- Jira configuration is a massive time sink, so try not to change the config
- “Project” is a misnomer. “Development Group” would be a better description. A Jira “project” is a description of how an organisation works. If you only have one organisational way of doing things, then you probably should have only one project
- “Next-gen projects” and “New issue view” aren’t ready for prime-time yet (as of Dec 2018). Turn them off
- You can’t change the layout of the view issue screens. Give up trying
- You can change the layout of edit screens, but share common layouts across projects with common ways of working. The Jira default of having separate layout config per project leads to madness
- Track estimates for future planning at the “story” level; track time spent delivering stories at either the “story” or “sub-task” level
I want to learn more Azure and C#, and I want to learn by doing. The other day I listened to the .NET Rocks podcast talking with Adam Cogan about his Nine Knights of Azure talk. The talk lists nine Azure services to learn first. I’m going to follow that framework while building a project.
Here’s the vision for the project. I use the Tesco online shopping site for most of our household shopping. I dislike the user interface. What I really want is a touch screen display in the kitchen that allows me to add on items to restock the moment we use up the last one.
Knight #1: Computing: App Services
The first Azure Knight is “Computing: App Services”. To exercise these services I will make a simple web app and host it on the Azure App Services. The app will do only one thing: accept the name of a product and list the resulting hits back from the Tesco groceries web site.
Covering All the Bases
While the app functionality is simple I do want to cover all the steps that I would take on a more complicated product:
- Design documentation
- Automated functional testing
- Automated unit testing
- Continuous integration/deployment
The flow of development I like to follow is:
- Write just enough documentation to be clear what you are building and why
- Create the list of high-level tests that if they all pass then you will go live
- For each test:
- Write up the tests; automate the tests were possible (“functional testing”)
- Implement the code to pass the test using test driven development (“unit testing”)
- Refactor the code to make sure that it is clean
- Push to source control and make sure continuous integration tests all pass
- Automatically deploy to testing environment
- Once all the code is built and automated tests are passing complete any manual testing
- Push to production
Building the Pipeline
I want to learn the Azure DevOps services so I’m going to build my development pipeline with these tools.
Setting Up the Repo
I’ve created a public Azure DevOps project here: https://dev.azure.com/davegoopot/tesco_home_automation
I’ve set up the project wiki to use mark down files under the “docs” folder in the git repo. See: https://dev.azure.com/davegoopot/tesco_home_automation/_wiki/wikis/Tesco%20Home%20Automation .
I’m helping @mickfuzz on https://github.com/webgameclubs/edlab-gamemakers-club. Right now I’m trying to map out how we can manage the development of educational materials on GitHub and have that delivered using Glitch. This post is an illustrative example.
1. Start From GitHub
Once you’ve decided that you want to contribute then head over to the GitHub repository https://github.com/webgameclubs/ and find the repo of the game you want to contribute to. If you are contributing a new game then raise an issue in the main site repo asking for a new game to be added.
2. Fork the Game’s GitHub Repo
You won’t be able to edit the game code in the main repo directly. Rather you need to “fork” the game into your own user repo. In this example I’ll fork “simple-game-to-edit”.
Once forked you need to note the name of the repo. Mine is “davegoopot/simple-game-to-edit”.
3. Load Into Your Glitch Project
Open and existing or create a new project on Glitch. Keep in mind that if you are using an existing Glitch project then its contents are just about to be overwritten.
With the Glitch project open, find the “Advanced Options” section…
…and pick “Import From GitHub”
The first time ever you do this you will need to enter your username and password into GitHub. Once you are set up the first time you will not need to do this again.
Glitch then asks you to confirm the name of the repository you want to import. Here I enter “davegoopot/simple-game-to-edit”. Press “OK”. Wait a moment or two and hey presto your Glitch project has all the contents from GtiHub.
4. Make Changes Using Glitch
Go ahead and edit your code in Glitch. Keep making changes until you are happy with the result.
5. Export Your Code Back to GitHub
When you are ready to push your code back up to GitHub the in Glitch choose “Advanced Options” and then “Export to GitHub”. Make sure the name of your personal repo is still correct and press “OK” to send your changes to GitHub.
Once the export has completed, go back to your personal GitHub repo page and you should see that the changes have arrived in a new “Glitch” branch. Press the “Compare & pull request” button to merge in your changes to the mainline of your code.
6. Create Pull Request Into Main Repository
The the code successfully merged into your repository you can now create a pull request to have your changed merged into the main webgamesclub repository. Press the “New pull request button”…
…and this time choose to merge into the webgamesclub repo. Make sure that you give your pull request a meaningful comment so that the maintainers can understand what you’ve changed. Something like this…
Once you submit your pull request it will be reviewed by the maintainers of the main repo and then merged into that main repo code.
I’m helping https://twitter.com/mickfuzz with https://github.com/webgameclubs/edlab-gamemakers-club. One goal of the project is to allow the easy development of game building projects that educators can use in their sessions. We’re looking to cover off these two constraints:
- The educator should be presented with an online coding environment that is easy for novices to use and requires no installation of dev tools
- The coding environment should support a development workflow from git into the coding environment and ideally back into git from the coding environment.
We’ve been looking at https://codepen.io/ as a coding environment but its lack of easy git integration means we’re going to try other options.
https://glitch.com/ is another online coding environment. It is slightly more complex for novice users than CodePen, but in return is also more capable. Glitch does have direct support for import and export from git repos: see their documentation.
…But Does Glitch Work for Phaser.js Games?
In this post I’m going to walk through setting up one of the existing Phaser.js games in Glitch and working through the code session sheet in Glitch.
Importing CodePen Into Glitch
Let’s get started with this basic game made by Mick and friends in CodePen: https://codepen.io/mrmick/pen/wXMMXR.
CodePen lets you export a project to a zip file. From the export I’ve got an index.html file and an index.js file. I’ll import them into a new Glitch project: https://glitch.com/edit/#!/fertile-origami. One small wrinkle with Glitch is that you can’t directly add a content folder. Rather when you add a new file you include the path in the file name, i.e. to add an index.js file in the js folder you add “js/index.js”. The import worked fine and the basic game runs fine in Glitch.
Running Through the Session Steps in Glitch
The next steps is to run through the tutorial steps in the Glitch environment. The tutorial has these parts:
- Make some code edits
- Update the assets
How Easy Are the Code Edits?
Edits are really easy in Glitch. The layout of the interface differs from CodePen in that it doesn’t try to squash the output window into the same screen as the editor. Rather Glitch has a “️Show Live” button that then opens the output in a new browser window. This is a trade off:
- CodePen gives faster feedback as the changes are visible as you are typing
- Glitch gives much more room to edit code but the changes are in a separate window
Despite being in a separate window the changes are instantaneous. Change the value of
game.stage.backgroundColor = '#81dafa'; and the game window changes colour almost as soon as you have stopped typing.
How Easy Is It To Use Assets in Glitch?
Using assets, e.g. image files, is not seamless in Glitch. The way that Glitch wants this to work is for you to add media files to their “assets” section. When you add the asset it is added to the Glitch content delivery network (“CDN”) and assigned a unique identify. This means that rather than referencing say,
var sprite = "assets/player.png";
…instead your code would need to be along the lines of,
var sprite = "//cdn.glitch.com/bab20fc1-f1c8-4cea-be3a-ba6b02b4e63f%2Fplayer.png?1536480377832";
Beyond the obvious complexity of the code this has a couple of downsides.
How Do You Update Assets in Glitch?
If you take the simple approach of updating your
player.png image and dropping it back in Glitch then you get a whole new web address. This means that you update a new image in the
assets folder but the image doesn’t change in your application. To get your application to change you have to go into your application and change the web address in every place your new image is used. This is going to be really confusing for new coders.
What Happens to Assets When You Export a Project to GitHub?
Glitch has some nice GitHub integration (see their video: https://youtu.be/aWvTqHNDi_Q). So what happens to the assets hosted on the Glitch CDN when you export your code to GitHub? After some experimentation it turns out that your assets aren’t saved to GitHub. Rather a
.glitch-assets file is saved to GitHub. The assets file is a look up of asset names to CDN web addresses. Here’s an example snippet:
Does This Mean Glitch.com Is Unusable for the EdLab Game Making Club?
It’s not perfect but it will do. Mick has some good advice on GitHub. It’ll do for a beginner, just need to get the GitHub pipeline working.
I’m helping https://twitter.com/mickfuzz with https://github.com/webgameclubs/edlab-gamemakers-club . I’m trying to find a way to create https://codepen.io/ environments automatically from the GitHub repo.
How Can I Create a New Pen Using Code?
There is an API documented here: https://blog.codepen.io/documentation/api/prefill/
I’d like to test it. Can I do that on CodePen itself? Here’s a work in progress: https://codepen.io/davepottssoftware/pen/XBvLjW?editors=0011
The way that CodePen responds to a call to its API is to send an HTTP 302 redirect to load a new Pen with the values set up as per the API parameters. It seems to use the “codepen_session” cookie to then know what details to load in the resulting Pen. This new Pen is not saved at this point. It needs user interaction to be able to save the resulting Pen.
Hypothesis for How To Create Pens From GitHub
I’m going to try to create a button in the readme.md file shown on GitHub that will take the contents of the files in the repository folder and create a new CodePen Pen from them.
Getting started is really easy:
- Import the
- Add an
onloadhandler to your <body> tag to boot Brython
- Write your code inside <script type=”text\python”> tags
Here’s how to use the translate function code from my previous post.
Note that the translation won’t work unless you set up your own account key on the Google Translate API. Drop me a line if you’d like an IP white-listed.
I’m sure there will be gotchas using Brython. I will spend some time investigating further.