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You ll use this barebones client program as a yardstick while creating the Bot class. In the previous example, you created a bot object and passed in some parameters, which enables you to use the bot s methods, along with keyboard input, to make the bot converse with the user.

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You might run into resistance from others in your organization when choosing colors to indicate the hierarchy of importance of the ideas in your presentation. If that is the case, you might need to defend your BBP foundation by holding a meeting to relate to others the importance of verbal and visual hierarchy in communicating effectively to an audience, perhaps showing BBP and non-BBP versions of the same presentation to demonstrate how BBP uses color to guide the audience s attention and orient them to the presentation s organization.

In certain situations it s useful to write an example of the higher-level, moreabstracted code that you expect ultimately to write, and then write the lower-level code to satisfy it. This isn t the same as test-first development, although the principle is similar. You write the easiest, most abstract code first, and then work your way down to the details. Next let s look at how you expect the bot to operate throughout a normal session and then begin to develop the required features one by one.

In Figure 12-2 we looked at what happens when a bot is asked to respond to some user input. In Figure 12-3, however, we look at the more overall life cycle of a bot, and the client accessing it, that we ll develop. Your entire application will be composed of four parts: 1. The Bot class, within bot.rb, containing all the bot s logic and any subclasses. 2. The WordPlay library, within wordplay.rb, containing the WordPlay class and extensions to String. 3. Basic client applications that create bots and allows users to interact with them. You ll first create a basic keyboard-entry client, but we ll look at some alternatives later in the chapter. 4. A helper program to generate the bot s data files easily. Figure 12-3 demonstrates the basic life cycle of a sample client application and its associated bot object. The client program creates a bot instance, and then keeps requesting user input passing it to the bot. Responses are printed to the screen, and the loop continues until the user decides to quit.

to make one that is very similar Perhaps one that adds only a few methods When making this new class, you don t want to have to copy all the code from the old one over to the new one. You may already have a class called Shape, which knows how to draw itself on the screen. Now you want to make a class called Rectangle, which also knows how to draw itself on the screen, but which can, in addition, calculate its own area. You wouldn t want to do all the work of making a new draw method when Shape has one that works just fine. So what do you do You let Rectangle inherit the methods from Shape. You can do this in such a way that when draw is called on a Rectangle object, the method from the Shape class is called automatically. I go into the details of this a bit later in this chapter.

Most general graphic design books provide information about how to use color, or you can refer to a book speci cally about color, such as Lesa Sawahata, Color Harmony Workbook: A Workbook and Guide to Creative Color Combinations (Rockport Publishers, 2001). As you explore color, keep in mind that the colors you choose for slide backgrounds can in uence emotion and mood; another consideration is how the colors will work on the speci c projectors you will use. If you want to get an early start on exploring color even before you work on your slides, ll in the backgrounds of the three columns of Act II of the story template with the colors you plan to use in the corresponding storyboard slide layouts.

You ll begin putting together the Bot class and then look at how the bot will find and process its data.

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