- Game development involves large teams working together to create high quality code. Coding standards and conventions help ensure uniform style across teams.
- Key aspects of development include debugging priorities, testing code quality through test harnesses, and focusing on speed, size, flexibility and other factors.
- Effective design principles include reusing code, documenting work, scheduling tasks, fixing errors early, and balancing production needs with creative work. Managing teams and processes well is important for success.
Technical aspectof game design (Game Architecture)Rajkumar Pawar
This document discusses various technical aspects of game design, including:
- The importance of research in game design to understand the subject matter and educate the development team.
- How games are often technology-led to take advantage of new hardware.
- The need to document research thoroughly in a research journal to track progress and improve designs.
- How optimization of algorithms and use of third-party libraries can help improve efficiency versus reinventing solutions.
- Benefits and limitations of abstraction for game programming.
The document discusses various aspects of game design including:
- The process of game design which involves concepts, goals, planning, specifications and coding.
- Important skills for game development like creativity, craft and technique.
- Getting ideas and developing the game concept are important initial steps.
- Game design should provide a good experience for players and keep things simple, unique with real-time interaction.
- Testing and getting feedback is important during the development process.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
The document discusses various architectural styles for software design including traditional, object-oriented, layered, client-server, data flow, shared, interpreter, implicit invocation, and peer-to-peer styles. It also covers tier-based architectures with different tiers residing on the same or different machines. The key aspects of architecture design discussed are establishing a conceptual framework, documenting viewpoints, ensuring consistency, and considering the development environment context.
The document discusses design patterns that can be reused in software development. It describes 11 common design patterns for games, including object factory, singleton, flyweight, chain of responsibility, iterator, strategy, observer, command, facade, mediator, and state patterns. These patterns provide general solutions to recurring problems and allow code to be reused, reducing development time and costs. Key benefits are more reliable code and spreading knowledge among developers.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
Technical aspectof game design (Game Architecture)Rajkumar Pawar
This document discusses various technical aspects of game design, including:
- The importance of research in game design to understand the subject matter and educate the development team.
- How games are often technology-led to take advantage of new hardware.
- The need to document research thoroughly in a research journal to track progress and improve designs.
- How optimization of algorithms and use of third-party libraries can help improve efficiency versus reinventing solutions.
- Benefits and limitations of abstraction for game programming.
The document discusses various aspects of game design including:
- The process of game design which involves concepts, goals, planning, specifications and coding.
- Important skills for game development like creativity, craft and technique.
- Getting ideas and developing the game concept are important initial steps.
- Game design should provide a good experience for players and keep things simple, unique with real-time interaction.
- Testing and getting feedback is important during the development process.
The document discusses initial design considerations for game architecture. It covers partitioning problems, creating interfaces between partitions, managing overall structure and flow, and interfacing with the environment. Key points include controlling complexity, ensuring best practices, consistency, predictability, and reuse. The document also discusses game and hardware abstraction, the problem domain, tiered architecture, use of middleware, tokenization of game elements and states, and best practices for game architecture design.
The document discusses various architectural styles for software design including traditional, object-oriented, layered, client-server, data flow, shared, interpreter, implicit invocation, and peer-to-peer styles. It also covers tier-based architectures with different tiers residing on the same or different machines. The key aspects of architecture design discussed are establishing a conceptual framework, documenting viewpoints, ensuring consistency, and considering the development environment context.
The document discusses design patterns that can be reused in software development. It describes 11 common design patterns for games, including object factory, singleton, flyweight, chain of responsibility, iterator, strategy, observer, command, facade, mediator, and state patterns. These patterns provide general solutions to recurring problems and allow code to be reused, reducing development time and costs. Key benefits are more reliable code and spreading knowledge among developers.
The document discusses game architecture and programming. It describes popular game engines, common game programming languages, and the typical layers of game architecture. These include hardware abstraction, the game engine framework, and graphics/rendering handled by APIs like OpenGL and DirectX. Game development can use proprietary or open source engines. Key concepts in game development include vectors, matrices, physics simulation, rendering loops, and multiplayer networking.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
"Game optimization means improving the game application so it runs at the smooth frame-rate across a wide range of hardware specs, including low-end configurations.
In this discussion we will discuss about some common Game optimization techniques irrespective of what Game engine you are using.
- By Niraj Vishwakarma
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
This document discusses software project management. It outlines software processes, common problems, and methods for improving processes. Software processes involve many elements and sub-processes. Common problems include cost overruns, schedule delays, low productivity, and poor quality. There are three methods for improving processes: meta processes focus on organizational strategies and profitability, macro processes produce software within constraints for a project, and micro processes focus on iterations and risk resolution for a project team. The objective of process improvement is to maximize resources for productive activities and minimize overhead impacts on resources like personnel and schedule to ultimately enhance product quality.
Project control and process instrumentationKuppusamy P
The document discusses project control and process instrumentation for software development projects. It describes 7 core metrics that can be used to measure: 1) management indicators like work progress, budget, and staffing, and 2) quality indicators like change activity, breakage, rework, and defects over time. These metrics provide objective assessments of progress, quality, and estimates. The document also discusses automating metric collection and displaying metrics through a software project control panel to provide visibility into the project.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
The document discusses various software process models including prescriptive models like waterfall model and incremental process model. It also covers evolutionary models like prototyping and spiral process model. Specialized models covered are component based development, formal methods model, aspect oriented development and unified process model. The key highlights are that different models are suited for different situations based on project needs and each model has advantages and disadvantages to consider.
This document provides an overview of the key details and storyline for a proposed penguin-themed game. The game consists of 5 levels where the player controls Peter the Penguin and must care for his egg by catching fish within time limits. In each level, Peter explains a new challenge, such as scarcer fish due to overfishing or a seal threat. Later levels depict environmental issues like melting ice caps and an oil spill caused by human activities. The document outlines the game's characters, artwork, animations, level design and narrative, which aims to teach players about the impacts of climate change and pollution on penguin habitats in the Arctic.
Extreme Programming (XP) is an agile software development methodology that focuses on rapid feedback, simplicity, communication, and responsiveness to change. The key practices of XP include planning game, small releases, simple design, testing, pair programming, collective ownership, continuous integration, on-site customer, and coding standards. XP aims to improve quality and responsiveness through practices like test-driven development, frequent integration, and refactoring.
Software Engineering Layered Technology Software Process FrameworkJAINAM KAPADIYA
Software engineering is the application of engineering principles to software development to obtain economical and quality software. It is a layered technology with a focus on quality. The foundation is the software process, which provides a framework of activities. This includes common activities like communication, modeling, planning, construction, and deployment. Additional umbrella activities support the process, such as quality assurance, configuration management, and risk management.
Software project management Improving Team EffectivenessREHMAT ULLAH
This document discusses improving team effectiveness for software project management. It emphasizes that managing the team is key and a well-managed team can overcome other shortcomings. Some recommendations include using top talent and fewer people, properly matching skills and motivations to jobs, allowing career progression, balancing the team's skills and personalities, and phasing out underperforming team members. Overall, the most important factors for an effective team are teamwork, balance, strong leadership that keeps the team together and recognizes both individual and group needs.
The document discusses several software development life cycle (SDLC) models:
- The waterfall model is a linear and sequential approach with distinct phases for requirements, design, implementation, testing, and deployment. It works well for projects with stable requirements.
- The V-shaped model emphasizes verification and validation testing at each phase. It is suited for projects requiring high reliability.
- Evolutionary prototyping involves building prototypes early and getting user feedback in iterations to refine requirements. It helps clarify unstable requirements.
- Rapid application development (RAD) emphasizes user involvement and productivity tools to reduce cycle times. It is suited when requirements are reasonably well known.
- Incremental development delivers partial systems in increments to get early benefits while allowing
This document outlines various artifact sets produced during the software engineering process, including requirement, design, implementation, deployment, test, and management artifacts. It discusses the artifacts in each set and how they evolve over the software lifecycle. The key artifact sets are the requirement set containing the engineering context, the design set representing different abstraction levels, the implementation set with source code, and the deployment set for delivering the software to users. Test artifacts must also be developed concurrently and documented similarly. Management artifacts include documents for planning, tracking status and releases, and defining the development environment.
This document discusses different types of software metrics including process, product, and project metrics. It defines metrics as quantitative measures of attributes and discusses how they can be used as indicators to improve processes and projects. Process metrics measure attributes of the development process over long periods of time. Product metrics measure attributes of the software at different stages. Project metrics are used to monitor and control projects. The document also discusses size-oriented and function-oriented metrics for normalization and comparison purposes. It provides examples of calculating function points and deriving metrics like errors per function point.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
The document discusses software requirements and requirements engineering. It introduces concepts like user requirements, system requirements, functional requirements, and non-functional requirements. It explains how requirements can be organized in a requirements document and the different types of stakeholders who read requirements. The document also discusses challenges in writing requirements precisely and provides examples of requirements specification for a library system called LIBSYS.
DirectX is a collection of application programming interfaces (APIs) for Microsoft Windows that allows hardware-accelerated multimedia capabilities such as 3D graphics, audio, and video. It provides low-level access to graphics and sound hardware, enabling high-performance multimedia applications. DirectX includes APIs such as Direct3D for 3D graphics, DirectDraw for 2D graphics, DirectSound for audio, DirectInput for game controllers and devices, DirectPlay for multiplayer gaming, and DirectShow for audio and video format playback.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
"Game optimization means improving the game application so it runs at the smooth frame-rate across a wide range of hardware specs, including low-end configurations.
In this discussion we will discuss about some common Game optimization techniques irrespective of what Game engine you are using.
- By Niraj Vishwakarma
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
This document discusses software project management. It outlines software processes, common problems, and methods for improving processes. Software processes involve many elements and sub-processes. Common problems include cost overruns, schedule delays, low productivity, and poor quality. There are three methods for improving processes: meta processes focus on organizational strategies and profitability, macro processes produce software within constraints for a project, and micro processes focus on iterations and risk resolution for a project team. The objective of process improvement is to maximize resources for productive activities and minimize overhead impacts on resources like personnel and schedule to ultimately enhance product quality.
Project control and process instrumentationKuppusamy P
The document discusses project control and process instrumentation for software development projects. It describes 7 core metrics that can be used to measure: 1) management indicators like work progress, budget, and staffing, and 2) quality indicators like change activity, breakage, rework, and defects over time. These metrics provide objective assessments of progress, quality, and estimates. The document also discusses automating metric collection and displaying metrics through a software project control panel to provide visibility into the project.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
The document discusses various software process models including prescriptive models like waterfall model and incremental process model. It also covers evolutionary models like prototyping and spiral process model. Specialized models covered are component based development, formal methods model, aspect oriented development and unified process model. The key highlights are that different models are suited for different situations based on project needs and each model has advantages and disadvantages to consider.
This document provides an overview of the key details and storyline for a proposed penguin-themed game. The game consists of 5 levels where the player controls Peter the Penguin and must care for his egg by catching fish within time limits. In each level, Peter explains a new challenge, such as scarcer fish due to overfishing or a seal threat. Later levels depict environmental issues like melting ice caps and an oil spill caused by human activities. The document outlines the game's characters, artwork, animations, level design and narrative, which aims to teach players about the impacts of climate change and pollution on penguin habitats in the Arctic.
Extreme Programming (XP) is an agile software development methodology that focuses on rapid feedback, simplicity, communication, and responsiveness to change. The key practices of XP include planning game, small releases, simple design, testing, pair programming, collective ownership, continuous integration, on-site customer, and coding standards. XP aims to improve quality and responsiveness through practices like test-driven development, frequent integration, and refactoring.
Software Engineering Layered Technology Software Process FrameworkJAINAM KAPADIYA
Software engineering is the application of engineering principles to software development to obtain economical and quality software. It is a layered technology with a focus on quality. The foundation is the software process, which provides a framework of activities. This includes common activities like communication, modeling, planning, construction, and deployment. Additional umbrella activities support the process, such as quality assurance, configuration management, and risk management.
Software project management Improving Team EffectivenessREHMAT ULLAH
This document discusses improving team effectiveness for software project management. It emphasizes that managing the team is key and a well-managed team can overcome other shortcomings. Some recommendations include using top talent and fewer people, properly matching skills and motivations to jobs, allowing career progression, balancing the team's skills and personalities, and phasing out underperforming team members. Overall, the most important factors for an effective team are teamwork, balance, strong leadership that keeps the team together and recognizes both individual and group needs.
The document discusses several software development life cycle (SDLC) models:
- The waterfall model is a linear and sequential approach with distinct phases for requirements, design, implementation, testing, and deployment. It works well for projects with stable requirements.
- The V-shaped model emphasizes verification and validation testing at each phase. It is suited for projects requiring high reliability.
- Evolutionary prototyping involves building prototypes early and getting user feedback in iterations to refine requirements. It helps clarify unstable requirements.
- Rapid application development (RAD) emphasizes user involvement and productivity tools to reduce cycle times. It is suited when requirements are reasonably well known.
- Incremental development delivers partial systems in increments to get early benefits while allowing
This document outlines various artifact sets produced during the software engineering process, including requirement, design, implementation, deployment, test, and management artifacts. It discusses the artifacts in each set and how they evolve over the software lifecycle. The key artifact sets are the requirement set containing the engineering context, the design set representing different abstraction levels, the implementation set with source code, and the deployment set for delivering the software to users. Test artifacts must also be developed concurrently and documented similarly. Management artifacts include documents for planning, tracking status and releases, and defining the development environment.
This document discusses different types of software metrics including process, product, and project metrics. It defines metrics as quantitative measures of attributes and discusses how they can be used as indicators to improve processes and projects. Process metrics measure attributes of the development process over long periods of time. Product metrics measure attributes of the software at different stages. Project metrics are used to monitor and control projects. The document also discusses size-oriented and function-oriented metrics for normalization and comparison purposes. It provides examples of calculating function points and deriving metrics like errors per function point.
The document discusses game engines. It begins by defining a game engine as a software framework for developing video games. It then covers various components of a typical game engine including the runtime architecture, tools and asset pipelines, common engine types, and popular game engines like Unreal Engine and Unity. The document emphasizes that game engines provide reusable tools and technologies to help speed up the game development process across multiple platforms.
The document discusses software requirements and requirements engineering. It introduces concepts like user requirements, system requirements, functional requirements, and non-functional requirements. It explains how requirements can be organized in a requirements document and the different types of stakeholders who read requirements. The document also discusses challenges in writing requirements precisely and provides examples of requirements specification for a library system called LIBSYS.
DirectX is a collection of application programming interfaces (APIs) for Microsoft Windows that allows hardware-accelerated multimedia capabilities such as 3D graphics, audio, and video. It provides low-level access to graphics and sound hardware, enabling high-performance multimedia applications. DirectX includes APIs such as Direct3D for 3D graphics, DirectDraw for 2D graphics, DirectSound for audio, DirectInput for game controllers and devices, DirectPlay for multiplayer gaming, and DirectShow for audio and video format playback.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Digital games have evolved significantly from their early origins in arcades and home consoles. What began as games focused on high scores and short sessions in arcades transformed to include longer home console games with save features. Later, casual games on PCs popularized relaxed puzzle-style games. The mobile era saw another shift to touchscreen games optimized for short sessions. Free-to-play games now dominate mobile, using behavioral data to craft addictive feedback loops that entice paying "whales" to subsidize games for all players. Today, gaming encompasses everyone through ubiquitous mobile access.
Introduction to Mobile Game Programming with Cocos2d-JSTroy Miles
This document discusses an introductory presentation on mobile game programming with Cocos2d-JS. It provides an overview of the speaker's background and experience, outlines the agenda which includes an introduction to Cocos2d-JS, setting up the environment, terminology, workflow, looking at a sample game, audio, tools, ads and publishing. It also discusses platforms supported, prerequisites, installation, common commands, game development parts and terminology, the coordinate system, debugging and promoting games.
This document discusses information security goals of confidentiality, integrity, and availability. It describes two types of cryptographic attacks: cryptanalytic attacks which try to ascertain a secret key through statistical or algebraic techniques, and non-cryptanalytic attacks which threaten the security goals. Non-cryptanalytic attacks include snooping, traffic analysis, modification, denial of services, repudiation, replaying, and masquerading. Attacks can be either passive, where the goal is just obtaining information without modifying data, or active, where the attacker may change data or harm the system. Passive attacks are difficult to detect while active attacks are easier to detect.
Game testing differs from general software testing in several key ways. Game testing must ensure a game is fun through fun factor testing and balance testing of game elements. It also requires testing unique aspects of games like different game levels, AI behaviors, multiplayer networks and physics. While both ensure functionality, games also require testing realism and modification APIs. Prioritization depends on targeted player types from casual to hardcore gamers. Game testing faces larger combinatorial challenges due to complex 3D game worlds. Both require expertise but game testing demands domain knowledge of gaming.
[Ubisoft] Perforce Integration in a AAA Game EnginePerforce
This document discusses the integration of Perforce source control software into the Anvil game engine used for Assassin's Creed games. It describes how Ubisoft built a custom integration library called Guildlib using the Perforce C++ API to fully integrate Perforce into the engine. This allowed them to store massive game assets efficiently in a "Bigfile" and handle synchronization of hundreds of developers across locations. The tight integration provided benefits like improved performance, custom file statuses, and full control over file system operations.
Use a game engine to create a video game. Its reusable components provide the general functionality. Define resources and building blocks.
What are the key elements of a game engine?
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
Prototyping involves an iterative approach where initial prototypes are developed to help identify requirements, with feedback used to refine subsequent prototypes. Issues can arise if customers want to stop development after seeing a prototype or if implementation compromises are made to develop prototypes quickly. The spiral model similarly takes an iterative approach but incorporates risk assessment at each stage to determine if the project should continue. Agile methods like extreme programming (XP) emphasize customer involvement, frequent iterations, pair programming, and test-first development where automated tests are created and run regularly.
The document discusses various approaches for selecting a project methodology, including whether to build a system in-house or outsource it. It covers the waterfall model, spiral model, prototyping, and incremental delivery. The key aspects addressed are identifying project characteristics and risks to determine the most appropriate software process model. Structured versus agile approaches are weighed in terms of balancing requirements specification with delivery speed.
This document provides an overview of process models and agile development approaches. It discusses the Unified Process (UP) and its phases including inception, elaboration, and more. Agile methods like Scrum and Extreme Programming (XP) are also summarized. Scrum uses sprints, daily stand-ups, sprint reviews and retrospectives. XP practices pair programming, test-driven development, and frequent small releases. The document emphasizes that agile prioritizes individuals, working software, customer collaboration and responding to change over processes and tools.
How Microsoft ALM Tools Can Improve Your Bottom LineImaginet
Microsoft's ALM tools like Visual Studio and Team Foundation Server can help improve an organization's bottom line by addressing common application development inefficiencies and issues. The document outlines scenarios where ALM tools could help such as inconsistent processes, lost work, and quality being an afterthought. These issues waste time and money. Implementing ALM best practices and tools can help capture opportunities by improving visibility, automating processes, and enforcing standards to develop higher quality software more efficiently.
HOW TO PHYSICALLY DESIGN A COMPUTER BASED INFORMATION SYSTEMRebekahSamuel2
This document outlines the steps involved in physically designing a computer-based information system. It discusses designing all necessary system components, including data and information, data stores, end users, methods and procedures, computer equipment, programs, and internal controls. It also covers completing the physical design phase by tasks such as designing computer files and databases, outputs, inputs, the user interface, methods and procedures, and program specifications. Finally, it discusses design by prototyping and compares rapid versus system prototyping approaches.
Se 381 - lec 28 -- 34 - 12 jun12 - testing 1 of 2babak danyal
This document provides an overview of software testing principles and types of testing. It discusses the purpose of testing as detecting faults early to reduce costs and improve quality. It defines verification and validation, and describes non-execution based testing techniques like inspections and walkthroughs. It also covers execution based testing and the need to test for behavioral properties like utility, reliability, robustness, performance and correctness. Metrics for inspections and different fault handling techniques are also summarized.
Expert Systems: Principles and Programming, Fourth Editionmercyzyada1999
This document discusses considerations for building an expert system, including selecting an appropriate problem, development stages, potential errors, and the need for software engineering practices. It describes selecting a problem that has a clear need, available tools and knowledge, and potential payoffs. The development stages include feasibility studies, prototypes, field testing, and maintenance. Potential errors are listed at each stage from incorrect expert knowledge to inference engine bugs. Software engineering practices like quality standards and testing are necessary given expert systems' responsibilities.
This document provides an overview of various software engineering process models, including:
- Waterfall model which divides the software development life cycle into sequential phases like requirements, design, implementation, testing and maintenance.
- Iterative waterfall model which allows for feedback loops between phases to catch errors earlier.
- Prototyping model which involves building prototypes to refine requirements before development.
- Incremental/evolutionary model which develops the system in modules through successive versions.
- Spiral model which represents the software process as iterative loops to progressively develop and test the product.
- Agile models like Scrum and XP which emphasize adaptive planning, evolutionary development, team collaboration and frequent delivery of working software.
The document discusses time boxing and agile models. Time boxing involves fixing an iteration duration and dividing each iteration into stages of approximately equal duration, with each stage performing a clearly defined task. This allows iterations to be executed in a pipelined manner to improve delivery times. Agile models use iterative and incremental development with short iterations to focus on quickly delivering working software. Popular agile methods discussed include extreme programming (XP), which uses user stories, estimation, frequent small releases and acceptance testing.
This chapter discusses requirements modeling techniques used in systems analysis, including joint application development (JAD), rapid application development (RAD), and agile methods. It covers modeling tools like functional decomposition diagrams and data flow diagrams. System requirements like outputs, inputs, processes and controls are defined. Fact-finding techniques like interviews, documentation review and observation are also introduced.
This document discusses project management principles and processes. It covers topics such as the importance of project management, knowledge areas, project identification and planning, risk management, and project execution. The document provides examples of projects and defines characteristics that distinguish projects from routine tasks. It also discusses project life cycles, activities involved in project execution like requirements analysis and testing, and potential problems in software projects.
The document provides information about software development lifecycles and project management. It discusses requirements gathering, domain modeling, coding, testing at various stages, deployment, and managing projects using agile methodologies like Scrum. Specifically, it outlines the development lifecycle from requirements to deployment, emphasizing good management processes, developer skills, and tools are needed to build quality software. It also describes how Scrum is used to manage projects through prioritized backlogs, sprints, daily standups, and retrospectives to continuously improve.
Extreme Programming (XP) is an agile software development process that focuses on customer involvement, incremental delivery of software, and rapid response to change through simple design, refactoring, testing and pair programming. Key principles include developing requirements as user stories, writing automated tests before code, continuous integration and refactoring to simplify code and adapt to changing requirements. Challenges include ensuring representative customer involvement throughout and potential architectural issues from incremental design decisions.
The document discusses various software production process models, including traditional waterfall models, iterative models like the spiral model, and agile methodologies. Waterfall models involve sequential phases from requirements to maintenance but lack flexibility. Iterative models divide the process into increments with feedback between phases. Agile methods like Scrum, Extreme Programming, and Smart emphasize rapid, incremental delivery, automating processes, and customer involvement. The choice of model depends on factors like requirements volatility, team experience, and project priorities.
Agile Development | Agile Process ModelsAhsan Rahim
Agile Development | Agile Process Models
Here you are going to know What is Agile Development & What are Agile Process Models for the development of Software Product.
What are different types of Agile Development, steps involve in Agile Development, XP, Scrum, Traditional Process Models with full text and animated description.
Software Process Models defines a distinct set of activities, actions, tasks, milestones, and work products that are required to engineer high-quality software...
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The document discusses several "xDD" models which are software development processes that rely on short development cycles focused on specific goals like features, tests, or behaviors. It provides details on Feature-Driven Development (FDD), Test-Driven Development (TDD), and Behaviour-Driven Development (BDD) including key steps and founders/influencers of each methodology.
This slide is for software engineering subject which may help you to better understanding. You can also gain knowledge in software engineering subject.
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This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
2. 6.1 Introduction
– Comparing to other phases development phase is
very small in whole development process
– Coding phase is very important
– Important aspect of game development is its
creativity
– Creativity should be applied on proper place
3. 6.2 The development process
• In earlier days, game projects were very small and a
single programmer or small team was developing
game
• Nowadays with a power and capabilities of game
platforms, large teams had to work for the game
project
• Code developed by all members must be of high
quality and some coding standard need to be followed
• Game engines are divided into a number of distinct
types
• For a good quality code, a number of general
techniques are applied from code inception to system
integration
4. 6.3 code quality
• With a large team, there is every possibility for members
to different coding styles
• This would affect quality of coding and its maintenance
• To ensure that coding style should be uniform
6.3.1 follow coding standard
• As a part of team, the code has to be understood
by every member
• This mandates use of standards
• The software factory model suggest the use of
code across various projects
5. Comments and documentation
• A comment should make the reader understand how
the code does its task rather than what it does
• Comment are made to explain what the statement of
code will have on the rest of the object
• Commenting can help preventing bugs and promote
code understanding
• Good commenting reduces the error in the code and
speeds up the code review process
• “Work in progress” in the code shown with comments
“TODO”
6. Naming and coding conventions
• These conventions are for two main areas:
1. Files and directory structures
2. Classes, functions and variables
– A sensible naming practice makes the purpose of
variable and functions easier to understand
– Example: bSuccess_ is a reference to the Boolean
variable
– Trailing underscore in bSuccess_ indicates that it
denotes the return value and differentiate it from
the local variable
7. • In C++, a class has all members private by default and a structure is a
class that has all members public
• The class naming conventions are as follows:
– Class name has a name prefix C ex. Cball
– Interface name has a name prefix I ex. Idrawable
– Structure name has a name prefix S ex. Sconfig
• The prefixes to variable scope indicates are as follows:
– Global variable ex. g_uiRefCount
– Class member ex. m_uiRefCount
– Static variable ex. s_uiRefCount
– Constant ex. c_uiInitialCount
– Enumeration ex. eStateOk
– Static member ex. ms_uiRefCount
• The prefixes to variable type indicates are as follows:
– Signed Integer i or n
– unsigned integer ui
– Signed short s
– Signed char ch
– Array a
– Pointer p
8. 6.4 Coding priorities
• Coding priorities have to be established as a part
of technical design
• The various aspect of game to be considered are
speed, size, flexibility, portability and
maintainability
1. Speed
2. Size
3. Flexibility
4. Portability
5. Maintainability
9. 6.5 Debugging and module completion
1. Class A
• These bugs are the most severe bugs
• These can occur during installation or crashing the game at the
beginning of the first level
2. Class B
• These bugs may not crash the game but affect the quality
• Example: failure of an event such as the gun may not fire when
used
3. Class C
• These bugs are minor bugs and can be fixed without much of
problem
• These are called cosmetic bugs
• These could be spelling mistakes or user interface glitches
• Priorities assigned according to the higher level severity
a. Logical errors
b. Programming errors
c. Data errors
10. • Out of the three types of errors mentioned above, programming or
code errors easiest to detect
• Instead of testing for each of the other type of errors a generic test
harness is done
6.5.1 Test harness
– Install and run the module under test in a test environment, with input
data in the expected input format
– Generate stubs to emulate the behavior of subroutine modules;
– Capture the actual outcome as generated by the unit under test and
log or display it in a usable form
– Compare the expected outcome with the actual outcome and log a
test verdict for each input test
– Tester is allowed to use all possible options in the user interface for
this
– Test harness application is integrated with the source control system
to log test results and log results are used for audit purpose
– This can also be used for regression testing, as old result can be
compared with new result to check any bugs that have been
introduced into previous working modules
– Testing harness could also be scripted, so that it can automatically run
a whole series of tests
11. 6.6 The seven golden principles of effective design
6.6.1 Reuse
• In game development, code, design patterns are reused
• Software architecture, non functional requirement (speed, flexibility,
portability, etc.) can also be reused
• Mostly common reused classes are foundation classes
• Developer have to used all plug-ins in the early stages of the
development to make quick build+
• This enables the modules to act as black box allowing the internal
changes without affecting the rest of the system
6.6.2 Document
• Documentation is imp for overall success of software development
12. 6.6.3 Design first before implementation
• Game design is an ongoing process
• It starts with an idea; a vision that often develops into a
concept
6.6.4 Schedule tasks
• It is difficult to go with a schedule because of many
reasons
• Non-essential tasks are identified and cut down
• A realistic schedule has to be developed with the available
resources; the various resources are as follows:
• List of reusable components
• List of tools and utilities
• People (game designer, programmers, artists, sound engineers,
internal support team)
• Hardware / software resources
13. 6.6.5 Fix errors early
– The cost of repairing the errors are manifold, if found late then these
are fixed early
– Also the errors propagate if they are not fixed early
– Some useful tips for fixing errors are as follows:
1. Always fix the error first; often this one can correct most of the others
2. Save the file once the error is fixed, and for each change compile and
run again
3. Testing (verification of specifications) should start in the pre-
production stage itself
4. Testing should be done as often as possible by developer in
production stage before delivery
6.6.6 Control the degree of R&D
– To control the degree of research by game developers on latest
technology
– Hardware and game consoles also improve at good speed
– Since developers work on tight schedules, they will have very little time
to try out untested technologies
– For a sequel new technology can be tried
– It is advisable to have backup plan in case new technology has to be
tried/used
14. 6.6.7 Focus on right areas for right amount of
time
– In a structured development methodology, project
review happen at specific, high impact points
involving top management
– If the development process is inefficient and slow,
products are often late-to-market over cost and
not well aligned with user needs
15. 6.7 Five important aspects in game development
1. People
– Talented, experienced and motivated people deliver any kind
of management
– They will find right way around processes or structure where
there is disorder
2. Production Vs creativity
– Production pressure from the business is the need to deliver a
product on time and within the budget
– For this we need to be able to quantify the work and risks by
planning and rescheduling
– Creativity is the heart and soul of game development and
drives us to create better games
– It is a process of curiosity and exploration
– There are no guaranteed outcomes or fixed timeframes and
this is not acceptable from production perspective
– We need to find a way to balance both with the clear
objectives and within the boundaries of each project
16. 3. Phases of production
1. Preproduction
• It is the most creative period of any game, where it is
decided what the game is and how to make it
• The initial stage of preproduction is exploratory and later
technology specifics have to be given for production
2. Production
• It is the period in which the game is being developed
• This is process driven and so more controlled
3. Postproduction
• It is a period in which the finished game is made into a
shippable product
• This is done in two stages: Alpha(making the gameplay fun
and balanced, therefore iterative) and beta(fixing the bug,
is process driven)
17. 4. Skill sets
– Skill set involved in the game development are code, art and design
– Artwork is more of a deterministic discipline
– Work can be split into independent modules, hence adding more
people can complete the job faster
– This estimates can not be very accurate in case of code and design
– Because they need to respond to change requests more often, fix
bugs or deal with hidden complexity
– Hence the job con not finish faster by adding more people
5. Clients
– In games, the stakeholder is an external producer who acts as a
spokesperson for interested parties on the publishers side
– Understanding the external forces is vital for planning the strategy
and management style
– A few things that contribute to the environment in which the project
must survive are as follow-how much trust and freedom will EP
extend
18. 6.8 The three lead balloons
1. Bad Management
– Instead of finding ways to manage people, it is better to build a
process into the team so that imposed management becomes
unnecessary
– The process should promote best practices and conceptual
integrity
– Bad management can affect the process in the following manner:
• Increase the cost and reduce the performance through bureaucratic
overhead
• Hamper the ability of the team to change or adapt to new situation
• Suppress the team’s capacity for innovation and creativity
– Good management allows flexibility, identifies what is important
– Handle the situation carefully
– Every game, every team, every company is unique
– The factor that can affect a project are the size of the team,
corporate culture, internal politics, budget limitations, physical
constraint, etc
19. 2. Rapidly expanding features
– Give extra features that what is planned(beyond
scope) probably to increase popularity and thus sale
– The best way to manage this situation is to priorities
features and keep up the schedule
– Dos and don’ts are as follows:
• Do not write system critical code towards the end
• Represent project progress as a “% complete” of total work
• Give the schedule for lower granularity tasks for accuracy in
estimates
• In each working build, mark features that will work (enable)
and that would not be (disable) work
• Map list of classes to concepts
• Added features can be released as different versions
• Do not add any major feature after first iteration
• Defer lower priority tasks until more than 50% of the project
is complete
20. 3. Coder never open up
– Games are creative processes that involved
interaction among multitalented people such as
coders, designers, artists and writers
– Coders are generally loners, self taught people unlike
artists who generally respect each other’s work and
work very well as a team
– If a coders has insecure feeling and does not open
up, then it will become difficult for others to work
with him/her
– Constant motivation and encouragement can boost
up their moral
– Incentives are awarded for sharing resources,
mentoring, etc to make coders work environment
comfortable