Different Stroke	by Bob EbertFor NTK 1.0b4, demonstrates how to captureink and turn it into drawing objectsfor rendering on the screen, saving, etc.Everything important is accomplished in the viewClickScript.  If you try todo things in the viewStrokeScript, you will end up losing ink because of someextra work the view system does for you to try to parse gestures and words. Basically, you'll only get the first "line" of the strokes.  Lines thatfollow too closely after the first are considered part of the same stroke bythe view system, but your viewStrokeScript won't get called after the firstline.The trick is to turn off strokes/gestures/etc and handle only clicks.  Youcan then delay in the viewClickScript until the stroke is done, giving youthe same information you'd otherwise get from the viewStrokeScript.  (Cool,eh?)Turning the stroke into a drawing object isn't quite trivial either.  Thefunction to get points from the stroke unit returns the points in Y,X order,so they must be transposed.  Also, they are relative to the screen ratherthan the view you are drawing into, so they must be offset appropriately. (But, if the points had been in X,Y order I would have just created the shapeby passing the resulting array directly to MakePolygon, then used theOffsetShape call to move it to the right location.)I didn't mess with styles, so the resulting shape is drawn (on my unit) as aone point line.  But, because the new shape is drawn before theviewClickScript returns, it means it's drawn before the "ink" is erased bythe inker process, which provides anice effect--no flicker.  If you try justcalling :Dirty() instead of drawing the shape, you'll see an interestingeffect.  (The delay gets longer as more shapes are added.)