Moai SDK 1.2 Revision 2

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Moai SDK 1.2 Revision 2

Postby dana » Sat Jun 23, 2012 7:07 pm

Release notes can be found here.

Let me know if you find any issues.
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Re: Moai SDK 1.2 Revision 2

Postby ibisum » Sat Jun 23, 2012 11:03 pm

I protest: the samples have not been updated for the refactoring of screenHeight/Width. You know my opinion about this already, I've stated it loudly elsewhere, but checking in a breaking change like this should *not* be allowed within your release team. If such a change to the API is made, the person responsible should *also* update the samples (completely), test them, and update the docs as well.

This issue seriously impacts the perceived quality capabilities of the MOAI dev team when introducing other, new developers, to the MOAI eco-system. PLEASE consider the bad PR this creates for the SDK, your team, and .. also .. for any proponents of your products (such as myself). If I recommend MOAI to my associates, and they discover this, I will be considered stupid for going with "crap software" (actual words used, recently, to describe MOAI - unfairly, but understandable considering the lack of attention to this issue as a quality matter).
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Re: Moai SDK 1.2 Revision 2

Postby sgeos » Sun Jun 24, 2012 1:37 am

On the MoaiSDK Page of the wiki, there is an entry for Breaking Changes in Moai SDK 1.0. Something feels strangely out of date.
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Re: Moai SDK 1.2 Revision 2

Postby nobeerleft » Sun Jun 24, 2012 3:18 am

ibisum wrote:I protest: the samples have not been updated for the refactoring of screenHeight/Width. You know my opinion about this already, I've stated it loudly elsewhere, but checking in a breaking change like this should *not* be allowed within your release team. If such a change to the API is made, the person responsible should *also* update the samples (completely), test them, and update the docs as well.


I would agree with this, especially since there seems to be no good reason to make the change.
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Re: Moai SDK 1.2 Revision 2

Postby ibisum » Sun Jun 24, 2012 5:51 am

I believe the reasoning behind the change in nomenclature is to distinguish between height and width after a screen rotation event has occurred .. but I think its sort of a lame duck change, since height is always going to be relative to 'up' from the perspective of the user, and gravity, being the bitch it is, doesn't care how you hold your phone. Up is up, and if height is the distance from the bottom of the screen to the top, when gravity is around, then what difference does it make. I think this is a bike-shedding change, personally, but I'd be willing to accept it if the change were reflected all through the SDK and not just in MOAIEnvironment (i.e. samples, docs, etc.)
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Re: Moai SDK 1.2 Revision 2

Postby adam » Sun Jun 24, 2012 11:56 am

If you would like to point me to where in the docs and samples it is using the incorrect version, I'd be happy to fix it and push a release this week again.
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Re: Moai SDK 1.2 Revision 2

Postby rhoster » Sun Jun 24, 2012 12:29 pm

Wouldn't it make sense to do a multi-file search over the entire codebase and review all references, updating where necessary?
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Re: Moai SDK 1.2 Revision 2

Postby adam » Sun Jun 24, 2012 1:01 pm

That's what I thought I did, the initial commit was missing this, which is where I think the confusion came in.
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Re: Moai SDK 1.2 Revision 2

Postby patrick » Sun Jun 24, 2012 1:33 pm

It's been a challenge lately. Shipping regressions and breaking changes is always embarrassing.

Anyone want to volunteer to help us write unit tests? We have a test runner in place and (in short order) will be able to do pixel tests on screen grabs from previous releases. If anyone will commit to helping out out I can write a blog post about it.

Am also looking into moving to a pull-request model for updating master. We can merge everything offline then do a pull request to show what changed. Would be nice to be able to navigate to a single commit and see every file and line of code that was touched. There's also probably a better way to generate a more comprehensive change log than the ad hoc summary we do by hand.

(None of this is an excuse or substitute for improving our process.)
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Re: Moai SDK 1.2 Revision 2

Postby rhoster » Sun Jun 24, 2012 1:49 pm

Hey Patrick - I'll help write them. I need to get into a better habit of doing them myself so it will be good experience. Let me know where to start.
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Re: Moai SDK 1.2 Revision 2

Postby adam » Sun Jun 24, 2012 3:59 pm

After scanning through the current SDK release I can see the two problem areas. I missed one of the samples ( an iOS one ) and the header for the docs. My apologies again, we're improving our process, however there are going to be some bumps with any change.
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Re: Moai SDK 1.2 Revision 2

Postby rhoster » Sun Jun 24, 2012 4:12 pm

Thanks for the update! Code changes happen :) It's a good thing to be more clear with new variable name refactoring. I'm happy to help move towards more reliability in the release process.
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Re: Moai SDK 1.2 Revision 2

Postby ibisum » Sun Jun 24, 2012 11:59 pm

however there are going to be some bumps with any change.


I think this is the barn door through which *big* creatures are escaping. There simply should be a rule: don't ship broken code.

This *has to include the samples* because the samples are the *FIRST THING* new developers will check out. If they are broken, then you can forget about MOAI adoption with the person involved, because it immediately gives the impression that MOAI itself doesn't work. Unfairly, because as we all know, it works wonderfully when you know whats up.

So please, change the attitude. What you release must be as close to the highest quality code you've ever written as possible. Its the 21st Century, anything less than having the attitude: "don't ship broken code" is not going to cut it. Look at all the "I'm returning to Corona" posts lately .. alas, thats going to snowball unless the team get things right.

Unit Tests: I'd be happy to help, so please do that blog post Patrick.
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Re: Moai SDK 1.2 Revision 2

Postby ibisum » Mon Jun 25, 2012 12:03 am

adam wrote:After scanning through the current SDK release I can see the two problem areas. I missed one of the samples ( an iOS one ) and the header for the docs. My apologies again, we're improving our process, however there are going to be some bumps with any change.


I see more than 'one sample':

aaa-jv:samples j$ grep -ir screenHeight *
contrib/moaigui/gui/awindow.lua: y = self:screenHeight() - height
contrib/moaigui/gui/awindow.lua: y = (self:screenHeight() - height) * 0.5
contrib/moaigui/gui/awindow.lua: self._screenWidth, self._screenHeight = self._gui:_calcAbsValue(widgetWidth, widgetHeight)
contrib/moaigui/gui/awindow.lua: v2:setRect(0, -self._screenHeight, self._screenWidth, 0)
contrib/moaigui/gui/awindow.lua: return self._screenWidth, self._screenHeight
contrib/moaigui/gui/awindow.lua:function _M.AWindow:screenHeight()
contrib/moaigui/gui/awindow.lua: return self._screenHeight
contrib/moaigui/gui/awindow.lua: self._screenHeight = 0
contrib/moaigui/gui/slider.lua: y = self:screenHeight()
contrib/moaigui/gui/slider.lua: y = self:screenHeight()
contrib/moaigui/gui/slider.lua: y = self:screenHeight() * 0.5 - self._text:height() * 0.5
contrib/moaigui/gui/slider.lua: y = self:screenHeight() * 0.5 - self._text:height() * 0.5
ios/app-screenSize/main.lua:print ( 'screen: ', MOAIEnvironment.screenWidth, MOAIEnvironment.screenHeight )
Binary file test/copy-lose-exe/moai matches
test/hitch-test/main.lua:local screenWidth, screenHeight = 960,640
test/hitch-test/main.lua:MOAISim.openWindow ( "scrolltest", screenWidth, screenHeight)
test/hitch-test/main.lua:viewport:setSize(screenWidth, screenHeight)
test/hitch-test/main.lua:viewport:setScale(screenWidth, screenHeight)
util/util-environment-listener/main.lua:print ( 'screenHeight', MOAIEnvironment.verticalResolution )


Probably at this point, a pointer to moaigui's new github repo would be a bit smarter - I hope to update it (since I'm a heavy user right now) to catch up with your API changes, but I won't be making a pull request for these updates to moai-dev, but rather direct to the moaigui repo itself.
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Re: Moai SDK 1.2 Revision 2

Postby jgroman » Mon Jun 25, 2012 2:03 am

I have probably missed it, but is there a reason why API HTML docs are no longer included in SDK zip file?
I am sorry if it was already answered elsewhere, but I just couldn't find any relevant info in here.

Thanks!
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Re: Moai SDK 1.2 Revision 2

Postby nobeerleft » Mon Jun 25, 2012 2:19 am

ibisum wrote:I see more than 'one sample':


To be fair, moaui is contrib code, so I wouldnt count that.

app-screensize is the mentioned missing one.

The rest are test cases, so they dont count.
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Re: Moai SDK 1.2 Revision 2

Postby ibisum » Mon Jun 25, 2012 5:52 am

I second the call for API SDK docs to be re-included in the distributables. I think the reason they're not included is because of the build server integration sort of getting in the way, dunno ..


To be fair, moaui is contrib code, so I wouldnt count that.


If it is being re-distributed (as is the case), it should not be broken! Or, if its not going to be maintained that way, then it should be removed with a pointer to the repo ..
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Re: Moai SDK 1.2 Revision 2

Postby adam » Mon Jun 25, 2012 11:58 am

ibisum wrote:I second the call for API SDK docs to be re-included in the distributables. I think the reason they're not included is because of the build server integration sort of getting in the way, dunno ..


To be fair, moaui is contrib code, so I wouldnt count that.


If it is being re-distributed (as is the case), it should not be broken! Or, if its not going to be maintained that way, then it should be removed with a pointer to the repo ..


The docs missing from the distributables is an over-sight, thank you for bringing this to our attention.

We usually don't update the test samples since they aren't shipped with the SDK, they are mostly intended for internal use/bug fixing.
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Re: Moai SDK 1.2 Revision 2

Postby dana » Mon Jun 25, 2012 3:26 pm

Patrick has written an in-depth guide to using our testing framework, you can read it on the blog here.
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Re: Moai SDK 1.2 Revision 2

Postby ibisum » Mon Jun 25, 2012 9:48 pm

We usually don't update the test samples since they aren't shipped with the SDK, they are mostly intended for internal use/bug fixing.


Samples aren't included in the SDK? (tests/, I understand, but all samples/ in the SDK should work. They shouldn't ever *not* work, no matter what, since they're the first thing new developers look at. A broken sample is a very real shit in the soup, far as I'm concerned..)
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