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Some linguistic improvements to report.

Taddeus Kroes 13 år sedan
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      docs/report.tex

+ 32 - 32
docs/report.tex

@@ -241,13 +241,15 @@ goal is to test the effectiveness of the design and detect its shortcomings.
     \label{sec:areas}
 
     % TODO: in introduction: gestures zijn opgebouwd uit meerdere primitieven
-    Touch input devices are unaware of the graphical input widgets rendered on
-    screen and therefore generate events that simply identify the screen
-    location at which an event takes place. In order to be able to direct a
-    gesture to a particular widget on screen, an application programmer must
-    restrict a gesture to the area of the screen covered by that widget. An
-    important question is if the architecture should offer a solution to this
-    problem, or leave it to the application developer.
+    Touch input devices are unaware of the graphical input
+    widgets\footnote{``Widget'' is a name commonly used to identify an element
+    of a graphical user interface (GUI).} rendered on screen and therefore
+    generate events that simply identify the screen location at which an event
+    takes place. In order to be able to direct a gesture to a particular widget
+    on screen, an application programmer must restrict a gesture to the area of
+    the screen covered by that widget. An important question is if the
+    architecture should offer a solution to this problem, or leave it to the
+    application developer.
 
     The latter case generates a problem when a gesture must be able to occur at
     different screen positions at the same time. Consider the example in figure
@@ -277,30 +279,28 @@ goal is to test the effectiveness of the design and detect its shortcomings.
     fingers multiple hands as well, in which case the use of a simple distance
     threshold is insufficient. These examples show that gesture detection logic
     is hard to implement without knowledge about (the position of) the
-    widget\footnote{``Widget'' is a name commonly used to identify an element
-    of a graphical user interface (GUI).} that is receiving the gesture.
-
-    Therefore, a better solution for the assignment of events to gesture
-    detection is to make the gesture detection component aware of the locations
-    of application widgets on the screen. To accomplish this, the architecture
-    must contain a representation of the screen area covered by a widget. This
-    leads to the concept of an \emph{area}, which represents an area on the
-    touch surface in which events should be grouped before being delegated to a
-    form of gesture detection.  Examples of simple area implementations are
-    rectangles and circles.  However, area's could also be made to represent
-    more complex shapes.
-
-    An area groups events and assigns them to some piece of gesture detection
-    logic. This possibly triggers a gesture, which must be handled by the
-    client application. A common way to handle framework events in an
-    application is a ``callback'' mechanism: the application developer binds a
-    function to an event, that is called by the framework when the event
-    occurs. Because of the familiarity of this concept with developers, the
-    architecture uses a callback mechanism to handle gestures in an
-    application. Since an area controls the grouping of events and thus the
-    occurrence of gestures in an area, gesture handlers for a specific gesture
-    type are bound to an area. Figure \ref{fig:areadiagram} shows the position
-    of areas in the architecture.
+    widget that is receiving the gesture.
+
+    A better solution for the assignment of events to gesture detection is to
+    make the gesture detection component aware of the locations of application
+    widgets on the screen. To accomplish this, the architecture must contain a
+    representation of the screen area covered by a widget. This leads to the
+    concept of an \emph{area}, which represents an area on the touch surface in
+    which events should be grouped before being delegated to a form of gesture
+    detection.  Examples of simple area implementations are rectangles and
+    circles.  However, area's could also be made to represent more complex
+    shapes.
+
+    An area groups events and assigns them to gesture detection logic. This
+    possibly triggers a gesture, which must be handled by the client
+    application. A common way to handle events in an application is a
+    ``callback'' mechanism: the application developer binds a function to an
+    event, that is called when the event occurs. Because of the familiarity of
+    this concept with developers, the architecture uses a callback mechanism to
+    handle gestures in an application. Since an area controls the grouping of
+    events and thus the occurrence of gestures in an area, gesture handlers for
+    a specific gesture type are bound to an area. Figure \ref{fig:areadiagram}
+    shows the position of areas in the architecture.
 
     \areadiagram
 
@@ -503,7 +503,7 @@ start the GUI main loop in the current thread
 
 \chapter{Test applications}
 
-A reference implementation of the design is written in Python. Two test
+A reference implementation of the design has been written in Python. Two test
 applications have been created to test if the design ``works'' in a practical
 application, and to detect its flaws. One application is mainly used to test
 the gesture tracker implementations. The other program uses areas in a tree,