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Social games and their clean code_Clean Code Days_Dresden 2013
1.
Social Games and their
Clean Code
2.
http://www.vgchartz.com/gamedb/?name=fifa+soccer+13 || http://cartelthemes.com/fifa-13-193-hd-wallpapers.html 12.79
Mio.
3.
30.11 Mio. http://www.vgchartz.com/gamedb/?name=Call+of+Duty%3A+Modern+Warfare+3 ||
http://www.alextv.de/2011/11/10/call-of-duty-modern-warfare-3-review
4.
Video Games =
special interests
5.
159.79 Mio.
6.
Social Games =
Games for everybody
7.
Berlin
8.
2009 — 20
employees
9.
Today — 250
employees
10.
20 Game-Teams
11.
Independent development teams
12.
Mutable, small teams
13.
Consistency
14.
Way of working
15.
No fixed roles
16.
High responsibility
17.
Configurability
18.
Maintainability
19.
Weekly releases
20.
Tracking & Reporting
21.
Agile way of
working
22.
Agility
23.
Consistency Maintainability Agility improves allows
24.
Bubble Island
25.
2009 Start of development
26.
2011 Not more maintainable! http://www.flickr.com/photos/mecklenburg
27.
But still successful!
28.
Refactoring!
29.
1 Consistency
30.
Consistency
31.
Consistency
32.
Consistency
33.
Naming Consistency
34.
Naming •Speaking names Consistency
35.
Naming •Speaking names •No Abbreviations Consistency
36.
Naming •Speaking names •No Abbreviations •1
word per concept Consistency
37.
Consistency
38.
Consistency
39.
Consistency
40.
Consistency
41.
Consistency
42.
Consistency
43.
Consistency
44.
Consistency
45.
Formatting Consistency
46.
Formatting •Indentation Consistency
47.
Formatting •Indentation •Wrapping braces Consistency
48.
Formatting •Indentation •Wrapping braces •Variables first Consistency
49.
Formatting •Indentation •Wrapping braces •Variables first •Public
in front of non-public methods Consistency
50.
Consistency
51.
Consistency
52.
Comments Consistency
53.
Comments •Avoid them if
possible Consistency
54.
Comments •Avoid them if
possible •Usage scenarios Consistency
55.
Comments •Avoid them if
possible •Usage scenarios ‣ Warnings Consistency
56.
Comments •Avoid them if
possible •Usage scenarios ‣ Warnings ‣ Simplified explanations Consistency
57.
Consistency Consistency
58.
Consistency •Naming Consistency
59.
Consistency •Naming •Formatting Consistency
60.
Consistency •Naming •Formatting •Comments Consistency
61.
2 Maintainability
62.
Maintainability
63.
Maintainability
64.
Maintainability
65.
Maintainability
66.
Maintainability
67.
Methods Maintainability
68.
Methods •As small as
possible Maintainability
69.
Methods •As small as
possible •1 level of abstraction Maintainability
70.
Methods •As small as
possible •1 level of abstraction •1 functionality Maintainability
71.
Maintainability
72.
Maintainability
73.
Maintainability
74.
Maintainability
75.
Classes Maintainability
76.
Classes •1 reason to
change (SRP) Maintainability
77.
Classes •1 reason to
change (SRP) •Only a few instance variables Maintainability
78.
Classes •1 reason to
change (SRP) •Only a few instance variables •High kohesion Maintainability
79.
Maintainability
80.
Maintainability
81.
Maintainability
82.
Maintainability
83.
Maintainability
84.
Maintainability
85.
Data structures Maintainability
86.
•Avoid train wrecks Data
structures Maintainability
87.
•Avoid train wrecks •Use
data transfer objects Data structures Maintainability
88.
•Avoid train wrecks •Use
data transfer objects •Separate production and use of systems Data structures Maintainability
89.
Maintainability Maintainability
90.
•Methods Maintainability Maintainability
91.
•Methods •Classes Maintainability Maintainability
92.
•Methods •Classes •Data structures Maintainability Maintainability
93.
3 Agility
94.
Islands of knowledge Agility http://flickr.com/photos/92928628@N04
95.
Pair Programming Agility
96.
•Avoid islands of
knowledge Pair Programming Agility
97.
•Avoid islands of
knowledge •Integration of new team members Pair Programming Agility
98.
•Avoid islands of
knowledge •Integration of new team members •Collective responsibility Pair Programming Agility
99.
Difficult to read &
unstructured Agility
100.
Regular refactorings Agility
101.
•Continuous improvements Regular refactorings Agility
102.
•Continuous improvements •The Boy
Scout Rule (Robert C. Martin) Regular refactorings Agility
103.
No safeguarding Agility http://flickr.com/photos/99995147@N00
104.
Unit tests Agility
105.
•Safety net Unit tests Agility
106.
•Safety net •Facilitated training Unit
tests Agility
107.
•Safety net •Facilitated training •Playground Unit
tests Agility
108.
Features late testable Agility http://www.flickr.com/photos/adesigna
109.
Continuous integration Agility
110.
•Early available software
artifacts Continuous integration Agility
111.
•Early available software
artifacts •Verifiable expectations Continuous integration Agility
112.
•Early available software
artifacts •Verifiable expectations •Foreseeable problems Continuous integration Agility
113.
Agility Agility
114.
•Pair Programming Agility Agility
115.
•Pair Programming •Regular refactorings Agility Agility
116.
•Pair Programming •Regular refactorings •Unit
tests Agility Agility
117.
•Pair Programming •Regular refactorings •Unit
tests •Continuous integration Agility Agility
118.
4 Tools
119.
https://www.pivotaltracker.com Tools
120.
Tools http://nvie.com/img/2009/12/Screen-shot-2009-12-24-at-11.32.03.png Git-Flow
121.
Tools http://jenkins.org
122.
Tools CPD & PMD
123.
Benefit for Wooga
124.
Flexible team building http://www.flickr.com/photos/scoobay
125.
High productivity over long
period of time http://www.flickr.com/photos/stephenbegin
126.
changing requirements http://www.flickr.com/photos/jimculp Rapid response
to
127.
Clean Code as a
common language
128.
Less wtf/minute
129.
Questions? jobs.wooga.com @StephanPartzsch
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