// Tips for gilt. Begin with introduction and simple tips 
//
// novice tips
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Hello new GILT user. 
GILT is a vector drawing unlike any other. 
It allows you to use a programming language to describe your picture. 
This has a lot of benefits, e.g. you can encapsulate often needed picture elements and place them in a library.
It also has a drawback. It is complicated. 
If you read the tips you will soon learn the right way to use the powerfull tool that is GILT.
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There are currently three kind of views for a picture.
First the simple postscript view. 
It shows a WYSIWYG preview of the picture. 
Then there is the source view which shows you the low level postscript code.
A third view, the tree view shows an other representation of the code.
You can open as many views as you like, but be carefull with the source view. 
Many commands work on the current selection of the active source view.
It may be difficult to find the active view if you have to many of them.
***
The tool window allows you to insert many different postscript commands, transformations or effects. 
The most usefull for beginners is the "Quick draw" section. 
Start with clicking on "Quick draw" and then on "Line". 
Now you can paint lines.
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The "Shapes" section allows you to paint a lot of different shapes.
If you don't see the shape you might have forget to stroke or fill the shapes.
Use "Fill/Stroke" for this.
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Postscript allows you to paint paths (this is what "Shapes" do).
Such a shape is not visible until it is either stroked or filled. 
***
//
// normal tips
//
Of cause you can paint pictures with GILT in the same way as with other drawing programs, but this is not the right way to use GILT.
Because GILT uses straight postscript commands it cannot determine the size of all picture elements. 
They might be the result of a complex function or even random.
So some actions are more complicated with GILT.
On the other hand some actions are very easy. 
The next tips will explain how to best build a picture.
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Normally a complex element of a picture consists of a lot of simple elements.
So just like with any other program first paint the simple elements somewhere on the working area. 
Use only relative operations for this. So instead of using moveto use rmoveto.
Then use the layout functions to set the elements in the right relation together.
***
//
// experte tips
//
Instead of stroke fill or newpath use StrokeHere, FillHere and NewpathHere.
They preserve the current point.
