In my last post, I mentioned that we would be starting working with Unity soon. Well, now we've been working in Unity for about two weeks. It's been pretty slow going learning to code in c#, but for me it has been pretty enjoyable, but I haven't encountered as many errors as many of my classmates have. Errors or bugs are pretty common in coding, so of course I've had some, but not any that are program breaking.
As for finding and fixing the errors that I do have, I currently don't really have a system. I check for common mistakes, like missed brackets or semicolons and spelling errors, but after than I don't really have much of a plan set in place. For now, this works for me because I can then compare my work to the tutorials to find errors, and since it's very simple code, it usually isn't that hard to end up with pretty good, at least mostly non-buggy code. However, as we get into more complicated coding, I will need to have system to find errors in the hundreds of lines of code that create more complex problems. Mr. B assigned us to read an article on Debugging by Herman Tulleken, and the article made some great points, focusing on how to narrow down potential causes to find the source of any bug. It sounds like fixing bugs is often very time consuming, and as much as I'd like to hope that I'll never have to deal with any major bugs, I know at some point I'll need to employ the skills talked about in the article to fix a major roadblock. The article also said though that debugging is a skill best learned through practice, so while hitting those bugs is going to be frustrating, it will make fixing other even bigger bugs easier in the future. Basically, taking a systematic and logical approach to finding errors, and taking the time to make your code bug- free seem like the best things to do to have clean and smooth-running code.
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
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