How much is the business software development different from creating a game? Are these two fields distinct or rather they are the two sides of the same coin? The lecture will approach the problem starting with the nature of these specific domains. Further on an analysis of the production cycle will be carried out, starting from designing, including implementation, testing, up to the shipping of the final product, focusing on the domain’s specific problems. The conclusion will consist of a short comparison of the culture and conditions of work in these two industries.
If you are one of those developers who write tests because they find them useful and you would like to improve, this presentation is for you.
If you are one of those who get irritated by tests or who considers tests a hindrance in your work, this presentation is also for you.
I will speak about how you can understand if your tests bring any value and how you can write tests that bring just the value you need.
I will present test design techniques basing on real-life example instead of academic explanations.
You will learn how to turn tests from annoying duty to a meaningful part of your work.
The project itself sprouts from the idea to later become a full-fledged product. What we have is an idea, an action plan, an architecture. We can start developing. However, in this whole chaotic race, it is easy to forget the details which are essential for a good project. One of them is good repository workflow.
During my talk, I will show you how to organize such a repository workflow. Everything I will present is based on a real repository of the ‘nrfx’ project. In this case, the repository based on Git, but the process can be used almost everywhere. We will start from creating a plan, then we will discuss various suitable solutions, and finally, we will end up with a real project. You will learn why you should treat Git seriously and what benefits it can bring you. Pure commits, clean history. Transparency. Let's get started!
Inventing a perfect locomotion solution is the holy grail of virtual reality and a subject of a heated debate. In the face of VR sickness, many developers decide to play it safe and avoid FPS-style free movement, which is less engaging for some, but makes the experience more bearable for others. It reminds that finding a perfect balance between immersion and comfort is the key aspect of VR locomotion. This speech outlines possible movement schemes along with their pros and cons, and presents practical examples of how to use potential limitations to developers’ advantage.