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Difference between revisions of "Unreal Wiki:Categories"

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Unreal Wiki makes use of categories to group pages about similar topics. See [[Help:Categories]] for technical information about using and creating them.
 
Unreal Wiki makes use of categories to group pages about similar topics. See [[Help:Categories]] for technical information about using and creating them.
  
== When to use categories ==
+
==When to use categories==
 
Categories, along with [[Help:Links|cross-references]] and [[Project:Info boxes|info boxes]], help users find information, even if they don't that it exists or what it's called.
 
Categories, along with [[Help:Links|cross-references]] and [[Project:Info boxes|info boxes]], help users find information, even if they don't that it exists or what it's called.
  
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(Note that the above example is only of theoretical nature, because the templates {{[[Template:Infobox class|Infobox class]]}} and {{[[Template:Infobox interface|Infobox interface]]}} automatically add class and interface pages to their corresponding categories.)
 
(Note that the above example is only of theoretical nature, because the templates {{[[Template:Infobox class|Infobox class]]}} and {{[[Template:Infobox interface|Infobox interface]]}} automatically add class and interface pages to their corresponding categories.)
  
== Guidelines ==
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==Guidelines==
=== Some general guidelines ===
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===Some general guidelines===
 
* Categories are mainly used to browse through similar articles. Make decisions about the structure of categories and subcategories that make it easy for users to browse through similar articles.
 
* Categories are mainly used to browse through similar articles. Make decisions about the structure of categories and subcategories that make it easy for users to browse through similar articles.
 
* Usually, articles should not be in both a category and its subcategory.
 
* Usually, articles should not be in both a category and its subcategory.
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* Bend the rules above when it makes sense, especially when it is the best solution that can be found under the circumstances.
 
* Bend the rules above when it makes sense, especially when it is the best solution that can be found under the circumstances.
  
=== Categories vs. info boxes ===
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===Categories vs. info boxes===
Categories are not the only way to organize articles. Another commonly used feature are [[Project:Info boxes|info boxes]]. Info boxes are [[Help:Templates|templates]] that often automatically add the article to a certain category.
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Categories are not the only way to organize articles. Another commonly used feature are [[Project:Info boxes|info boxes]]. These are added to articles via [[Help:Templates|templates]] and often automatically add the article to a certain category.
  
=== Categories do not form a tree ===
+
===Categories do not form a tree===
 
Each article can appear in more than one category and each category can in turn appear in more than one parent category. There are multiple categorization schemes that can be applied simultaneously. In other words, categories do not form a strict hierarchy, but a more general structure called a [[Wikipedia:directed acyclic graph|directed acyclic graph]], or at least close to that. (see below)
 
Each article can appear in more than one category and each category can in turn appear in more than one parent category. There are multiple categorization schemes that can be applied simultaneously. In other words, categories do not form a strict hierarchy, but a more general structure called a [[Wikipedia:directed acyclic graph|directed acyclic graph]], or at least close to that. (see below)
  
 
Still, some parts of the category system will be very tree-like with multiple categories belonging to only one parent category. The best way to think about it is in the form of multiple overlapping tree structures. When applying the guidelines described above, consider every overlapping tree independently.
 
Still, some parts of the category system will be very tree-like with multiple categories belonging to only one parent category. The best way to think about it is in the form of multiple overlapping tree structures. When applying the guidelines described above, consider every overlapping tree independently.
  
=== Cycles should usually be avoided ===
+
===Cycles should usually be avoided===
 
The MediaWiki software powering Unreal Wiki does not prevent cycles (loops) and can handle them, they should still be avoided most of the time. We don't plan on going as far with the category system as, for example, Wikipedia does, so this shouldn't really be a problem here.
 
The MediaWiki software powering Unreal Wiki does not prevent cycles (loops) and can handle them, they should still be avoided most of the time. We don't plan on going as far with the category system as, for example, Wikipedia does, so this shouldn't really be a problem here.
  
=== Class category templates ===
+
==Category structure==
As mentioned above, the templates {{[[Template:Infobox class|Infobox class]]}} and {{[[Template:Infobox interface|Infobox interface]]}} automatically add class and interface pages to their corresponding categories. Those category pages aren't created automatically, though.
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There are several main categories on this site.
  
To help you set up those category pages, there are a number of [[:Category:class category templates|class category templates]] with some standard text you can put on the otherwise empty category pages. See the individual templates' documentation on how to use them.
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; [[:Category:Tutorials]] : Contains all kinds of tutorials and [[Project:Basic procedures|basic procedures]], mostly related to mapping, coding and modeling.
 +
; [[:Category:Classes]] : Contains subcategories for [[UnrealScript]] classes and interfaces. Class categories do not simply form a tree, but allow browsing class and interface pages by game, by containing package (not for custom classes), by [[within|containing class]] or by [[implements|implemented interface]].<br/>This category system largely depends on the templates {{[[Template:Infobox class|Infobox class]]}} and {{[[Template:Infobox interface|Infobox interface]]}} being used on class and interface pages respectively. To help you set up the more specific category pages in this system, there are a number of [[:Category:class category templates|class category templates]] with some standard text you can put on the otherwise empty category pages. See the individual templates' documentation on how to use them.
 +
; [[:Category:Applications]] : Contains articles about all kinds of programs that can be used for Unreal modding. This includes not only third-party tools, but also the [[Unreal Editor]] itself.
 +
 
 +
If you have JavaScript enabled in your web browser, you can browse the subtree of any category by clicking on the little [+] in front of their names in the subcategory list. This is especially useful when browsing the class categories.
  
 
[[Category:Policies and guidelines|{{PAGENAME}}]]
 
[[Category:Policies and guidelines|{{PAGENAME}}]]

Revision as of 03:42, 20 March 2008

Unreal Wiki makes use of categories to group pages about similar topics. See Help:Categories for technical information about using and creating them.

When to use categories

Categories, along with cross-references and info boxes, help users find information, even if they don't that it exists or what it's called.

Almost every article in the main and engine-specific namespaces should belong in at least one category. The categories to be included, which serve as clasification, should be the significant (useful) topics to which the article belongs as a member, and where users are most likely to look if they can't remember the name of the thing they are trying to look for.

An example:

Article: UE2:ONSPowerCoreBlue (UT2004)
Useful category: Category:UT2004-specific classes
Not as useful: Category:Classes starting with the letter O

Questions to ask to determine whether it is appropriate to add an article to a category:

  • If the category does not already exist, is it possible to write a few paragraphs or more on the subject of the category, explaining it?
  • If you go to the article from the category, will it be obvious why the article was put in the category? Is the category subject prominently discussed in the article?
  • Does the category fit into the overall category system? Categories that don't fit are often deleted.

If the answer to any of these questions is no, then the category is probably inappropriate. Note that it is always appropriate to add articles to categories that fit into well established taxonomies. For example, every article about an UnrealScript class is categorized in some [[Category:Game-specific classes]] category, which is in turn categorized in Category:Classes, or in [[Category:Custom game-specific classes]], which is a subcategory of both [[Category:Game-specific classes]] and Category:Custom classes. The latter is also a subcategory of Category:Classes.

(Note that the above example is only of theoretical nature, because the templates {{Infobox class}} and {{Infobox interface}} automatically add class and interface pages to their corresponding categories.)

Guidelines

Some general guidelines

  • Categories are mainly used to browse through similar articles. Make decisions about the structure of categories and subcategories that make it easy for users to browse through similar articles.
  • Usually, articles should not be in both a category and its subcategory.
  • Check to see where siblings of the article reside. If there are few if any articles in a category, the article probably belongs in one of the subcategories.
  • Articles should be placed in categories with the same name. However, the article and the category do not have to be categorized the same way. The article can also be placed in categories populated with similar articles. The category can be put into categories populated with similar subcategories.
  • Generally, the relationship between an article and its categories should be definable as "(Article) is (category)": TeamCannon is a UT class, Add an actor is a basic procedure, etc. Do not apply categories whose relationship to the topic is definable only as "(Article) is a subject related to (category)", such as filing a navigation point class directly into Category:Mapping. Similarly, categorize articles by characteristics of the topic, not characteristics of the article: a tutorial article about mapping for a specific gametype, for example, does not belong in Category:Tutorial.
  • Bend the rules above when it makes sense, especially when it is the best solution that can be found under the circumstances.

Categories vs. info boxes

Categories are not the only way to organize articles. Another commonly used feature are info boxes. These are added to articles via templates and often automatically add the article to a certain category.

Categories do not form a tree

Each article can appear in more than one category and each category can in turn appear in more than one parent category. There are multiple categorization schemes that can be applied simultaneously. In other words, categories do not form a strict hierarchy, but a more general structure called a directed acyclic graph, or at least close to that. (see below)

Still, some parts of the category system will be very tree-like with multiple categories belonging to only one parent category. The best way to think about it is in the form of multiple overlapping tree structures. When applying the guidelines described above, consider every overlapping tree independently.

Cycles should usually be avoided

The MediaWiki software powering Unreal Wiki does not prevent cycles (loops) and can handle them, they should still be avoided most of the time. We don't plan on going as far with the category system as, for example, Wikipedia does, so this shouldn't really be a problem here.

Category structure

There are several main categories on this site.

Category:Tutorials 
Contains all kinds of tutorials and basic procedures, mostly related to mapping, coding and modeling.
Category:Classes 
Contains subcategories for UnrealScript classes and interfaces. Class categories do not simply form a tree, but allow browsing class and interface pages by game, by containing package (not for custom classes), by containing class or by implemented interface.
This category system largely depends on the templates {{Infobox class}} and {{Infobox interface}} being used on class and interface pages respectively. To help you set up the more specific category pages in this system, there are a number of class category templates with some standard text you can put on the otherwise empty category pages. See the individual templates' documentation on how to use them.
Category:Applications 
Contains articles about all kinds of programs that can be used for Unreal modding. This includes not only third-party tools, but also the Unreal Editor itself.

If you have JavaScript enabled in your web browser, you can browse the subtree of any category by clicking on the little [+] in front of their names in the subcategory list. This is especially useful when browsing the class categories.