A Catalogue of Game-Specific Anti-Patterns

Vartika Agrahari, S. Chimalakonda
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引用次数: 4

Abstract

With the ever-increasing use of games, game developers are expected to write efficient code and support several aspects such as security, maintainability, and performance. However, the continuous need to update the features of games in shorter duration might compel the developers to use anti-patterns, code smells and quick-fix solutions that may affect the functional and non-functional requirements of the game. These bad practices may lead to technical debt, poor program comprehension, and can cause several issues during software maintenance. While there exists empirical research on games, we are not aware of any work on understanding and cataloguing these anti-patterns in the domain of games. Thus, in this paper, we propose a catalogue of game-specific anti-patterns by mining and analyzing 892 commits, 189 issues, and 104 pull requests from 100 open-source GitHub game repositories. We use regular expressions and thematic analysis on this dataset and present a catalogue of ten game-specific anti-patterns along with examples. We see this catalogue as a first step for further empirical research in the domain of games and can help game developers to improve quality of games.
游戏特定反模式目录
随着游戏使用量的不断增加,人们期望游戏开发者编写高效的代码,并支持安全性、可维护性和性能等多个方面。然而,在较短时间内不断更新游戏功能的需求可能会迫使开发者使用反模式、代码异味和快速修复解决方案,这可能会影响游戏的功能和非功能需求。这些糟糕的实践可能导致技术债务、糟糕的程序理解,并可能在软件维护期间引起一些问题。虽然存在关于游戏的实证研究,但我们并不知道有任何关于游戏领域中这些反模式的理解和编目的工作。因此,在本文中,我们通过挖掘和分析来自100个开源GitHub游戏库的892个提交、189个问题和104个拉取请求,提出了一个特定于游戏的反模式目录。我们在这个数据集上使用正则表达式和主题分析,并提供了10个游戏特定反模式的目录以及示例。我们认为这个目录是游戏领域进一步实证研究的第一步,可以帮助游戏开发者提高游戏质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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