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.
Event-driven architecture allows you to observe, collect, analyze, and react dynamically to real-time events.
Since most of functionalities of our applications are reactions on some requests or situations it's worth to know advantages of event processing and event-driven architecture.
Ability to recognize events we have to react on make as more aware of the domain we have to work with. Including them into our applications makes our software more cohesive, granular and easier to understand, extend and modify.
During the talk you will learn what event processing is. What are the differences between event processing and event sourcing. I will describe major concepts of event-driven architecture and tell you how to design event processing applications.
The „game development” term is stereotypically associated with an image of programmers coding efficient engines, designers thinking about fluent gameplays, artists, animators and sound engineers working together to create stunning environments. Naturally, there’s a lot of truth in that. Nowadays, however, when publishing applications is getting easier and easier and the market is more competitive than ever, some other factors come into light and become essential.
Following the dynamic growth of public cloud idea, initially used mostly by business applications, the game developers seem to start noticing and using its power for their own purpose. It turns out that the available technologies and software development methods create a lot of new opportunities for both small, indie developers and game dev giants. Some game genres even seem to be highly dependent on different mechanisms implemented in cloud.
How exactly can you profit from using cloud, how to begin working with cloud to use it effectively throughout the process of developing, publishing and maintaining a game? The purpose of this speech is shedding some light on this subject with a little help of real world examples.
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!