Meta/How to Choose an Article Title

From TDN

Contents

In a Nutshell

Read this if you read nothing else on this page. It's quick, I promise.

  1. Articles are named like they were in directories. (ie, Foo/Bar/Baz)
  2. Breadcrumbs require this to work properly.
  3. Make sure to put your articles in an existing directory if at all possible. (See below for a list.)
  4. If you make a new article in a product's directory, it will be by default restricted to people who own that product.
  5. Contact an admin if you think content should be public or accessible to other product owners.
Ok, done, carry on! :)

Why is it important to name my articles?

On a most basic level, a name is an identifier, a token. As long as it's distinct from other names, what does it matter?

On TDN, we have a LOT of content, with potentially overlapping "short names." A material in TSE is going to be very different from a material in TGE. Physics in context of T2D is very different from physics in context of TSE or TGE. A "basic rendering tutorial" could mean very different things in TSE, TGE, or T2D.

So it's very important that we all adhere to the naming convention laid out on this page. It enables the site to work properly, since the site code expects this naming convention (for instance, breadcrumbs require it, as do some of the security features), as well as making it easy for people to locate and distinguish content. Including a little extra stuff in names makes it so we don't have to worry about two articles having the same title and clobbering one another.

Names and "Directories": An Introduction

The naming convention here on TDN is to have names follow a directory scheme, where they are of the form:

Foo/Bar/Baz

Where Foo and Foo/Bar are both topics that are "higher up" in some way (for instance, you might see TGE/Script/Arrays, where TGE and TGE/Script are both valid topics in their own right). The idea is that when the breadcrumbs at the top of the page are generated, the links for each "word" in the link will be to a useful page as well, lending a solid structure to the site where people can easily navigate to different topics.

This is a little different from a normal wiki setup, but most wikis don't have to deal with many diverse products living within them, so it seems reasonable to have to make some accomodations to this.

Bear in mind also that this setup, while it looks and acts like a directory structure in many ways, doesn't support things like ../ or similar tricks that normally work in filesystem based schemes. You will need to provide the full path to every article every time you reference it.

(Add brief example of how to do this -- Ed.)

When in Doubt...

In general, if adding more content related to a specific article, try to keep that article in the same root directory. So if you're adding an article that's related to TGE/Code/How to make a scriptable object, it probably makes sense to name it TGE/Code/My New Article (replacing "My New Article" with something that makes sense of course).

Remember, we can always move content!

Titles & Permissions

Also, be aware that there are some default access rules that the site uses. They're driven off of the directories listed below. Basically, if you create a new article under one of those sections, TDN will automatically set it up to be restricted to people who own that product. (There are some exceptions - for instance, Meta is always public.)

If you create an article that should be available to everyone, or to people who own products other than the default, just write it normally, then notify an editor or admin, who will review the article for licensee only content, then approve it for public viewing (or for those other groups of people)

Directories You Should Be Using

Pretty much all the content on the site should be in one of the following root directories. Note that the wiki/ part of the URL doesn't count - just ignore it while you're figuring out what the title should be, and add it back when you're done.

Torque
Documentation relevant to all Torque engines. Public by default.

TGE
Torque Game Engine related content. Private by default.

TSE
Torque Shader Engine content. Private by default.

T2D
Torque 2D content. Private by default.

Meta
Content about TDN - how to write for it, how to search in it, how to locate documentation, usage policies, and so forth. Always public.

RTSSK
RTS Starter Kit documentation. Private by default.

Constructor
Constructor documentation. Private by default.

Those are all the main ones... for now.