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  • How do you compare programming job offers from companies in different countries?

    - by Danny Tuppeny
    This isn't really a programmer-specific question, but I'm not sure of a more appropriate place, and I think the users of this site are best able to answer the question in the context of programmers. Relocating to the US seems fairly common in the programming industry. I live in the UK, and maybe one day, I might do it too. So, if that day comes - how would you go about comparing job offers? Benefits are fairly easy to compare, but given the differences in cost of living, how would you go about comparing salaries and the quality of living you'll have? In a country where the cost of living is lower, you might be able to accept a lower salary (based on exchange rate) and still have the same quality of living. But what can you do to ensure this? In some cases, you may even take a "pay rise" in terms of exchange rate, but end up far worse off. How can you compare job offers across different countries to get an idea of the salary you would need in order to not feel you've gone "backwards"?

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  • Keeping a domain model consistent with actual data

    - by fstuijt
    Recently domain driven design got my attention, and while thinking about how this approach could help us I came across the following problem. In DDD the common approach is to retrieve entities (or better, aggregate roots) from a repository which acts as a in-memory collection of these entities. After these entities have been retrieved, they can be updated or deleted by the user, however after retrieval they are essentially disconnected from the data source and one must actively inform the repository to update the data source and make is consistent again with our in-memory representation. What is the DDD approach to retrieving entities that should remain connected to the data source? For example, in our situation we retrieve a series of sensors that have a specific measurement during retrieval. Over time, these measurement values may change and our business logic in the domain model should respond to these changes properly. E.g., domain events may be raised if a sensor value exceeds a predefined threshold. However, using the repository approach, these sensor values are just snapshots, and are disconnected from the data source. Does any of you have an idea on how to solve this following the DDD approach?

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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • Corporate Efficiency

    - by AndyScott
    Thoughts on streamlining the process of getting someone up to speed when they join a project as a new hire; or as is common in some companies, switch from one project to another: Has anyone heard of a strategy (including emphasis towards consistent, ongoing documentation) that would bring a user up to speed quickly? Has there been any thought given to focused documentation, specific to a role within a project? Or formalized mentoring within a project, that goes beyond a “system walkthrough”?   Often it's overlooked what time is wasted when a senior level worker is brought on board.  It's assumed that they will know the right questions to ask. They are the type of people that normally learn quickly, and in their own ways, so let them get by with what's out there.   Having a user without a computer will cost you measurable worker hours, making it an easy target to shoot at (and rightly so). Not getting them up to speed as quickly as possible is an efficiency issue, that seems to have become an industry standard as an accepted loss. Given the complexity of the projects within most companies, and the frequency with which users are shifted from one project to another based on need; I think this is an area that bears consideration.

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  • Are there any good examples of open source C# projects with a large number of refactorings?

    - by Arjen Kruithof
    I'm doing research into software evolution and C#/.NET, specifically on identifying refactorings from changesets, so I'm looking for a suitable (XP-like) project that may serve as a test subject for extracting refactorings from version control history. Which open source C# projects have undergone large (number of) refactorings? Criteria A suitable project has its change history publicly available, has compilable code at most commits and at least several refactorings applied in the past. It does not have to be well-known, and the code quality or number of bugs is irrelevant. Preferably the code is in a Git or SVN repository. The result of this research will be a tool that automatically creates informative, concise comments for a changeset. This should improve on the common development practice of just not leaving any comments at all. EDIT: As Peter argues, ideally all commit comments would be teleological (goal-oriented). Practically, if a comment is made at all it is often descriptive, merely a summary of the changes. Sadly we're a long way from automatically inferring developer intentions!

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • How far do I take Composition?

    - by whiterook6
    (Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and subclassing is really, really bad, especially for game entities. If I have three types of motions, five types of guns, and three types of armoring, I don't want to have to make 45 different classes to get all the possible combinations; I'm going to add a motion behavior, gun behavior, and armor behavior to a single generic object. That makes sense. But how far do I take this? I can have as many different types of behaviors as I can imagine: DamageBehavior, MotionBehavior, TargetableBehavior, etc. If I add a new class of behaviors then I need to update all the other classes that use them. But what happens when I have functionality that doesn't really fit into one class of behaviors? For example, my armor needs to be damageable but also updateable. And should I be able to have use more than one type of behavior on an entity at a time, such as two motion behaviors? Can anyone offer any wisdom or point me in the direction of some useful articles? Thanks!

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  • What am I missing about PHP?

    - by Aerovistae
    It's like this mythical thing that a dominating portion of developers say is just the best option for back-end development, a part of development about which I know virtually nothing beyond the absolute basics. So I've looked up PHP tutorials a bunch of times, trying to figure out why it's so powerful and common, but it's annoying as hell-- all the tutorials treat you like a new programmer. You know, this is how you make an If Else statement, here's a for loop, etc. The "Advanced Topics" show you how to make POST and GET statements and whatnot. But there must be more to it! I don't get it! That's practically no different from JavaScript. What am I missing about this language? What else can it do? Where's the power and versatility? I've heard it called a function soup; where are all the functions? Please chide me. I'm clearly missing something.

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  • Using template questions in a technical interview

    - by Desolate Planet
    I've recently been in an argument with a colleague about technical questions in interviews. As a graduate, I went round lots of companies and noticed they used the same questions. An example is "Can you write a function that determines if a number is prime or not?", 4 years later, I find that particular question is quite common even for a junior developer. I might not be looking at this the correct way, but shouldn't software houses be intelligent enough to think up their own interview questions? I've been to about 16 interviews as a graduate and the same questions came up in about 75% of them. This leads me to believe that many companies are lazy and simply Google: 'Template questions for interviewing software developers' and I look down on that. Question: Is it better to use a set of questions off some template or should software houses strive to be more original and come up with their own interview material? From my point of view, if I failed an interview and went off and looked for good answers to the questions I messed up on, I could fly through the next interview if the questions are the same.

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Do the benefits of Resin/Quercus outweigh the overhead?

    - by Craige
    Lately, I've been looking more and more into Resin + Quercus as a technology to develop an application of mine. The reason I started looking into it was that this application has high reporting needs, a lot of which cannot (or realistically, should not) be created in real-time. Java would offer a nice backend to queue and generate reports. Also, with Quercus I would be able to develop my data models in Hibernate, and use them "from PHP", thus effectively stretching these models across front and back-end. This same concept would also apply to any front/back-end common business logic, which could be developed in Java libraries. Now, the downside is that whichever front-end (PHP) MVC Framework I choose (my goal was Symfony 2), it is unlikely to work without some heavy modification, if it can work at all. Quercus is a pretty close implementation of PHP, and is supposed to be compatible with PHP5.3, so namespaces and closures SHOULDN'T be a problem, but when I tried to run an existing Symfony 1.4 app, I failed miserably. So, my question to you is, do you think the benefits of Resin + Quercus outweigh the overhead of using a not-so-perfect/stable implementation of PHP? If this were your application, and your goal was and end-product, rather than educational purposes, what would you decide?

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • Computer Says No: Mobile Apps Connectivity Messages

    - by ultan o'broin
    Sharing some insight into connectivity messages for mobile applications. Based on some recent ethnography done my myself, and prompted by a real business case, I would recommend a message that: In plain language, briefly and directly tells the user what is wrong and why. Something like: Cannot connect because of a network problem. Affords the user a means to retry connecting (or attempts automatically). Mobile context of use means users use anticipate interruptibility and disruption of task, so they will try again as an effective course of action. Tells the user when connection is re-established, and off they go. Saves any work already done, implicitly. (Bonus points on the ADF critical task setting scale) The following images showing my experience reading ADF-EMG Google Groups notification my (Android ICS) Samsung Galaxy S2 during a loss of WiFi give you a good idea of a suitable kind of messaging user experience for mobile apps in this kind of scenario. Inline connection lost message with Retry button Connection re-established toaster message The UX possible is dependent on device and platform features, sure, so remember to integrate with the device capability (see point 10 of this great article on mobile design by Brent White and Lynn Hnilo-Rampoldi) but taking these considerations into account is far superior to a context-free dumbed down common error message repurposed from the desktop mentality about the connection to the server being lost, so just "Click OK" or "Contact your sysadmin.".

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  • Cannot create a neutral unit with a trigger

    - by Xitcod13
    I've been playing around with the starcraft UMS (Use map settings) for a while and usually i figure things out pretty quickly when im stuck. Alas not this time. I'm trying to place a neutral unit (player 12) using a trigger. It refuses to work. I'm using Scmdraft 2.0 as my editor (but i cant get it to work in other editors either) (all neutral units placed before the game starts are visible and all other triggers work fine. Also i created a text msg and it does displays it in-game so the trigger triggers ) For testing I created a trigger that looks like this: Player: neutral (i tried neutral players player 1 and all players as well) Condition: -always Action: -Create *1 Terran Medic* at '*location 022*' for *Neutral* (also tried neutral players) When I start the game nothing happens. Here is what I tried: I tried placing a start location for neutral player (player 12) I tried changing the owner under map properties of player 12 to neutral and computer from unused which was the default. Although it seems like it should be a common enough problem, I don't see it in any FAQ and I cant find anything about it when I Google it. Thanks in advance.

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  • How would you model an objects representing different phases of an entity life cycle?

    - by Ophir Yoktan
    I believe the scenario is common mostly in business workflows - for example: loan management the process starts with a loan application, then there's the loan offer, the 'live' loan, and maybe also finished loans. all these objects are related, and share many fields all these objects have also many fields that are unique for each entity the variety of objects maybe large, and the transformation between the may not be linear (for example: a single loan application may end up as several loans of different types) How would you model this? some options: an entity for each type, each containing the relevant fields (possibly grouping related fields as sub entities) - leads to duplication of data. an entity for each object, but instead of duplicating data, each object has a reference to it's predecessor (the loan doesn't contain the loaner details, but a reference to the loan application) - this causes coupling between the object structure, and the way it was created. if we change the loan application, it shouldn't effect the structure of the loan entity. one large entity, with fields for the whole life cycle - this can create 'mega objects' with many fields. it also doesn't work well when there's a one to many or many to many relation between the phases.

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  • How do I stop video tearing? (Nvidia prop driver, non-compositing window manager)

    - by Chan-Ho Suh
    I have that problem which seemingly afflicts many using the proprietary Nvidia driver: Video tearing: fine horizontal lines (usually near the top of my display) when there is a lot of panning or action in the video. (Note: switching back to the default nouveau driver is not an option, as its seemingly nonexistent power-management drains my battery several times faster) I've tried Totem, Parole, and VLC, and tearing occurs with all of them. The best result has been to use X11 output in VLC, but there is still tearing with relatively moderate action. Hardware: MacBook Air 3,2 -- which has an Nvidia GeForce 320M. There are two common fixes for tearing with Nvidia prop drivers: Turn off compositing, since Nvidia proprietary drivers don't usually play nice with compositing window managers on Linux (Compiz is an exception I'm aware of). But I use an extremely lightweight window manager (Awesome window manager) which is not even capable of compositing (or any cool effects). I also have this problem in Xfce, where I have compositing disabled. Enabling sync to VBlank. To enable this, I set the option in nvidia-settings and then autostart it as nvidia-settings -l with my other autostart programs. This seems to work, because when I run glxgears, I get: $ glxgears Running synchronized to the vertical refresh. The framerate should be approximately the same as the monitor refresh rate. 303 frames in 5.0 seconds = 60.500 FPS 300 frames in 5.0 seconds = 59.992 FPS And when I check the refresh rate using nvidia-settings: $ nvidia-settings -q RefreshRate Attribute 'RefreshRate' (wampum:0.0; display device: DFP-2): 60.00 Hz. All this suggests sync to VBlank is enabled. As I understand it, this is precisely designed to stop tearing, and a lot of people's problem is even getting something like glxgears to output the correct info. I don't understand why it's not working for me. xorg.conf: http://paste.ubuntu.com/992056/ Example of observed tearing::

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  • Late feedback

    - by Sveta Smirnova
    MySQL Community team asked me to write about Devconf 2013 few months ago. Conference was in June, 2013, but I remembered about this my promise only now: month later after my participating in MySQL Connect and Expert Troubleshooting seminar (change country to United Kingdom if you see blank page). I think it is too late for the feedback, but I still have few thoughts which I want to record.DevConf (former PHPConf) always was a place where I tried new topics. At first, because I know audience there very well and they will be bored if I repeat a story which I was telling last year, but also because it is much easier to get feedback in your own native language. But last years my habit seems started to change and I presented improved version of my 2012 MySQL Connect talk about MySQL backups. Of course, I also had a seminar with unique topic, made for this conference first time: Troubleshooting MySQL Performance with EXPLAIN and Using Performance Schema to Troubleshoot MySQL. And these topics, improved, were presented at the expert seminar. It is interesting how my habit changes and one public speaking activity interferes next one.What is good about DevConf is it forces you to create new ideas and do it really well, because audience is not forgiving at all, so they catch everything you miss or prepared not good enough. This can be bad if you want to make a marketing-style topic for free, but allows to present technical features in really good details: all these sudden discussions really help.In year 2013 Oracle had a booth at the conference and was presented by a bunch of people. Dmitry Lenev presented topic "New features of replication in MySQL 5.6" and Victoria Reznichenko worked on the booth. What was new at the conference this year is greater interest in NoSQL, scale and fast development solutions. This, unfortunately, means not so huge interest in MySQL as it was earlier. However, at the same time, "Common" track was really MySQL track: not only Oracle, but people from other companies presented about it.

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  • Ubuntu live cd : black screen and blinking cursor

    - by IFasel
    I try to install ubuntu 12.04 on my computer. I can get to the purple screen on the live cd but then, if I choose "Installing Ubuntu", I have a black screen with a cursor blinking (and nothing else happens). My PC : acer aspire M3920, CPU i5-2300, 8 Gb RAM, NVIDIA gt 405. What I already tried : I tried with 12.04 and 13.04 daily build I tried with a live usb and with a live dvd I tried the following boot options : nomodset, acpi=off I googled a lot and it seems that it could be a graphic card problem. Do you know any other boot options that I could try ? UPDATE This is not a duplicate : I've tried all the common boot options (nomodeset, noacpi...) and it doesn't change anything. With the option "no splash" (instead of "quiet splash"), I can see what happens before the forever-blinking cursor : [sdg] no caching mode present [sdg] assuming drive cache : write trough ata8.00: excetion Emask 0x52 ... frozen ata8 : SError : { RecovData RecovComm UnrecovData...} ata8.00 : failed command : IDENTIFY PACKET DEVICE ... ata8.00 : status : { DRDY } ata8 : hard resetting link Does somebody know what it means ? N.B. astonishingly, Puppy Linux boots fine (but Debian, Fedora and Ubuntu do not) Solution In fact, it was not a graphic card problem. I had to disconnect the dvd drive and connect it to another free sata connector (I don't really understand why Ubuntu had trouble with this connector and Windows 7 not). After that, everything worked fine.

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  • How do I make apt-get instal commands not display every package that is installing?

    - by rajlego
    When I install something on terminal, it often shows me a few things for status. For one, it shows download rate (which is fine). However, when I install something, it can display Unpacking libgranite2:amd64 (0.3.0~r732+pkg64~ubuntu0.3.1) ... Selecting previously unselected package slingshot-launcher. Preparing to unpack .../slingshot-launcher_0.7.6.1+r421+pkg32~ubuntu0.3.1_amd64.deb ... Unpacking slingshot-launcher (0.7.6.1+r421+pkg32~ubuntu0.3.1) ... Selecting previously unselected package contractor. Preparing to unpack .../contractor_0.3.1~r136+pkg22~ubuntu0.3.1_amd64.deb ... Unpacking contractor (0.3.1~r136+pkg22~ubuntu0.3.1) ... Selecting previously unselected package apport-hooks-elementary. Preparing to unpack .../apport-hooks-elementary_0.1-0~35~saucy1_all.deb ... Unpacking apport-hooks-elementary (0.1-0~35~saucy1) ... Processing triggers for hicolor-icon-theme (0.13-1) ... Processing triggers for libglib2.0-0:amd64 (2.40.0-2) ... Processing triggers for man-db (2.6.7.1-1) ... Setting up libgranite-common (0.3.0~r732+pkg64~ubuntu0.3.1) ... Setting up libgranite2:amd64 (0.3.0~r732+pkg64~ubuntu0.3.1) ... Setting up slingshot-launcher (0.7.6.1+r421+pkg32~ubuntu0.3.1) ... Setting up contractor (0.3.1~r136+pkg22~ubuntu0.3.1) ... Setting up apport-hooks-elementary (0.1-0~35~saucy1) ... Processing triggers for libc-bin (2.19-0ubuntu6) .. I would rather that not show up. I only want to see download rate, not all that other stuff. How do I do this? EDIT: I would also like the jargon to be stored somwehre else if something goes wrong, or for the jargon to just be expanable on terminal.

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  • Focusing and Selecting the Text in ASP.NET TextBox Controls

    When a browser displays the HTML sent from a web server it parses the received markup into a Document Object Model, or DOM, which models the markup as a hierarchical structure. Each element in the markup - the <form> element, <div> elements, <p> elements, <input> elements, and so on - are represented as a node in the DOM and can be programmatically accessed from client-side script. What's more, the nodes that make up the DOM have functions that can be called to perform certain behaviors; what functions are available depend on what type of element the node represents. One function common to most all node types is focus, which gives keyboard focus to the corresponding element. The focus function is commonly used in data entry forms, search pages, and login screens to put the user's keyboard cursor in a particular textbox when the web page loads so that the user can start typing in his search query or username without having to first click the textbox with his mouse. Another useful function is select, which is available for <input> and <textarea> elements and selects the contents of the textbox. This article shows how to call an HTML element's focus and select functions. We'll look at calling these functions directly from client-side script as well as how to call these functions from server-side code. Read on to learn more! Read More >

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  • Do you sign contracts digitally or still on paper? And what do clients think?

    - by user1162541
    We are all getting used to checking a box and putting our name in a text field to create a contract with an airline, a hosting company, or a software download. However, for some reason I am still asking clients to sign our contracts for website development on paper, and send me a scan. Few complain about this procedure, but I am personally thinking: what am I doing, doing this the old fashion way?! Signing contracts digitally would be faster, more convenient for clients and for me, and easier to store. So to me it appears to be time to start creating some contract agreement online that clients can read, then print their name, and mark a box "I AGREE WITH THIS CONTRACT AND BY PRINTING MY NAME I AGREE TO SIGNING THIS", or something like that. I would record their IP, browser data, and time of signing. If I really want to ensure their identity, I could link this to OpenID and require them to log in with their e-mail so that I can ensure that they are logged in on an existing e-mail account. Sounds OK to me. My question is: is this practice becoming a standard practice in professional IT services? Are you (as a professional) doing this? If you are, how do clients react? Any drawbacks doing this? EDIT: This question is not about the legal aspects. It is about common practices among programmers and web-development companies, and what clients think of this.

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Advice and resources on collaborative environments

    - by Tjaart
    I need some advice on collaborative software environments. More specifically, I am looking for books and reference materials that can aid me in understanding team and code structures and the interactions thereof. In other words books, blogs or white papers explaining: Different strategies for structuring teams that share common code between each other but have distinct individual functions? To summarise my question I would like to know what would be a good source of knowledge if I were to set up teams in an organisation that shared code but each unit still remained autonomous. I have done some research on this subject and explored: code review tools, distributed VCS, continuous integration tools, Unit testing automation. The tough part about implementing these tools are to determine where a good place would be to start, which tools are low hanging fruit, which tools or methods provide higher success rates. If someone asks me about code quality reference I point them to Code Complete. I am looking for an equivalent guide on software team structures and tools to make this equation work better. I realise that this question is quite vague but it arose as "we need to share code between teams without breaking each others stuff and causing management headaches and reams of red tape" The answer is definitely not simple and requires changes on many levels, hence the question. If the question is too vague please vote to close or delete. I would accept any good starting point as an answer.

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  • Should I be looking for developers with specific skill sets or generalists that need to learn?

    - by Lostsoul
    Thanks to the great help of this site and SO, I've been able to make a prototype of a software I want to sell but unfortunately although the prototype works I think my code quality is very low. I didn't use much OOP or design patterns so although my code is understandable to me, I think a normal developer would faint if they had to read it. So I wanted to hire a developer to make it a bit more better quality and improve some of my implementations of API's that I may have not done correctly. I'm having problems hiring a developer though. I have met 2 developers and had them read my software specs.The problem is, they lacked my business's domain knowledge(which is completely understandable and no biggie) but they also lacked knowledge of the underlying tech systems I used such as Hadoop, Hbase, Cuda, etc..I spent alot of time explaining map/reduce, bigtables and other technologies I used. I thought it was common knowledge because of my interactions with people on this site but the people I met with mentioned they never had to deal with these things so they didn't know it. My question is, for software projects that are hiring contractor developers is it a danger if the developer does not have experience with the underlying technologies? or can a general developer who is accomplished in another area realistically pick up new technologies? I did a very very quick back of envelope calculation and I think the upfront costs would be similar if I hire a student or developer with no experience in my technologies who will work many hours versus hiring a highly experienced developer who charges double but finishes in half the time but what other risks should I be considering or worried about? Also, should if I do hire a generalist, should I be paying for the time it takes them to learn hadoop or cuda if they are contractors(seems to make business sense but not sure how fair it is to them if they do not use the skill again). I'm a bit confused so any suggestions would be great.

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