CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

72
CSCE 552 Spring 2010 Language and Programming By Jijun Tang

Transcript of CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Page 1: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

CSCE 552 Spring 2010

Language and Programming

By Jijun Tang

Page 2: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Announcements

Send me group names and logos XNA demo/learning on Feb 1st, in 1D11

Install XNA Game Studio and VC# Express on your laptop

Please bring your laptop to the class Presentation on Feb 3rd

In 1D11 Each group 10 minutes to present, 3 minutes to

answer question Homework #1

Page 3: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Game Design Presentation

Expecting formal presentations with powerpoint files, pictures, musics, etc

10 points total for this presentation Grade will be group based, you can have

the whole group or part of the group to present

Grade will be based on scores from me and from the class

Page 4: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Homework #1

Game Treatment Document Due on Feb 8th after class Each group turn in one hard copy and

the grade will be assigned based on group

Page 5: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Example of Treatment

http://www.csc.kth.se/utbildning/kth/kurser/DH2650/spel08/The%20Game%20Treatment.doc

Page 6: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Design Procedure

Waterfall method Development methodology Design and production are broken into phases

Iterative development Practice of producing things incrementally Refining and re-refining the product May iterate many cycles before get it right

Page 7: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Waterfall vs. Iterative

testing

Page 8: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Brainstorming Generating ideas without discrimination Evaluation after elaboration, can be

unfocused

Page 9: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Programming Teams

In the 1980s programmers developed the whole game (and did the art and sounds too!)

Now programmers write code to support designers and artists (content creators)

Page 10: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Different Programs

Game codeAnything related directly to the game

Game engineAny code that can be reused between

different games Tools

In house tools

Plug-ins for off-the-shelf tools

Page 11: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Methodologies: Code and Fix

Unfortunately very common Little or no planning Always reacting to events Poor quality and unreliability of finished

product “Crunch” time normal

Page 12: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Methodologies: Waterfall

Very well-defined steps in development Lots of planning ahead of time Great for creating a detailed milestone

schedule Doesn't react well to changes Game development is too unpredictable

for this approach

Page 13: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Methodologies: Iterative

Multiple development cycles during a single project Each delivering a new set of functionality Refinements are needed

The game could ship at any moment Allows for planning but also for changes

Page 14: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Methodologies: Agile Methods

Deal with the unexpected Very short iterations: 2-3 weeks Iterate based on feedback of what was

learned so far Very good visibility of state of game Difficult for publishers or even

developers to adopt because it's relatively new

Page 15: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Make Coding Easier

Version control Coding standards Automated build Code review Unit testing and acceptance testing

Page 16: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Version Control

Recommended to use for team project Version control is

Database with all the files and history. Only way to work properly with a team. Branching and merging can be very useful Used for source code as well as game assets (text

and binary) Tools:

CVS is one of the most popular tool Source anywhere

Page 17: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Coding standards

Coding standards are Set of coding rules for the whole team to follow Improves readability and maintainability of the code Easier to work with other people's code They vary a lot from place to place

Some simple, some complex Get used to different styles

Sample standards can be found at: http://www.chris-lott.org/resources/cstyle/CppCodingStandard.html

Page 18: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Automated builds

Dedicated build server builds the game from scratch

Takes the source code and creates an executable

Also takes assets and builds them into game-specific format

Build must never break

Page 19: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Quality Control

Code reviews Knowing others will read the code will make coding

more carefully Another programmer reads over some code and

tries to find problems Sometimes done before code is committed to

version control Can be beneficial if done correctly

Follow coding standards, and put comments

Page 20: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Avoid Run-time Errors

Run-time errors are hardest to trace and have the biggest damage

Initialize variables, use tools (Visual .Net is good at this), check boundaries, etc.

purify on Windows valgrind on Linux

Asserts and crashes Use asserts anytime the game could crash or something could go

very wrong An assert is a controlled crash in the debug version Much easier to debug and fix Happens right where the problem occurred Don't use them for things that a user could do

Open a non-existing file Press the wrong button

Page 21: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Leveraging Existing Code

A lot of code that games use is the same

It's a total waste of time to write it over and over

Instead, spend your time in what's going to make your game unique

Avoid Not Invented Here (NIH) syndrome!

Page 22: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Where Are Existing Codes

Reuse code from previous project Easier in a large company if you have an engine and

tools group Use freeware code and tools

No support Make sure license allows it

Middleware Companies provide with components used in game

development physics, animation, graphics, etc

Commercial game engines You can license the whole engine and tools and a

single package Good if you're doing exactly that type of game

Page 23: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Languages

C/C++ Java Script: Flash, Python, LISP, etc. C# XNA for PC and Xbox

Page 24: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

C++

C used to be the most popular language for games

Today, C++ is the language of choice for game development

Page 25: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

C++: Strengths - I

Performance Control over low-level functionality (memory management,

etc) Can switch to assembly or C whenever necessary Good interface with OS, hardware, and other languages

High-level, object-oriented High-level language features are essential for making today's

complex games Has inheritance, polymorphism, templates, and exceptions Strongly typed, so it has improved reliability

Page 26: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

C++: Strengths - II

C Heritage C++ is the only high-level language that is

backwards-compatible with C Has APIs and compiler support in all platforms Easier transition for experienced programmers

Libraries STL (Standard Template Library)

Comprehensive set of standard libraries Boost: widely used library with wide variety of

functionality Many commercial C++ libraries also available

Page 27: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

C++: Weaknesses - I

Too low-level Still forces programmers to deal with low-level issues Too error-prone Attention to low-level details is overkill for high-level features

or tools Slow iteration

C++ is fully compiled into binary format from source code Compiling large numbers of files is very slow This will only become more of a problem as games become

more complex

Page 28: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

C++: Weaknesses - II

Too complicated Because of its C heritage, C++ is very

complicated Long learning curve to become competent

with the language Lacking features

No reflection or introspection features No method of object serialization No native support for message passing

Page 29: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

C++: When to Use It?

When performance is crucial If your current code base is mostly C and C++ If you have a lot of in-house expertise in C++ Avoid using it for high-level code, such as tools

Page 30: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Java for Game Development

Why use Java? It's a high-level OO language that

simplifies many C++ features Adds several useful high-level features Easy to develop for multiple platforms

because of intermediate bytecode Good library support

Page 31: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Java Performance

Has typically been Java's weak point Has improved in the last few years: still

not up to C++ level, but very close Uses Just-In-Time compiling and

HotSpot optimizations Now has high-performance libraries Also has access to native functionality

Page 32: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Java Platforms

Well suited to downloadable and browser-based games

Dominates development on mobile and handheld platforms

Possible to use in full PC games, but more likely to be embedded into a game

Page 33: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Commercial Games using Java

Downloadable games like those from PopCap Games: Mummy Maze, etc

Online card games PC games using Java as a scripting

language: Vampire: The Masquerade, Star Wars Galaxies

PC games fully written in Java: You Don't Know Jack, Who Wants to Be a Millionaire

Page 34: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

C#

Developed by MS, now ISO standard A simple, modern, general-purpose, object-

oriented programming language Support for software engineering principles:

strong type checking array bounds checking detection of attempts to use uninitialized

variables automatic garbage collection.

Software robustness, durability, and programmer productivity are important.

Page 35: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Strength and Weakness

C# is intended to be suitable for writing applications for both hosted and embedded systems

Source code portability is very important, as is programmer portability

Although is intended to be economical (memory/processing power), it cannot compete directly with C or assembly language.

Page 36: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Scripting Languages

Why use scripting languages? Ease and speed of development Short iteration time Code becomes a game asset Offer additional features and are

customizable

Page 37: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Drawbacks of Scripting Languages

Slow performance Limited tool support Dynamic typing makes it difficult to catch

errors Awkward interface with the rest of the

game Difficult to implement well

Page 38: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Popular scripting languages

Python Lua Other off-the-shelf options such as

Ruby, Perl, Javascript Custom scripting languages

UnrealScript, QuakeC, NWNScript

Page 39: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Lua Example

Page 40: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Choose a Scripting Languages

Consider whether you need one at all What features do you need? What kind of performance do you need? What debugging facilities does the

language have? On what platforms does it need to run? What resources and expertise are

available?

Page 41: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Programming Fundamentals

Page 42: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Data Structures: Array

Elements are adjacent in memory (great cache consistency) Requires continuous memory space

They never grow or get reallocated Use dynamic incremental array concept GCC has a remalloc function

In C++ there's no check for going out of bounds Use vector if possible Keep in mind of checking boundaries

Inserting and deleting elements in the middle is expensive

Page 43: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

List

Very cheap to add/remove elements. Available in the STL (std::list) Every element is allocated separately,

not placed contiguously in memory Lots of little allocations Bad cache awareness, but can use arrays

to hold pre-allocated items Single/Double linked list

Page 44: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Lists

Page 45: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Dictionaries

Maps a set of keys to some data. std::map, std::hash, etc Very fast access to data Perfect for mapping IDs to pointers, or

resource handles to objects May waste space, need to design

comparison operators

Page 46: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Hash Table

Page 47: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Others

Stacks First in, last out std::stack adaptor in STL

Queues First in, first out std::deque Priority queue is useful in game to schedule

events

Page 48: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Stack/Queue/Priority Queue

Page 49: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Bit packing

Fold all necessary data into a smaller number of bits

Bool in C++ may use up to 4 bytes, thus is very expensive

Very useful for storing boolean flags: pack 32 in an integer

Possible to apply to numerical values if we can give up range or accuracy

Very low level trick Use shifts to handle the operation or use assembly Only use when absolutely necessary

Page 50: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Bits

Page 51: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Inheritance

Models “is-a” relationship Extends behavior of existing classes by

making minor changes Do not overuse, if possible, use component

systerm UML diagram representing inheritance

E ne m y B o s s Supe rD upe rB o s s

Page 52: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Polymorphism

The ability to refer to an object through a reference (or pointer) of the type of a parent class

Key concept of object oriented design C++ implements it using virtual functions

Page 53: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Multiple Inheritance

Allows a class to have more than one base class

Derived class adopts characteristics of all parent classes

Huge potential for problems (clashes, casting, dreaded diamond, etc)

Multiple inheritance of abstract interfaces is much less error prone (virtual inheritance)

Java has no multiple inheritance

Page 54: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Dreaded Diamond

It is an ambiguity that arises when two classes B and C inherit from A, and class D inherits from both B and C.

If a method in D calls a method defined in A (and does not override the method), and B and C have overridden that method differently, then from which class does it inherit: B, or C?

Page 55: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Component Systems

Component system organization

G am e E nti ty

N am e = s w o r d

R e nde rC o m p C o ll is io nC o m p D am age C o m p P ic kupC o m p W ie ldC o m p

Page 56: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Object Factory

Creates objects by name Pluggable factory allows for new object

types to be registered at runtime Extremely useful in game development

for passing messages, creating new objects, loading games, or instantiating new content after game ships

Page 57: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Factory Pattern

Page 58: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Simple Sample Factory - I

Page 59: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Simple Sample Factory - II

Page 60: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Singleton

Implements a single instance of a class with global point of creation and access

For example, GUI Don't overuse it!!!

Single to ns ta tic S in g le to n & G etI n s tan c e ( ) ;/ / R eg u lar m em b er f u n c tio n s . . .

s ta t ic S in g le to n u n iq u eI n s tan c e ;

Page 61: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Singleton Example

Page 62: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Adapter

Convert the interface of a class into another interface clients expect.

Adapter lets classes work together that couldn't otherwise because of incompatible interfaces

Real interface

Page 63: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Adapter Pattern

Page 64: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Adapter Example - I

Page 65: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Adapter Example - II

Page 66: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Observer

Allows objects to be notified of specific events with minimal coupling to the source of the event

Two parts subject and observer

Page 67: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Observer Pattern

Page 68: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Composite

Allow a group of objects to be treated as a single object

Very useful for GUI elements, hierarchical objects, inventory systems, etc

Page 69: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Composite Pattern

Page 70: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Composite Pattern Example - I

Add many more inherited classes

Page 71: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

The Five StepDebugging Process

1. Reproduce the problem consistently

2. Collect clues

3. Pinpoint the error

4. Repair the problem

5. Test the solution

Page 72: CSCE 552 Spring 2010 Language and Programming By Jijun Tang.

Expert Debugging Tips

Question assumptions Minimize interactions and interference Minimize randomness Break complex calculations into steps Check boundary conditions, use assertions Disrupt parallel computations Exploit tools in the debugger (VC is good, purify) Check code that has recently changed Explain the bug to someone else Debug with a partner (A second pair of eyes) Take a break from the problem Get outside help (call people)