Game development: Are in-game interrupts ever used? [closed] - software-design

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I'm learning game development, and the tutorials tell me to put everything in a while (1) loop. However, this is discouraged in embedded systems, where it's better if everything is treated as an interrupt.
Does this same concept apply in game development? I feel as if adding everything into a continuous loop would slow down a game significantly.

My understanding of interrupts is that they are exclusively in relation to hardware. Most games are built with game development frameworks so the engineer working on the game is not getting anywhere near the hardware. It would add substantial complexity to game development if they did have to do this.
Interrupts are for things which need to be handled immediately. While it may seem like the bullet from your gun in a first-person shooter might qualify, it really isn't that important. You may also be moving while shooting. There may be other players. The camera needs to re-render. The minimap needs to update. In a video game, I can't think of anything which takes enough precedence to justify interrupting the rest of the cycle.

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Should websites display an accessibility toolbar if they already comply with WCAG AA? [closed]

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When a website has been properly designed to comply with WCAG AA, is it really useful to also provide an accessibility toolbar for bigger text, high contrast, dyslexic font etc?
Because most of these features can be managed by the OS or browser settings/extensions. I'm thinking that users who really need them may already have them set up.
Thanks
Yes it is still useful, provided it is well designed.
Someone could be viewing your site in a library and not on their own computer so the font size isn't big enough.
Or maybe they are in a real bright environment and struggling to see on their phone, high contrast could be useful temporarily.
The scenarios are endless where this becomes useful.
But I think the key thing that we as developers tend to forget is that a lot of people are not computer literate.
Just because you know how to enable high contrast mode or increase the font size, doesn't mean everyone does.
As accessibility is all about making sites as easy to use as possible, for as many people as possible, I would say that a toolbar to adjust settings on the sites is a great idea!
Just make sure you test it well and that it doesn't interfere with assistive tech (or is easy to disable).

Testing the design of a page every time a new code is pushed [closed]

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I am looking for a testing framework to kind of test the front end and design of my application. I am building an angular application and we are using Protractor for the end to end tests, however I was wondering how do we test the design and the actual layout.
For instance when my partner pushed code last week he broke the navigation menu barand we want to make sure we have automated test that makes sure that the css is not broken before we push it in to prod. I am open to all suggestions. I was wondering if protractor can be used for this or is there a a better tool?Protractor does give you ability to localte css elements by id etc but not sure if this is a smart approach.
It might not provide everything you need, but BackstopJS seems to be capable of handling CSS breakage:
https://garris.github.io/BackstopJS/

What constitutes reasonable unit testing of a web application's interface? [closed]

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We have a large web application in my office and we have a relatively large testing framework in place for the codebase (jsdriver and mocha). I'm pretty happy having a lot of the code tested (modules for web queries, controllers, etc.), but we have a lot of code that checks styling down to the pixel, which really bugs me. We have a lot of hard-coded values in the tests that make sure everything is where it's supposed to be.
For example, we have a widget A and another widget B inside of it. We then check if B is globally located properly in relation to its relative position and A's relative position. This means if we go into the styles and move something down a couple pixels, we have to go into the tests and change that hard-coded value by a couple of pixels.
This seems to create a very tight coupling of the style and tests, which I don't see a lot of value in. From an interface perspective, I see more value in testing things like is widget X visible when we move into this state. Is this a standard practice to so closely follow the pixel values? And if not, is there a better way to do it?

codecast functionality like cssdeck [closed]

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Recently codemirror project caught my attention. Jsbin uses codemirror behind the scenes.
After spending some time on that website, I found cssdeck. Inside cssdeck they are implementing a feature known as codecasts.
Codecasts lets us record our typing and later we can playback that recorded code. Most interestingly the code is still editable when we are playing a recorded implementation.
Check out this example.
Does anyone have any idea on how to create such functionality?
Isn't this just recording keypresses and then playing them back?
Presumably each event is an object that records which window the keypress it was in, the time (e.g. elapsed milliseconds since the previous event) and the key pressed (including backspace).
There may also need to be special entries to cope with mouse clicks changing the cursor position.
So you can simply build up an array of these keypress objects and then play them back from the start.

Learning Flex 4: Advice [closed]

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So, the company I'm working at uses Flex and Java for their product.
Currently, I'm just an XML editor, but I would like to get my hands dirty with
some of the technology they use as soon as possible.
I was wondering if anyone who has learned Flex could possibly give me some advice
on the best way to learn Flex as quickly as possible without getting burnt out and maybe
some things you wish you had known prior to learning Flex.
I know with most technologies I've learned there are those things you wished you had known sooner.
I'm currently working my way through the book "Adobe Flex 4 Training from the Source vol 1". So far everything is pretty easy(I'm up to array collections), but I'm not sure how effective following the examples in this book really is.
Thanks in advance.
Along with videos and demos, find a small project which would work well with a Flex UI and start implementing it. New languages and frameworks are hard to understand until you actually have a problem to solve using them. Canned demos and "hello world" style applications are great for an introduction, but (in my experience) don't do a lot to move you forward in your overall competency level.
This series of videos comes courtesy of Adobe:
http://macromediastudiomx.com.br/devnet/flex/videotraining.html
I also found David Tucker's introduction to the Cairngorm framework very helpful
http://www.davidtucker.net/category/cairngorm/
You could join a Flex User's Group.

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