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 SOFTWARE


  What kind of automated testing does Facebook do?

We do several kinds of testing. Some specifics:For our PHP code, we have a suite of a few thousand test classes using the PHPUnit framework. They range in complexity from simple true unit tests to large-scale integration tests that hit our production backend services. The PHPUnit tests are run both by developers as part of their workflow and continuously by an automated test runner on dedicated hardware. Our developer tools automatically use code coverage data to run tests that cover the outstanding edits in a developer sandbox, and a report of test results is automatically included in our cod...

3,745 0       PHP TESTING FACEBOOK AUTOMATED TESTING


  UDP vs. TCP

IntroductionHi, I’m Glenn Fiedler and welcome to the first article in my online book Networking for Game ProgrammersIn this article we start with the most basic aspect of network programming, sending and receiving data over the network. This is just the beginning – the simplest and most basic part of what network programmers do, but still it is quite intricate and non-obvious as to what the best course of action is. Take care because if you get this part wrong it will have terrible effects on your multiplayer game!You have most likely heard of sockets, and are probably aware that...

3,298 0       DESIGN GAME DESIGN COMMUNICATION NETWORKING TCP UDP


  How to write good requirements

Requirements are pretty ubiquitous in the embedded world. They are used to define tasks, help coordinate large development efforts, and to communicate the behavior of the desired end product between the developers and the customer. When done right, requirements can be very useful. Unfortunately, if you spend much time working in the embedded world you quickly discover that there are a lot of bad requirements. And then when you try to go fix them, you quickly discover that writing good requirements is hard. Here are some tips that will hopefully make the process more clear:At a high level, the ...

2,935 0       REQUIREMENT GATHERING GOOD REQUIREMENT


  Coding tricks of game developers

If you've got any real world programming experience then no doubt at some point you've had to resort to some quick and dirty fix to get a problem solved or a feature implemented while a deadline loomed large. Game developers often experience a horrific "crunch" (also known as a "death march"), which happens in the last few months of a project leading up to the game's release date. Failing to meet the deadline can often mean the project gets cancelled or even worse, you lose your job. So what sort of tricks do they use while they're under the pump, doing 12+ hour per day for weeks on end?Below ...

2,781 0       ADVICE TRICKS GAMEDESIGN PLAN


  Writing unit tests for legacy code – an open letter to developers I work with

This is an email I sent today to developers who work with me, it is exactly as I wrote it except for project and developer names which I’ve redacted.Dear Developers,S asked me a difficult question today, and I think the answer (which took me a few minutes to arrive at) is worth sharing with all developers, mainly because many of you will surely face the exact same problem especially in [maintenance and enhancement] projects.By now I think it is crystal clear that one of our non-negotiable requirements for coding is that we write unit tests.For new projects it is easy – in fact fo...

10,101 0       UNIT TESTING OPEN LETTER


  Game Development Essentials #1 - Don’t use inheritance for your game objects

I recently released my first game, X Fleet, available now in Android Market. It’s a fast paced space shooter / rpg riddled with awesomeness and you should get it now.The reason you should avoid hierarchies/inheritance is your objects will be far too varied and complicated in form to be accurately represented as such. More on this below. The alternative is a component model. This is very basic. Instead of having everything inheriting (e.g. Object -> MovableObject -> AnimatedMovableObject), have your GameObjects include a list of GameComponents, and delegate behaviour from the ...

2,620 0       OOP GAME DESIGN INHERITENCE GAME OBJECT


  Flash Player sandboxing is coming to Firefox

Peleus here. In December of 2010, I wrote a blog post describing the first steps towards sandboxing Flash Player within Google Chrome. In the blog, I stated that the Flash Player team would explore bringing sandboxing technology to other browsers. We then spent 2011 buried deep within Adobe laying the groundwork for several new security innovations.Today, Adobe has launched a public beta of our new Flash Player sandbox (aka “Protected Mode”) for the Firefox browser. The design of this sandbox is similar to what Adobe delivered with Adobe Reader X Protected Mode and follows...

3,143 0       FLASH SANDBOX GOOGLE CHROME


  File System vs Core Data: the image cache test

Code for this project is on GitHubWhile doing a full re-write of Droplr's iOS app for the 2.0 launch, I couldn't find any good file/image caches out there had a particular feature I really wanted: extending item expiration whenever it's touched.I set out to write my own — which wasn't that much of a challenge — but somewhere along the process I had this crazy idea that perhaps (SQLite-backed) Core Data would be a much better tool for the job:No mismatch between cache index file and actual data stored;Trivial querying;Nice and easy object oriented code.Being a structured data stor...

3,370 0       FILE SYSTEM.IMAGE CACHE MULTIMEDIA