• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
PragmaOnce

What does unit testing mean?

3 posts in this topic

Hey guys.

 

So a lot of the blogs/tutorials that I have been reading refer to unit testing a lot. It will say that a certain approach makes it easier for unit testing etc.. I did take a glance at the Wikipedia page but it's too much new information for me to solidly grasp. I'm still in high school so I have yet to learn the jargon/glossary associated with a Computer Science course.

 

So I was wondering if one of you could explain it to me in simpler terms and perhaps a basic implementation of how it is used and why you would use it. 

 

Thank you.

Edited by PragmaOnce
0

Share this post


Link to post
Share on other sites

Why do you want to do it? Because you make changes / additions to the existing code at some point and not notice that it breaks functionality that worked previously (who tests every functionality they ever implemented).

A good coverage of functionality with unit tests ensures that you will notice that the code you have modified does no longer work the way it used to work. At some point (possibly integrated into your build process) you will run the unit tests and see if the code still satisfies the conditions. That is pretty much what writing unit tests is about:

you declare that, for example, you want a method to return 10 when you pass 5 as parameter #1 and 2 as parameter #2.

 

Broken tests might be desired (in that case you update the unit tests) or not (in that case you fix your new code).

 

You might want to look at TDD (test driven development). With that approach you write the tests first (they will all fail at first) ... then you write the code that makes them succeed.

That approach makes sure you don't write extremely cool classes with dozens of options for later use and never actually use half the code.

You also have to think about responsibilities of modules, scenarios and the architecture before you jump into the implementation ... which is usually a good thing:

(http://blog.activelylazy.co.uk/2011/02/09/if-i-had-more-time-i-would-have-written-less-code/)

 

Showing examples is a little difficult. It depends a lot on your desired workflow how this is set up. I'd google what options there are for unit testing for your programming language of choice and visit its website.

The real beauty of unit tests can be seen when it is integrated into a continuous integration solution. But I guess you have enough input to process already ...

Edited by DareDeveloper
2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0