What is Fun?
The paper, "MDA: A formal Approach to Game Design and Game Research" by Hunicke, Robin, Marc LeBlanc, and Robert Zubek, provides an analytical framework in which abstract game concepts, like "fun", can be described and it sets up a unified means of understanding and creating the game experience among developmental levels and contributors.
Games have three distinct components (additive)
These components have design equivalents (not necessarily additive)
Mechanics: describes the particular components of the game, at the level of data representation and algorithms. The rules and objects put in place to facilitate gameplay
Dynamics: describes the run-time behavior of the mechanics acting on player inputs and each others' outputs over time. Novel application of mechanics outside the intended design.
Aesthetics: describes the desirable emotional responses evoked in the player, when she interacts with the game system
The flow of these components depends on perspective
-Designer: Mechanics -> Dynamics -> Aesthetics
-Player: Aesthetics -> Dynamics -> Mechanics
Aesthetics: How does it make you feel?
The authors created a taxonomy with eight possible components
-Challenge (obstacle course)
-Fellowship (social framework)
I am very grateful to have been given the opportunity to attend the Grace Hopper Celebration this year! I know the situation wasn't ideal for the conference to be switched to virtual, so I appreciate that the conference wasn't canceled, and new virtual avenues were being created to facilitate conversations!
Throughout the week I attended many info sessions that focused on career development or new technological advancements in the industry. It was so empowering to learn from such passionate and knowledgeable women in the tech industry. It was also really cool to be able to meet other like-minded people from around the world.
Overall, I had a positive experience at GHC; however, I think it was definitely harder to connect with people than it would have been in-person. I feel like there could be some slight adjustments to the conference that would help people feel more connected. I wish that the sessions had a live chat feature that would allow the audience to interact with the speaker. I also wish that the career fair hadn't been canceled altogether; I think a video chat queue system could have been implemented.
A silver lining to GHC being virtual is that if you decide that you are not interested in watching a certain session, you can leave and check out another! If GHC wasn't virtual, I would be limited to attending only a small fraction of the sessions available. I was able to attend a lot more sessions than I initially signed up for!
I'm so glad I got to attend the Grace Hopper Celebration this year, albeit virtually. I got to learn a lot about new technologies in the industry and I feel inspired to make a difference in tech. A big thank you to ICS-BRAID for making it possible for me to attend! <3
For each concrete class define the following:
1) a C struct for the data in each class instance plus the Vpointer (ex. VTableType Vpointer)
2) member functions
a) add _this formal parameter (ex. Circle * _this)
b) prefix attributes with _this->
3) vtable (ex. VirtualMethodPointer CIrcle_VTable )
a) call the parent constructor
b) set the vpointer
B) Write the main function
1) allocate an object of each type with malloc (and free them appropriately)
2) call the appropriate constructor on each object
3) use the formula for dynamic binding to call each method on each object