Chamilo LMS How to link to a test from a learning path? - chamilo-lms

In chamilo LMS, if you put a test in a learning path, it doesn't use the grade as passing, it uses completion as passing. So if you want the scores to count you have to tell users in a learning path, "Hey go find such and such a test in the exams section." I am trying to find a way to at least provide a link that will take the user directly to a specific test.
The chamilo forum is being hopeless spammed by a bot right now, so I cant get help there.

The reason why tests are graded by completion in learning paths is because learning paths are a teaching tool, by opposition to evaluation tool. As such, including tests there should only be used as a way to control whether you are good to move to the next chapter (using prerequisites) or not.
Teal exams should be taken apart for two reasons:
to allow the student to prepare reasonnably (study on one side then, when (s)he's ready, enter the exam as if it was something formal
to reduce possible interferences of JavaScript that is generated in the learning path context (you never know what other JS a teacher might add ti his/her tests)
In either case, you can still see the results of the tests from the user's tracking page (there's a column showing through which learning path it was graded, to make it clear).
You can use the URL of the test, then create a link to the test, then include the link in the learning path (this will open it as a content page but should track the results (not sure about that, you'll have to try it out) as if it was taken from out of a learning path.
Or you can also just put the link in an HTML document with a small explanation at the end of your learning path. This should send the user directly out of the learning path context and into the exercise context.

Related

Making contexts explicit in the directory structure

I am looking for feedback on a certain directory structure for an application. I realize that this does not follow the classical stack overflow format where there is such a thing as "a correct answer", though think it is interesting nonetheless. To provide meaningful feedback, some context first needs to be understood, so please bear with me.
--
Two colleagues of mine and I have created an application that uses the Clean Architecture. HTTP requests to routes get turned into request models, which gets handed to use cases, which then spit out a response model that gets handed to a presenter.
The code is fully open source and can be found on GitHub. We also have some docs describing what the main directories are about.
We are thinking about reorganizing our code and would like to get feedback on what we've come up with so far. Primarily amongst the reasons for this reorganization are:
Right now we do not have a nice place to put things that are not part of our domain, yet somehow bind to it. For instance authorization code, which knows about donation ids (with authorization not being part of the core domain, while donation ids are).
It's nice to group cohesive things together. Our Donation code is cohesive and our Membership Application code is cohesive, while both don't depend on each other. This is closely related to the notion of Bounded Contexts in Domain Driven Design. Right now these contexts are not explicitly visible in our code, so it is easy to make them dependent on each other, especially when you are not familiar with the domain.
These are the contexts we have identified so far. This is a preliminary list and just to give you an idea, and not the part I want feedback on.
Donation
Membership
Form support stuff (validation of email, generation of IBAN, etc)
The part I want feedback on is the directory structure we think of switching to:
src/
Context_1/
DataAccess/
Domain/
Model/
Repositories/
UseCases/
Validation/
Presentation/
Authorization/
Context_2/
Factories/
Infrastructure/
tests/
Context_1/
Unit/
Integration/
EdgeToEdge/
System/
TestDoubles/
Context_2/
The Authorization/ folder directly inside of the context would provide a home for our currently oddly placed authorization code in Infrastructure. Other code not part of our domain, yet binding to it, can go directly into the context folder, and gets its own folder if there is a cohesive/related bunch of stuff amongst it, such as authorization.
I'm happy to provide additional information you need to provide useful feedback.
Right now we do not have a nice place to put things that are not part of our domain, yet somehow bind to it.
Right now these contexts are not explicitly visible in our code, so it is easy to make them dependent on each other, especially when you are not familiar with the domain.
There are both technical and non-technical ways to address this issue:
You can enforce stricter separation through class libraries. It is more obvious you are taking a dependency on something if you have to import a dll / reference another project. It will also prevent circular dependencies.
Code reviews / discipline is a non-technical way to handle it.
I've been using Hexagonal Architecture with DDD where the domain is in the middle. Other concerns such as repositories are represented by interfaces. Your adapters then take a reference to the domain, but never in the other direction. So you might have an IRepository in your domain, but your WhateverDatabaseRepository sits in it's own project. It is then the responsibility of the application services / command handlers to co-ordinate your use cases and load the adapters. This is also where you would apply cross-cutting concerns such as authorization.
I'd recommend watching Greg Young videos (try this one) and reading Vaughn Vernon's IDDD as it goes into how to structure applications and deals with questions like yours. (sorry that my answer is basically watch a 6hr video and read a 600+ page book, but they both really helped clarify some of the more "wooly" aspects of DDD for me)
As an example, see https://github.com/gregoryyoung/m-r/blob/master/SimpleCQRS/CommandHandlers.cs

Some questions about the process of BDD from a beginner

These days I've read several articles about BDD to find what it is talking about. Now I get a basic understandings, but still not clear about the whole process.
The following is what I think to do in a BDD process:
All the stakeholders(BA, customer, Dev, QA) are sitting together to discuss the requirements, and write the agreed features on story cards. Here I take a "user registeration" feature as example:
As a user,
I want to register on the system,
so that I can use its services
Create several scenarios in Given/When/Then format, and here is one of them:
Scenario: user successfully register
Given an register page
And an un-registered user
When the user fills username "Jeff" and password "123456"
And click on "Register"
Then the user can see a "Success" message
And the user "Jeff" is created in the system
Implement this scenario with some BDD testing framework, say cucumber-jvm, like:
import cucumber.api.java.en.Given;
public class Stepdefs {
#Given("an register page")
public void an_register_page throws Throwable {
// ...
}
#Given("an un-registered user")
public void an_register_page throws Throwable {
// ...
}
// ...
}
for the steps one by one.
But I soon find myself in trouble: there are pages, models, maybe databases need for this scenario, seems a lot of thing to do.
What should I do now?
What should I do now? Do I need to discuss this scenario with all the stakeholders? For BA/Customer/QA, I don't think they really care about the implementations, is it a good idea to discuss it with some other developers?
Suppose after I discuss it with some other developers, we agree to split it to several small parts. Can we make these small parts as "scenario"s with Scenario/Given/When/Then format as what we just did with cucumber-jvm, or can we use JUnit as we normally do in TDD?
1. If choose "cucumber-jvm", it seems a little heavy for small part
2. If choose JUnit, we need to involve more than one testing framework in a project
3. Is it the best if there is a single testing framework to do both things (not sure if there is)
Suppose I choose option 2, using JUnit for the small tasks
The following is what I will do after this decision:
Now we create new small tests to drive implementations, like creating user in database, as we normally do in TDD. (red->green->refactoring). And we don't care the cucumber test Scenario: user successfully register (which is failed) for now, just leave it there. Right?
We develop more small tests with JUnit, made them red -> green -> refactored. (And the imcomplete cucumber test is always failed)
Until all the small tests are passed, we turn to the cucumber test Scenario: user successfully register. Completed it and make sure it turn green at last.
Now develop another scenario, if it's easy, we can implement it just with cucumber, otherwise we will have to split it and write several jUnit test
There are definitely a lot of mis-understandings, even very basic ones. Because I don't find myself gain much value from BDD except the "discuss with all stakeholders" part.
Where is my mistake? Appreciate for any sugguestions!
Don't start with logging in; start with the thing that's different to the other systems out there. Why is someone logging in? Why do they want to use the service? Hard-code a user, pretend they're logged in, focus on the value.
If you focus on UI details you tie yourself to the UI very strongly, and it makes the UI hard to change. Instead, look at what capabilities the system is delivering. I don't recommend using a login scenario anyway, but if I did, I'd expect it to look more like:
Given Jeff isn't registered with the site
When he registers with the username "Jeff" and password "123456"
Then his account creation should be confirmed
And he should be invited to log in for the first time.
Look up "declarative vs. imperative" here to see more on this.
If your UI is really in flux, try out the scenario manually until the UI has settled down a bit. It will be easier to automate then. As you move into more stable scenarios it will be better to automate first (TDD-style).
What should you do now? Well, most people don't write class-level tests for the UI, so don't worry about it until you start driving out the controller and presenter layers. It's normally easier to have frameworks in the same language, but two different frameworks is fine. Cucumber / RSpec, JBehave / JUnit, SpecFlow / NUnit are pretty typical combinations. Do the smallest amount you need to get that first scenario working. It won't be much, because you can hard-code a lot of it. The second scenario will start introducing more interesting behaviour, and then you'll start to see your class-level tests emerge.
BTW, BDD started at a class level, so you can do the same thing with the classes; think of an example of how you might use it, write "Given, When, Then" in comments if your framework doesn't work that way already, and then fill in the gaps!
Yes, your Cucumber scenario will be red throughout, until it isn't.
Ideally you'll be making one last unit test and the Cucumber scenario pass at the same time, rather than just writing a bit of extra code. It's very satisfying to see it finally go green.
The original point of BDD was to get rid of the word "test", since it causes people to think of things like TDD as being about testing. TDD's really about clean design; understanding the responsibilities and behaviour of your code, in the same way that scenarios help you understand the capabilities and behaviour of your system. It should be normal to write both system-level scenarios and class-level tests too.
You're already ahead of all the people who forget to discuss the scenarios before they start coding, though! The conversations with stakeholders are the most important part. You might get value out of including a tester in those conversations. Testers are very good at spotting scenarios that other people miss.
It looks like you're pretty much on the right track where the rest of the process is concerned. You might find some of the other BDD answers in my profile helpful for you too. Congrats and good luck!
I think doing registration/sign_in first is a really good thing to do when you are learning the mechanics of doing BDD. Pretty much everyone understands why you would want to sign into a system, and everyone understands that the system has to know who you are before you can do this, so you have to register first.
Doing this simple task allows you to concentrate on a smaller subset of BDD. By narrowing your focus you can improve quality, whilst being aware that there is much more to learn a little later on.
To write your sign in scenarios you need to focus on two things:
writing scenarios
implementing step definitions
These are the basic mechanics of BDD, but they are only a small part of the overall process. Still I think you'd benefit from working on them because at the moment you are not executing the mechanics very well, which is to be expected because you are new to this.
When you write scenarios you should concentrate on 'what' you are doing and 'why' you are doing it. Scenarios have no need to know anything about 'how' you do things. Anything to do with filling in stuff, clicking on stuff etc. is a smell. When your scenarios only deal with the what and why they become much simpler.
Feature: Registration
A pre-requistite for signing in, see sign_in.feature
Scenario: Register
Given I am a new user
When I register
Then I should be registered
Feature: Sign in
Dependant on registration ...
I want to sign in so I can have personalised content and ...
Scenario: Sign in
Given I am registered
When I sign in
Then I should be signed in
You really don't much more than this to drive the development of a simple sign_in system. Once you have that running you can deal with some sad paths e.g.
Scenario: Sign in with bad password
Given I am registered
When I sign in with a bad password
Then I should not be signed in
And I should be told ...
If you implement things nicely this sad path scenario should be trivial to implement as all the infrastructure is already in place to sign in, all that is different is you are using a bad password.
You can see an example of this at https://github.com/diabolo/cuke_up. The way to use this example is follow the commit history, and in particular notice how I am using the extract_method refactor to take all the code out of the step definitions. Each method I extract is a tool to reused when writing subsequent scenarios. Making an effective set of tools is the key to productivity when implementing scenarios.
Nowadys sign_up is so simple because we can rely on a 3rd party library and their unit tests. This means we can get pretty good results without ever having to worry about the transition to our own code and doing bits of TDD. So for now there really is no need to think about TDD.
So long as you are aware that you are only doing a small subset of BDD, I think you can successfully use this approach to provide foundations for all the extra stuff you have to deal with when working with the things that differentiate your system from others.
To summarize, just focus on
writing simple scenarios
making your step definitions elegant
creating tools (extracted methods) that can be used in the next scenario you write
You have plenty of time to learn the other stuff, and it will be much easier if your basic mechanics are better developed.

Turning a document into a html form

To explain my question more i am going to explain what I'm doing.
I am doing my final project at uni and i don't want to be wasting my time so i want to know if this is possible.
I have a digital forensic report that gets filled out by every investigator and it goes to the case officer to review before carrying on with a case. I want to make that easier by creating a html form that can take the investigators notes and put them in the form for them.
Is this possible?
Building such an application is perfectly possible, and without much fuzz, depending on the scope of your target and if you have already built an web application before.
If you just have to upload documents through a web form, and these will be appended to a final document (may be a PDF which will be rendered on the website) such that the case officer will have less work with reviewing as he can just scroll through, this could already do the job.
Since you are not asking about handwriting recognition or OCR, you do not seem to have any specifications on how to do this yet?
Also do you have a legacy system in which you will have to integrate your application? Or is it a greenfield project where you will also build the 'html forms' by yourself?
But you should get your supervisors do their job and get them to define the applications scope for you properly.
Otherwise this might turn into a neverending story via scope creep when you try to recognize all the handwritings on the documents (not just block lettering), have to support a dozen input formats (not just pdf), ...

Starting with HTML5 Game Development - Very confused

I'd like to start developing a "simple" game with HTML5 and I'm quite confused by the many resources I found online. I have a solid background in development, but in completely different environments (ironically, I started programming because I wanted to become a game developer, and it's the only thing I've never done in 13 years...).
The confusion derives from the fact that, although I know JavaScript very well and I have some knowledge of HTML5, I can't figure out how to mix what I know with all this new stuff. For example, here's what I was thinking of:
The game would be an implementation of chess. I have some simple "ready made" AI algorithm that I can reuse for single player; the purpose here is to learn HTML5 game development, so this part is not very important at the moment.
I'd like build a website around the game. For this I'd use a "regular" CMS, as I know many of them already and it would be faster to put it up.
Then I'd have the game itself, which, in its "offline" version, has nothing to do with the website, as, as far as I understand, it would live in a page by itself. This is the first question: how to make the Game aware of User's session? The login would be handled by the CMS (it should be much easier this way, as User Managememt is already implemented).
As a further step, I'd like to move the AI to the server. This is the second question: how do I make the game send player's actions to the Server, and how do I get the answer back?
Later on, I'd like to bring a PVP element to the game, i.e. one-against-one multiplayer (like the good old chess). This is the third question: how to send information from a client to another, and keep the conversation going on. For this, people recommended me to have a look at Node.js, but it's one more element that I can't figure out how to "glue" to the rest.
Here's an example of a single action in a PVP session, which already gives me a headache: Player 1 sends his move to the Server (how does the game talk to Node.js?). I'd need to identify the Game Id (where and how should I store it?), and make sure the player hasn't manually modified it, so it won't interfere with someone else's game (how?).
I'm aware that the whole thing, as I wrote it, is very messy, but that's precisely how I feel at the moment. I can't figure out where to start, therefore any suggestion is extremely welcome.
Too many things and probably in the wrong order.
A lot of the issues don't seem to me to be particularly related to HTML5 in the first instance.
Start with the obvious thing - you want a single page (basically a javascript application) that plays chess, so build that. If you can't build that then the rest is substantially irrelevant, if you can build (and I don't doubt that you can) then the rest is about building on that capability.
So we get to your first question - well at the point at which you load the page you will have the session, its a web page, like any other web page, so that's how you get the session. If you're offline then you've persisted that from when you were online by whatever means - presumably local storage.
You want to move the AI to the server? Ok, so make sure that the front end user interaction talks to an "interface" to record the player moves and retrieve the AI moves. Given this separation you can replaces the AI on the client with an ajax (although I'd expect the x to be json!) call to the server with the same parameters.
This gets better, if you want to do player to player you're just talking about routing through the server from one user/player to another user/player - the front end code doesn't have to change, just what the server does at the far end of the ajax call.
But for all this, take a step back and solve the problems one at a time - if you do that you should arrive where you want to go without driving yourself nuts trying to worry about a bucket full of problems that seem scary that you can probably easily solve one at a time and I'd start by getting your game to run, all on its own, in the browser.
About question one: You could maybe give the user a signed cookie. E.g. create a cookie that contains his userid or so and the SHA2 hash of his userid plus a secret, long salt (e.g. 32 bytes salt or so).
About question two: For exchanging stuff and calling remote functions, I'd use the RPC library dnode.
About question three: Use the same thing for calling methods between clients.
Client code (just an example):
DNode.connect(function (remote) {
this.newPeer = function(peer) {
peer.sendChatMessage("Hello!");
};
});
You don't have to use game IDs if you use dnode - just hand functions to the browser that are bound to the game. If you need IDs for some reason, use a UUID module to create long, random ones - they're unguessable.

The best way to familiarize yourself with an inherited codebase

Stacker Nobody asked about the most shocking thing new programmers find as they enter the field.
Very high on the list, is the impact of inheriting a codebase with which one must rapidly become acquainted. It can be quite a shock to suddenly find yourself charged with maintaining N lines of code that has been clobbered together for who knows how long, and to have a short time in which to start contributing to it.
How do you efficiently absorb all this new data? What eases this transition? Is the only real solution to have already contributed to enough open-source projects that the shock wears off?
This also applies to veteran programmers. What techniques do you use to ease the transition into a new codebase?
I added the Community-Building tag to this because I'd also like to hear some war-stories about these transitions. Feel free to share how you handled a particularly stressful learning curve.
Pencil & Notebook ( don't get distracted trying to create a unrequested solution)
Make notes as you go and take an hour every monday to read thru and arrange the notes from previous weeks
with large codebases first impressions can be deceiving and issues tend to rearrange themselves rapidly while you are familiarizing yourself.
Remember the issues from your last work environment aren't necessarily valid or germane in your new environment. Beware of preconceived notions.
The notes/observations you make will help you learn quickly what questions to ask and of whom.
Hopefully you've been gathering the names of all the official (and unofficial) stakeholders.
One of the best ways to familiarize yourself with inherited code is to get your hands dirty. Start with fixing a few simple bugs and work your way into more complex ones. That will warm you up to the code better than trying to systematically review the code.
If there's a requirements or functional specification document (which is hopefully up-to-date), you must read it.
If there's a high-level or detailed design document (which is hopefully up-to-date), you probably should read it.
Another good way is to arrange a "transfer of information" session with the people who are familiar with the code, where they provide a presentation of the high level design and also do a walk-through of important/tricky parts of the code.
Write unit tests. You'll find the warts quicker, and you'll be more confident when the time comes to change the code.
Try to understand the business logic behind the code. Once you know why the code was written in the first place and what it is supposed to do, you can start reading through it, or as someone said, prolly fixing a few bugs here and there
My steps would be:
1.) Setup a source insight( or any good source code browser you use) workspace/project with all the source, header files, in the code base. Browsly at a higher level from the top most function(main) to lowermost function. During this code browsing, keep making notes on a paper/or a word document tracing the flow of the function calls. Do not get into function implementation nitti-gritties in this step, keep that for a later iterations. In this step keep track of what arguments are passed on to functions, return values, how the arguments that are passed to functions are initialized how the value of those arguments set modified, how the return values are used ?
2.) After one iteration of step 1.) after which you have some level of code and data structures used in the code base, setup a MSVC (or any other relevant compiler project according to the programming language of the code base), compile the code, execute with a valid test case, and single step through the code again from main till the last level of function. In between the function calls keep moting the values of variables passed, returned, various code paths taken, various code paths avoided, etc.
3.) Keep repeating 1.) and 2.) in iteratively till you are comfortable up to a point that you can change some code/add some code/find a bug in exisitng code/fix the bug!
-AD
I don't know about this being "the best way", but something I did at a recent job was to write a code spider/parser (in Ruby) that went through and built a call tree (and a reverse call tree) which I could later query. This was slightly non-trivial because we had PHP which called Perl which called SQL functions/procedures. Any other code-crawling tools would help in a similar fashion (i.e. javadoc, rdoc, perldoc, Doxygen etc.).
Reading any unit tests or specs can be quite enlightening.
Documenting things helps (either for yourself, or for other teammates, current and future). Read any existing documentation.
Of course, don't underestimate the power of simply asking a fellow teammate (or your boss!) questions. Early on, I asked as often as necessary "do we have a function/script/foo that does X?"
Go over the core libraries and read the function declarations. If it's C/C++, this means only the headers. Document whatever you don't understand.
The last time I did this, one of the comments I inserted was "This class is never used".
Do try to understand the code by fixing bugs in it. Do correct or maintain documentation. Don't modify comments in the code itself, that risks introducing new bugs.
In our line of work, generally speaking we do no changes to production code without good reason. This includes cosmetic changes; even these can introduce bugs.
No matter how disgusting a section of code seems, don't be tempted to rewrite it unless you have a bugfix or other change to do. If you spot a bug (or possible bug) when reading the code trying to learn it, record the bug for later triage, but don't attempt to fix it.
Another Procedure...
After reading Andy Hunt's "Pragmatic Thinking and Learning - Refactor Your Wetware" (which doesn't address this directly), I picked up a few tips that may be worth mentioning:
Observe Behavior:
If there's a UI, all the better. Use the app and get a mental map of relationships (e.g. links, modals, etc). Look at HTTP request if it helps, but don't put too much emphasis on it -- you just want a light, friendly acquaintance with app.
Acknowledge the Folder Structure:
Once again, this is light. Just see what belongs where, and hope that the structure is semantic enough -- you can always get some top-level information from here.
Analyze Call-Stacks, Top-Down:
Go through and list on paper or some other medium, but try not to type it -- this gets different parts of your brain engaged (build it out of Legos if you have to) -- function-calls, Objects, and variables that are closest to top-level first. Look at constants and modules, make sure you don't dive into fine-grained features if you can help it.
MindMap It!:
Maybe the most important step. Create a very rough draft mapping of your current understanding of the code. Make sure you run through the mindmap quickly. This allows an even spread of different parts of your brain to (mostly R-Mode) to have a say in the map.
Create clouds, boxes, etc. Wherever you initially think they should go on the paper. Feel free to denote boxes with syntactic symbols (e.g. 'F'-Function, 'f'-closure, 'C'-Constant, 'V'-Global Var, 'v'-low-level var, etc). Use arrows: Incoming array for arguments, Outgoing for returns, or what comes more naturally to you.
Start drawing connections to denote relationships. Its ok if it looks messy - this is a first draft.
Make a quick rough revision. Its its too hard to read, do another quick organization of it, but don't do more than one revision.
Open the Debugger:
Validate or invalidate any notions you had after the mapping. Track variables, arguments, returns, etc.
Track HTTP requests etc to get an idea of where the data is coming from. Look at the headers themselves but don't dive into the details of the request body.
MindMap Again!:
Now you should have a decent idea of most of the top-level functionality.
Create a new MindMap that has anything you missed in the first one. You can take more time with this one and even add some relatively small details -- but don't be afraid of what previous notions they may conflict with.
Compare this map with your last one and eliminate any question you had before, jot down new questions, and jot down conflicting perspectives.
Revise this map if its too hazy. Revise as much as you want, but keep revisions to a minimum.
Pretend Its Not Code:
If you can put it into mechanical terms, do so. The most important part of this is to come up with a metaphor for the app's behavior and/or smaller parts of the code. Think of ridiculous things, seriously. If it was an animal, a monster, a star, a robot. What kind would it be. If it was in Star Trek, what would they use it for. Think of many things to weigh it against.
Synthesis over Analysis:
Now you want to see not 'what' but 'how'. Any low-level parts that through you for a loop could be taken out and put into a sterile environment (you control its inputs). What sort of outputs are you getting. Is the system more complex than you originally thought? Simpler? Does it need improvements?
Contribute Something, Dude!:
Write a test, fix a bug, comment it, abstract it. You should have enough ability to start making minor contributions and FAILING IS OK :)! Note on any changes you made in commits, chat, email. If you did something dastardly, you guys can catch it before it goes to production -- if something is wrong, its a great way to get a teammate to clear things up for you. Usually listening to a teammate talk will clear a lot up that made your MindMaps clash.
In a nutshell, the most important thing to do is use a top-down fashion of getting as many different parts of your brain engaged as possible. It may even help to close your laptop and face your seat out the window if possible. Studies have shown that enforcing a deadline creates a "Pressure Hangover" for ~2.5 days after the deadline, which is why deadlines are often best to have on a Friday. So, BE RELAXED, THERE'S NO TIMECRUNCH, AND NOW PROVIDE YOURSELF WITH AN ENVIRONMENT THAT'S SAFE TO FAIL IN. Most of this can be fairly rushed through until you get down to details. Make sure that you don't bypass understanding of high-level topics.
Hope this helps you as well :)
All really good answers here. Just wanted to add few more things:
One can pair architectural understanding with flash cards and re-visiting those can solidify understanding. I find questions such as "Which part of code does X functionality ?", where X could be a useful functionality in your code base.
I also like to open a buffer in emacs and start re-writing some parts of the code base that I want to familiarize myself with and add my own comments etc.
One thing vi and emacs users can do is use tags. Tags are contained in a file ( usually called TAGS ). You generate one or more tags files by a command ( etags for emacs vtags for vi ). Then we you edit source code and you see a confusing function or variable you load the tags file and it will take you to where the function is declared ( not perfect by good enough ). I've actually written some macros that let you navigate source using Alt-cursor,
sort of like popd and pushd in many flavors of UNIX.
BubbaT
The first thing I do before going down into code is to use the application (as several different users, if necessary) to understand all the functionalities and see how they connect (how information flows inside the application).
After that I examine the framework in which the application was built, so that I can make a direct relationship between all the interfaces I have just seen with some View or UI code.
Then I look at the database and any database commands handling layer (if applicable), to understand how that information (which users manipulate) is stored and how it goes to and comes from the application
Finally, after learning where data comes from and how it is displayed I look at the business logic layer to see how data gets transformed.
I believe every application architecture can de divided like this and knowning the overall function (a who is who in your application) might be beneficial before really debugging it or adding new stuff - that is, if you have enough time to do so.
And yes, it also helps a lot to talk with someone who developed the current version of the software. However, if he/she is going to leave the company soon, keep a note on his/her wish list (what they wanted to do for the project but were unable to because of budget contraints).
create documentation for each thing you figured out from the codebase.
find out how it works by exprimentation - changing a few lines here and there and see what happens.
use geany as it speeds up the searching of commonly used variables and functions in the program and adds it to autocomplete.
find out if you can contact the orignal developers of the code base, through facebook or through googling for them.
find out the original purpose of the code and see if the code still fits that purpose or should be rewritten from scratch, in fulfillment of the intended purpose.
find out what frameworks did the code use, what editors did they use to produce the code.
the easiest way to deduce how a code works is by actually replicating how a certain part would have been done by you and rechecking the code if there is such a part.
it's reverse engineering - figuring out something by just trying to reengineer the solution.
most computer programmers have experience in coding, and there are certain patterns that you could look up if that's present in the code.
there are two types of code, object oriented and structurally oriented.
if you know how to do both, you're good to go, but if you aren't familiar with one or the other, you'd have to relearn how to program in that fashion to understand why it was coded that way.
in objected oriented code, you can easily create diagrams documenting the behaviors and methods of each object class.
if it's structurally oriented, meaning by function, create a functions list documenting what each function does and where it appears in the code..
i haven't done either of the above myself, as i'm a web developer it is relatively easy to figure out starting from index.php to the rest of the other pages how something works.
goodluck.