So, now it's time to get into the real guts of the Spacewar game. The game logic. There are quite a few fun and interesting topics we're going to cover. These are a few of the questions I want to address: 1- There are 8,000 lines of code and 777 unit tests. What kind of coverage does that represent? What was the testing strategy for GUI vs. Game Logic? 2- How does Clojure/spec help us keep our data types under control in a dynamically typed language? Are dynamically typed functional languages inherently weaker than statically typed functional languages? Or are there advantages to dynamic typing? 3- How do you manage to update complex state when you aren't allowed to change the state of any variables? Does this represent extra work? 4- Lazy evaluation is a powerful technique, but what kind of trouble can it get you into? 5- Where does this program go from here? Prepare yourself for a really interesting deep technical dive as we walk through Spacewar -- Game Logic.
Name | Type | Role | |
---|---|---|---|
Robert C. Martin | Guest Star | ||
Robert C. Martin | Director |