Sunday, April 3, 2011

Pair Programming Results

We have finished the client/host discovery. Name and password checks are implemented. Simple connections for the client and host are established like would be in a game. The system seem very robust, we have yet to see any force closes due to the socket programming. We have been having some issues with the display layout, but these are aesthetic problems, not functional.

The host can start a game along with a password and player limit.

The client can refresh and display a list of games running on a subnet. Upon clicking a game, the user is prompted for a username (and password if the game depends on it). After inputting both and clicking join, the client send a message to the server. The server maintains a list of clients which is updated when a client joins.

We are satisfied with the functionality we have accomplished today.
We will work on the game functionality this week.

Pair programming was both helpful at times and frustrating at times. For the client server negotiation, pair programming was very productive. I have a more clear understanding of the handshake we are using from server to client. Derek is much better at navigating the application to add in the functionality. Pair programming was frustrating when working out the aesthetic problems, mostly because I dont care and derek wants every pixel to line up.

We worked from the previous blog update to the posting of this blog update. It was done in Derek's room using three PCs. Derek drove using dual monitors. I navigated using my laptop to look up things. Derek's desktop was used occasionally for reference.

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