the applicant
has “the right stuff.” And if you look at the
situation from Apple’s perspective, it's pos-
sible to figure out just what, in this case,
constitutes the right stuff.
Apple wants programs for Mac, and it
wants good programs. Despite a lengthy
application form, all an applicant really has
to do is prove to Apple’s satisfaction that it
can and will produce and publish some
quality software in a reasonable amount of
time. That means an applicant with a prod-
uct already on the market is practically a
shoo-in; lacking that, a good brochure will
help immensely.
Apple is asking startup companies for a
detailed business plan, and when Apple says
detailed, it means detailed—thirty to forty
pages is considered appropriate. If you're
wondering how anybody at Apple is ever
going to have the time or inclination to read
such a monster, be assured that at the work-
shop, developer relations program manager
Dennis Gallinat swore that all those plans
were being read. In view of the fact that Gal-
linat says that more than four thousand
applications had been received as of April,
somebody at Apple must be doing an awful
lot of reading. Just for the record, about 70
to 80 percent of the applicants are being
accepted,
However good an applicant's credentials
are, luck might still play a role when it comes
time for the application to be approved. Apple
is trying to get a broad mix of software, which
means that the application from the second
company planning to write a spreadsheet is
less likely to be approved than the first com-
pany’s, and the third is even less likely than
the second.
Gallinat announced a final step in the
development chain called MacCollege. Lim-
ited to developers with a complete or nearly
complete product, the program is an inten-
sive three-day affair, consisting of work-
shops and lectures, that aims at fine-tuning
and applying the finishing touches on about-
to-be-released programs, MacCollege will be
held once a month in Cupertino, at its own
digs next to the Mac development group. If
anybody runs into a problem that the
instructors can't solve, some pretty powerful
talent can be summoned from just around
the corner.
What is needed to get the wheels of
development moving is a free flow of infor-
mation, and Apple, having not totally for-
gotten its origins, will likely cooperate with
third parties to establish courses open to the
public. In the meantime, it was decided at
the workshop that more information of a
technical type will be made available through
STMac and Softalk. (Okay, and Macworld
too.)
While Apple’s seduction of the commer-
cial developer is a unique opportunity for
those qualified enough to take advantage of
it, it sets up a situation wherein the garage
shop tinkerer is likely to feel neglected. The
problem is relative; IBM, for example, does
nothing for anybody, which means that
everybody is equally neglected. (It's more
democratic, if nothing else.) In any case,
many of the perks currently offered under
Apple’s programs wouldnt do the small
developer any good at this time anyway, since
commercial development can’t be done on
a Macintosh-only system—a Lisa anda Mac
will be required until some standalone soft-
ware makes its debut later this year.—Kevin
Goldstein
14 JUS Nee
iT She hee
The Lisa
In a Class by Itself
By David Durkee
Ever since computers were first invented, computer languages have
been used to communicate with them. From the fast, low-level machine
languages—the complex numeric codes used to give instructions
directly to the central processing unit—to the more human-oriented,
higher-level languages that the majority of programmers use, com-
puter languages have been our primary means of talking to the machine.
Even the end user, who may never have wanted to write a computer
program, has had to learn at least enough of the computer's language
to tell it what programs to run.
Lisa Technology has eliminated the need for end users to learn
computerspeak to communicate with Apple's thirty-two-bit machines.
The methods a user must learn to run a program on Lisa combine
the simplicity of pointing a finger with the clarity of a universally
understood set of symbols. There are a few special words to learn,
but certainly not enough to be called a language.
This degree of simplicity has yet to reach the programmer, how-
ever. In order to tell Lisa how to do all the complicated actions that
make up something like LisaDraw or LisaProject, the programmer
still has to be able to use special languages.
The Language Is the Program
A Pascal-derived language called Clascal, together with Toolkit, a
package of routines written in Clascal, is the basis for the develop-
ment of applications programs for the Lisa 2. Clascal is more than
just a new language; it embodies a new concept of computer pro-
gramming that experts are getting very excited about—the object-
oriented language.
Until now, all computer languages have been oriented toward pro-
cedures. The syntax consisted entirely of commands that told the
computer what to do, Pascal, a popular language in the Apple II world,
is notable because it imposes an organized structure on program
procedures. Once a procedure has been defined, applying it to many
different instances is relatively easy; the programmer merely has to
say do this procedure and pass along the necessary details—the data
that specifies how the procedure is to be performed. Such things,
before Pascal, were often haphazard.
Toolkit
STMAC 15
Besides organized procedures, another important aspect of human
language was never clearly expressed in computer language. That is,
that actions involve objects. Clascal allows the definition and manip-
ulation of objects.
Objects were only implied, however, in earlier computer lan-
guages. They were created or acted upon by the procedures, but never
overtly defined, leaving their meaning nebulous. Clascal breaks with
this established way of doing things. It was developed especially for
the Lisa and does for objects what Pascal does for procedures. Clascal
recognizes, and forces the programmer to note consciously, the prop-
erties of objects. Objects in Clascal, like objects in the world at large,
are defined by classes and exceptions. One object in Clascal acts as
an ancestor to all the others. For instance, if “dog” were the ancestral
object in Clascal (which it isn't), then all other objects would be more
specific examples of the class “dog.” A “poodle,” for instance, would
be defined as a dog of a certain size and shape with curly hair, a
short tail, and so on. “Toy poodle” would be a case of the class
“poodle” except of a smaller size. With these types of clear interre-
lationships and definitions, Clascal provides a method for programs
to manipulate objects explicitly. More than that, like Pascal, it pro-
vides a structured method.
In down-to-earth terms, this means that Clascal is the first lan-
guage that provides independent software developers full access to
Lisa Technology. It's a shame that Clascal took so long to emerge,
because it is the package that promises ultimately to make Lisa as
useful and diverse a system as it has the potential to be. The appear-
ance of Clascal may overcome the bottleneck that, so far, has pre-
vented independent developers from creating that software for the
Lisa.
Objects for a New Generation
Bruce Blumberg, formerly of the Lisa division and now a member
of Apple’s Macintosh marketing team, says that object-oriented pro-
gramming may initially be a difficult concept for programmers to
adapt to. “People who have never programmed before may grasp this
approach faster than programmers already trained in the procedure-
oriented methods.”
To make it easier for programmers to reach this mind set, Apple
is providing the Toolkit for developers to start with. The Toolkit is a
generic application program combined with a set of building blocks
for specific types of applications.
So just what is a generic application program? It is certainly not a
plain-label database available at the supermarket for a discounted
price. Rather, it is the Clascal programming necessary to implement
those things that Lisa applications have in common. Lisa applications
have standardized ways of dealing with menus and windows and
standardized ways of reacting to things the user does with the mouse.
They share the same desktop filing system and trade information on
the same Clipboard. The generic application contains all the code
necessary to do those things. On this base, any Lisa application pro-
gram can be built.
Some applications wont require all of those things to behave exactly
the same. It just isn’t practical for a database to act exactly like a word
processor, nor is it meaningful to select a paragraph within a graphing
program. Because of this, programming in Clascal with the Toolkit is
a lot like sculpting. The artist starts with a block of granite and a
chisel and sets out to chip away everything that is not Art.
In addition to the generic application, there are sections of code
called building blocks. These are still generic in a sense, but they are
more specific to certain kinds of applications. For instance, there
might be one entire set of building blocks dedicated to databases
and another set dedicated to word processors. While we don’t want
all word processors to act exactly alike, it makes a certain amount of
sense to have similar functions behave similarly. Programmers can
pick and choose from among the building blocks to build custom
programs with minimal effort. Those things that need to be different
can still be different. In addition to building blocks and the generic
applications, programmers still have the entire Clascal language with
which to customize their work.
develop software for Lisa or any other system.
One capability Toolkit adds to Lisa’s windowing system that didn’t
exist in the earlier applications is split windows. Programs developed
with Toolkit will be able to display numerous parts of the same file
within a window split horizontally, vertically, or both ways many times.
Each of the window “panes” created by splitting a window will have
scrolling panels that are independent of the other panes.
The fact that Clascal and the Toolkit will be available only to devel-
opers does not mean that they will be completely unavailable to
someone who wants to break into the industry. It does seem to mean
that Apple wants to keep an eye on what is being developed, at least
at first. Burt Cummings, a veteran of the Lisa division and now the
program manager of Apple university sales, says that people who
want to become Lisa developers should contact Apple. They aren't
necessarily looking for a proven track record in software publishing.
They are looking for people or companies with good, well-conceived
ideas and some evidence that they have the wherewithal to pull them
off. A licensing fee is required, but not until a product is ready for
distribution.
While Apple's development support group is making Toolkit avail-
able to independent developers, they aren't pushing it. They aren't
encouraging developers to write software exclusively for Lisa. In fact,
they aren't even giving technical support to those who insist on using
Toolkit and Clascal. Lisa product marketing manager Randy Battat
wants to present a unified thirty-two-bit product line. To this end,
Apple is favoring Macintosh product development over Lisa product
development and, on the Lisa, favoring MacWorks over the Lisa’s
Office System.
The future of Clascal and the Toolkit is admittedly hazy. Battat says
that both are remarkable achievements in software engineering. The
last word, for now, is that Apple is investigating the possibility of
implementing them on the Macintosh. Until then, developers wanting
to work only with Lisa can use the tools Apple has provided—but
they're doing so on their own. P=)
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I was working the Penguin Software booth
at the winter Applefest when Guy Kawasaki,
sporting an Apple badge with the title “Soft-
ware Evangelist,” approached us to join Apple's
Macintosh prerelease software development
team. Mark Pelezarski, president of Penguin,
asked if] would like to do Transylvania as our
first Mac product. Transylvania is a graphic
adventure game originally written by Antonio
Antiochia for the Apple II.
At that time the sum total of my knowledge
of the Macintosh was limited to the prevailing
rumors—that it used a 68000 processor, 128K
of memory, a 3 1/2-inch Sony disk drive, and
a mouse. Since I had just spent the last year
programming the 6502 processor, | figured that
it would provide a nice change of scenery, so
| said, “Yes!”
Tagreed to meet Guy in Cupertino the fol-
lowing weekend for my first introduction to
the Mac. In the meantime, I studied everything
I could lay my hands on about 68000 assem-
bly language programming. Having spent a
long time working with the three eight-bit reg-
isters of the 6502, I found the sixteen thirty-
two bit registers of the 68000 to be pure nirvana.
Boy Meets Mac
When Guy showed me the Mac in Cuper-
tino the following week I was initially disap-
pointed by its diminutive size. | drove four
Robert Hardy is a free-lance programmer who wrote
the Macintosh version of Transylvania for Penguin
Software.
hours to see a toaster with a built-in TV screen?
But as Guy started pulling down menus,
pointing, dragging, clicking, and double-
clicking, the Mac began to grow until it com-
pletely filled my mind with its enormous pos-
sibilities and potentials. By the time | saw
MacPaint | knew | was MacHooked!
Guy told me he could send everything |
needed to create Mac products in four to six
weeks. I knew that I'd be climbing the walls,
waiting each day for the UPS truck.
€eangplbanig”
by Antonio Antiochia
Macintosh persion
Dp
3} authors Gandy
@) 1999 Penguin software”
he graphice people
Programmer Resorts to Manual Labor
Finally the Mac arrived. It was accom-
panied by a box that contained the develop-
ment software and the documentation. The
documentation was in the form of three stacks
of manuals that contained everything I needed
to know and was not afraid to ask. The man-
uals, collectively called Inside Macintosh, held
information concerning everything from set-
ting up the Lisa to creating programs on the
Lisa and transferring them to the Mac.
ly Robert Hardy
Unfortunately, these manuals were simply
prerelease photocopies, so my first afternoon
was spent punching holes and organizing
sheets of paper into more than twenty color-
coded binders. (Now, when | need to refer to
the QuickDraw manual, I just reach for the
yellow one and so on. It’s a real timesaver.)
Most of the documentation contains descrip-
tions of the Toolbox, the aptly named set of
routines that reside permanently in the 64K of
ROM in the Mac. Inside Macintosh is abso-
lutely essential to the development of any pro-
gram for the Mac.
QuickDraw MacDraw Meets the Werewolf
The making of Macintosh Transylvania
started with the conversion of the original ver-
sion’s pictures. The pictures were created on
the Apple Il with Penguin's Graphics Magi-
cian, a utility that allows you to create draw-
ings on the screen and save them to disk ina
special compact format.
Graphics Magician does not save the bit
map of the picture but rather the individual
steps that were used to create it. The heart of
the picture editor is called Picdraw, not to be
confused with QuickDraw (the graphic rou-
tines in the Macintosh Toolbox). Picdraw was
designed by Mark Pelczarski to operate very
compactly and efficiently on the much-less-
powerful 6502-based Apple II; it predates both
the Mac and the Lisa. Picdraw basically does
three things: It draws lines, plots brushes, and
fills areas with patterns. It must do these things.
very quickly, as some of the pictures in Tran-
sylvania contain more than five hundred steps.
To write Mac Transylvania, | had to convert
these routines from 6502 to 68000 assembly
language and modify them to run on the Mac.
QuickDraw contains some very fast fill rou-
tines, so you may wonder why I didn't take
advantage of them. The answer is, although
there are incredibly fast routines to fill rectan-
gles, circles, and even arbitrary areas called
regions in QuickDraw, all of them work only
on predefined areas. That is, QuickDraw must
know ahead of time exactly where the bound-
aries of the area to be filled are. Picdraw needs
to be able to fill an area whose outline isn’t
known until fill time, and it has to be as fast
as possible. Using QuickDraw fills was out; I
had to resort to good old assembly language.
Once the picture editor was usable it was
time to transfer the original Apple II files over
to the Lisa. This was a simple matter of mak-
ing a few changes to the picture listing utility
provided by the Graphics Magician. This util-
ity allows you to print out the commands ina
picture file so that you can see exactly what
steps are taken to create any given picture. |
modified it to convert each individual step into
68000 assembler—ready format and transfer
the results to the Lisa.
Transferring files for the eighty-plus pic-
tures in Transylvania took a day and a half of
pure tedium. It would have taken a lot less
time if the Lisa software had been able to talk
to my Apple II faster than 1200 baud. Even at
that speed I had to retransmit an occasional
file because of missing characters. Alas, one
of the dangers of being among the first to work
with a new computer is getting cut by the sharp
edge of its technology. The new Lisa 2 Work-
shop environment has eliminated this problem.
After the files were transferred to the Lisa
they were assembled individually and col-
lected into one large resource file. A Macin-
tosh resource file can contain many different
types of data including pictures, text, object
code, or whatever you decide to put in them.
Resources can be retrieved from such a file
very easily by making calls to a set of Toolbox
routines called the Resource Manager.
In the Apple II version of Transylvania there
are over eighty files containing one picture
definition each. On the Mac there is one file
containing over eighty picture resources. When
I need to draw a picture, all I have to do is
make one call to the Resource Manager to get
it. [make one more call to Picdraw and there
it is on the screen. Who says there’s no Santa
Claus?
Any Color You Want as Long as It’s...
This file and the Mac Graphics Magician
picture editor were sent back to Penguin in
Illinois where Holly Thomason, coauthor of
the Coveted Mirror, edited the pictures into
their final form. This was necessary because
the original pictures were done in color. The
numbers used to represent colors internally
needed to be changed to the numbers used
to represent the black-and-white patterns of
TG
OMOTUT
You hear moaning noises in
creature.
Go South
A grim chuckle erupts
i.
4\Uou are on a lake shore. A path goes
You. hear a wolf howl in the
distance.
There is a wrinkled note.
werewolf.
Go East
the Macintosh. It took a graphic artist like Holly
to select the most visually pleasing patterns
for each of Transylvania’s locations. | was really
pleased when I saw the pictures.
While Holly was busy editing the pictures,
I began the task of converting the main logic
of Transylvania from Applesoft Basic to 68000
assembly language. It took me four ten-hour
days to type it in. | would read a line of Basic,
convert it in my head to a routine in 68000
assembly language, and then type the result
into the Lisa using the mouse editor. This may
sound impressive, but the truth of the matter
is that the majority of the main logic was so
similar that once | struggled past the first few
pages my eyes and fingers went into autopilot
and my mind wentto sleep. Actually, I'm lying—
it was very hard work for me; so go ahead and
be impressed.
Will the People Please Rise
At this time, the afternoon mail brought a
gift in the form of a summons. No, | wasn't
wanted for conspiracy to commit computer
crime or even for jaywalking. I was wanted for
jury duty. Just what every free-lance program-
mer needs—something to take him away from
his contracted work to sit around for who
knows how long with eleven strangers to decide
what to do to another stranger. On the drive
to town I tried to think of an excuse that would
get me off the hook. Maybe I would say, “Your
Honor, | am the duly appointed Terran ambas-
sador to the Bogan Empire and if] am not at
the spaceport in five Earth-ticks, heads will
roll!” Maybe I wouldn't.
As those of you who have been called to
serve as a potential juror know, there is a tre-
mendous amount of waiting involved. I used
this time to edit the program I had just typed
in. I looked for (and found) lots of typos, syn-
tax errors, and just plain dumb mistakes. A
nice, quiet, well-lit place is wonderful for this
type of work, and I got this phase of the project
done ina much shorter time than if] had done
it at home. At the end of each day I was told
to go home and call back to see if | would be
needed the next day. This went on for a week
and I never did get on a jury, but | didn’t mind.
I was well paid for my efforts—seven dollars
a day.
The Parser Gets Munged
When you play Transylvania, you commu-
nicate with the computer by typing in simple
two-word commands. The routine that deci-
phers these two words is called the parser.
The word parse means to analyze grammati-
cally, and that is exactly what the parser does.
It looks up the commands in a table contain-
ing close to three hundred words. When it
finds a match, it returns the numerical posi-
tion of the word in the table. This number is
then used by the main logic to determine the
appropriate response or action. This is actually
a very rudimentary form of artificial intelli-
gence, which is why adventure games can be
entertaining for an extremely long time.
I used one of my favorite routines in the
Toolbox to form the main body of the parser.
It is a single call by the name of Munger, which
can do a plethora of wonderful things with
data. If you tell Munger where your word table
is in memory and give it a word, it will tell
you where it exists in the table or it will tell
you it couldn't find it. Of course, that’s only a
small part of what Munger can do, but, need-
less to say, it made short work of writing the
parser.
And Don’t Forget the Windows
After the parser was written and tested, I
decided to tackle the text output. One of the
three windows displayed during the game is
devoted to both the input of the player's com-
mands and the output of the game's responses.
I wanted to be able to type in the commands
at the bottom of the window and have the
whole window scroll up as the program printed
its responses. There is a set of routines called
TextEdit that allowed me to accomplish this
easily.
‘TextEdit makes it possible to do absolutely
amazing things with text. TextEdit calls
18
HSU Nie Bs 179.8 4
QuickDraw to draw the text on the screen. The
text output routine automatically adjusts to the
extra screen height and width that becomes
available when you run Transylvania on the
Lisa 2. I decided that, if I were to use two
different type styles to differentiate the user
input from the computer output, there would
be no confusion as to who said what to whom.
It was a snap to change the type styles on the
fly by manipulating the fields of records used
by TextEdit.
A Region Where No Mouse Has Gone
Before
One of the most Macish features of my ver-
sion of Transylvania is the use of the mouse
to select the direction of travel by simply
clicking on the desired point of an on-screen
compass. For me, the compass routine was
one of the most interesting and enjoyable sec-
tions to write. It was my first foray into one of
the things that make the Mac insanely great—
regions.
Aregion is a QuickDraw data structure that
is a collection of connected lines and framed
shapes. In addition, a region can contain other
regions. What you end up with is quite simply
a mathematical representation of the outside
boundary of an arbitrary area. You can fill
regions, shrink or expand them, clear them,
draw their outline, calculate their intersection
with other regions, detect whether a given point
(such as the mouse pointer) is in them, and
do many, many other fabulous things.
All | had to do to create the frame of the
compass was to open a region and call other
QuickDraw routines such as LineTo and
FrameOval. While a region is open, no actual
drawing takes place on the screen. Instead,
the end points of all the lines are stored into
the region data structure. Then, whenever the
compass needs to be drawn to the screen, it’s
a simple matter of making a single call to
FrameRegion and four consecutive calls to
DrawChar to letter the four direction points.
The compass
routine was my
first foray into
one of the things
that make the
Mac insanely
great—regions.
During game play, the routine PtInRgn is
called to determine when the mouse has been
clicked in a compass point, and the routine
InvertRgn is used to show which point you
have selected. There is a set of Toolbox rou-
tines called the Control Manager that can be
used to design and manipulate compasses,
switches, volume controls, or anything else
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your heart desires. You can even store them
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ferent programs.
Zen and the Art of Computer Programming
The Macintosh is really a different kind of
computer to program for. It requires a different
type of programming philosophy. It was nec-
essary for me to unscrew my head, empty out
a few antiquated thoughts, and screw it back
on before I felt at home with my mouse-sport-
ing friend. In most other microcomputers, the
program must spend most of its time locked
in a loop where it knows exactly what kind of
thing is going to happen next. Let's call this
thing it waits for an event. The programmers
who write the code for these other micros only
need to deal with one kind of event—the key-
press. All they need to have the computer do
is collect enough of these events, see what it
all means, and call the appropriate subrou-
tine to do the desired task.
On the Mac, there are many types of events
that can occur at any time. Mouse-down events
occur when you click the mouse button. Acti-
vate events are generated when windows are
opened or change in their front-to-back order-
ing. Update events request you to redraw the
contents of a window. There is even the lowly
keydown event with its reminder that, even
with mice available, people still have fingers
to poke things with.
All of these events are recorded into an
event queue. It isn’t strictly a matter of first
come, first served when it’s time to see what's
next in line. Some events have a higher prior-
ity than others and can be found taking cuts
in front of the other events in the queue.
A Macintosh program consists of a main
loop that must be able to handle the events
given to it by the Event Manager, make a call
to the appropriate subroutine, and loop around
and do it again. This ability to take things as
they come is what allows you to open several
windows on the Mac and do completely dif-
ferent operations in each of them.
One of my biggest difficulties was becom-
ing familiar with this type of thinking. I'll bet
dollars to doughnuts that going back to pro-
gramming non-Lisa machines—perish the
thought—would be even harder still!
The main loop of Transylvania is the only
portion that is written in Pascal. Pascal is ideally
suited for this kind of programming because
of its tendency to force you to write no-non-
sense code. As I had never written in Pascal,
there’ was an incredible ammount of trial and
error required to get the darn thing to work
right. If it weren't for Cary Clark and the others
in the Macintosh Technical Support Group,
Transylvania would most likely not be avail-
able yet. On the other hand, my phone bill
wouldn't have to be delivered by truck. Thanks,
guys.
Light the Fuse and Stand Back
Once all the subroutines had been written
and the main loop was more or less in shape,
it was time to put the pieces together and see
19
TOOLBOX
Inside the Macintosh sits 64K of read-only
memory (ROM) known as the User Interface
Toolbox. This Toolbox contains a library of
tore than four hundred subroutines that are
easily available to the programmer. These
painstakingly well-thought-out routines take
an incredible burden off of Macintosh pro-
grammers by allowing them to concentrate
on the application itself, rather than the
interface to the user.
The following descriptions of the more
important Toolbox units are by no means a
complete account of what is contained within
the Toolbox. They should, however, give you
a taste of the great things already built into
each Mac that are just waiting to be set free.
For more detailed descriptions of these rou-
tines, refer to the User Interface Toolbox
manual.
Control Manager. The Control Manager
is used to create, display, and manipulate
the unique, interactive controls that make
the Mac so simple to use. The standard con-
trols can take the form of scroll bars, check
boxes, and buttons. Nonstandard controls
such as compasses can be custom-designed
by the application programmer. The Control
Manager contains approximately twenty-six
subroutines.
Desk Manager. The Desk Manager han-
dies the desk accessories such as the clock.
From a programming point of view, the Desk
Manager is almost transparent. It contains
approximately seven subroutines.
Dialog Manager. The Dialog Manager is
responsible for the creation and handling of
dialog and alert boxes. Dialog and alert boxes
are used to facilitate the interaction between.
the user and the application. It contains
approximately twenty-three subroutines.
Event Manager. The Event Manager is
responsible for keeping in touch with the
outside world. It keeps track of such things
as the mouse actions, keypresses, and the
insertion of disks. Internally, it generates
events used in the management of windows
and also allows you to read the system clock.
It contains approximately eleven subroutines.
Font Manager. The Font Manager is used
to select the fonts used by QuickDraw. It can
also return detailed information about a
desired font to the application. It contains
approximately five subroutines.
Menu Manager. The Menu Manager is
responsible for the creation and manipula-
tion of the menu bar. It can also handle cus-
tom-defined menus such as pull-down menus
containing patterns. It has approximately
thirty-three subroutines.
QuickDraw. QuickDraw is a set of
extremely fast screen-drawing routines that
are utilized by almost every component of
the Toolbox. Generally recognized as the
heart of the Lisa and the Macintosh, these
routines are responsible for absolutely
everything you see on the screen. There are
very few graphic operations that can’t be
accomplished using QuickDraw. QuickDraw
contains approximately one hundred thirty-
five subroutines.
Resource Manager. Resources are the
many different types of data structures that
make up an application. They include such
things as text strings, pictures, menu defi-
nitions, and even the application's program
code. The Resource Manager is called, as
needed, by the application to gain access to
the data structures stored in resource files.
It contains approximately thirty-four sub-
routines.
Scrap Manager. The Scrap Manager
performs all of the functions of the Clip-
board. It handles information exchange
within an application, between applica-
tions, and between applications and desk
accessories: any action that involves cutting
and pasting. It contains approximately six
subroutines.
Segment Loader. The Segment Loader
handles the loading and unloading of pro-
gram segments of up to 32K. Each segment,
except for the main one, needs to be in
memory only if it is in use. An unused seg-
ment can be unloaded at any time. The space
formerly occupied by the segment then
becomes available to the application. The
Segment Loader contains approximately six
subroutines.
TextEdit. TextEdit is the unit responsible
for the formatting and editing of text in an
application. Toolbox units such as the Dialog
Manager and the Menu Manager use TextEdit
for the insertion, deletion, and presentation
of text. It contains approximately twenty-one
subroutines.
Toolbox Utilities. The Toolbox Utilities
are useful routines that allow you to do such
things as fixed-point arithmetic, byte and bit
manipulation, and string manipulation, They
also allow you to load and plot icons, load
pictures and patterns, and hide the cursor if
it's inside a given rectangle on the screen.
This section contains approximately twenty-
four subroutines.
Window Manager. The Window Man-
ager is used to create, display, and manip-
ulate windows. All operations such as drag-
ging, sizing, opening, closing, scrolling, and
disposing of windows are performed by these
routines. The Window Manager is also
responsible for the front-to-back ordering of
application and system windows. This man-
ager calls on QuickDraw to display the win-
dows and their contents. The Window Man-
ager contains approximately forty-three sub-
routines. a
20
SUNG Vy 2
Actually, we don’t
call them bugs
anymore. The
more polite term
is “undocumented
features.”
if Transylvania would fly. When you've been
working several months on disjointed sec-
tions of a program, you can lose sight of the
overall picture of what you're trying to accom-
plish. It was real exciting to plug it all in and
actually play Transylvania on the Mac.
As usual, there were a lot of bugs and irreg-
ularities that didn’t manifest themselves until
the last minute. Actually, we don't call them
bugs anymore. The more polite termis “undoc-
umented features.” With the new terminol-
ogy, programmers don't have to take the blame
when the program crashes right before you
are about to get the highest score ever. Or
when it crashes just as you finished entering
the last value in a 1,024 by 1,024 spreadsheet.
Anyway, it took a large hammer and a lot
of frustrating hours to finally squash the undoc-
umented features that had wormed their way
into my code. After I was sure I had found all
the bugs, I sent a copy to Penguin, where Dave
Albert found a few more with a high-level test-
ing technique he has developed called “Kitty
on the keyboard”
Well, Maybe a Little like 1984
I tried as hard as | could to follow the
guidelines set forth by what is referred to as
Wooden cross
SO TTOTT
Wrinkled note [
Go North
There is a wooden cross.
There is a gravestone.
get cross
OK.
There is a gravestone.
look gravestone
lt says ‘Here lies Bob’
west.
You are in a [og cabin. An exit goes
it has today's date.
Go South
Go South
There is a menacing
BS
«i
SSA
werewolf.
go cabin
You hear moaning noises in
the distance.
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the Macintosh User Interface. These guide-
lines are Apple’s justified attempts to make
Mac products compatible with each other. The
guidelines are one of the reasons that Mac-
Paint drawings can be transferred to MacWrite
documents. They also guide the programmer
in the proper way to handle interaction between
the user and the computer. If a programmer
follows these guidelines, the end result will
still be a product that is uniquely character-
istic of that programmer. It will also be a snap
to operate because the user won't be forced
to learn a new set of skills for each new
program.
There is only one place in the game where
I failed to abide by these guidelines. Where
the program asks you to sign in and enter your
next of kin, | am guilty of using what is called
a hard mode. A hard mode is where you are
forced to do one thing. In my case, | require
the players to enter the names in text. While
the program is in this hard mode, the user
can't pull down menus, edit the input field, or
do anything but enter characters with the key-
board. Someone had suggested that | use a
dialog box instead. I felt that this would have
disrupted the overall flow of the program, so
I left it the way it was—so there!
Does That Banner Yet Wave
At last it was time to put in all of the fin-
ishing touches. Usually the last thing I do in
a game is design the banner page. | always
save it until last because I hate doing it. You
know you have no artistic talent when you
can't even draw a straight line using MacPaint.
Brian Carter down at my local computer store
used MacPaint to draw the wonderful pen-
guins depicted on the banner page of Tran-
sylvania. Once he finished the drawings 1
transferred them via the Scrapbook and pasted
them into the resource file of my program.
I'm telling you, these resources are ingen-
ious. When I need to display the title page, all
I have to do is make a call to the Resource
Manager to get it and then make a call toa
QuickDraw routine called DrawPicture, which
actually draws it to the screen. That sounds
real rough, huh?
Lead On, MacDuff
I'm currently working on my next Mac proj-
ect: a strategy board game by John Besnard
called Pensate. It's a thinking game that is
superficially similar to chess, but with a per-
sonality all its own. I'm looking forward to
incorporating things into it that I've learned
while doing Transylvania and, more impor-
tant, incorporating things that I have yet to
learn,
I've always felt that the mind dies when the
learning stops. The real joy of working with
computers is that the learning never ends.
Transylvania only scratches the surface of what
can be done with a Macintosh. Working with
it night and day has taught me that it’s really
light years ahead of other computers. It will
be quite some time before the full potential
of the Mac will be realized. Ba
Only
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Reni ts
24
ane
98
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miler palette of
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spout the marketing
st eis RaNGY
anager for Li and Lise
in cl of setting Lisa's
‘onitoring: pr juction \ev-
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26
Je USNy lye Ou S ana
A
Nor mco
Inc.
Vice President
Pass
Manager
Sloth
Salesman
The
Salesman
Buck Jr.
Manager
Sleep
President
Buck
Vice President
Ignore
Manager
Shirk
Salesman
Here
Salesman
Stops
The original directive to those creating the Draw software was to make a simple Org Chart
Generator.
Deviation from the Norm
Battat begins the tale of Apple’s unique
method of product development by explain-
ing the “normal,” as opposed to Apple’s, way
of doing things. In the “normal” mode of doing
things, innovative marketing people go out and
survey the market. They ask people what they
need, what they want, and what they would
be able to use. Based on these surveys, they
come back and tell the engineers what to build.
Then, in that most perfect of theoretical worlds,
the software engineers write programs to fit
the niche the market has defined.
But we dont need Battat to tell us that Apple
@ Fite Edit Type Font Layout
has a different style. Until the introduction of
the IIc, Apple never designed a machine spe-
cifically targeted by a demand in the market-
place. Apple started out by building a com-
puter that nobody needed or wanted. A
personal computer? What on earth for? At least
that's what most of us thought. When the Apple
Il turned out to be only slightly bigger than a
typewriter and hundreds of times more useful,
a need—for a personal computer—was cre-
ated by its fill, the Apple II.
Similar stories could be told about the
public’s lack of desire for the Ill, the Ile, and
most assuredly the thirty-two-bit projects. Who
COE Fin tines Pen
Bring to Front
(ann ri til
Send to Back
Ke AON Hs
Rotated Left
Rotate Lett
Rotate Right
Flip Horizontal
Flip Vertical
Group
Ungroup
Lock
Unlock
Align to Grid
MacDraw is capable of rotating objects in ninety-degree increments only. Cutter would
eventually like to see arbitrary rotation of shapes.
needs mice? Some critics, most notably Peter
MeWilliams, the author of several microcom-
puter books, have done a good job of pointing
out Apple's inability to perceive the needs of
the marketplace and to design a machine to
meet those specific needs. But so what? Apple
continues to build machines that no market
surveys recommend, that nobody wants and
nobody needs, but that everybody buys. So
there's got to be something to this maverick
company’s unorthodox marketing strategy.
It seems that Apple used to have fairly
complex, but conventional, ways of starting a
project—strategies like New Product Propos-
als, Preliminary Marketing Requirements
Documents (PMRD), Marketing Requirements
Documents (MRD), and External Reference
Specifications. Sounds boring, doesn't it? Bat-
tat says boring is an understatement. Anyway,
a number of these documents had to be writ-
ten, filed, and evaluated before a project could
even get off the ground. Consequently, says
Battat, “Many proposals never got off the
drawing board.” It’s difficult to imagine any-
one ever reading these documents, let alone
getting excited over them.
This paper-shuffling on the MacDraw proj-
ect was permanently done away with by Apple
software engineer Mark Cutter, the author of
LisaDraw and MacDraw. Cutter says thatwhen
he first started work on the project, paper-
pushers hounded him day and night for things
like PMRDs and External Reference Specifi-
cations. He says it’s pretty difficult to write
specifications before you even know exactly
what you're trying to build. The papers could
have been written, but Cutter knew it was either
write the papers or write the code; he told
Apple he didn’t have time to do both.
At first, this didn’t sit too well with man-
agement, but when people began passing
mock-ups (simple working demonstrations of
ideas for software) of LisaDraw around Apple,
the paper-pushers stopped pushing. They
thought Cutter’s work was fantastic. Accord-
ing to Randy Battat, a good mock-up is a sure
way to get the attention of the people with the
resources at Apple. Indeed, he says, the filing
cabinets are full of new product proposals that
will never see the light of day simply because
the engineers never mocked them up. So if
you have an idea for a program, better mock
it up before trying to get funding.
Cutter wasn't originally hired to work on
the thirty-two-bit projects. He was supposed
to be writing a graphics editor for the Apple
Ill. But one day he wandered out to the Lisa
building and started chatting with Bill Atkin-
son, who did all of the low-level graphics rou-
tines for the Lisa and the Mac and played a
major role in the overall design of the Lisa,
contributing to the design of the user interface
and to some extent the design of the hardware
as well.
Cutter and Atkinson spent three or four
hours talking before Atkinson realized he wasn't
talking to the new graphics person for the Lisa.
Apple had been negotiating with someone to
write the graphics editor for the Lisa, and
STMAC
Atkinson thought Cutter was that person. But
the person Apple was negotiating with never
came aboard; so, just like the stand-in who
gets to go on for the indisposed lead on open-
ing night, Cutter soon got his wish to join the
Lisa project
(To be sure, this is only an isolated exam-
ple, but perhaps you’re wondering how such
a successful organization as Apple can afford
to go about getting its software engineers in
such unorthodox ways. Randy Battat puts it
this way: “Old theory,” he says, “has a lot to
do with structure. Structure is good,”"he pauses,
searching for something good to say about
structure, “...because you can measure it”
Structure gives the paper-pushers something
to measure, as in: “Oh, the External Reference
Specifications call for an ‘A here and your pro-
gram gives a ‘B’; ‘B’ certainly works better, but
you failed ‘cause your spec says an ‘A’”)
A Method to This Madness
Battat has worked at Apple for a number
of years, and he has found that the project
engineers who succeed all do certain things
the same way. They stick to a methodology
that has evolved over the years. And those
who fail are those who ignore these methods.
According to Battat, the first thing that an
Apple engineer with an idea for a product
should do is “demonstrate an early complete
prototype that doesn't aim to do much but that
does it well.” He says an idea that can be viewed
on the screen is much more exciting and likely
to get funded than an idea, no matter how
good, on paper. Cutter, coincidentally,
expressed a similar belief when describing why
he decided to do a mock-up rather than a lot
of paperwork: “Ideas are fine, but experience
is much better.”
Believe it or not, the first directive to those
creating the Draw software was to make a sim-
ple Org Chart Generator. You know, an orga-
nizational chart—vice presidents are always
drawing them up for other vice presidents so
everyone will know where everyone stands in
a given week. Although LisaDraw started out
that way, it has evolved tremendously. Let's
look at how it all started.
Mocking Up MacDraw
A very elaborate working prototype of a
graphics editor had been built by Rod Perkins
before Cutter came aboard. Cutter and Perkins
spent a month or two meeting and discussing
what the graphics editor should ultimately do,
but they weren't able to come up with any
satisfactory designs; nevertheless, they drafted
a design from that first prototype. When Bill
Atkinson saw it, he was decidedly unim-
pressed. So he went out himself and in a few
days mocked up a completely different
prototype.
Atkinson's prototype contained the basic
ideas out of which LisaDraw and eventually
MacDraw would evolve. It drew an object from
a prototype palette and had handles one could
use to stretch it. It was a very simple working
version with only a few shapes and options.
HE
Once Atkinson had mocked it up, he went
back to finish QuickDraw, the graphics prim-
itives in the ROM, and Rod Perkins went on
to write LisaCalc.
Well, the next few iterations of LisaDraw
followed precisely Battat’s first unwritten rule:
“Get an early working mock-up.” Cutter pro-
ceeded to get up several early working ver-
sions of LisaDraw. In fact, he got the next and
successive versions up so fast that the usually
overly optimistic marketing people had to keep
revising the release date of the product for-
ward in time. Originally scheduled for release
six months after Lisa, LisaDraw was released
at the same time as Lisa, despite the fact that
it was started a year later than some of the
other Lisa software.
The Power of Suggestion
Battat insists that his second observation
about how software is most efficiently devel-
oped at Apple is just as important as the first.
each other. That lock-down feature, as well as
the movable zero-point, were suggestions from.
Apple’s own Wayne Rosing. Rosing managed
the hardware development of the Lisa and also
was technical manager of all of the engineers
for the Lisa project. In Cutter’s view, “Wayne
is one of the greatest managers and execu-
tives because he would go home and use the
software.”
Rosing was adding a shop to his home and
took an early version of LisaDraw to use in
laying out the shop. It was while using the
program to design the workshop that Rosing
wished some of the objects could be locked
down. This was also when he felt the need for
a movable zero, or reference, point. A mova-
ble zero point allows the user to show one
ruler for one area or object in a drawing and
then turn on a new ruler with a new reference
point at another location. It works like a tape
measure. When you want to measure a wall,
and then measure the length of a desk against
Scale of Ruler:
Ruler: @0n
@ Inch
O Standard
Zero Point: QOLocked
Major Division Spacing:
O12 @1
Number of Minor Divisions:
Ol Oz Os
os OW O12
Numbering Increments:
@1 02 O35
O8 O10 Or
oor
O Centimeter
@Custom
© Unlocked
Olt/2) 2O2
Are, OSE OG
@16 O20 O32
o4 Os O68
Ow O20 O32
A movable zero, or reference, point allows the user to show one ruler for one area or object
in a drawing and then turn on a new ruler with a new reference point at another location.
There must be “a willingness, on the part of
the software people, to let people play with
the early versions of a product and a willing-
ness [on the part of the authors] to listen to
what they have to say.” In other words, an engi-
neer has to make duplicates of his product,
pass them around Apple, and then maintain
a constant openness to revision. He believes
that this is the stage where creativity is
embedded within the project, as a direct result
of the harmonious and sharing environment
at Apple. Without mentioning any names, Bat-
tat goes on to tell about products that had
failed, he felt, because their authors had an
attitude of, “Oh, I don't want to show it to you;
it's buggy” Many good suggestions have been
the result of releasing a product in-house.
The ability to lock down an object in
LisaDraw and MacDraw was requested by a
frustrated early user who accidentally kept
selecting the wrong object when trying to
manipulate very small graphics right next to
that wall, you don't stretch the tape measure
out, leave it, and then try to determine the
length of the desk by subtracting it from the
length of the wall. You simply bring the tape
measure to the edge of the desk. Well, like a
tape measure, MacDraw’s rulers can move too.
One suggestion for MacDraw came from a
rather unusual source. It might have come from.
one of you; Cutter doesn’t know the name of
the person who made this suggestion, but he’s
grateful. Cutter had volunteered to answer
questions at the West Coast Computer Faire
for Apple. A patron who had been using
LisaDraw for some time suggested, “Why not
show the size of the arc when RESHAPE ARC
is turned on with RESHAPE POLYGON?” Cutter
thought that was a great idea and went home
and implemented it immediately on Mac-
Draw. (So next time you go to a computer
show, be sure to ask whether the product you
are trying out is under development. If it is,
and you can make a worthwhile suggestion,
28
JU eNe SE 19 8 4
you might just see your idea implemented.)
Cutter says he would like to implement
“Undo,” which is on LisaDraw, but he doesn't
think he will have time to do that before
MacDraw is released. He would also like to
implement text rotation, but once again there
might not be enough time before his deadline.
These are both bells and whistles that might
or might not make it in by MacDraw’s release,
but at press time it wasn't known whether they
would.
Cutter would also like to see arbitrary rota-
tion of shapes. Right now MacDraw supports
ROTATE RIGHT or ROTATE LEFT in ninety-
degree increments only, but suppose some-
body wanted to rotate just a few degrees. That
capability would be fairly simple to imple-
ment for most shapes, but it would require
new low-level graphics to work for ovals. It
took Bill Atkinson several years to implement
his low-level graphics routines. Anyone want
to try to beat his time? Cutter would like to
see 3-D implemented by someone else. “I could
certainly do it, but | wouldn't be learning any-
thing. I've written this graphics editor twice....1
think I want to learn more than this.” He is
pretty much finished with the Draw programs;
someone else has been assigned to update
LisaDraw, and there will probably be another
engineer on MacDraw updates.
The Last Few Bugs Are Hard To Find
The next step in the Apple product devel-
opment cycle is what Randy Battat calls “get-
tin’ it out the door.” It’s the step that many
amateur programmers often ignore. If you've
ever designed a program on your own, you
may have gotten it just so bug-free and then
left it. Commercial programs certainly shouldn't
be released with any known bugs. Battat puts
it mildly when he says that getting a product
bug-free takes “a lot of blood, sweat, and tears
and guts-crankin’ late nights.”
Debugging a program can be a frustrating
and time-consuming task, and Cutter says that
the last few bugs are always the hardest ones
to find. A good example of almost not “gettin’
it out the door” was the MacPaint-MacWrite
disk. It seems that the final tweaks weren't
applied to the master disk, from which thou-
sands were to be duplicated, until just “vo
hours before the actual duplicating began.
Battat believes that software engineers
should set firm deadlines throughout the
process of software development. People work
better under a little bit of pressure. Program-
ming is a creative process and therefore is
subject to problems common to the arts:
problems like the lack of inspiration. Can you
imagine how dull MacDraw would be if Cutter
had stayed
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