Understanding Behavior Driven Development

I think I'm on the verge of drinking the Cucumber flavored Kool-Aid, which is odd because I've never done Behavior Driven Development (BDD) before. If you've followed my blogs over the years, you know that I am happy to investigate new trends, but at the same time I'm deeply, deeply suspicious of them. BDD has been one of those "fads" that I've been suspicious of, but I think I've changed my mind. What follows is why.

Sometimes Agile Can Hurt Your Company

I've been rather quiet lately because I'm busy, busy, busy. Part of this is contract work for a company (amongst other things, I've been doing building sqitch setup for them), and part of this is new research into Agile. Today I wrote a quick blog post explaining one of my pet peeves about Agile: people say it's not a silver bullet, but they don't say why. I briefly explain when you should and should not use Agile.

Quacks who write software make us all look bad

By now I'm sure that many of you have read about the research which claims that people aren't smart enough for Democracy to flourish. This was big news and made the rounds (including here on Reddit). The main researchers listed were Dunning and Kruger and I don't think anyone disputes their credentials.

Except that this is a science article, not a link to the actual research. In particular, I was intrigued by this by a reference to a software simulation validating their results. That piqued my curiosity.

Try rakudobrew and play with concurrency

rakudobrew is similar to perlbrew, but it's for Rakudo (a.k.a., Perl 6), the Perl-inspired language that we've all come to have a love/hate relationship with. I urge you to try it out, but first, some interesting new developments that you should probably know about.

Item Design in MMORPGs

Still hard at work hacking on Veure (the image to the right is a freighter, by the way). I tend to get up early in the morning so I can get a couple of hours in before turning to my primary contracts. Now I'm redesigning the item system and it's a slow, frustrating process because I have such limited time. And if there is one thing that frustrates many game designers, it's how to design items in games. Fortunately, I have a fairly clear approach, thanks to a comment Aristotle made a long time ago. I'm implementing a "web friendly" version of the Entity-Component-System pattern (ECS).

About Ovid

user-pic Freelance Perl/Testing/Agile consultant and trainer. See http://www.allaroundtheworld.fr/ for our services. If you have a problem with Perl, we will solve it for you. And don't forget to buy my book! http://www.amazon.com/Beginning-Perl-Curtis-Poe/dp/1118013840/