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  • How would I go about sharing variables in a C++ class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • Lessons from rewriting POP Forums for MVC, open source-like

    - by Jeff
    It has been a ton of work, interrupted over the last two years by unemployment, moving, a baby, failing to sell houses and other life events, but it's really exciting to see POP Forums v9 coming together. I'm not even sure when I decided to really commit to it as an open source project, but working on the same team as the CodePlex folks probably had something to do with it. Moving along the roadmap I set for myself, the app is now running on a quasi-production site... we launched MouseZoom last weekend. (That's a post-beta 1 build of the forum. There's also some nifty Silverlight DeepZoom goodness on that site.)I have to make a point to illustrate just how important starting over was for me. I started this forum thing for my sites in old ASP more than ten years ago. What a mess that stuff was, including SQL injection vulnerabilities and all kinds of crap. It went to ASP.NET in 2002, but even then, it felt a little too much like script. More than a year later, in 2003, I did an honest to goodness rewrite. If you've been in this business of writing code for any amount of time, you know how much you hate what you wrote a month ago, so just imagine that with seven years in between. The subsequent versions still carried a fair amount of crap, and that's why I had to start over, to make a clean break. Mind you, much of that crap is still running on some of my production sites in a stable manner, but it's a pain in the ass to maintain.So with that clean break, there is much that I have learned. These are a few of those lessons, in no particular order...Avoid shiny object syndromeOver the years, I've embraced new things without bothering to ask myself why. I remember spending the better part of a year trying to adapt this app to use the membership and profile API's in ASP.NET, just because they were there. They didn't solve any known problem. Early on in this version, I dabbled in exotic ORM's, even though I already had the fundamental SQL that I knew worked. I bloated up the client side code with all kinds of jQuery UI and plugins just because, and it got in the way. All the new shiny can be distracting, and I've come to realize that I've allowed it to be a distraction most of my professional life.Just query what you needI've spent a lot of time over-thinking how to query data. In the SQL world, this means exotic joins, special caches, the read-update-commit loop of ORM's, etc. There are times when you have to remind yourself that you aren't Facebook, you'll never be Facebook, and that databases are in fact intended to serve data. In a lot of projects, back in the day, I used to have these big, rich data objects and pass them all over the place, through various application tiers, when in reality, all I needed was some ID from the entity. I try to be mindful of how many queries hit the database on a given request, but I don't obsess over it. I just get what I need.Don't spend too much time worrying about your unit testsIf you've looked at any of the tests for POP Forums, you might offer an audible WTF. That's OK. There's a whole lot of mocking going on. In some cases, it points out where you're doing too much, and that's good for improving your design. In other cases it shows where your design sucks. But the biggest trap of unit testing is that you worry it should be prettier. That's a waste of time. When you write a test, in many cases before the production code, the important part is that you're testing the right thing. If you have to mock up a bunch of stuff to test the outcome, so be it, but it's not wasted time. You're still doing up the typical arrange-action-assert deal, and you'll be able to read that later if you need to.Get back to your HTTP rootsASP.NET Webforms did a reasonably decent job at abstracting us away from the stateless nature of the Web. A lot of people criticize it, but I think it all worked pretty well. These days, with MVC, jQuery, REST services, and what not, we've gone back to thinking about the wire. The nuts and bolts passing between our Web browser and server matters. This doesn't make things harder, in my opinion, it makes them easier. There is something incredibly freeing about how we approach development of Web apps now. HTTP is a really simple protocol, and the stuff we push through it, in particular HTML and JSON, are pretty simple too. The debugging points are really easy to trap and trace.Premature optimization is prematureI'll go back to the data thing for a moment. I've been known to look at a particular action or use case and stress about the number of calls that are made to the database. I'm not suggesting that it's a bad thing to keep these in mind, but if you worry about it outside of the context of the actual impact, you're wasting time. For example, I query the database for last read times in a forum separately of the user and the list of forums. The impact on performance barely exists. If I put it under load, exceeding the kind of load I expect, it still barely has an impact. Then consider it only counts for logged in users. The context of this "inefficient" action is that it doesn't matter. Did I mention I won't be Facebook?Solve your own problems firstThis is another trap I've fallen into. I've often thought about what other people might need for some feature or aspect of the app. In other words, I was willing to make design decisions based on non-existent data. How stupid is that? When I decided to truly open source this thing, building for myself first was a stated design goal. This app has to server the audiences of CoasterBuzz, MouseZoom and other sites first. In this development scenario, you don't have access to mountains of usability studies or user focus groups. You have to start with what you know.I'm sure there are other points I could make too. It has been a lot of fun to work on, and I look forward to evolving the UI as time goes on. That's where I hope to see more magic in the future.

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  • PHP/MySQL Performance Testing with Just PHP

    - by Mike Gifford
    I'm trying to diagnose a server where the website is loading very slowly, but unfortunately my client has only provided me with FTP access. I've got FTP access so I can upload PHP scripts, but can't set up any other server side tools. I have access to phpMyAdmin, but not direct access to the MySQL server. It is also unfortunately a Windows server (and we've been a Linux shop for over a decade now). So, if I wan to evaluate MySQL & disk speed performance through PHP on a generic server, what is the best way to do this? There are already tools like: https://github.com/raphaelm/php-benchmark or https://github.com/InfinitySoft/php-benchmark But I'm surprised there isn't something that someone has already set up & configured to just run through and do some basic testing of a server's responsiveness. Every time we evaluate a new server environment it's handy to be able to compare it to an existing one quickly to see if there are any anomalies. I guess I'd just hoped that someone else had written up a script to do this already. I know I have, but that was before Github when there was a handy place to post scraps of code like this. Originally posted in http://stackoverflow.com/questions/12321498/php-mysql-performance-testing-with-just-php but it was recommended that I re-post it here.

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  • Debian Wheezy (testing) df reported volume size

    - by TheRoadrunner
    I am a bit confused about the /dev/sda* references since I installed Wheezy instead of Squeeze on a testing box. fdisk -l returns: Disk /dev/sda: 250.1 GB, 250059350016 bytes 255 heads, 63 sectors/track, 30401 cylinders, total 488397168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000e9623 Device Boot Start End Blocks Id System /dev/sda1 * 2048 480278527 240138240 83 Linux /dev/sda2 480280574 488396799 4058113 5 Extended /dev/sda5 480280576 488396799 4058112 82 Linux swap / Solaris This seems correct. But df -h /dev/sda (and /dev/sda1 and /dev/sda2 and /dev/sda5) returns: Filesystem Size Used Avail Use% Mounted on udev 10M 0 10M 0% /dev The same happens with every entry under /dev/disk/by-id and /dev/disk/by-path. Only one of two entries under /dev/disk/by-uuid returns the correct volume size: df -h /dev/disk/by-uuid/cacdbad6-7e6b-4e80-84ba-e3c77ef48796 Filesystem Size Used Avail Use% Mounted on /dev/disk/by-uuid/cacdbad6-7e6b-4e80-84ba-e3c77ef48796 229G 22G 196G 11% / Contents of /etc/fstab: # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> # / was on /dev/sda1 during installation UUID=cacdbad6-7e6b-4e80-84ba-e3c77ef48796 / ext4 errors=remount-ro 0 1 # swap was on /dev/sda5 during installation UUID=45840d13-ee36-4e77-8e73-16cbdff25eb1 none swap sw 0 0 /dev/sr0 /media/cdrom0 udf,iso9660 user,noauto 0 0 /dev/fd0 /media/floppy0 auto rw,user,noauto 0 0 It seems all other references than the uuid points to the swap partition. Is this because Wheezy is in testing, and should it be reported as an error?

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  • How to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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  • Is there a way to legally create a game mod?

    - by Rodrigo Guedes
    Some questions about it: If I create a funny version of a copyrighted game and sell it (crediting the original developers) would it be considered a parody or would I need to pay royalties? If I create a game mod for my own personal use would it be legal? What if I gave it for free to a friend? Is there a general rule about it or it depends on the developer will? P.S.: I'm not talking about cloning games like this question. It's all about a game clearly based on another. Something like "GTA Gotham City" ;) EDIT: This picture that I found over the internet illustrate what I'm talking about: Just in case I was not clear: I never created a mod game. I was just wondering if it would be legally possible before trying to do it. I'm not apologizing piracy. I pay dearly for my games (you guys have no idea how expensive games are in Brazil due to taxes). Once more I say that the question is not about cloning. Cloning is copy something and try to make your version look like a brand new product. Mods are intended to make reference to one or more of its source. I'm not sure if it can be done legally (if I knew I wasn't asking) but I'm sure this question is not a duplicate. Even so, I trust in the moderators and if they close my question I will not be offended - at least I had an opportunity to explain myself and got 1 good answer (by the time I write this, maybe some more will be given later).

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  • Rendering a big game universe - bitmaps or vector graphics?

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Publishing a game -- any way to target both WP7 and Win8 Store?

    - by Rei Miyasaka
    I'm at a dilemma which seems should soon become an important issue for a lot of developers. If I build a game in XNA, I won't be able to publish it on the Windows 8 Store, as it would be a classic application -- and classic applications can't be sold on the store. If I build a game in Metro DirectX, I would be able to sell it on the Store, but porting it to Windows Phone would involve porting it to Reach XNA, which in fact would likely involve more effort even than porting to OS X or Android -- both of which support C++. Of all the WinRT API that is supported on C++/JS/.NET, DirectX can only be programmed from C++. It's also unlikely that Microsoft will update Windows 7 or Vista to support the new DirectX features, although that would make the Metro DirectX the first new version of DirectX to stop supporting the immediate predecessor OS. If I build a game in Pre-Win8 DirectX 9/10/11, I won't be able to sell it on the Windows Store or Windows Phone, but I could sell it on something like Steam. It would also involve the most amount of manual plumbing. In fact, DirectWrite, despite being part of DirectX 11, doesn't talk to Direct3D. I'm getting really tired of all these restrictions -- artificial and otherwise -- and I'm coming to a point where I'm considering switching to a platform with a less fragmented API, like Android or Mac/iOS. As far as bringing a game into market goes, excluding the actual market share of any platforms that I might consider, what other factors would help me in making a decision? Just a few years ago this question was a lot easier to answer: if you were primarily concerned with Windows platforms, all you had to answer was whether you wanted DirectX, XNA, or something like SlimDX. If you made the wrong decision, no biggie -- all you really would have lost is XBox and the fairly small Windows Phone market.

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • What's the best way to handle numerous recurring log entries in game loop?

    - by Kaa
    I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector corresponds with it's log type (info, error, debug, etc.). There's one extra std::vector that has "coordinates" to all log entries in the order they were received. Now, all the logging output is also displayed inside my development console in the game. The game console is handled by HTML-type GUI and therefore requires a new <p> element being added for each log output. My problem is that the log entries that are generated in the main loop each frame freeze the engine, because they continue to add elements to the in-game console, and if the console or guy generates a warning - that creates an infinite logging loop. I want to solve it by handling the recurring log entries in an elegant way that lets you know that something is critically wrong, but won't freeze the engine - like displaying the count of errors in the last 60 frames instead of displaying errors themselves. But how do you guys handle this? Does anyone know any nifty tricks to do this? I understand the question may sound vague, but if someone came across this type of issue I'm sure they would know exactly what's happening. Example problematic log entries: OpenGL warnings (I actually do check for errors every frame in many places) Really any prints anywhere in the main loop (may be debugging, may be warnings)

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Keyboard locking up in Visual Studio 2010

    - by Jim Wang
    One of the initiatives I’m involved with on the ASP.NET and Visual Studio teams is the Tactical Test Team (TTT), which is a group of testers who dedicate a portion of their time to roaming around and testing different parts of the product.  What this generally translates to is a day and a bit a week helping out with areas of the product that have been flagged as risky, or tackling problems that span both ASP.NET and Visual Studio.  There is also a separate component of this effort outside of TTT which is to help with customer scenarios and design. I enjoy being on TTT because it allows me the opportunity to look at the entire product and gain expertise in a wide range of areas.  This week, I’m looking at Visual Studio 2010 performance problems, and this gem with the keyboard in Visual Studio locking up ended up catching my attention. First of all, here’s a link to one of the many Connect bugs describing the problem: Microsoft Connect I like this problem because it really highlights the challenges of reproducing customer bugs.  There aren’t any clear steps provided here, and I don’t know a lot about your environment: not just the basics like our OS version, but also what third party plug-ins or antivirus software you might be running that might contribute to the problem.  In this case, my gut tells me that there is more than one bug here, just by the sheer volume of reports.  Here’s another thread where users talk about it: Microsoft Connect The volume and different configurations are staggering.  From a customer perspective, this is a very clear cut case of basic functionality not working in the product, but from our perspective, it’s hard to find something reproducible: even customers don’t quite agree on what causes the problem (installing ReSharper seems to cause a problem…or does it?). So this then, is the start of a QA investigation. If anybody has isolated repro steps (just comment on this post) that they can provide this will immensely help us nail down the issue(s), but I’ll be doing a multi-part series on my progress and methodologies as I look into the problem.

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  • Keyboard locking up in Visual Studio 2010, Part 2

    - by Jim Wang
    Last week I posted about looking into the keyboard locking up issue in Visual Studio.  So far it looks like not a lot of people have replied to provide concrete repro steps, which confirms my suspicion that this is somewhat of a random issue. So at this point, I have a couple of choices.  I can either wait for somebody in the community to provide a repro of the problem that I can reliably run into, or I can do the work myself. I’m going to do both, so while I’m waiting for more possible bug reports, I’m going to write a tool that models the behavior of a typical Visual Studio user and use that to hopefully isolate the problem. I’ve chosen to go with this path since given the information in the bug reports, it seems people hit the issue with many different configurations in many different scenarios.  This means that me sitting down without any solid repro steps is likely not going to be a good use of time.  Instead, I’m going to go with a model-based testing approach where I will define a series of actions that a user in VS can do, and then proceed to run my model.  I’ll let you guys know how this works out for isolating bugs :) I’m using an internal tool for the model engine and AutoIt for the UI automation (I want something lightweight for a one-off).  One of the challenges will be getting feedback: AutoIt is great at driving, but not so great at understanding what success and failure means.

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  • Continuous Integration using Docker

    - by Leon Mergen
    One of the main advantages of Docker is the isolated environment it brings, and I want to leverage that advantage in my continuous integration workflow. A "normal" CI workflow goes something like this: Poll repository for changes Pull from repository Install dependencies Run tests In a Dockerized workflow, it would be something like this: Poll repository for changes Pull from repository Build docker image Run docker image as container Run tests Kill docker container My problem is with the "run tests" step: since Docker is an isolated environment, intuitively I would like to treat it as one; this means the preferred method of communication are sockets. However, this only works well in certain situations (a webapp, for example). When testing different kind of services (for example, a background service that only communicated with a database), a different approach would be required. What is the best way to approach this problem? Is it a problem with my application's design, and should I design it in a more TDD, service-oriented way that always listens on some socket? Or should I just give up on isolation, and do something like this: Poll repository for changes Pull from repository Build docker image Run docker image as container Open SSH session into container Run tests Kill docker container SSH'ing into the container seems like an ugly solution to me, since it requires deep knowledge of the contents of the container, and thus break the isolation. I would love to hear SO's different approaches to this problem.

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  • How to Be a Software Engineer?

    - by Mistrio
    My problem is kind of weird so please bear with me. I have been working in a start up concerned basically with mobile development since my graduation 2 years ago. I develop apps for iOS but it's not really relevant. The start up structure is simply founders developers, with no middle-tier technical supervision or project management whatsoever. A typical project cycle of ours is like this: meet with a client send very vague recruitment to an outsourced graphics designer dig in development right after we get the design, no questions asked then improvise improvise improvise! It's not that we are unaware that stuff like requirements analysis, UML, design patterns, source code control, testing, development methodologies... etc. exist, we just simply don't use them, and I mean like never. The result is usually a clunk of hardly-maintainable yet working code. Despite everything we are literally flourishing with many successful apps on all platforms and bigger clients each project. The thing is, we want the chaos and we're looking for advice. How would you fix our company technically? Given that you can't hire project managers or team leaders just because we are barely 5 developers, so it wouldn't be a justified cost for the founders, but one-time things like courses, books, private training... etc is an option. Lastly, if it's relevant, we are based in Egypt. Thank you a lot in advance.

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  • Unit Tests as a learning tool - a good idea?

    - by Ekkehard.Horner
    I'm interested in ways and means for learning (a) programming language(s) efficiently. I believe that using Unit Test concepts and infrastructure early in that process is a good thing, even better than starting with "Hello world". Why: To write a decent program even for a toy/restricted problem in a new language, you'll have to master many heterogenous concepts (control flow & variables & IO ...), you are tempted to glance over details just to get your program 'to work'. Putting (your understanding of) the facts about the new language in assertions with good descriptions (=success messages) enforces thinking thru/clearness/precision. Grouping topics and adding assertions to such groups is much easier than incorporation features from the 2. chapter of your "Learning X" book to your chapter 1 program. Why not: 'Real' Unit Tests are meant to output "1234 tests ok; 1 failure: saveWorld() chokes on negative input"; 'didactic' Unit Tests should output relevant facts about the new language like perl6 10-string.t # ### p5chop ... ok 13 - p5chop( "cbä" ) returns "ä" ok 14 - after that, victim is changed to "cb" # ### (p6) chop ... ok 27 - (p6) chop( "cbä" ) returns chopped copy: "cb" ok 18 - after that, victim is unchanged: "cbä" # ### chomp ... So (mis?)using Unit Tests may be counterproductive - practicing actions while learning you wouldn't use professionally. How: Writing 'didactic' Unit Tests in languages with lightweight testing systems (Perl 5/6) is easy; (mis?)using more elaborate systems (JUnit, CppUnit) may be not worth the effort or not suitable for a person just starting with a new language. So Is using Unit Tests as a learning tool a bad idea? Can the Unit Test tool(s) of your favourite language(s) used didactically? Should implementation details (eventually) be discussed here or over at stackoverflow.com?

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  • How to analyze a scenario where a bug didn't get caught and adjust development workflow to prevent similar errors

    - by durron597
    I had a bug that was really difficult to track down, because all the unit tests were green, but the production application didn't work properly. Here's what happened: I had a filter class that set my application to ignore data that was not in some specified time windows. The unit test, which seemed thorough to me, turned green. Additionally, my integration tests also produced results as expected. Production, however, did not work. As a result of the first two bullets, this problem was very difficult to find. It turned out the problem was that my test dates were using my time zone (America/Chicago) but the production data was providing dates in UTC, which I did not realize, and the logic for the filter wasn't correct for UTC dates. (I was using joda time DateTime objects). Where did my workflow break down? Did I fail to produce a spec that specified that the logic needed to handle dates in any time zone? Did I fail to thoroughly consider all cases at the unit test level? Did I fail to insure the integration test was sufficiently similar to production? Other? What changes can I make to my workflow to better prevent this sort of mistake in the future? How can I more effectively debug a problem when there is an issue in production but not in testing?

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  • When creating an library published on CodePlex, how "bad" would it be for the unit-test projects to rely on commercial products?

    - by Lasse V. Karlsen
    I have started a project on CodePlex for a WebDAV server implementation for .NET, so that I can host a WebDAV server in my own programs. This is both a learning/research project (WebDAV + server portion) as well as a project I think I can have much fun with, both in terms of making it and using it. However, I see a need to do mocking of types here in order to unit-testing properly. For instance, I will be relying on HttpListener for the web server portion of the WebDAV server, and since this type has no interface, and is sealed, I cannot easily make mocks or stubs out of it. Unless I use something like TypeMock. So if I used TypeMock in the unit-test projects on this library, how bad would this be for potential users? The projects are made in C# 3.5 for .NET 3.5 and 4.0, and the project files was created with Visual Studio 2010 Professional. The actual class libraries you would end up referencing in your software would of course not be encumbered with anything remotely like this, only the unit-test libraries. What's your thoughts on this? As an example, I have in my old code-base, which is private, the ability to just initiate a WebDAV server with just this: var server = new WebDAVServer(); This constructs, and owns, a HttpListener instance internally, and I would like to verify through unit-tests that if I dispose of this server object, the internal listener is disposed of. If, on the other hand, I use the overload where I hand it a listener object, this object should not be disposed of. Short of exposing the internal listener object to the outside world, something I'm a bit loath to do, how can I in a good way ensure that the object was disposed of? With TypeMock I can mock away parts of this object even though it isn't accessed through interfaces. The alternative would be for me to wrap everything in wrapper classes, where I have complete control.

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  • Is there value in having new developers (graduates) start as testers / bug-fixers?

    - by Nico Huysamen
    Hi Programmers Community. What are your thoughts on the following: Is there value in having new developers (graduates) start as testers / bug-fixers? There are two schools of thought here that I have come across. Having new developers (graduates) start as testers / bug-fixers / doing SLA (Service Level Agreement) work, get's them familiar with the code base. It also allows them the opportunity to learn how to read [other people's] code. Further more, by fixing bugs, they will learn certain bad and good practices, which could hopefully help them in the future. The other way of thinking though, is that if you immediately start new developers on something like testing / bug-fixing / SLA work, their appetite for the development world might go away, and/or they might leave the company and you potentially loose out on a great future resource. Is there a balance that should be kept between these two? Currently where I work there is no clear-cut definition of what new starters do. Some go directly on to client work, while some fall in to the SLA world. Should companies have such a policy? Or should it be handled on a case-by-case or opportunity-based basis? Hope to hear from some of you that have experience in this field. Thanks!

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  • How to test the tests?

    - by Ryszard Szopa
    We test our code to make it more correct (actually, less likely to be incorrect). However, the tests are also code -- they can also contain errors. And if your tests are buggy, they hardly make your code better. I can think of three possible types of errors in tests: Logical errors, when the programmer misunderstood the task at hand, and the tests do what he thought they should do, which is wrong; Errors in the underlying testing framework (eg. a leaky mocking abstraction); Bugs in the tests: the test is doing slightly different than what the programmer thinks it is. Type (1) errors seem to be impossible to prevent (unless the programmer just... gets smarter). However, (2) and (3) may be tractable. How do you deal with these types of errors? Do you have any special strategies to avoid them? For example, do you write some special "empty" tests, that only check the test author's presuppositions? Also, how do you approach debugging a broken test case?

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