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By using Act I of the story template, Mark would not leave his audience without a way to get from A to B. As described in more detail in 1, the Call to Action slide, shown on the upper left in Figure 9-4, distills the entire presentation into a single slide based on the hidden headline Follow the three parts of the case to bring justice for Mrs. Ernst. With the three-part formula of motive + means = death, Mark introduced the vast amount of new information to the jurors as being as simple as 1-2-3. Just as the murdermystery motif is a familiar structure, the jurors would also know the phrase as easy as 1-2-3. If the upcoming story would be as easy to understand as that, the jurors could relax as they listened to the case. Next Mark had written Act II of his story template to divide the story of the case into three roughly equal Key Point (Case Theme) headlines that he would spend equal amounts of time explaining. Each corresponding Key Point slide carried forward the 1-2-3 numbering system along with an enlarged version of each icon from the Call to Action slide. Each image used on these slides was carefully chosen to carry the visual essence of each Key Point headline. Writing each Key Point headline in your story template distills and summarizes all of the corresponding Explanation and Detail headline to follow; here each Key Point image in the storyboard now also serves as a visual distillation and summary of all of the corresponding Explanation and Detail slides to follow.

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:finish as an argument will immediately terminate (and move on to any code after that block) if throw is called with the :finish symbol. Within the catch block you generate 1,000 random numbers, and if the random number is ever 123, you immediately escape out of the block using throw :finish. However, if

print "Hello, \ world!"

you manage to generate 1,000 random numbers without generating the number 123, the loop and the block completes, and you see the message. catch and throw don t have to be directly in the same scope. throw works from methods called from within a catch block:

9

catch(:finish) do 1000.times { generate_random_number_except_123 } puts "Generated 1000 random numbers without generating 123!" end

This code operates in an identical way to the first. When throw can t find a code block using :finish in its current scope, it jumps back up the stack until it can.

Debugging is the process of fixing the bugs in a piece of code. This process can be as simple as changing a small section of your program, running it, monitoring the output, and then looping through this process again and again until the output is correct and the program behaves as expected. However, constantly editing and rerunning your program gives you no insight into what s actually happening deep within your code. Sometimes you want to know what each variable contains at a certain point within your program s execution, or you might want to force a variable to contain a certain value. You can use puts to show what variables contain at certain points in your program, but you can soon make your code messy by interspersing it with debugging tricks. Ruby provides a debugging tool you can use to step through your code line by line (if you wish), set breakpoints (places where execution will stop for you to check things out), and debug your code. It s a little like irb, except you don t need to type out a whole program. You can specify your program s filename and you ll be acting as if you are within that program. For example, create a basic Ruby script called debugtest.rb:

As illustrated simply yet powerfully here, the ideas and images and narration you use on your Key Point slides are the most important ideas you want your audience to integrate into long-term memory. In a similar fashion, you ll want to apply a blend of your best creative and intellectual thinking to design your Act I and Key Point slides because they represent the verbal and visual essence of the most important information you want to communicate. With this familiar story structure in place on the Call to Action and Key Point slides, Mark solved the toughest communication challenge any presenter faces how to make it easier for an audience to understand new information. As described in 2, as much as you might hope otherwise, the reality is that you cannot pour information directly into your audience s minds and have them simply get it. The working memory of your audience can become quickly overloaded when the audience is unfamiliar with too much of the information or if the material otherwise is not presented properly. To overcome this problem and increase his audience s ability to understand his case, Mark related the new information of the case using a story framework through Acts I and II that the audience already knew the murder-mystery motif. The graphics used on these slides are created using images from the iStockphoto Web site, family photographs, or PowerPoint graphical tools. This presentation is a good

would print out Hello, world!. The same goes for expressions and statements in general:

i = 1 j = 0 until i > 1000000 i *= 2 j += 1 end puts "i = #{i}, j = #{j}"

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