Archive for the ‘Test-Driven Development’
Mock Objects: Friends Or Foes?
In a previous article we covered all the details necessary to start using unit testing on a real-world project. That was enough knowledge to get started and tackle just about any codebase. Eventually you might have found yourself doing a lot of typing, writing redundant tests, or having a frustrating time interfacing with some libraries [...]
Nitty Gritty Unit Testing
It’s one thing to see someone drive a car and have a theoretical understanding of what the pedals do and how to change gears. It’s is a completely different thing to be able to drive a car safely on the street. There are some activities that require many small details and some hands-on experience to [...]
When Is It OK Not To TDD?
The basic principles of Test-Driven Development (TDD) are very simple and easy to understand. Every programmer quickly grasps those and is able to apply them to simple cases and low level libraries (math libraries seem to be everybody’s favorite TDD proving ground [1]).
What becomes significantly more difficult is learning to effectively apply TDD to [...]
The Always-Evolving Coding Style
This is my first entry into #iDevBlogADay. It all started very innocently with a suggestion from Miguel, but the ball got rolling pretty quickly. The idea is to have one independent iPhone game developer write a blog entry each day of the week. At first we thought we would be hard-pressed to get 7 developers, [...]
What’s Your Pain Threshold?
Mine is two seconds.
For many months, our unit tests ran under one second. Each library has its own set of unit tests, and so does the game and each tool. So even though we were writing lots of unit tests, we weren't always running them all at the same time. There was a definite snappiness to coding: write test, compile, fail, write code, compile, pass, move on. Go, go, go. 



