Test
everything as you do it. Don't make another change in your code
before you guarantee the previous change. If your foundation
isn't perfect, nothing else will be. Since all of your code can
be considered a foundation for other pieces of your program, then
every piece must be perfect.
If
your testing a game, make sure to do the unexpected. Jump onto
the platform and let go of the controls and let the character slide
off. Does it look smooth? Does the character stop at the
edge. Do this in slow motion. In Game Maker, turn the
room speed down to about 5fps. Do you see the character jerk
erratically for one frame then return to the correct position.
These are all things that may lead to problems further on, let alone
being problems themselves.
If
you don't test your code for perfection, you shouldn't be
programming.
Anyone
can design and build a grand statue. If it collapses under its own
weight, the blame is not always on its builder. It could be
attributed to faulty concrete mixtures, micro cracks in the steel, or
rust build up. When your program collapses under its own
weight, it can mean only one thing. It collapsed under its own
weight. There was no concrete, no environmental effects causing
rust or cracks, and no thick-boned pigeons sitting on it. The
only thing stopping your program from working correctly is you.
Yes it could be the operating system or shared libraries, but even
those could only be blamed on their creators. Think of
programming as an extension of you and your ability to plan a very
long list of events and have them interplay without a single hiccup.
Yes
you can miss something that will only happen when 100 variables are
just right, but extended testing will greatly increase your chances
of finding these one in a million bugs. |