In a previous post, I linked to Dan Teasdale’s design lessons, as learned from “Rock Band“. In this post, and in the next few posts, I will analyze Dan’s ideas for game development, and try to apply them to development in general. The first principle Dan mentions is “The One Question“. Decisions, Decisions Software development is a series of decisions. The Product Manager, customer and/or Project Manager (or equivalent) can provide requirements, statements of work, high-level design, even low-level design,
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By Ran Arad | May 13th, 2009 | Filed under Development
My last post was a bit poetic. The intention was to list the advantages of the void pointer, and to mention a few pitfalls associated with the usage of void pointers. In this post I will explain the same points, only in non-Zen-master-language. Using void pointers is perceived as half laziness and half foolishness, and the “serious” programmers will have none of it: they use templates, container classes and/or interfaces when appropriate. Some programmers prefer the other extreme: loose typing
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By Ran Arad | November 5th, 2008 | Filed under Development
I am the Zen pointer. I point at the Void. I make no separation between the NULL and the object. I am the ultimate container, containing everything and nothing. I see no difference between one type and another, between an object and an integer. I point at the world, yet I know I am part of the world, as I may be pointed to by another Void pointer. I may become all, and all may become me. I am the
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By Ran Arad | October 29th, 2008 | Filed under Development