Re: [TFUI] The TFUI Principles
Phlip <[email protected]>
| Newsgroups | gmane.comp.programming.test-first-user-interfaces |
|---|---|
| Message-ID | <[email protected]> |
Kevin Lawrence wrote:
> I always do that too. I always have separate createDialog() and
> showDialog() methods to give the test the opportunity to intercept the
> calls to substitute a TestableDialog and/or skip the show() method so
> the dialog doesn't actually pop up.
Folks often reinvent the Temporary Visual Inspection and Interactive
Test concepts naturally, including inventing the non-production code
supports.
For example, the game project I'm working right now has a Debug build
with a Tweak menu that must contain >100 different options to mess
with a game in progress.
The game is a first-person shooter, so using the Tweak menu you can
freeze time, then move the camera out of the hero's forehead. Your
hero has an Out of Body Experience, moving around his world and
looking at the scene rendered from many angles. This tweak works great
when a villian is shooting a complex and beautiful weapon effect at
the hero. You can look behind it, swivel it around, inspect that it
clips the scenery properly, etc.
Advanced visualizations, for business, should also work - just a
little - to approach this level of interactive feedback.
--
Phlip
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