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- <h3 class="article-title"><a href="http://opengamestudio.org/example-driven-development.html" rel="bookmark"
- title="Permalink to Example-driven development">Example-driven development</a></h3>
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-
- <h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 Июнь 2018
- <a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>
-
- </h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p>
- <p>This article explains how the third OpenSceneGraph cross-platform example
- opened our eyes to example-driven development.</p>
- <p><strong>The third OpenSceneGraph cross-platform example</strong></p>
- <p>The third OpenSceneGraph cross-platform example explains how to implement
- <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about
- OpenSceneGraph and more about different platforms.</p>
- <p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
- first idea was to embed HTTP server into an application and let HTTP clients
- interact with the server. However, serving HTTP across all platforms is
- complicated:</p>
- <ul>
- <li>desktops have firewalls</li>
- <li>mobiles have restrictions on background processes</li>
- <li>web browsers are HTTP clients by design</li>
- </ul>
- <p>That's why we decided to create a mediator between debugged application and UI.
- <a href="https://github.com/OGStudio/debug-broker">Debug broker</a>, a small Node.js application, became that mediator.
- Debug broker uses no external dependencies, so it's easy to run virtually
- anywhere. Also, since debug broker is a server application, you can configure
- it once and use it for any number of applications.</p>
- <p>Both <a href="https://github.com/OGStudio/debug-ui">debug UI</a> and <a href="https://github.com/OGStudio/debug-broker">debug broker</a> use JavaScript
- because we wanted these tools to be accessible from anywhere with no prior
- installation. This decision limited us to web browser solution. Providing
- any sort of desktop application would incur additional installation and
- maintenance effort, which would only complicate the tools.</p>
- <p><strong>Example-driven development establishment</strong></p>
- <p>Once the third example was implemented, we realized how important and
- beneficial it is to develop new features outside the main project:</p>
- <ul>
- <li>the main project is freed from excessive commit noise</li>
- <li>a new feature is publicly shared for everyone to learn, criticize, and improve</li>
- </ul>
- <p>When we publicly share our knowledge:</p>
- <ul>
- <li>we must create documentation for everyone (including ourselves later) to understand what's going on</li>
- <li>we must not use hacks because that would break your trust in us</li>
- </ul>
- <p>From now on, all new features like input handling, Mahjong layout loading,
- resource caching, etc. are going to be first implemented as examples.
- We call this example-driven development.</p>
- <p>That's it for explaining how the third OpenSceneGraph cross-platform example
- opened our eyes to example-driven development.</p>
- <p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
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