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This is a program that goes back to 1 after displaying the output. Consider a Pipeline program. This is a program that transforms user input and runs continuously. This is a method good for programs that require little user interaction, such as an RSS reader. The program will be written as a series of classes that share a loop. Part 3. Focus on one feature. A prototype usually focuses on the main feature of the program.
For example, if you're creating a personal organizer program, your prototype may be the calendar and event-adding function.
Iterate until the feature works. Your prototype should be able to be used as its own program. It will be the foundation of everything else, so make sure its working properly. As you iterate on the feature, continue to refine it until it works smoothly and efficiently.
The prototype allows you to make rapid changes and then test them out. Have others test your prototype to ensure that it functions properly. Expect the prototype to change as you work on it.
Don't be afraid to scrap the prototype. The whole point of the prototype is to experiment before committing. The prototype allows you to see if the features you want are possible before you dive into coding the program proper. If the prototype is doomed to fail, scrap it and return to the drawing board. It will save you a lot of headache down the line.
Part 4. Create a pseudocode base. This is the skeleton for your project, and will serve as the base for future coding. Pseudo-code is similar to code but won't actually compile. Instead, it allows programmers to read and parse what is supposed to be happening with the code.
Pseudo-code still refers to the syntax of the programming language, and the pseudo-code should be structured just like regular code would be. Expand on your prototype. You can use your existing prototype as the base for your new program, or you can adapt the prototype code into the larger structure of your full program. In either case, make good use of the time that you spent working on and refining the prototype.
Start coding. This is the real meat of the process. Coding will take the longest time, and will require numerous compiles and tests to ensure that the code works. If you are working with a team, starting from pseudo-code can help keep everyone on the same page.
Comment on all of your code. Use your programming language's comment feature to add comment to all of your code. Not only will this help anyone who works on your program figure out what the code does, but it will also help you remember what your own code does when you come back to the project later. Part 5. Test every new feature. Every new feature added to the program should be compiled and tested. The more people that you can get to test, the more likely that you'll be able to spot errors.
Your testers should be made aware that the program is far from final and that they can and will encounter serious errors. This is often referred to as alpha testing.
Test your feature-complete program. Once you've implemented all of the features in your program, you should begin a round of intensive testing that covers all aspects of the program. This round of testing should also include the largest number of testers yet.
This is often referred to as beta testing. Test the release candidate. As you continue to make adjustments and add assets to your program, make sure that the version you intend to release has been thoroughly tested. Part 6. Determine what you'll need. The nature of the program will determine the assets you will need.
Do you need custom sounds? All of these questions should be answered before you release your program. Consider outsourcing. If you need a lot of assets, but don't have the manpower or talent to create them yourself, you can consider outsourcing asset creation.
There are countless freelancers out there that may be willing to work on your project. Implement your assets. Make sure that they do not interfere with the functionality of your program, and that there is nothing superfluous.
Adding assets usually occurs int eh final stages of the programming cycle, unless the assets are integral to the program itself.
This is most often the case in video game programming. Part 7. Consider releasing your programs as open-source. This allows others to take the code you've made and improve on it.
Open-source is a community-driven model of releasing, and you will likely see little profit.
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