Not so long ago, I posted a tutorial about how to program Corona apps more modularly, to make organizing and maintaining your code a much easier task. Today, I’m going to tackle modular coding from a slightly different approach, and suggest a new technique that might actually help improve performance and squash memory-leak bugs you […]
On the surface, you’d think the only use-case for a web popup within an app would be to display an embedded website without your user having to leave your app. While that’s true, with a little creativity there are plenty of other things web popups could be used for. If not, that’s fine too. In […]
Functions in Lua are an integral part of any Corona script, with one of the primary benefits being the ability to run an entire block of code just by simply calling the function. This usefulness really shines when the function needs to be called several different times throughout runtime. But what happens if you need […]
There has been a lot of material presented over the last four parts. In this final part, we will finally go into some detail about our automated testing system for Android. We will also finally get an opportunity to bring everything together by looking a little more how our shell scripts orchestrate the test run and […]
We allow Corona developers to also build for the Xcode iOS Simulator. Sometimes the simulator is preferable to our Mac or Windows simulator because the Xcode Simulator behaves more like a real device. Since we officially support the Xcode Simulator, we run our automated tests on the Xcode iOS Simulator to help verify our stuff […]
As stated in Part 1, we use lua-TestMore for our testing and reporting. The output format is called TAP (Test Anything Protocol) . It is human readable and simple. TestMore and TAP are widely used enough that there are tools available to help you use it.
Now that you’ve seen the overview of the whole system, I’m going to talk about on-device testing on iOS first because this has been where we have endured the most pain.
Preamble: This post is going to be a little different than usual. What we present here is behind the scenes stuff used in making the Corona SDK. But we hope the information presented here goes beyond satisfying simple academic curiosity. We hope this information will actually be useful for others to directly use in their […]
As you already know, Corona includes the powerful Box2D physics engine to give your games the ultimate sense of depth by providing a high-quality, realistic physics simulation — all without you having to know much more than just the “common sense” aspects of physics. Generally, if you know that gravity makes things fall, and understand […]
This week, I’m going to cover a web technology that has been dubbed “the fat-free alternative to XML” — JSON. While XML is great, there are a few problems with it… Because XML tags on the same level can have the same name, accessing XML data from Corona can get to be really confusing if you […]