TidBITS#485/14-Jun-99
=====================

  It's summer in the U.S., which means many kids are out of school.
  Why not use the time to teach them programming? Matt Neuburg
  reviews Stagecast Creator, a visual programming environment geared
  toward kids but entertaining enough for adults. Plus, Adam
  suggests an alternative to Apple's confusing naming schemes, and
  we note the release of QuickTime 4.0 and updates to FileMaker Pro
  and Synchronize Pro. Finally, you can now read TidBITS in Russian!

Topics:
    MailBITS/14-Jun-99
    Macintosh Model Implosion: What's in a Name?
    All the World's a Stagecast

<http://www.tidbits.com/tb-issues/TidBITS-485.html>
<ftp://ftp.tidbits.com/pub/tidbits/issues/1999/TidBITS#485_14-Jun-99.etx>

Copyright 1999 TidBITS Electronic Publishing. All rights reserved.
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This issue of TidBITS sponsored in part by:
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MailBITS/14-Jun-99
------------------

**TidBITS Available in Russian** -- Thanks to the diligent efforts
  of Leif Halvard Silli, Zoia Nikolskaia, and a few others, you can
  now read TidBITS in Russian. Several issues are available on the
  Web now, and if you want to receive future Russian issues in
  email, send a message to <tidbits-ru-on@tidbits.com>. Please help
  spread the word to other Russian-speaking Macintosh users! Leif
  and Zoia can also use additional translation help, so if you'd
  like to volunteer, check out the Web site for details and contact
  information. [ACE]

<http://www.tidbits.com/tb-issues/lang/ru/>


**Apple Ships QuickTime 4.0** -- Apple Computer has released the
  final version of QuickTime 4.0, the company's all-encompassing
  cross-platform media playback and authoring software. QuickTime
  4.0 is powerful technology, supporting an enormous variety of data
  formats used for video, audio, images, and other data (including
  MPEG, Windows AVI, Photoshop images, PNG, and FlashPix) along with
  a slew of compression and transport technologies. QuickTime 4.0's
  most prominent new features involve streaming media such as live
  broadcasts or pre-recorded audio and video. Apple is seeking to
  extend QuickTime's dominance in digital media production to real-
  time Internet-based content, competing against RealNetworks' well
  established RealPlayer and Microsoft's Media Player. QuickTime
  4.0's most visible new features, however, revolve around radically
  redesigned playback and application interfaces designed to look
  like consumer electronic devices. Apple's QuickTime 4.0
  announcement claims the new controls are "stunning" and
  "intuitive"; nonetheless, the revised look and feel has drawn
  consistent criticism - see Isys Information Architect's evaluation
  of the QuickTime Player interface for a cogent example.

<http://www.apple.com/quicktime/>
<http://www.real.com/>
<http://www.microsoft.com/windows/mediaplayer/default.asp>
<http://www.iarchitect.com/qtime.htm>

  QuickTime 4.0 is available for free via the Internet for both Mac
  OS and Windows; on the Mac OS, QuickTime 4.0 requires a 68020 or
  better processor running System 7.1 or higher, although several
  features operate only on PowerPC-based systems. The installer
  itself is a scant 380K, but then you must choose which QuickTime
  components you wish to install, with typical selections entailing
  another 6 to 15 MB of downloaded data. QuickTime Pro 4.0, which
  adds authoring, editing, export, and enhanced playback
  capabilities, is available from Apple for $30. If you previously
  purchased QuickTime Pro 3, you can upgrade to QuickTime Pro 4.0
  free of charge. [GD]

<http://www.apple.com/quicktime/download/>


**FileMaker Pro 4.1v2 Does Four-Digit Years** -- FileMaker, Inc.
  has released a free 1.2 MB update to FileMaker Pro 4.1v2, which
  enhances the way FileMaker copes with two-digit years in dates.
  Essentially, all dates that specify a two-digit year are now
  converted to dates with four-digit years, including dates in field
  displays, printed output, find requests, and other areas of the
  program. These changes help remove some ambiguities in FileMaker's
  date handling create confusion amongst FileMaker Pro users and
  developers, especially with the approach of the year 2000. (See
  "Parsing Like It's 1999" in TidBITS-475_ for a discussion of Y2K
  issues on the Macintosh.) The update also fixes a handful of bugs
  and date-related importing issues, plus offers stricter validation
  options for date, time, and numeric values entered into fields.
  The FileMaker Pro 4.1v2 updater operates with the Worldwide
  English edition of FileMaker Pro 4.1v1; it doesn't work with
  localized versions of FileMaker Pro or with any version of
  FileMaker Pro 4.0 or earlier. Thus, the FileMaker Pro 4.1v2 update
  leaves some folks in a lurch, since many existing FileMaker Pro
  users didn't feel the ODBC features that appeared in FileMaker Pro
  4.1 were worth paying $150 (with rebate) to upgrade. (See
  "FileMaker Pro 4.1 Does ODBC for a Price" in TidBITS-447_.) [GD]

<http://www.filemaker.com/support/support.html>
<http://db.tidbits.com/getbits.acgi?tbart=05342>
<http://db.tidbits.com/getbits.acgi?tbart=05091>


**Synchronize Pro 4.0 Syncs over Internet** -- Qdea has released
  Synchronize Pro 4.0, an update to its industrial-strength
  synchronization utility that now works over the Internet. (See
  "Tools We Use: Synchronize" in TidBITS-482_ for a review of
  Synchronize Pro's sister utility.) Synchronize Pro enables you to
  back up, synchronize, or mirror files using TCP/IP; as a result,
  local network operations perform faster than using AppleTalk.
  Copying or comparing files can be automated and scheduled. The
  utility can also initiate and close AppleTalk Remote Access
  connections, mirror AppleShare privileges to other file servers,
  and shut down the computer or put it to sleep. A limited version
  of Synchronize Pro 4.0 is available as a 1.8 MB download and works
  for free on folders of 10 MB or less. The unrestricted version of
  the program costs $100. [JLC]

<http://www.qdea.com/syncpro.html>
<http://db.tidbits.com/getbits.acgi?tbart=05403>


Macintosh Model Implosion: What's in a Name?
--------------------------------------------
  by Adam C. Engst <ace@tidbits.com>

  Back in late 1993, I teed off on Apple for the proliferation of
  Macintosh models that were then appearing. That was around the
  time the Performa line (which often had models identical to the LC
  line) expanded beyond understanding, with model numbers sometimes
  indicating nothing but different software bundles or retail
  outlets. I based my complaints primarily on the fact that the huge
  number of models available made technical support far more
  difficult than it had been before. Makers of software and
  peripherals also suffered, since they had to create slightly
  different products for different models and somehow convey to
  customers which version was necessary for any given Mac. In short,
  by releasing many different models of the Mac, Apple caused
  confusion, and confusion costs money.

<http://db.tidbits.com/getbits.acgi?tbser=1142>

  Recently, Apple has slimmed the product line to just a few
  machines in a four-cell product matrix, with the Power Macintosh
  G3 and the PowerBook G3 serving the desktop and portable
  professional markets, and the iMac and the long-forthcoming
  consumer portable serving the desktop and portable consumer
  markets. Unfortunately, Apple has over-simplified, creating new
  problems to replace the old ones.


**Incoherence Through Simplicity** -- Apple's mistake in 1993 was
  being too specific. Every Mac received a new model number, even if
  the difference was that it sold in Sears instead of CompUSA. In
  attempting to rectify this mistake, Apple is now erring too far in
  the other direction, applying the same name with no
  differentiating model number to machines that have significant
  technical differences. Apple even admits the mess, devoting Tech
  Info Library articles to how to identify the different machines.

  Consider the PowerBook G3. In 1997, Apple released a machine
  called "PowerBook G3" in a case that looked like the PowerBook
  3400. Then, in 1998, Apple introduced a range of PowerBooks with
  different processor speeds and different screens, collectively
  called the "PowerBook G3 Series." In 1999, Apple confused the
  issue further by releasing another 'PowerBook G3" that sports USB
  ports and a bronze-colored keyboard (which Apple officially refers
  to as "PowerBook G3 Series [Bronze Keyboard]" - more specific,
  yes, but quite a mouthful). The original PowerBook G3 uses
  different memory modules from the PowerBook G3 Series or the
  bronze keyboard PowerBook G3. And the bronze keyboard PowerBook G3
  can't accept batteries or media bay devices from the earlier
  PowerBook G3 Series.

<http://til.info.apple.com/techinfo.nsf/artnum/n24604>
<http://til.info.apple.com/techinfo.nsf/artnum/n58328>

  Alternatively, think about the iMac. At least here we have colors
  to offer a little help. The original Bondi blue iMac actually came
  in two versions, Rev A and Rev B. The Rev B iMacs came with Mac OS
  8.5, Adobe PageMill, a different video controller with more video
  RAM, and a few other minor changes like a different location for
  the reset button and support for larger amounts of RAM. Then Apple
  introduced the second generation of iMacs in five colors, which
  had faster processors and eliminated the infrared port. These
  iMacs are referred to in some places on Apple's Tech Info Library
  as Rev C iMacs, though an article on Apple's developer Web site
  explicitly says they are not Rev C and instead calls them iMac
  266s. Since then, Apple has increased iMac CPU speeds again
  without changing anything else.

<http://developer.apple.com/qa/hw/hw32.html>

  Finally, we have the Power Macintosh G3. Before January of 1999,
  there were three Power Macintosh G3 form factors: Desktop,
  Minitower, and All-in-one, all in platinum (more commonly called
  beige) cases. Then Apple released a completely different Power
  Macintosh G3 in a curvaceous blue and white case. Differentiating
  the models is of course trivial, but Apple has chosen to refer
  officially to the new machine as the "blue and white Power
  Macintosh G3." The recent revisions to the line were only
  processor speed increases, but what happens in the future if Apple
  decides to release new case colors, along the lines of the iMac,
  or worse, changes something significant without changing the case
  color? What then is a "blue and white Power Macintosh G3?"

<http://til.info.apple.com/techinfo.nsf/artnum/n58203>


**A Modest Suggestion** -- This situation is spiraling out of
  control. Devoting Tech Info Library articles to how to identify
  different Macs with the same name borders on lunacy. Apple and the
  Macintosh community need a coherent way to refer to each different
  model of Macintosh without having to resort to describing it
  physically or knowing when it was purchased. I propose that Apple
  adopt a model numbering scheme from the software side.

  Software packages are updated frequently, with version number
  changes indicating the relative importance of the changes. Major
  releases garner integer increases, so a major release would
  increment a version number from 2.0 to 3.0. Minor updates, perhaps
  those that are released for free, generally increment the number
  after the decimal point, so a small feature changes could bump 3.0
  to 3.1. For the purposes of argument, we'll ignore the bug fix
  updates that would take a version from 3.1 to 3.1.1.

  What if Apple were to apply this standard numbering scheme to
  their computers, purely as an aid to identification? Case changes
  or changes that affect hardware compatibility would pick up
  integer releases, with decimal releases being reserved for minor
  changes. So if a PowerBook changes its case or takes a different
  RAM module from a previous model, that's an integer change. If, on
  the other hand, a newer iMac gets a different video controller
  with more video RAM, that warrants only a decimal change.

  Under this model, the original PowerBook G3 would be a 1.0
  product, the PowerBook G3 Series would be a 2.0 product, and the
  PowerBook G3 with the bronze keyboard would be a 3.0 product.
  These integer releases would be warranted because the case designs
  and other internal specifications differ significantly from model
  to model.

  Speed increases wouldn't warrant a number change at all, since
  they affect only performance and have little impact on the
  system's fundamental capability or compatibility with other
  software or hardware products. Plus, speeds often appear anyway.
  So the platinum Power Macintosh G3s would be 1.0 machines (still
  separated by Desktop, Minitower, and All-in-one), and the blue and
  white Power Macintosh G3s would be 2.0 machines. Put it all
  together and you could have a Power Macintosh G3 2.0/300 to
  indicate a 300 MHz blue and white Power Macintosh G3.

  The system shines with the iMacs, since the Rev A original Bondi
  blue iMac would be 1.0, with the Rev B Bondi blue iMac at 1.1. The
  five-color iMacs would then be 1.2, since the changes were still
  minor.


**Keep It Simple** -- This system should not be a marketing tool.
  Version numbers should appear only as a sticker on the back or
  bottom of the machines instead of being integrated into case
  designs or marketing materials. It's also important that the
  numbers remain strictly sequential. With software, many companies
  co-opt version numbers for marketing purposes, jumping several
  decimal numbers to reflect the fact that an upgrade has a fair
  number of new features, though not enough to warrant an integer
  change. Since these proposed hardware version numbers would exist
  only to simplify Macintosh identification for the purpose of
  buying RAM or getting tech support, Apple would have no reason to
  play marketing games with the numbers.

  It may be too late to repair the confusion caused by the existing
  similarly named Macintosh models, but if Apple acts quickly, they
  can avoid exacerbating the problem, as it will every time a new
  Mac is released without any unique identifying features. And if
  Apple fails to address the situation, my next book will be
  entitled "Identifying the Species Macintosh: A Field Guide."


All the World's a Stagecast
---------------------------
  by Matt Neuburg <matt@tidbits.com>

  About three years ago, when the financial picture at Apple
  Computer was at its bleakest, a series of austerity measures
  resulted in the elimination of many cool employees and the long-
  term projects on which they were engaged. Such advanced but still
  nascent technologies as the Dylan programming language, OpenDoc,
  and ScriptX were aborted before seeing the full light of day.
  Among the victims was Cocoa, a wonderful program - aimed
  particularly at children - for constructing simple animated games.
  Cocoa was cool both for what it did and for how it was written:
  originally prototyped as KidSim in Apple's own Sk8 authoring
  environment (another sad loss), Cocoa was rewritten in Prograph, a
  visual programming language that matched Cocoa's own visual
  approach.

<http://macweek.zdnet.com/mw_1003/news_atg.html>
<http://developer.apple.com/devnews/devnews071197.html#tool>
<http://db.tidbits.com/getbits.acgi?tbart=01160>

  Apple proudly featured Cocoa in a Macworld Expo keynote speech,
  and several enterprising youngsters even went into business with
  Cocoa-based Web sites. Then it faded from sight. But Cocoa wasn't
  dead, or even dormant: it was metamorphosing, at the hands of its
  inventors - Allen Cypher, longtime advocate of programming by
  demonstration, and David Smith, inventor of (among other things)
  icons and dialog boxes - within a new private company headed by
  Apple's former Chief Scientist, Larry Tesler. Now, like a
  butterfly, Cocoa has emerged as the cross-platform, Java-based
  Stagecast Creator.

<http://www.stagecast.com/>
<http://www.stagecast.com/subpage/found.htm>


**Setting the Stage** -- Imagine you have a rectangular grid of
  invisible squares; they can be any size and number, but let's say
  a square is 36 by 36 pixels, and let's say the total grid is ten
  squares high and fifteen squares wide. The grid holds a background
  picture, which you import from a GIF or JPEG image. This is the
  stage on which your animation takes place.

  A character in your animation is a rectangle of pixels, which you
  can edit in a paint window. This rectangle's dimensions are
  multiples of the stage's unit squares, with a typical character
  being exactly one unit square; so, in our example, a character
  could be 36 by 36 pixels. You paint a character, and place it in a
  square of the stage's grid, where it is automatically drawn with
  masking in front of the background (so that even within the
  character's square, the background appears around the character's
  outline).

  Now we're going to construct our animation, like the successive
  frames of a cartoon. At regular intervals, a clock will tick, and
  the next frame will be generated by asking each character on the
  stage whether it wants to change anything about how it is drawn.
  For example, a character might wish to be redrawn in the square to
  the right of its current square; if this happens over the course
  of several frames, the character will appear to move in a straight
  line to the right. Or, since each character can own many images
  (or "appearances"), a character might want to change its image.
  So, for example, if a character has an appearance where it is
  facing right with its right leg forward, and another where it is
  facing right with its left leg forward, then by alternating those
  appearances while also being redrawn in successive rightward
  squares, the character will appear to walk to the right.


**Animation Rules** -- So far, I could be describing any sprite-
  based animation system. What characterizes Stagecast's approach,
  though, is the way you tell a character what to do when the
  animation runs: you show it, by physical demonstration, the rule
  you want it to obey. You choose the "rule tool," click a character
  on the stage, and a special border appears around this character;
  you stretch the border to show the character the relevant area,
  and move the character within that area to show it what to do. For
  example, to tell a character to move to its right, you stretch its
  rule border, so that the border embraces the character and the
  empty square to its right, and slide the character into the square
  on the right. When the animation runs, the character makes that
  movement of its own accord.

  What makes the animation tell an interesting story is that every
  rule has an implicit conditional component. Even in the simple
  example of moving the character one square to the right, the
  character remembers its own appearance, and the fact that the
  square to the right was empty, and performs the action only if
  both conditions are met. If you want character A to move
  rightwards into a square occupied by character B, you need a
  different rule: you must place the characters next to each other
  and make the rule border embrace them both, so that character A
  sees character B as involved in the rule. To build your animation,
  then, you give each character several rules, corresponding to the
  situations in which the character finds itself. The character
  tests each rule's conditions in turn and obeys the first rule
  whose conditions match its situation. The art of making an
  animation is the art of giving each character the right rules, in
  the right order, so that all the characters behave correctly.

  There is much more to making rules, and there are many more
  effects you can achieve. Characters can make other characters
  appear and disappear. They can make sounds. They can substitute a
  different background picture. They can react to key presses, or to
  mouse clicks, for a degree of user interactivity. Characters can
  have variables; they can change the value of a variable, or test a
  variable's value as part of a rule's conditions.

  Clearly, then, what you're doing as you teach a character its
  rules and arrange them is programming. You're programming in a
  visual language, within the circumscribed environment of a little
  cartoon world; but you are programming. And since each character
  has its own rules, while multiple copies of a character share the
  same rules, you're doing object-oriented programming. Thus,
  Stagecast is a way for children of all ages to absorb the
  principles of programming while enjoying the instant creative
  satisfaction of bringing a cartoon world to life.


**Exploring the Character** -- It really does work. I've shown
  StageCast to some children, and they've caught the basics right
  away. They enjoy creating even the simplest character and making
  it move, and the notion of teaching a character its rules by
  demonstration presents no difficulties. Stagecast comes superbly
  documented with a brilliant interactive online tutorial full of
  wonderfully amusing animations (who can resist Bungee the jungle
  boy, beset by camera-clicking tourists who descend from a
  helicopter?), plus a printed manual in large type and simple
  language, and a construction kit that guides you through building
  an entire animation from scratch. Between the tutorial examples
  and the extra clip art that's included, you can easily assemble an
  original animation without doing any drawing of your own. Thus,
  it's easy to get started, easy to delve deeper as the mood takes
  you, and fun the whole time.

  Delving deeper means exploring the Stagecast programming
  language's higher levels. In particular, the basic algorithm which
  says that a character performs its first rule whose conditions are
  met on every frame is too limiting, so Stagecast lets you combine
  rules within "boxes" that obey other algorithms. A box can shuffle
  its rules before executing (so you won't know the order in which
  they'll be tested), perform all its rules in succession, or
  attempt to perform its next rule cyclically on each successive
  frame. By combining boxes within boxes, you can generate
  sophisticated algorithms. It's easy to debug a character's
  behavior, because Stagecast has a test mode where it shows you,
  with red and green lights and squares, which rule it will obey in
  the current situation, and why.

  Although I can't say enough in praise of how ingeniously
  Stagecast's programming language is implemented, you're still
  limited to the constructs that the language supplies, and you must
  learn to think within them. To give just one example, such an
  elementary notion as "or" cannot be expressed at all; you must
  make separate rules covering each case, which is painful to do and
  even more painful to maintain if the "or" is part of a larger set
  of "ands." As a result, you must be ingenious yourself, resorting
  often to tricks and workarounds to achieve the effect you're
  after. I worry that young users will become either frustrated or
  imbued with undesirable programming habits. Plus, the physical
  nature of Stagecast's programming environment has its drawbacks;
  as rules become more complicated, with boxes or multiple
  conditions, it becomes harder to manipulate the images on screen
  to see what you're doing.


**Rough Venue** -- This physical clumsiness, which often obtrudes
  itself, stems from Stagecast's one great drawback: it's a Java
  application. Although this lets Stagecast run identically on
  Windows and Mac, and over the Internet, you might as well not be
  using a Mac at all. Everything happens within a single large
  window - that is, it had better be large; an 800 by 600 monitor is
  not large enough to use Stagecast with any comfort. Stagecast's
  menus appear inside this window, which is particularly hard to get
  used to (and on my machine, accidentally choosing a normal menu
  from the Mac's menu bar causes a crash). Within this window
  Stagecast also draws its pseudo- or "child" windows. The whole
  thing feels like Virtual PC: you're essentially simulating an
  alien machine within a single window.

  The simulation is not particularly fast. Animations run quickly
  enough, but on my fastest computer, a 250 MHz Power Mac G3,
  actions such as starting up, quitting, and opening or (worst of
  all) dragging a window, are so painfully slow that you think the
  computer has locked up. Kids are more likely to have hand-me-down
  computers than the fastest G3s, so the performance problems are
  especially troubling.

  Nor is the simulation particularly pleasant. Unfamiliar interface
  elements such as scroll arrows that point the wrong way and lack
  scrollbars, tab rectangles that reveal or hide regions of a
  window, and colored corners that you drag to change a window's
  size, are clumsy devices, ill-behaved and too tiny to click
  comfortably. Type is too small as well. There are few keyboard
  shortcuts; everything must be done by clicking and dragging. I
  understand why the Java implementation was chosen, but I can't
  bring myself to like it.

  Still, I don't want to leave the impression that Stagecast is
  other than delightful. This program is both educational and
  engaging; it's also a testament to its makers' ingenuity and
  originality. It's the perfect blend of programming and play: how
  could any child not be attracted to it? Personally, I enjoy making
  animations, and then I enjoy playing with them or just watching
  them. And so can you. Even if you don't buy Stagecast Creator, you
  can use Stagecast Player, a free 2 MB download, to run Stagecast
  animations, and even view them in your browser (Macintosh users
  must use Apple's Macintosh Runtime for Java (MRJ) 2.1, which
  limits the field to Internet Explorer). You can download sample
  animations; I've even posted one of my own, a little entertainment
  easily cobbled together from pieces provided with the program,
  that I call "Beachdog". (Be patient downloading it, it's 350K.)

<http://www.stagecast.com/worlds/>
<http://www.jetlink.net/~mattn/downloads/beachdog.html>
<http://www.apple.com/java/>

  Stagecast Creator retails for $60 and comes on a hybrid
  Mac/Windows CD. Installation requires 35 MB, plus 11 MB for MRJ,
  which is included. StageCast Creator is available for PowerPC-
  based systems only; a fast machine with Mac OS 8.1 or better is
  recommended. A trial version is available for download.

<http://www.stagecast.com/subpage/down.htm>



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