Search Results

Search found 74 results on 3 pages for 'brainstorming'.

Page 3/3 | < Previous Page | 1 2 3 

  • Wesquare (NL) helps major CG customer integrating Oracle Service Cloud (RightNow) with JDEdwards

    - by Richard Lefebvre
    Normal 0 false false false EN-US X-NONE X-NONE When this well known, Italy based, CG player claimed that they needed a new CRM tool, Oracle partner WeSquare had a precise idea of what would be required, knowing that the customer was using JDEdwards as an ERP: they immediately thoughts about a solution that would help synchronizing the customer’s back-end system with the new CRM interface. The customer asked for presentations from three companies, including Oracle, and eventually selected Oracle Service Cloud (RightNow) with Alfa Sistemi (Oracle Platinum Partner) as a System Integrator supported by Wesquare (Oracle Gold partner specialized in RightNow). Synchronizing an On Premises ERP with a new SaaS based CRM platform could be seen as an uphill task, but WeSquare was determined, during the presales cycle, to prove that they had the skills and the attitude to make the difference. So, they rolled up their sleeves and got to it: five days of relentless work, missed lunches, and hours of brainstorming showed its result in the form of a new interface that works fabulously well with the JDEdwards ERP back-end and was successfully pitched by Oracle to the end-customer to win the deal! WeSquare took the occasion to learn that they can integrate Oracle Service Cloud (RightNow) with practically every other solution that a customer may run. As part of the project, WeSquare was also involved in different add-on’s development with the aim of enriching Oracle Service Cloud’s functionality. WeSquare is based in The Netherlands with an in-shore practice supported by off-shore teams in India. WeSquare can integrate and synchronize any application with RightNow. For more information, visit www.wesquare.nl or contact Wiebe Blankenberg (Managing Director) at +31 (0) 6 3632 1104 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

    Read the article

  • Including email, IMs, configs, etc. in documentation or notes

    - by Jason Antman
    The shop I work in is pretty laid-back. We're on a documentation kick, only because historically we've been very bad with it. We do a lot of our brainstorming in face-to-face meetings, and also do a lot of communication via IM in addition to email. While I'm usually pretty good about documentation and keeping copious lab notes, I just finished a build of a host and spent hours searching through IMs, emails, files on my workstation, etc. to pull out anything I missed in my lab notes, which formed a large amount of the basis for the internal documentation. Does anyone have any thoughts on, aside from manually saving things to a project directory, managing various data sources (especially email and IM) and tracking them on project basis? Ideally, I'd like an easy way to put copies of emails, IM logs, etc. into a project-specific directory on my workstation and then just have a cron job that syncs that up with a shared folder. This isn't really a candidate for anything more advanced, as the bulk of the data will be copies of configs, code, etc. Here are the big restrictions: Email is via a centralized Zimbra install, so nothing can happen server-side. My workstation is Linux. Aside from writing Pidgin and Thunderbird plugins that let me tag chats and emails as belonging to a project, and then copy them to the appropriate place... any thoughts? Suggestions? Thanks, Jason

    Read the article

  • NFS on top of GFS2 - does it work?

    - by Matthew
    We're currently using a NoSQL derivative called Splunk to receive our data. The software supports something called "search head pooling" in which the job-dispatching engine is housed on several servers which share a common storage point. Originally our intention was to use a clustered filesystem like GFS2 because of low latency, stability, and ease of setup. We set up GFS2, and it's working with no issues. However when trying to run the software, it's trying to create lock files, and a bunch of other things that their support team can't quite explain. Ultimate feedback from them was that they only support NFS. Our network administration team heavily frowns on NFS (lack of stability, file lock issues, etc). So, I was thinking about the possibility of setting up NFS on each server in the cluster to act as a wedge layer between the GFS2 filesystem and the software. Basically configure each server to export the GFS2 filesystem's mountpoint via NFS, and then tell each server to connect to that NFS share. That way we aren't introducing any single-points-of-failure should a dedicated NFS server go down, but the vendor gets their "required" NFS share. I'm just brainstorming ways around, so please tear this apart :)

    Read the article

  • The Incremental Architect&rsquo;s Napkin - #5 - Design functions for extensibility and readability

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/08/24/the-incremental-architectrsquos-napkin---5---design-functions-for.aspx The functionality of programs is entered via Entry Points. So what we´re talking about when designing software is a bunch of functions handling the requests represented by and flowing in through those Entry Points. Designing software thus consists of at least three phases: Analyzing the requirements to find the Entry Points and their signatures Designing the functionality to be executed when those Entry Points get triggered Implementing the functionality according to the design aka coding I presume, you´re familiar with phase 1 in some way. And I guess you´re proficient in implementing functionality in some programming language. But in my experience developers in general are not experienced in going through an explicit phase 2. “Designing functionality? What´s that supposed to mean?” you might already have thought. Here´s my definition: To design functionality (or functional design for short) means thinking about… well, functions. You find a solution for what´s supposed to happen when an Entry Point gets triggered in terms of functions. A conceptual solution that is, because those functions only exist in your head (or on paper) during this phase. But you may have guess that, because it´s “design” not “coding”. And here is, what functional design is not: It´s not about logic. Logic is expressions (e.g. +, -, && etc.) and control statements (e.g. if, switch, for, while etc.). Also I consider calling external APIs as logic. It´s equally basic. It´s what code needs to do in order to deliver some functionality or quality. Logic is what´s doing that needs to be done by software. Transformations are either done through expressions or API-calls. And then there is alternative control flow depending on the result of some expression. Basically it´s just jumps in Assembler, sometimes to go forward (if, switch), sometimes to go backward (for, while, do). But calling your own function is not logic. It´s not necessary to produce any outcome. Functionality is not enhanced by adding functions (subroutine calls) to your code. Nor is quality increased by adding functions. No performance gain, no higher scalability etc. through functions. Functions are not relevant to functionality. Strange, isn´t it. What they are important for is security of investment. By introducing functions into our code we can become more productive (re-use) and can increase evolvability (higher unterstandability, easier to keep code consistent). That´s no small feat, however. Evolvable code can hardly be overestimated. That´s why to me functional design is so important. It´s at the core of software development. To sum this up: Functional design is on a level of abstraction above (!) logical design or algorithmic design. Functional design is only done until you get to a point where each function is so simple you are very confident you can easily code it. Functional design an logical design (which mostly is coding, but can also be done using pseudo code or flow charts) are complementary. Software needs both. If you start coding right away you end up in a tangled mess very quickly. Then you need back out through refactoring. Functional design on the other hand is bloodless without actual code. It´s just a theory with no experiments to prove it. But how to do functional design? An example of functional design Let´s assume a program to de-duplicate strings. The user enters a number of strings separated by commas, e.g. a, b, a, c, d, b, e, c, a. And the program is supposed to clear this list of all doubles, e.g. a, b, c, d, e. There is only one Entry Point to this program: the user triggers the de-duplication by starting the program with the string list on the command line C:\>deduplicate "a, b, a, c, d, b, e, c, a" a, b, c, d, e …or by clicking on a GUI button. This leads to the Entry Point function to get called. It´s the program´s main function in case of the batch version or a button click event handler in the GUI version. That´s the physical Entry Point so to speak. It´s inevitable. What then happens is a three step process: Transform the input data from the user into a request. Call the request handler. Transform the output of the request handler into a tangible result for the user. Or to phrase it a bit more generally: Accept input. Transform input into output. Present output. This does not mean any of these steps requires a lot of effort. Maybe it´s just one line of code to accomplish it. Nevertheless it´s a distinct step in doing the processing behind an Entry Point. Call it an aspect or a responsibility - and you will realize it most likely deserves a function of its own to satisfy the Single Responsibility Principle (SRP). Interestingly the above list of steps is already functional design. There is no logic, but nevertheless the solution is described - albeit on a higher level of abstraction than you might have done yourself. But it´s still on a meta-level. The application to the domain at hand is easy, though: Accept string list from command line De-duplicate Present de-duplicated strings on standard output And this concrete list of processing steps can easily be transformed into code:static void Main(string[] args) { var input = Accept_string_list(args); var output = Deduplicate(input); Present_deduplicated_string_list(output); } Instead of a big problem there are three much smaller problems now. If you think each of those is trivial to implement, then go for it. You can stop the functional design at this point. But maybe, just maybe, you´re not so sure how to go about with the de-duplication for example. Then just implement what´s easy right now, e.g.private static string Accept_string_list(string[] args) { return args[0]; } private static void Present_deduplicated_string_list( string[] output) { var line = string.Join(", ", output); Console.WriteLine(line); } Accept_string_list() contains logic in the form of an API-call. Present_deduplicated_string_list() contains logic in the form of an expression and an API-call. And then repeat the functional design for the remaining processing step. What´s left is the domain logic: de-duplicating a list of strings. How should that be done? Without any logic at our disposal during functional design you´re left with just functions. So which functions could make up the de-duplication? Here´s a suggestion: De-duplicate Parse the input string into a true list of strings. Register each string in a dictionary/map/set. That way duplicates get cast away. Transform the data structure into a list of unique strings. Processing step 2 obviously was the core of the solution. That´s where real creativity was needed. That´s the core of the domain. But now after this refinement the implementation of each step is easy again:private static string[] Parse_string_list(string input) { return input.Split(',') .Select(s => s.Trim()) .ToArray(); } private static Dictionary<string,object> Compile_unique_strings(string[] strings) { return strings.Aggregate( new Dictionary<string, object>(), (agg, s) => { agg[s] = null; return agg; }); } private static string[] Serialize_unique_strings( Dictionary<string,object> dict) { return dict.Keys.ToArray(); } With these three additional functions Main() now looks like this:static void Main(string[] args) { var input = Accept_string_list(args); var strings = Parse_string_list(input); var dict = Compile_unique_strings(strings); var output = Serialize_unique_strings(dict); Present_deduplicated_string_list(output); } I think that´s very understandable code: just read it from top to bottom and you know how the solution to the problem works. It´s a mirror image of the initial design: Accept string list from command line Parse the input string into a true list of strings. Register each string in a dictionary/map/set. That way duplicates get cast away. Transform the data structure into a list of unique strings. Present de-duplicated strings on standard output You can even re-generate the design by just looking at the code. Code and functional design thus are always in sync - if you follow some simple rules. But about that later. And as a bonus: all the functions making up the process are small - which means easy to understand, too. So much for an initial concrete example. Now it´s time for some theory. Because there is method to this madness ;-) The above has only scratched the surface. Introducing Flow Design Functional design starts with a given function, the Entry Point. Its goal is to describe the behavior of the program when the Entry Point is triggered using a process, not an algorithm. An algorithm consists of logic, a process on the other hand consists just of steps or stages. Each processing step transforms input into output or a side effect. Also it might access resources, e.g. a printer, a database, or just memory. Processing steps thus can rely on state of some sort. This is different from Functional Programming, where functions are supposed to not be stateful and not cause side effects.[1] In its simplest form a process can be written as a bullet point list of steps, e.g. Get data from user Output result to user Transform data Parse data Map result for output Such a compilation of steps - possibly on different levels of abstraction - often is the first artifact of functional design. It can be generated by a team in an initial design brainstorming. Next comes ordering the steps. What should happen first, what next etc.? Get data from user Parse data Transform data Map result for output Output result to user That´s great for a start into functional design. It´s better than starting to code right away on a given function using TDD. Please get me right: TDD is a valuable practice. But it can be unnecessarily hard if the scope of a functionn is too large. But how do you know beforehand without investing some thinking? And how to do this thinking in a systematic fashion? My recommendation: For any given function you´re supposed to implement first do a functional design. Then, once you´re confident you know the processing steps - which are pretty small - refine and code them using TDD. You´ll see that´s much, much easier - and leads to cleaner code right away. For more information on this approach I call “Informed TDD” read my book of the same title. Thinking before coding is smart. And writing down the solution as a bunch of functions possibly is the simplest thing you can do, I´d say. It´s more according to the KISS (Keep It Simple, Stupid) principle than returning constants or other trivial stuff TDD development often is started with. So far so good. A simple ordered list of processing steps will do to start with functional design. As shown in the above example such steps can easily be translated into functions. Moving from design to coding thus is simple. However, such a list does not scale. Processing is not always that simple to be captured in a list. And then the list is just text. Again. Like code. That means the design is lacking visuality. Textual representations need more parsing by your brain than visual representations. Plus they are limited in their “dimensionality”: text just has one dimension, it´s sequential. Alternatives and parallelism are hard to encode in text. In addition the functional design using numbered lists lacks data. It´s not visible what´s the input, output, and state of the processing steps. That´s why functional design should be done using a lightweight visual notation. No tool is necessary to draw such designs. Use pen and paper; a flipchart, a whiteboard, or even a napkin is sufficient. Visualizing processes The building block of the functional design notation is a functional unit. I mostly draw it like this: Something is done, it´s clear what goes in, it´s clear what comes out, and it´s clear what the processing step requires in terms of state or hardware. Whenever input flows into a functional unit it gets processed and output is produced and/or a side effect occurs. Flowing data is the driver of something happening. That´s why I call this approach to functional design Flow Design. It´s about data flow instead of control flow. Control flow like in algorithms is of no concern to functional design. Thinking about control flow simply is too low level. Once you start with control flow you easily get bogged down by tons of details. That´s what you want to avoid during design. Design is supposed to be quick, broad brush, abstract. It should give overview. But what about all the details? As Robert C. Martin rightly said: “Programming is abot detail”. Detail is a matter of code. Once you start coding the processing steps you designed you can worry about all the detail you want. Functional design does not eliminate all the nitty gritty. It just postpones tackling them. To me that´s also an example of the SRP. Function design has the responsibility to come up with a solution to a problem posed by a single function (Entry Point). And later coding has the responsibility to implement the solution down to the last detail (i.e. statement, API-call). TDD unfortunately mixes both responsibilities. It´s just coding - and thereby trying to find detailed implementations (green phase) plus getting the design right (refactoring). To me that´s one reason why TDD has failed to deliver on its promise for many developers. Using functional units as building blocks of functional design processes can be depicted very easily. Here´s the initial process for the example problem: For each processing step draw a functional unit and label it. Choose a verb or an “action phrase” as a label, not a noun. Functional design is about activities, not state or structure. Then make the output of an upstream step the input of a downstream step. Finally think about the data that should flow between the functional units. Write the data above the arrows connecting the functional units in the direction of the data flow. Enclose the data description in brackets. That way you can clearly see if all flows have already been specified. Empty brackets mean “no data is flowing”, but nevertheless a signal is sent. A name like “list” or “strings” in brackets describes the data content. Use lower case labels for that purpose. A name starting with an upper case letter like “String” or “Customer” on the other hand signifies a data type. If you like, you also can combine descriptions with data types by separating them with a colon, e.g. (list:string) or (strings:string[]). But these are just suggestions from my practice with Flow Design. You can do it differently, if you like. Just be sure to be consistent. Flows wired-up in this manner I call one-dimensional (1D). Each functional unit just has one input and/or one output. A functional unit without an output is possible. It´s like a black hole sucking up input without producing any output. Instead it produces side effects. A functional unit without an input, though, does make much sense. When should it start to work? What´s the trigger? That´s why in the above process even the first processing step has an input. If you like, view such 1D-flows as pipelines. Data is flowing through them from left to right. But as you can see, it´s not always the same data. It get´s transformed along its passage: (args) becomes a (list) which is turned into (strings). The Principle of Mutual Oblivion A very characteristic trait of flows put together from function units is: no functional units knows another one. They are all completely independent of each other. Functional units don´t know where their input is coming from (or even when it´s gonna arrive). They just specify a range of values they can process. And they promise a certain behavior upon input arriving. Also they don´t know where their output is going. They just produce it in their own time independent of other functional units. That means at least conceptually all functional units work in parallel. Functional units don´t know their “deployment context”. They now nothing about the overall flow they are place in. They are just consuming input from some upstream, and producing output for some downstream. That makes functional units very easy to test. At least as long as they don´t depend on state or resources. I call this the Principle of Mutual Oblivion (PoMO). Functional units are oblivious of others as well as an overall context/purpose. They are just parts of a whole focused on a single responsibility. How the whole is built, how a larger goal is achieved, is of no concern to the single functional units. By building software in such a manner, functional design interestingly follows nature. Nature´s building blocks for organisms also follow the PoMO. The cells forming your body do not know each other. Take a nerve cell “controlling” a muscle cell for example:[2] The nerve cell does not know anything about muscle cells, let alone the specific muscel cell it is “attached to”. Likewise the muscle cell does not know anything about nerve cells, let a lone a specific nerve cell “attached to” it. Saying “the nerve cell is controlling the muscle cell” thus only makes sense when viewing both from the outside. “Control” is a concept of the whole, not of its parts. Control is created by wiring-up parts in a certain way. Both cells are mutually oblivious. Both just follow a contract. One produces Acetylcholine (ACh) as output, the other consumes ACh as input. Where the ACh is going, where it´s coming from neither cell cares about. Million years of evolution have led to this kind of division of labor. And million years of evolution have produced organism designs (DNA) which lead to the production of these different cell types (and many others) and also to their co-location. The result: the overall behavior of an organism. How and why this happened in nature is a mystery. For our software, though, it´s clear: functional and quality requirements needs to be fulfilled. So we as developers have to become “intelligent designers” of “software cells” which we put together to form a “software organism” which responds in satisfying ways to triggers from it´s environment. My bet is: If nature gets complex organisms working by following the PoMO, who are we to not apply this recipe for success to our much simpler “machines”? So my rule is: Wherever there is functionality to be delivered, because there is a clear Entry Point into software, design the functionality like nature would do it. Build it from mutually oblivious functional units. That´s what Flow Design is about. In that way it´s even universal, I´d say. Its notation can also be applied to biology: Never mind labeling the functional units with nouns. That´s ok in Flow Design. You´ll do that occassionally for functional units on a higher level of abstraction or when their purpose is close to hardware. Getting a cockroach to roam your bedroom takes 1,000,000 nerve cells (neurons). Getting the de-duplication program to do its job just takes 5 “software cells” (functional units). Both, though, follow the same basic principle. Translating functional units into code Moving from functional design to code is no rocket science. In fact it´s straightforward. There are two simple rules: Translate an input port to a function. Translate an output port either to a return statement in that function or to a function pointer visible to that function. The simplest translation of a functional unit is a function. That´s what you saw in the above example. Functions are mutually oblivious. That why Functional Programming likes them so much. It makes them composable. Which is the reason, nature works according to the PoMO. Let´s be clear about one thing: There is no dependency injection in nature. For all of an organism´s complexity no DI container is used. Behavior is the result of smooth cooperation between mutually oblivious building blocks. Functions will often be the adequate translation for the functional units in your designs. But not always. Take for example the case, where a processing step should not always produce an output. Maybe the purpose is to filter input. Here the functional unit consumes words and produces words. But it does not pass along every word flowing in. Some words are swallowed. Think of a spell checker. It probably should not check acronyms for correctness. There are too many of them. Or words with no more than two letters. Such words are called “stop words”. In the above picture the optionality of the output is signified by the astrisk outside the brackets. It means: Any number of (word) data items can flow from the functional unit for each input data item. It might be none or one or even more. This I call a stream of data. Such behavior cannot be translated into a function where output is generated with return. Because a function always needs to return a value. So the output port is translated into a function pointer or continuation which gets passed to the subroutine when called:[3]void filter_stop_words( string word, Action<string> onNoStopWord) { if (...check if not a stop word...) onNoStopWord(word); } If you want to be nitpicky you might call such a function pointer parameter an injection. And technically you´re right. Conceptually, though, it´s not an injection. Because the subroutine is not functionally dependent on the continuation. Firstly continuations are procedures, i.e. subroutines without a return type. Remember: Flow Design is about unidirectional data flow. Secondly the name of the formal parameter is chosen in a way as to not assume anything about downstream processing steps. onNoStopWord describes a situation (or event) within the functional unit only. Translating output ports into function pointers helps keeping functional units mutually oblivious in cases where output is optional or produced asynchronically. Either pass the function pointer to the function upon call. Or make it global by putting it on the encompassing class. Then it´s called an event. In C# that´s even an explicit feature.class Filter { public void filter_stop_words( string word) { if (...check if not a stop word...) onNoStopWord(word); } public event Action<string> onNoStopWord; } When to use a continuation and when to use an event dependens on how a functional unit is used in flows and how it´s packed together with others into classes. You´ll see examples further down the Flow Design road. Another example of 1D functional design Let´s see Flow Design once more in action using the visual notation. How about the famous word wrap kata? Robert C. Martin has posted a much cited solution including an extensive reasoning behind his TDD approach. So maybe you want to compare it to Flow Design. The function signature given is:string WordWrap(string text, int maxLineLength) {...} That´s not an Entry Point since we don´t see an application with an environment and users. Nevertheless it´s a function which is supposed to provide a certain functionality. The text passed in has to be reformatted. The input is a single line of arbitrary length consisting of words separated by spaces. The output should consist of one or more lines of a maximum length specified. If a word is longer than a the maximum line length it can be split in multiple parts each fitting in a line. Flow Design Let´s start by brainstorming the process to accomplish the feat of reformatting the text. What´s needed? Words need to be assembled into lines Words need to be extracted from the input text The resulting lines need to be assembled into the output text Words too long to fit in a line need to be split Does sound about right? I guess so. And it shows a kind of priority. Long words are a special case. So maybe there is a hint for an incremental design here. First let´s tackle “average words” (words not longer than a line). Here´s the Flow Design for this increment: The the first three bullet points turned into functional units with explicit data added. As the signature requires a text is transformed into another text. See the input of the first functional unit and the output of the last functional unit. In between no text flows, but words and lines. That´s good to see because thereby the domain is clearly represented in the design. The requirements are talking about words and lines and here they are. But note the asterisk! It´s not outside the brackets but inside. That means it´s not a stream of words or lines, but lists or sequences. For each text a sequence of words is output. For each sequence of words a sequence of lines is produced. The asterisk is used to abstract from the concrete implementation. Like with streams. Whether the list of words gets implemented as an array or an IEnumerable is not important during design. It´s an implementation detail. Does any processing step require further refinement? I don´t think so. They all look pretty “atomic” to me. And if not… I can always backtrack and refine a process step using functional design later once I´ve gained more insight into a sub-problem. Implementation The implementation is straightforward as you can imagine. The processing steps can all be translated into functions. Each can be tested easily and separately. Each has a focused responsibility. And the process flow becomes just a sequence of function calls: Easy to understand. It clearly states how word wrapping works - on a high level of abstraction. And it´s easy to evolve as you´ll see. Flow Design - Increment 2 So far only texts consisting of “average words” are wrapped correctly. Words not fitting in a line will result in lines too long. Wrapping long words is a feature of the requested functionality. Whether it´s there or not makes a difference to the user. To quickly get feedback I decided to first implement a solution without this feature. But now it´s time to add it to deliver the full scope. Fortunately Flow Design automatically leads to code following the Open Closed Principle (OCP). It´s easy to extend it - instead of changing well tested code. How´s that possible? Flow Design allows for extension of functionality by inserting functional units into the flow. That way existing functional units need not be changed. The data flow arrow between functional units is a natural extension point. No need to resort to the Strategy Pattern. No need to think ahead where extions might need to be made in the future. I just “phase in” the remaining processing step: Since neither Extract words nor Reformat know of their environment neither needs to be touched due to the “detour”. The new processing step accepts the output of the existing upstream step and produces data compatible with the existing downstream step. Implementation - Increment 2 A trivial implementation checking the assumption if this works does not do anything to split long words. The input is just passed on: Note how clean WordWrap() stays. The solution is easy to understand. A developer looking at this code sometime in the future, when a new feature needs to be build in, quickly sees how long words are dealt with. Compare this to Robert C. Martin´s solution:[4] How does this solution handle long words? Long words are not even part of the domain language present in the code. At least I need considerable time to understand the approach. Admittedly the Flow Design solution with the full implementation of long word splitting is longer than Robert C. Martin´s. At least it seems. Because his solution does not cover all the “word wrap situations” the Flow Design solution handles. Some lines would need to be added to be on par, I guess. But even then… Is a difference in LOC that important as long as it´s in the same ball park? I value understandability and openness for extension higher than saving on the last line of code. Simplicity is not just less code, it´s also clarity in design. But don´t take my word for it. Try Flow Design on larger problems and compare for yourself. What´s the easier, more straightforward way to clean code? And keep in mind: You ain´t seen all yet ;-) There´s more to Flow Design than described in this chapter. In closing I hope I was able to give you a impression of functional design that makes you hungry for more. To me it´s an inevitable step in software development. Jumping from requirements to code does not scale. And it leads to dirty code all to quickly. Some thought should be invested first. Where there is a clear Entry Point visible, it´s functionality should be designed using data flows. Because with data flows abstraction is possible. For more background on why that´s necessary read my blog article here. For now let me point out to you - if you haven´t already noticed - that Flow Design is a general purpose declarative language. It´s “programming by intention” (Shalloway et al.). Just write down how you think the solution should work on a high level of abstraction. This breaks down a large problem in smaller problems. And by following the PoMO the solutions to those smaller problems are independent of each other. So they are easy to test. Or you could even think about getting them implemented in parallel by different team members. Flow Design not only increases evolvability, but also helps becoming more productive. All team members can participate in functional design. This goes beyon collective code ownership. We´re talking collective design/architecture ownership. Because with Flow Design there is a common visual language to talk about functional design - which is the foundation for all other design activities.   PS: If you like what you read, consider getting my ebook “The Incremental Architekt´s Napkin”. It´s where I compile all the articles in this series for easier reading. I like the strictness of Function Programming - but I also find it quite hard to live by. And it certainly is not what millions of programmers are used to. Also to me it seems, the real world is full of state and side effects. So why give them such a bad image? That´s why functional design takes a more pragmatic approach. State and side effects are ok for processing steps - but be sure to follow the SRP. Don´t put too much of it into a single processing step. ? Image taken from www.physioweb.org ? My code samples are written in C#. C# sports typed function pointers called delegates. Action is such a function pointer type matching functions with signature void someName(T t). Other languages provide similar ways to work with functions as first class citizens - even Java now in version 8. I trust you find a way to map this detail of my translation to your favorite programming language. I know it works for Java, C++, Ruby, JavaScript, Python, Go. And if you´re using a Functional Programming language it´s of course a no brainer. ? Taken from his blog post “The Craftsman 62, The Dark Path”. ?

    Read the article

  • Wisdom Lies in Collaborative Power and Intelligence

    - by kellsey.ruppel
    By Alakh Verma, Director, Platform Technology Solutions   In my recent blog posts, I shared insights on Predictive Analytics (Will Predictive Analytics at 'Speed of Thoughts' Help Businesses?), Real Time Decisions (How critical are Real Time decisions in business today?) and their significance in our lives in general and in businesses today. In the current business paradigm shift- with evolutionary social business, it is paramount that businesses look for wisdom in collaborative power and intelligence and equip their employees with the tools to engage with one another. There is an old time saying that 5 sticks tied together are stronger and unable to break as opposed to an individual stick. We have recently witnessed the power of ordinary people uniting together and fought collaboratively using Facebook and Twitter to topple down dictators in Tunisia, Egypt and Libya—and are threatening absolute rule in Syria. And an India one man’s (Anna Hazare) campaign against corruption went viral, bringing thousands to the streets in support. As anyone who has worked in a sizeable organization knows, there is no guarantee that the organization as a whole will perform efficiently and achieve its goals, even if each employee is individually efficient and every team has a high level of productivity. To achieve enterprise productivity, it is necessary not only for individuals and groups to “do things right” by working productively but also for the enterprise as a whole to “do the right things” - form the right teams, make the right decisions, allocate resources correctly, and effectively coordinate activities across the entire organization. Most organizations fall short of the optimal level of enterprise productivity because of one or more of these reasons, all at a great cost to the business.  They are disconnected from themselves with various parts of the organization unintentionally working at cross-purposes with each other.  Information that exists is not getting shared or reused.  Human talent is not being applied where it is most needed.  The same problems are being solved repeatedly by multiple groups. Intelligent collaboration through automated business processes has the ability to alter the course of any important business activity, with a potentially dramatic impact on the financial performance of the business. Whether it is a simple email exchange, a physical or virtual meeting, a task force, or a large-scale project, the activity is inherently collaborative.  In fact, collaboration can be defined as the work that takes place among people when a business process is not pre-determining how the work should take place. Collaboration is many things: information sharing, brainstorming, problem solving, best practice negotiation, innovation, coordination of activity, alignment of purpose, and so forth.  Collaboration is the “white space” between the business processes; it is the glue that holds an organization together, and the lubricant that allows the machinery to keep running.  Real time search and collaborative capabilities of the right people with the right content supported by defined processes will provide unparallel wisdom in the organization in the most competitive business environment today. Interestingly, technologies such as Oracle WebCenter offer these capabilities in our Web based business transactions and compliment in the overall collaborative intelligence and power to truly transform organizations to social businesses. Looking to learn more about engaging your employees to collaborate together and providing a complete user experience for your customers? You won't want to miss our webcast today! Drive Online Engagement with Intuitive Portals and Websites

    Read the article

  • Developing a GPS car tracking system in C#

    - by Click Ok
    I'm in the brainstorming phase to develop a GPS car tracking system requested by a customer. I myself know the directions to build some GPS system to mobile phones and etc. But sincerely I don't know how to start in that project. That is the scenario: 1) The cars will get a device with a SIM CARD that will emit GPS signals. 2) My customer will in any place (home, work, etc) with a web connection will see in the map where the car is located. For me, I have not problems at get the GPS data, convert to usable info and show the position in some map system (like Google Maps or MS Bing Maps, by example). My problem is, how I do to retrieve that "GPS Signal" from device in the car? I will need some kind of "Receiver Device" connected to a web server machine in order to my application to consume that data? Or "automagically" my sodtware will receive the info from a third-party web-service? Or what? I thank for any help!

    Read the article

  • Simulating aspects of static-typing in a duck-typed language

    - by Mike
    In my current job I'm building a suite of Perl scripts that depend heavily on objects. (using Perl's bless() on a Hash to get as close to OO as possible) Now, for lack of a better way of putting this, most programmers at my company aren't very smart. Worse, they don't like reading documentation and seem to have a problem understanding other people's code. Cowboy coding is the game here. Whenever they encounter a problem and try to fix it, they come up with a horrendous solution that actually solves nothing and usually makes it worse. This results in me, frankly, not trusting them with code written in duck typed language. As an example, I see too many problems with them not getting an explicit error for misusing objects. For instance, if type A has member foo, and they do something like, instance->goo, they aren't going to see the problem immediately. It will return a null/undefined value, and they will probably waste an hour finding the cause. Then end up changing something else because they didn't properly identify the original problem. So I'm brainstorming for a way to keep my scripting language (its rapid development is an advantage) but give an explicit error message when an an object isn't used properly. I realize that since there isn't a compile stage or static typing, the error will have to be at run time. I'm fine with this, so long as the user gets a very explicit notice saying "this object doesn't have X" As part of my solution, I don't want it to be required that they check if a method/variable exists before trying to use it. Even though my work is in Perl, I think this can be language agnostic.

    Read the article

  • Standardizing a Release/Tools group on a specific language

    - by grahzny
    I'm part of a six-member build and release team for an embedded software company. We also support a lot of developer tools, such as Atlassian's Fisheye, Jira, etc., Perforce, Bugzilla, AnthillPro, and a couple of homebrew tools (like my Django release notes generator). Most of the time, our team just writes little plugins for larger apps (ex: customize workflows in Anthill), long-term utility scripts (package up a release for QA), or things like Perforce triggers (don't let people check into a specific branch unless their change description includes a bug number; authenticate against Active Directory instead of Perforce's internal passwords). That's about the scale of our problems, although we sometimes tackle something slightly more sizable. My boss, who is reasonably technical, has asked us to standardize on one or two languages so we can more easily substitute for each other. He's advocating bash scripts and Perl, due to their universality and simplicity. I can see his point--we mostly do "glue", so why not use "glue" languages rather than saddle ourselves with something designed for much larger projects? Since some of the tools we work with are Java-based, we do need to use something that speaks JVM sometimes. (The path of least resistance for these projects is BeanShell and Groovy.) I feel a tremendous itch toward language advocacy, but I'm trying to avoid saying "We should use Python 'cause I like it and Perl is gross." Instead, I'm trying to come up with a good approach to defining our problem set: what problems do we solve with scripts? Would we benefit from a library of common functions by our team, or are most of our projects more isolated? What is it reasonable to expect my co-workers to learn? What languages give us the most ease of development and ease of modification? Can you folks suggest some useful ways to approach this problem, both for my own thinking process and to help me facilitate some brainstorming among my coworkers?

    Read the article

  • searching for a programming platform with hot code swap

    - by Andreas
    I'm currently brainstorming over the idea how to upgrade a program while it is running. (Not while debugging, a "production" system.) But one thing that is required for it, is to actually submit the changed source code or compiled byte code into the running process. Pseudo Code var method = typeof(MyClass).GetMethod("Method1"); var content = //get it from a database (bytecode or source code) SELECT content FROM methods WHERE id=? AND version=? method.SetContent(content); At first, I want to achieve the system to work without the complexity of object-orientation. That leads to the following requirements: change source code or byte code of function drop functions add new functions change the signature of a function With .NET (and others) I could inject a class via an IoC and could thus change the source code. But the loading would be cumbersome, because everything has to be in an Assembly or created via Emit. Maybe with Java this would be easier? The whole ClassLoader is replacable, I think. With JavaScript I could achieve many of the goals. Simply eval a new function (MyMethod_V25) and assign it to MyClass.prototype.MyMethod. I think one can also drop functions somehow with "del" Which general-purpose platform can handle such things?

    Read the article

  • How to deal with clients and iterations in Agile team?

    - by Ondrej Slinták
    This thread is a follow up to my previous one. It's in fact 2 questions, so I hope no one minds, as they are dependent on each other. We are starting a new project at work and we consider it as a great opportunity to try Agile techniques in action. We had a brainstorming about ideas we read in several books and articles, and came up with concept that would suit us the best: 2 weeks iteration, followed by call with clients who would choose what stuff they want to have in next iteration. I just have few more questions, which we couldn't figure out ourselves. What to do in the first iteration? What to, generally, do in the first few iterations if we start from the scratch? Just give it a month of development to code core of the application or start with simple wire-frames with limited pre-coded functionality? What usually clients want to see? Shiny stuff that doesn't work or ugly stuff that does work? How to communicate with clients? Our initial thought it to set the process to something like this: Is it a good idea to have a Focal Point on client side or is it better to communicate straight with all the clients to prevent miscommunication? Any thoughts are welcome! Thanks in advance.

    Read the article

  • Protecting routes with authentication in an AngularJS app

    - by Chris White
    Some of my AngularJS routes are to pages which require the user to be authenticated with my API. In those cases, I'd like the user to be redirected to the login page so they can authenticate. For example, if a guest accesses /account/settings, they should be redirected to the login form. From brainstorming I came up with listening for the $locationChangeStart event and if it's a location which requires authentication then redirect the user to the login form. I can do that simple enough in my applications run() event: .run(['$rootScope', function($rootScope) { $rootScope.$on('$locationChangeStart', function(event) { // Decide if this location required an authenticated user and redirect appropriately }); }]); The next step is keeping a list of all my applications routes that require authentication, so I tried adding them as parameters to my $routeProvider: $routeProvider.when('/account/settings', {templateUrl: '/partials/account/settings.html', controller: 'AccountSettingCtrl', requiresAuthentication: true}); But I don't see any way to get the requiresAuthentication key from within the $locationChangeStart event. Am I overthinking this? I tried to find a way for Angular to do this natively but couldn't find anything.

    Read the article

  • Selling Visual Studio ALM

    - by Tarun Arora
    Introduction As a consultant I have been selling Application Lifecycle Management services using Visual Studio and Team Foundation Server. I’ve been contacted various times by friends working in organization telling me that ALM processes in their company were benchmarked when dinosaurs walked the earth. Most of these individuals already know the great features Microsoft ALM tools offer and are keen to start a conversation with the CIO but don’t exactly know where to start. It is very important how you engage in your first conversation, if you start the conversation with ‘There is this great tooling from Microsoft which offers amazing features to boost developer productivity, … ‘ from experience I can tell you the reply from your CIO would be ‘I already know! Our existing landscape has a combination of bleeding edge open source and cutting edge licensed tools which already cover these features quite well, more over Microsoft products have a high licensing cost associated to them.’ You will always find it harder to sell by feature, the trick is to highlight the gap in the existing processes & tools and then highlight the impact of these gaps to the overall development processes, by now you would have captured enough attention to show off how the ALM tooling offered by Microsoft not only fills those gaps but offers great value adds to take their development practices to the next level. Rangers ALM Assessment Guide Image 1 – Welcome! First look at the Rangers ALM assessment guide Most organization already have some processes in place to cover aspects of ALM. How do you go about proving that there isn’t enough cover in place? This is where Visual Studio ALM Rangers ALM Assessment guide can help. The ALM assessment guide is really a tool that helps you gather information about Development practices and processes within a customer's environment. Several questionnaires are used to identify the current state of individual development lifecycle areas and decide on a desired state for those processes. It also presents guidance and roll-up summaries to help with recommendations moving forward. The ALM Rangers assessment guide can be downloaded from here. Image 2 – ALM Assessment guide divided into different functions of SDLC The assessment guide is divided into different functions of Software Development Lifecycle (listed below), this gives you the ability to access how mature the company is in different areas of SDLC. Architecture & Design Requirement Engineering & UX Development Software Configuration Management Governance Deployment & Operations Testing & Quality Assurance Project Planning & Management Each section has a set of questions, fill in the assessment by selecting “Never/Sometimes/Always” from the Answer column in the question sheets.  Each answer has weightage to the overall score. Each question has a link next to it, clicking the link takes you to the Reference sheet which gives you more details about the question along with a reason for “why you need to ask this question?”, “other ways to phrase the question” and “what to expect as an answer from the customer”. The trick is to engage the customer in a discussion. You need to probe a lot, listen to the customer and have a discussion with several team members, preferably without management to ensure that you receive candid feedback. This reminds me of a funny incident when during an ALM review a customer told me that they have a sophisticated semi-automated application deployment process, further discussions revealed that deployment actually involved 72 manual configuration steps per production node. Such observations can be recorded in the Issue Brainstorming worksheet for further consideration later. It is also worth mentioning the different levels of ALM maturity to the customer. By default the desired state of ALM maturity is set to Standard, it is possible to set a desired state by area, you should strive for Advanced or Dynamic, it always helps by explaining the classification and advantages. Image 3 – ALM levels by description The ALM assessment guide helps you arrive at a quantitative measure of the company’s ALM maturity. The resultant graph plotted on a spider’s web shows you the company’s current state of ALM maturity and the desired state of ALM maturity. Further since the results are classified by area you can immediately spot the areas where the customer needs immediate help. Image 4 – The spiders web! The red cross icons are areas shouting out for immediate attention, the yellow exclamation icons are areas that need improvement. These icons are calculated on the difference between the Current State of ALM maturity VS the Desired state of ALM maturity. Image 5 – Results by area Conclusion To conclude the Rangers ALM assessment guide gives you the ability to, Measure the customer’s current ALM maturity level Understand the ALM maturity level the customer desires to achieve Capture a healthy list of issues the customer wants to brainstorm further Now What’s next…? Download and get started with the Rangers ALM Assessment Guide. If you have successfully captured the above listed three pieces of information you are in a great state to make recommendations on the identified areas highlighting the benefits that Visual Studio ALM tools would offer. In the next post I will be covering how to take the ALM assessment results as the base to actually convert your recommendation into a sell.  Remember to subscribe to http://feeds.feedburner.com/TarunArora. I would love to hear your feedback! If you have any recommendations on things that I should consider or any questions or feedback, feel free to leave a comment. *** A special thanks goes out to fellow ranges Willy, Ethem and Philip for reviewing the blog post and providing valuable feedback. ***

    Read the article

  • Day 1 - Finding Like Minds

    - by dapostolov
    So, is being a Game Developer any different from being an IT Developer? I picture a poorly lit environment where I get to purchase my own desk lamp; I'm thinking one of those huge lava lamps that pump out so much heat you could fry an egg on it. To my right: a "great wall" of empty coke cans dwarf me. Eating my last slice of pizza I look across my desk to see a fellow developer with a smug look on his face;  he's just coded his latest module for the game and it looks like he's in nirvana. My duty, of course, is to remind him to keep focused on the job at hand. So, picking up my trusty elastic and aerodynamically crafted paper bullet I begin a 10 minute war of welts and laughter which is promptly abrupted by our Project Manager demanding more details from our morning Scrum meeting. After providing about 5 minutes of geek speak and several words of comfort to make his eyes glaze over...it hits me, the idea for the module...beckoning my developer friend over, we quickly shoo the Project Manager away and begin our brainstorming frenzy ... now, where'd I put that full can of coke? OK. OK. This isn't probably the most ideal game developer environment, but it definitely sounds fun to me...and from what I gather is nothing like most game development companies. But I'm not doing this blog series to "go pro"; like I stated in my first post I want to make a 2D game from an idea my best friend and I drummed up long, long ago. I'm in this for the passion AND I want to see how easy it is for us .Net Developers to create a game. So where do I start? Where can I find like minded individuals? What technologies are there? What do I need to make a video game? The questions are endless....AND...since I already have an idea ... lets start with ... Technology (yes, I'm a geek, live with it...) Technology OK. Predominantly, games are still made in C++ or even C. I'm not sure how much assembly code is floating around lately, however, that is not my concern. I do know C / C++ from my past, enough to even get me by, but I'm mainly interested in a recent, not-so-new, technology called XNA. What is XNA? XNA allows us .Net Developers to make 2D / 3D games for windows, Xbox*, and Windows Mobile 7*. * = for a nominal fee *cough* The following link is your one stop shop to XNA game development: http://creators.xna.com/en-US/education/gettingstarted The above site hosts information such as: - getting started - a sample/instructional shooter game in 2D / 3D with code (if I'm taking too long for you in this blog series) - downloads - starter kits... http://creators.xna.com/en-US/education/starterkits/ And of course...forums. You can also subscribe and pay for their premium membership which gets you some pretty awesome tutorials, resources, downloads, and premium community support. Some general Wiki information about XNA: http://en.wikipedia.org/wiki/XNA_%28Microsoft%29 Community Support OK. Let's move on to industry and community support. Apart from XNA, there are some really cool sites out there, I just haven't found all of them yet. However, I found a really cool Game Development website called Gamastura. You can click on the following link to get you there: http://www.gamasutra.com/ The site is 100% dedicated to "The Art & Business of Making Games". Armed with blogs, twitter, jobs/resumes and most importantly industry news; one could subscribe to the feed and got lost in the wealth of information it provides. On a side note: I remember Gamasutra being around when my best friend and I wanted to make a video game...meaning, they've been around for a while now. I think the most beneficial aspect of this site is to understand the industry you want to get into. Otherwise, it's just a cool site to keep up to date with the industry in general. Another Community Support option is LinkedIn. Amongst the land of extremely bloated achievements and responsibilities lay 3 groups (that I have found) that deal with game development.: http://www.linkedin.com/groups?gid=59205 - Game Developers http://www.linkedin.com/groups?gid=824817 - DirectX Game Developer Network http://www.linkedin.com/groups?gid=756587 - DirectX Developers The Game Developers group in LinkedIn is by far the most active of the three and could possibly provide a wealth of support. What I've done thus far: - I lightly researched the XNA technology - I looked around for some community sites to assist me - I downloaded the XNA Game Studio 3.1 on my PC and installed it on my IDE - I even tried both tutorials! http://creators.xna.com/en-US/education/gettingstarted/bgintro/chapter1   Best Regards D.

    Read the article

  • Best Method For Evaluating Existing Software or New Software

    How many of us have been faced with having to decide on an off-the-self or a custom built component, application, or solution to integrate in to an existing system or to be the core foundation of a new system? What is the best method for evaluating existing software or new software still in the design phase? One of the industry preferred methodologies to use is the Active Reviews for Intermediate Designs (ARID) evaluation process.  ARID is a hybrid mixture of the Active Design Review (ADR) methodology and the Architectural Tradeoff Analysis Method (ATAM). So what is ARID? ARD’s main goal is to ensure quality, detailed designs in software. One way in which it does this is by empowering reviewers by assigning generic open ended survey questions. This approach attempts to remove the possibility for allowing the standard answers such as “Yes” or “No”. The ADR process ignores the “Yes”/”No” questions due to the fact that they can be leading based on how the question is asked. Additionally these questions tend to receive less thought in comparison to more open ended questions. Common Active Design Review Questions What possible exceptions can occur in this component, application, or solution? How should exceptions be handled in this component, application, or solution? Where should exceptions be handled in this component, application, or solution? How should the component, application, or solution flow based on the design? What is the maximum execution time for every component, application, or solution? What environments can this component, application, or solution? What data dependencies does this component, application, or solution have? What kind of data does this component, application, or solution require? Ok, now I know what ARID is, how can I apply? Let’s imagine that your organization is going to purchase an off-the-shelf (OTS) solution for its customer-relationship management software. What process would we use to ensure that the correct purchase is made? If we use ARID, then we will have a series of 9 steps broken up by 2 phases in order to ensure that the correct OTS solution is purchases. Phase 1 Identify the Reviewers Prepare the Design Briefing Prepare the Seed Scenarios Prepare the Materials When identifying reviewers for a design it is preferred that they be pulled from a candidate pool comprised of developers that are going to implement the design. The believe is that developers actually implementing the design will have more a vested interest in ensuring that the design is correct prior to the start of code. Design debriefing consist of a summary of the design, examples of the design solving real world examples put in to use and should be no longer than two hours typically. The primary goal of this briefing is to adequately summarize the design so that the review members could actually implement the design. In the example of purchasing an OTS product I would attempt to review my briefing prior to its distribution with the review facilitator to ensure that nothing was excluded that should have not been. This practice will also allow me to test the length of the briefing to ensure that can be delivered in an appropriate about of time. Seed Scenarios are designed to illustrate conceptualized scenarios when applied with a set of sample data. These scenarios can then be used by the reviewers in the actual evaluation of the software, All materials needed for the evaluation should be prepared ahead of time so that they can be reviewed prior to and during the meeting. Materials Included: Presentation Seed Scenarios Review Agenda Phase 2 Present ARID Present Design Brainstorm and prioritize scenarios Apply scenarios Summarize Prior to the start of any ARID review meeting the Facilitator should define the remaining steps of ARID so that all the participants know exactly what they are doing prior to the start of the review process. Once the ARID rules have been laid out, then the lead designer presents an overview of the design which typically takes about two hours. During this time no questions about the design or rational are allowed to be asked by the review panel as a standard, but they are written down for use latter in the process. After the presentation the list of compiled questions is then summarized and sent back to the lead designer as areas that need to be addressed further. In the example of purchasing an OTS product issues could arise regarding security, the implementation needed or even if this is this the correct product to solve the needed solution. After the Design presentation a brainstorming and prioritize scenarios process begins by reducing the seed scenarios down to just the highest priority scenarios.  These will then be used to test the design for suitability. Once the selected scenarios have been defined the reviewers apply the examples provided in the presentation to the scenarios. The intended output of this process is to provide code or pseudo code that makes use of the examples provided while solving the selected seed scenarios. As a standard rule, the designers of the systems are not allowed to help the review board unless they all become stuck. When this occurs it is documented and along with the reason why the designer needed to help the review panel back on track. Once all of the scenarios have been completed the review facilitator reviews with the group issues that arise during the process. Then the reviewers will be polled as to efficacy of the review experience. References: Clements, Paul., Kazman, Rick., Klien, Mark. (2002). Evaluating Software Architectures: Methods and Case Studies Indianapolis, IN: Addison-Wesley

    Read the article

  • Gamification at OOW

    - by erikanollwebb
    Last week was Oracle OpenWorld, and for those of you not in tech or downtown San Francisco, that might not mean a whole lot.  However, if you are familiar with it, Oracle OpenWorld is our premier customer event.  This year, more than 50,000 people attended.  It's not a good week to visit San Francisco on vacation because Oracle customers take over all the hotels in town!  It was crazy, but a lot of fun and it's a great opportunity for the Apps UX group to do customer research with a range of customers.  This year, more than 100+ customers and partners took the time to team up with our UX experts and provide feedback on new designs and ideas. Over three days,  UX teams conducted 8  one-on-one user feedback sessions, 4 focus groups and 7 surveys. In addition, we conducted a voice capture activity and were able to collect close to 70 speech samples at the lab and DEMOgrounds. This was a great opportunity for us to do some testing on some specific gamification concepts with a set of business analysts.  We pulled in 8 folks for a focus group on gamification concepts and whether they thought those would work for their teams. To get ready for this, my designer extraordinaire, Andrea Cantú, flew into town and we spent almost a week locked in a room together brainstorming design ideas.  We killed a few trees trying to get all of our concepts and other examples together in the process, but in the end, we put together a whole series of examples of how you might gamify an Oracle app (in this case, CRM).  Andrea is a genius for this kind of thing and the comps she created looked great.  Here's a picture of her hard at work!  We also had the good fortune to have my boss, Laurie Pattison and my usability contractor, Shobana Subramanian there to note take and observe as well.  Here's a few shots of us, hard at work preparing for the day (or checking out something on Laurie's iPhone...) To start things off, we gave an overview of gamification and I talked about what it's used for.  Then we gave the participants a scenario about our sales person and what we were trying to get her to do. It was a great opportunity to highlight what our business goals might be and why we might want to add game mechanics.  It was also a good way to get them thinking about how that might work for them in their environments and workplaces. There were some surprises for the day.  We asked how many of them were already familiar with the concept of gamification--only two people had heard of it and only one was using game mechanics in his work.  That's in contrast to a survey we just ran internally with folks in a dev org where almost 50% of about 450 respondents had heard of gamification.  As we discussed the ways game mechanics could be used, it became clear that many of the folks had seen some game mechanics in action but didn't know that's what they were.  We also noticed that the folks in this group felt that if they were trying to sell the concept in their orgs, they wouldn't call it gamification.  That's not a huge surprise to me--they said what we've heard in the past, that gamification does not seem like a serious term for enterprise software.  They said they'd sell it with the goals--as a means to increase behaviors by rewarding users for activities.  It's a funny problem.  The word puts some folks off, but at the same time, I haven't seen another one word description that quite captures the range of things that "gamification" can cover.  My guess is that the more mainstream the term becomes, the more desensitized we'll become to the idea the it's trivializing enterprise software in some way.  Still, it was interesting to note that this group still felt that they would not take this concept to their bosses or teams and call it "gamification".  They focused on the goals, and how we could incentivize desired behaviors with game mechanics.  As I have already stated in other posts, I feel like my org is more receptive to discussing how this is just a more transparent type of usability and user experience methods than talking about gamification.  That's the argument they said they would use. All in all, it was a good session.  I love getting to talk to customers, present ideas and concepts, and get their feedback and input.  It's the type of thing that really helps drive our designs and keeps us grounded in what our customers need/want.  We're already planning where to get more feedback opportunities in the coming months. 

    Read the article

  • Using Definition of Done to Drive Agile Maturity

    - by Dylan Smith
    I’ve been an Agile Coach at a lot of different clients over the years, and I want to share an approach I use to help them adopt and mature over time. It’s important to realize that “Agile” is not a black/white yes/no thing. Teams can be varying degrees of agile. I think of this as their agile maturity level. When I coach teams I want them to start out being a little agile, and get more agile as they mature. The approach I teach them is to use the definition of done as a technique to continuously improve their agile maturity over time. We’re probably all familiar with the concept of “Done Done” that represents what *actually* being done a feature means. Not just when a developer says he’s done right after he writes that last line of code that makes the feature kind-of work. Done Done means the coding is done, it’s been tested, installers and deployment packages have been created, user manuals have been updated, architecture docs have been updated, etc. To enable teams to internalize the concept of “Done Done”, they usually get together and come up with their Definition of Done (DoD) that defines all the activities that need to be completed before a feature is considered Done Done. The Done Done technique typically is applied only to features (aka User Stories). What I do is extend this to apply to several concepts such as User Stories, Sprints, Releases (and sometimes Check-Ins). During project kick-off I’ll usually sit down with the team and go through an exercise of creating DoD’s for each of these concepts (Stories/Sprints/Releases). We’ll usually start by just brainstorming a bunch of activities that could end up in these various DoD’s. Here’s some examples: Code Reviews StyleCop FxCop User Manuals Updated Architecture Docs Updated Tested by QA Tested by UAT Installers Created Support Knowledge Base Updated Deployment Instructions (for Ops) written Automated Unit Tests Run Automated Integration Tests Run Then we start by arranging these activities into the place they occur today (e.g. Do you do UAT testing only once per release? every sprint? every feature?). If the team was previously Waterfall most of these activities probably end up in the Release DoD. An extremely mature agile team would probably have most of these activities in the DoD for the User Stories (because an extremely mature agile team will probably do continuous deployment and release every story). So what we need to do as a team, is work to move these activities from their current home (Release DoD) down into the Sprint DoD and eventually into the User Story DoD (and maybe into the lower-level Check-In DoD if we decide to use that). We don’t have to move them all down to User Story immediately, but as a team we figure out what we think we’re capable of moving down to the Sprint cycle, and Story cycle immediately, and that becomes our starting DoD’s. Over time the team makes an effort to continue moving activities down from Release->Sprint->Story as they become more agile and more mature. I try to encourage them to envision a world in which they deploy to production as each User Story is completed. They would need to be updating User Manuals, creating installers, doing UAT testing (typical Release cycle activities) on every single User Story. They may never actually reach that point, but they should envision that, and strive to keep driving the activities down closer to the User Story cycle s they mature. This is a great technique to give a team an easy-to-follow roadmap to mature their agile practices over time. Sure there’s other aspects to maturity outside of this, but it’s a great technique, that’s easy to visualize, to drive agility into the team. Just keep moving those activities (aka “gates”) down the board from Release->Sprint->Story. I’ll try to give an example of what a recent client of mine had for their DoD’s (this is from memory, so probably not 100% accurate): Release Create/Update deployment Instructions For Ops Instructional Videos Updated Run manual regression test suite UAT Testing In this case that meant deploying to an environment shared across the enterprise that mirrored production and asking other business groups to test their own apps to ensure we didn’t break anything outside our system Sprint Deploy to UAT Environment But not necessarily actually request UAT testing occur User Guides updated Sprint Features Video Created In this case we decided to create a video each sprint showing off the progress (video version of Sprint Demo) User Story Manual Test scripts developed and run Tested by BA Deployed in shared QA environment Using automated deployment process Peer Code Review Code Check-In Compiled (warning-free) Passes StyleCop Passes FxCop Create installer packages Run Automated Tests Run Automated Integration Tests PS – One of my clients had a great question when we went through this activity. They said that if a Sprint is by definition done when the end-date rolls around (time-boxed), isn’t a DoD on a sprint meaningless – it’s done on the end-date regardless of whether those other activities are complete or not? My answer is that while that statement is true – the sprint is done regardless when the end date rolls around – if the DoD activities haven’t been completed I would consider the Sprint a failure (similar to not completing what was committed/planned – failure may be too strong a word but you get the idea). In the Retrospective that will become an agenda item to discuss and understand why we weren’t able to complete the activities we agreed would need to be completed each Sprint.

    Read the article

  • creating a heirarchy of terminals or workspaces

    - by intuited
    <rant This question occurred to me ('occurred' meaning 'whispered seductively in my ear for the 100th time') while using GNU-screen, so I'll make that my example. However this is a much more general question about user interfaces and what I perceive as a flawmissing feature in every implementation I've yet seen. I'm wondering if there is some way to create a heirarchy/tree of terminals in a screen session. EG I'd like to have something like 1 bash 1.1 bash 1.2 bash 2 bash 3 bash 3.1 bash 3.1.1 bash 3.1.2 bash It would be good if the terminals could be labelled instead of having to be navigated to via some arrangement that I suspect doesn't exist. So then you could jump to one using eg ^A:goto happydays or ^A:goto dykstra.angry. So to generalize that: Firefox, Chrome, Internet Explorer, gnome-terminal, roxterm, konsole, yakuake, OpenOffice, Microsoft Office, Mr. Snuffaluppagus's Funtime Carousel™, and Your Mom's Jam Browser™ all offer the ability to create a flat set of tabs containing documents of an identical nature: web pages, terminals, documents, fun rideable animals, and jams. GNU-screen implements the same functionality without using tabs. Linux and OS/X window managers provide the ability to organize windows into an array of workspaces, which amounts to again, the same deal. Over the past few years, this has become a more or less ubiquitous concept which has been righteously welcomed into the far reaches of the computer interface funfest. Heavy users of these systems quickly encounter a problem with it: the set of entities is flat. In the case of workspaces, an option may be available to create a 2d array. However none of these applications furnish their users with the ability to create heirarchies, similar to filesystem directory structures, containing instances of their particular contained type. I for one am consistently bothered by this, and am wondering if the community can offer some wisdom as to why this has not happened in any of the foremost collections of computational functionality our culture has yet produced. Or if perhaps it has and I'm just an ignorant savage. I'd like to be able to not only group things into a tree structure, but also to create references (aka symbolic links, aka pointers) from one part of the structure to another, as well as apply properties (eg default directory, colorscheme, ...) recursively downward from a given node. I see no reason why we shouldn't be able to save these structures as known sessions, and apply tags to particular instances. So then you can sort through them by tag, find them by name, or just use the arrow keys (with an appropriate modifier) to move left or right and in or out of a given level. Another key combo would serve to create a branch in the place of the current terminal/webpage/lifelike statue/spreadsheet/spreadsheet sheet/presentation/jam and move that entity into the new branch, then create a fresh one as a sibling to it: a second leaf node within the same branch node. They would get along well. I find it a bit astonishing that this hasn't happened yet, and the only reason I can venture as a guess is that the creators of these fine systems do not consider such functionality to be useful to a significant portion of their userbase. I posit that the probability that that such an assumption would be correct is pretty low. On the other hand, given the relative ease with which such structures can be implemented using modern libraries/languages, it doesn't seem likely that difficulty of implementation would be a major roadblock. If it could be done in 1972 or whenever within the constraints of a filesystem driver, it should be relatively painless to implement in 2010 in a fullblown application. Given that all of these systems are capable of maintaining a set of equivalent entities, it seems unlikely that a major infrastructure overhaul would be necessary in order to enable a navigable heirarchy of them. </rant Mostly I'm just looking to start up a discussion and/or brainstorming on this topic. Any ideas, examples, criticism, or analysis are quite welcome. * Mr. Snuffaluppagus's Funtime Carousel is a registered trademark of Children's Television Workshop Inc. * Your Mom's Jam Browser is a registered trademark of Your Mom Inc.

    Read the article

  • techniques for an AI for a highly cramped turn-based tactics game

    - by Adam M.
    I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for classic board games (basically minimax and its variants), but I think the branching factor is too great for the approach to be reasonable here. I'll describe the game and some current AI flaws that I'd like to fix. I'd like to hear ideas for applicable techniques. I'm a decent enough programmer, so I only need the ideas, not an implementation (though that's always appreciated). I'd rather not expend effort chasing (too many) dead ends, so although speculation and brainstorming are good and probably helpful, I'd prefer to hear from somebody with actual experience solving this kind of problem. For those who know it, the game is the land battle mini-game in Sid Meier's Pirates! (2004) and you can skim/skip the next two paragraphs. For those who don't, here's briefly how it works. The battle is turn-based and takes place on a 16x16 grid. There are three terrain types: clear (no hindrance), forest (hinders movement, ranged attacks, and sight), and rock (impassible, but does not hinder attacks or sight). The map is randomly generated with roughly equal amounts of each type of terrain. Because there are many rock and forest tiles, movement is typically very cramped. This is tactically important. The terrain is not flat; higher terrain gives minor bonuses. The terrain is known to both sides. The player is always the attacker and the AI is always the defender, so it's perfectly valid for the AI to set up a defensive position and just wait. The player wins by killing all defenders or by getting a unit to the city gates (a tile on the other side of the map). There are very few units on each side, usually 4-8. Because of this, it's crucial not to take damage without gaining some advantage from it. Units can take multiple actions per turn. All units on one side move before any units on the other side. Order of execution is important, and interleaving of actions between units is often useful. Units have melee and ranged attacks. Melee attacks vary widely in strength; ranged attacks have the same strength but vary in range. The main challenges I face are these: Lots of useful move combinations start with a "useless" move that gains no immediate advantage, or even loses advantage, in order to set up a powerful flank attack in the future. And, since the player units are stronger and have longer range, the AI pretty much always has to take some losses before they can start to gain kills. The AI must be able to look ahead to distinguish between sacrificial actions that provide a future benefit and those that don't. Because the terrain is so cramped, most of the tactics come down to achieving good positioning with multiple units that work together to defend an area. For instance, two defenders can often dominate a narrow pass by positioning themselves so an enemy unit attempting to pass must expose itself to a flank attack. But one defender in the same pass would be useless, and three units can defend a slightly larger pass. Etc. The AI should be able to figure out where the player must go to reach the city gates and how to best position its few units to cover the approaches, shifting, splitting, or combining them appropriately as the player moves. Because flank attacks are extremely deadly (and engineering flank attacks is key to the player strategy), the AI should be competent at moving its units so that they cover each other's flanks unless the sacrifice of a unit would give a substantial benefit. They should also be able to force flank attacks on players, for instance by threatening a unit from two different directions such that responding to one threat exposes the flank to the other. The AI should attack if possible, but sometimes there are no good ways to approach the player's position. In that case, the AI should be able to recognize this and set up a defensive position of its own. But the AI shouldn't be vulnerable to a trivial exploit where the player repeatedly opens and closes a hole in his defense and shoots at the AI as it approaches and retreats. That is, the AI should ideally be able to recognize that the player is capable of establishing a solid defense of an area, even if the defense is not currently in place. (I suppose if a good unit allocation algorithm existed, as needed for the second bullet point, the AI could run it on the player units to see where they could defend.) Because it's important to choose a good order of action and interleave actions between units, it's not as simple as just finding the best move for each unit in turn. All of these can be accomplished with a minimax search in theory, but the search space is too large, so specialized techniques are needed. I thought about techniques such as influence mapping, but I don't see how to use the technique to great effect. I thought about assigning goals to the units. This can help them work together in some limited way, and the problem of "how do I accomplish this goal?" is easier to solve than "how do I win this battle?", but assigning good goals is a hard problem in itself, because it requires knowing whether the goal is achievable and whether it's a good use of resources. So, does anyone have specific ideas for techniques that can help cleverize this AI? Update: I found a related question on Stackoverflow: http://stackoverflow.com/questions/3133273/ai-for-a-final-fantasy-tactics-like-game The selected answer gives a decent approach to choosing between alternative actions, but it doesn't seem to have much ability to look into the future and discern beneficial sacrifices from wasteful ones. It also focuses on a single unit at a time and it's not clear how it could be extended to support cooperation between units in defending or attacking.

    Read the article

  • Agilist, Heal Thyself!

    - by Dylan Smith
    I’ve been meaning to blog about a great experience I had earlier in the year at Prairie Dev Con Calgary.  Myself and Steve Rogalsky did a session that we called “Agilist, Heal Thyself!”.  We used a format that was new to me, but that Steve had seen used at another conference.  What we did was start by asking the audience to give us a list of challenges they had had when adopting agile.  We wrote them all down, then had everybody vote on the most interesting ones.  Then we split into two groups, and each group was assigned one of the agile challenges.  We had 20 minutes to discuss the challenge, and suggest solutions or approaches to improve things.  At the end of the 20 minutes, each of the groups gave a brief summary of their discussion and learning's, then we mixed up the groups and repeated with another 2 challenges. The 2 groups I was part of had some really interesting discussions, and suggestions: Unfinished Stories at the end of Sprints The first agile challenge we tackled, was something that every single Scrum team I have worked with has struggled with.  What happens when you get to the end of a Sprint, and there are some stories that are only partially completed.  The team in question was getting very de-moralized as they felt that every Sprint was a failure as they never had a set of fully completed stories. How do you avoid this? and/or what do you do when it happens? There were 2 pieces of advice that were well received: 1. Try to bring stories to completion before starting new ones.  This is advice I give all my Scrum teams.  If you have a 3-week sprint, what happens all too often is you get to the end of week 2, and a lot of stories are almost done; but almost none are completely done.  This is a Bad Thing.  I encourage the teams I work with to only start a new story as a very last resort.  If you finish your task look at the stories in progress and see if there’s anything you can do to help before moving onto a new story.  In the daily standup, put a focus on seeing what stories got completed yesterday, if a few days go by with none getting completed, be sure this fact is visible to the team and do something about it.  Something I’ve been doing recently is introducing WIP (Work In Progress) limits while using Scrum.  My current team has 2-week sprints, and we usually have about a dozen or stories in a sprint.  We instituted a WIP limit of 4 stories.  If 4 stories have been started but not finished then nobody is allowed to start new stories.  This made it obvious very quickly that our QA tasks were our bottleneck (we have 4 devs, but only 1.5 testers).  The WIP limit forced the developers to start to pickup QA tasks before moving onto the next dev tasks, and we ended our sprints with many more stories completely finished than we did before introducing WIP limits. 2. Rather than using time-boxed sprints, why not just do away with them altogether and go to a continuous flow type approach like KanBan.  Limit WIP to keep things under control, but don’t have a fixed time box at the end of which all tasks are supposed to be done.  This eliminates the problem almost entirely.  At some points in the project (releases) you need to be able to burn down all the half finished stories to get a stable release build, but this probably occurs less often than every sprint, and there are alternative approaches to achieve it using branching strategies rather than forcing your team to try to get to Zero WIP every 2-weeks (e.g. when you are ready for a release, create a new branch for any new stories, but finish all existing stories in the current branch and release it). Trying to Introduce Agile into a team with previous Bad Agile Experiences One of the agile adoption challenges somebody described, was he was in a leadership role on a team he had recently joined – lets call him Dave.  This team was currently very waterfall in their ALM process, but they were about to start on a new green-field project.  Dave wanted to use this new project as an opportunity to do things the “right way”, using an Agile methodology like Scrum, adopting TDD, automated builds, proper branching strategies, etc.  The problem he was facing is everybody else on the team had previously gone through an “Agile Adoption” that was a horrible failure.  Dave blamed this failure on the consultant brought in previously to lead this agile transition, but regardless of the reason, the team had very negative feelings towards agile, and was very resistant to trying it out again.  Dave possibly had the authority to try to force the team to adopt Agile practices, but we all know that doesn’t work very well.  What was Dave to do? Ultimately, the best advice was to question *why* did Dave want to adopt all these various practices. Rather than trying to convince his team that these were the “right way” to run a dev project, and trying to do a Big Bang approach to introducing change.  He would be better served by identifying problems the team currently faces, have a discussion with the team to get everybody to agree that specific problems existed, then have an open discussion about ways to address those problems.  This way Dave could incrementally introduce agile practices, and he doesn’t even need to identify them as “agile” practices if he doesn’t want to.  For example, when we discussed with Dave, he said probably the teams biggest problem was long periods without feedback from users, then finding out too late that the software is not going to meet their needs.  Rather than Dave jumping right to introducing Scrum and all it entails, it would be easier to get buy-in from team if he framed it as a discussion of existing problems, and brainstorming possible solutions.  And possibly most importantly, don’t try to do massive changes all at once with a team that has not bought-into those changes.  Taking an incremental approach has a greater chance of success. I see something similar in my day job all the time too.  Clients who for one reason or another claim to not be fans of agile (or not ready for agile yet).  But then they go on to ask me to help them get shorter feedback cycles, quicker delivery cycles, iterative development processes, etc.  It’s kind of funny at times, sometimes you just need to phrase the suggestions in terms they are using and avoid the word “agile”. PS – I haven’t blogged all that much over the past couple of years, but in an attempt to motivate myself, a few of us have accepted a blogger challenge.  There’s 6 of us who have all put some money into a pool, and the agreement is that we each need to blog at least once every 2-weeks.  The first 2-week period that we miss we’re eliminated.  Last person standing gets the money.  So expect at least one blog post every couple of weeks for the near future (I hope!).  And check out the blogs of the other 5 people in this blogger challenge: Steve Rogalsky: http://winnipegagilist.blogspot.ca Aaron Kowall: http://www.geekswithblogs.net/caffeinatedgeek Tyler Doerkson: http://blog.tylerdoerksen.com David Alpert: http://www.spinthemoose.com Dave White: http://www.agileramblings.com (note: site not available yet.  should be shortly or he owes me some money!)

    Read the article

  • How to handle recurring dates (dates only) in .NET?

    - by Wayne M
    I am trying to figure out a good way to handle recurring events in .NET, specifically for an ASP.NET MVC application. The idea is that a user can create an event and specify that the event can occur repeatedly after a specific interval (e.g. "every two weeks", "once a month" and so on). What would be the best way to tackle this? My brainstorming right now is to have two tables: Job and RecurringJob. Job is the "master" record and has the description of the job as well a key to what customer it's for, while RecurringJob links back to Job and has additional info on what the occurrence frequency is (e.g. 1 for "once a month") as well as the timespan (e.g. "Weekly", "Monthly"). The issue is how to determine and set the next occurrence of the job since this will have to be something that's done regularly. I've seen two trains of thought with this: This logic should either be stored in a database column and periodically updated, or calculated on the fly in the code. Any thoughts or suggestions on tackling this? Edit: this is for a subscription based web app I'm creating to let service businesses schedule their common recurring jobs easily and track their customers. So a typical use might be to create a "Cut lawn" job for Mr Smith that occurs every month The exact date isn't important - it's the ability for the customer to see that Mr Smith gets his lawn cut every month and followup with him about it. Let me rephrase the above to better convey my idea. A sample use case for the application might be as follows: User pulls up the customer record for John Smith and clicks the Add Job link. The user fills out the form to create a job with a name of "Cut lawn", a start date of 11/15/2009, and selects a checkbox indicating that this job continually occurs. The user is presented with a secondary screen asking for the job frequency. The user indicates (haven't decided how at this point - let's assume select lists) that the job occurs once a month. User clicks save. Now, when the user views the record for John Smith, they can see that he has a job, "Cut lawn", that occurs every month starting from 11/15/2009. On the main dashboard when it's one week prior to the assumed start date, the user sees the job displayed with an indicator such as "12/15/2009 - Cut lawn (John Smith)". A week before the due date someone from the company calls him up to schedule and he says he's going to be out of town until 1/1/2010, so he wants his appointment rescheduled for that date. Our user can change the date for the job to be 1/1/2010, and now the recurrence will start one month from that date (e.g. next time will be 2/1/2010). The idea behind this is that the app is targeting businesses like lawn care, plumbers, carpet cleaners and the like where the exact date isn't as important (because it can and will change as people are busy), the key thing is to give the business an indicator that Mr. Smith's monthly service is coming up, and someone should give him a call to determine when exactly it can be scheduled for. In effect give these businesses a way to track repeat business and know when it's time to followup with a customer.

    Read the article

  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

    Read the article

  • Masters vs. PhD - long [closed]

    - by Sterling
    I'm 21 years old and a first year master's computer science student. Whether or not to continue with my PhD has been plaguing me for the past few months. I can't stop thinking about it and am extremely torn on the issue. I have read http://www.cs.unc.edu/~azuma/hitch4.html and many, many other masters vs phd articles on the web. Unfortunately, I have not yet come to a conclusion. I was hoping that I could post my ideas about the issue on here in hopes to 1) get some extra insight on the issue and 2) make sure that I am correct in my assumptions. Hopefully having people who have experience in the respective fields can tell me if I am wrong so I don't make my decision based on false ideas. Okay, to get this topic out of the way - money. Money isn't the most important thing to me, but it is still important. It's always been a goal of mine to make 6 figures, but I realize that will probably take me a long time with either path. According to most online salary calculating sites, the average starting salary for a software engineer is ~60-70k. The PhD program here is 5 years, so that's about 300k I am missing out on by not going into the workforce with a masters. I have only ever had ~1k at one time in my life so 300k is something I can't even really accurately imagine. I know that I wouldn't have at once obviously, but just to know I would be earning that is kinda crazy to me. I feel like I would be living quite comfortably by the time I'm 30 years old (but risk being too content too soon). I would definitely love to have at least a few years of my 20s to spend with that kind of money before I have a family to spend it all on. I haven't grown up very financially stable so it would be so nice to just spend some money…get a nice car, buy a new guitar or two, eat some good food, and just be financially comfortable. I have always felt like I deserved to make good money in my life, even as a kid growing up, and I just want to have it be a reality. I know that either path I take will make good money by the time I'm ~40-45 years old, but I guess I'm just sick of not making money and am getting impatient about it. However, a big idea pushing me towards a PhD is that I feel the masters path would give me a feeling of selling out if I have the capability to solve real questions in the computer science world. (pretty straight-forward - not much to elaborate on, but this is a big deal) Now onto other aspects of the decision. I originally got into computer science because of programming. I started in high school and knew very soon that it was what I wanted to do for a career. I feel like getting a masters and being a software engineer in the industry gives me much more time to program in my career. In research, I feel like I would spend more time reading, writing, trying to get grant money, etc than I would coding. A guy I work with in the lab just recently published a paper. He showed it to me and I was shocked by it. The first two pages was littered with equations and formulas. Then the next page or so was followed by more equations and formulas that he derived from the previous ones. That was his work - breaking down and creating all of these formulas for robotic arm movement. And whenever I read computer science papers, they all seem to follow this pattern. I always pictured myself coding all day long…not proving equations and things of that nature. I know that's only one part of computer science research, but that part bores me. A couple cons on each side - Phd - I don't really enjoy writing or feel like I'm that great at technical writing. Whenever I'm in groups to make something, I'm always the one who does the large majority of the work and then give it to my team members to write up a report. Presenting is different though - I don't mind presenting at all as long as I have a good grasp on what I am presenting. But writing papers seems like such a chore to me. And because of this, the "publish or perish" phrase really turns me off from research. Another bad thing - I feel like if I am doing research, most of it would be done alone. I work best in small groups. I like to have at least one person to bounce ideas off of when I am brainstorming. The idea of being a part of some small elite group to build things sounds ideal to me. So being able to work in small groups for the majority of my career is a definite plus. I don't feel like I can get this doing research. Masters - I read a lot online that most people come in as engineers and eventually move into management positions. As of now, I don't see myself wanting to be a part of management. Lets say my company wanted to make some new product or system - I would get much more pride, enjoyment, and overall satisfaction to say "I made this" rather than "I managed a group of people that made this." I want to be a big part of the development process. I want to make things. I think it would be great to be more specialized than other people. I would rather know everything about something than something about everything. I always have been that way - was a great pitcher during my baseball years, but not so good at everything else, great at certain classes in school, but not so good at others, etc. To think that my career would be the same way sounds okay to me. Getting a PhD would point me in this direction. It would be great to be some guy who is someone that people look towards and come to ask for help because of being such an important contributor to a very specific field, such as artificial neural networks or robotic haptic perception. From what I gather about the software industry, being specialized can be a very bad thing because of the speed of the new technology. I When it comes to being employed, I have pretty conservative views. I don't want to change companies every 5 years. Maybe this is something everyone wishes, but I would love to just be an important person in one company for 10+ (maybe 20-25+ if I'm lucky!) years if the working conditions were acceptable. I feel like that is more possible as a PhD though, being a professor or researcher. The more I read about people in the software industry, the more it seems like most software engineers bounce from company to company at rapid paces. Some even work like a hired gun from project to project which is NOT what I want AT ALL. But finding a place to make great and important software would be great if that actually happens in the real world. I'm a very competitive person. I thrive on competition. I don't really know why, but I have always been that way even as a kid growing up. Competition always gave me a reason to practice that little extra every night, always push my limits, etc. It seems to me like there is no competition in the research world. It seems like everyone is very relaxed as long as research is being conducted. The only competition is if someone is researching the same thing as you and its whoever can finish and publish first (but everyone seems to careful to check that circumstance). The only noticeable competition to me is just with yourself and your own discipline. I like the idea that in the industry, there is real competition between companies to put out the best product or be put out of business. I feel like this would constantly be pushing me to be better at what I do. One thing that is really pushing me towards a PhD is the lifetime of the things you make. I feel like if you make something truly innovative in the industry…just some really great new application or system…there is a shelf-life of about 5-10 years before someone just does it faster and more efficiently. But with research work, you could create an idea or algorithm that last decades. For instance, the A* search algorithm was described in 1968 and is still widely used today. That is amazing to me. In the words of Palahniuk, "The goal isn't to live forever, its to create something that will." Over anything, I just want to do something that matters. I want my work to help and progress society. Seriously, if I'm stuck programming GUIs for the next 40 years…I might shoot myself in the face. But then again, I hate the idea that less than 1% of the population will come into contact with my work and even less understand its importance. So if anything I have said is false then please inform me. If you think I come off as a masters or PhD, inform me. If you want to give me some extra insight or add on to any point I made, please do. Thank you so much to anyone for any help.

    Read the article

  • Need guidance on a Google Map application that has to show 250 000 polylines.

    - by lucian.jp
    I am looking for advice for an application I am developing that uses Google Map. Summary: A user has a list of criteria for searching a street segment that fulfills the criteria. The street segments will be colored with 3 colors for showing those below average, average and over average. Then the user clicks on the street segment to see an information window showing the properties of that specific segment hiding those not selected until he/she closes the window and other polyline becomes visible again. This looks quite like the Monopoly City Streets game Hasbro made some month ago the difference being I do not use Flash, I can’t use Open Street Map because it doesn’t list street segment (if it does the IDs won’t be the same anyway) and I do not have to show Google sketch building over. Information: I have a database of street segments with IDs, polyline points and centroid. The database has 6,000,000 street segment records in it. To narrow the generated data a bit we focus on city. The largest city we must show has 250,000 street segments. This means 250,000 line segment polyline to show. Our longest polyline uses 9600 characters which is stored in two 8000 varchar columns in SQL Server 2008. We need to use the API v3 because it is faster than the API v2 and the application will be ported to iPhone. For now it's an ASP.NET 3.5 with SQl Server 2008 application. Performance is a priority. Problems: Most of the demo projects that do this are made with API v2. So besides tutorial on the Google API v3 reference page I have nothing to compare performance or technology use to achieve my goal. There is no available .NET wrapper for the API v3 yet. Generating a 250,000 line segment polyline creates a heavy file which takes time to transfer and parse. (I have found a demo of one polyline of 390,000 points. I think the encoder would be far less efficient with more polylines with less points since there will be less rounding.) Since streets segments are shown based on criteria, polylines must be dynamically created and cache can't be used. Some thoughts: KML/KMZ: Pros: Since it is a standard we can easily load Bing maps, Yahoo! maps, Google maps, Google Earth, with the same KML file. The data generation would be the same. Cons: LineString in KML cannot be encoded polyline like the Google map API can handle. So it would probably be bigger and slower to display. Zipping the file at the size it will take more processing time and require the client side to uncompress the data and I am not quite sure with 250,000 data how an iPhone would handle this and how a server would handle 40 users browsing at the same time. JavaScript file: Pros: JavaScript file can have encoded polyline and would significantly reduce the file to transfer. Cons: Have to create my own stripped version of API v3 to add overlays, create polyline, etc. It is more complex than just create a KML file and point to the source. GeoRSS: This option isn't adapted for my needs I think, but I could be wrong. MapServer: I saw some post suggesting using MapServer to generate overlays. Not quite sure for the connection with our database and the performance it would give. Plus it requires a plugin for generating KML. It seems to me that it wouldn't allow me to do better than creating my own KML or JavaScript file. Maintenance would be simpler without. Monopoly City Streets: The game is now over, but for those who know what I am talking about Monopoly City Streets was showing at max zoom level only the streets that the centroid was inside the Bounds of the window. Moving the map was sending request to the server for the new streets to show. While I think this was ingenious, I have no idea how to implement something similar. The only thing I thought about was to compare if the long was inside the bound of map area X and same with Y. While this could improve performance significantly at high zoom level, this would give nothing when showing a whole city. Clustering: While cluster is awesome for marker, it seems we cannot cluster polylines. I would have liked something like MarkerClusterer for polylines and be able to cluster by my 3 polyline colors. This will probably stay as a “would have been freaking awesome but forget it”. Arrow: I will have in a future version to show a direction for the polyline and will have to show an arrow at the centroid. Loading an image or marker will only double my data so creating a custom overlay will probably be my only option. I have found that demo for something similar I would like to achieve. Unfortunately, the demo is very slow, but I only wish to show 1 arrow per polyline and not multiple like the demo. This functionality will depend on the format of data since I don't think KML support custom overlays. Criteria: While the application is done with ASP.NET 3.5, the port to the iPhone won't use the web to show the application and be limited in screen size for selecting the criteria. This is why I was more orienting on a service or page generating the file based on criteria passed in parameters. The service would than generate the file I need to display the polylines on the map. I could also create an aspx page that does this. The aspx page is more documented than the service way. There should be a reason. Questions: Should I create a web service to returns the street segments file or create an aspx page that return the file? Should I create a JavaScript file with encoded polyline or a KML with longitude/latitude based on the fact that maximum longitude/latitude polyline have 9600 characters and I have to render maximum 250,000 line segment polyline. Or should I go with a MapServer that generate the overlay? Will I be able to display simple arrow on the polyline on the next version. In case of KML generation is it faster to create the file with XDocument, XmlDocument, XmlWriter and this manually or just serialize the street segment in the stream? This is more a brainstorming Stack Overflow question than an actual code problem. Any answer helping narrow the possibilities is as good as someone having all the knowledge to point me out a better choice.

    Read the article

  • Problem Solving: Algorithm Required Urgently, Plz Help

    - by user616417
    Problem Solving: I've been working on something since last week. I am stuck at a point, where I want to find the minimum number of airplanes required to carry out a flight schedule given below. Plz, try out the brainstorming, i need the algorithm really badly, i'm also short of time. Thank u in advance. The Schedule---- Flight #,From,To,Departure,Arrival,Days,Via 6E 204,Agartala,Delhi,10:15:00,13:55:00,Daily,Kolkata 6E 360,Agartala,Imphal,13:50:00,14:35:00,Mo Th Sa, 6E 204,Agartala,Kolkata,10:15:00,11:00:00,Daily, 6E 360,Agartala,Kolkata,13:50:00,16:15:00,Mo Th Sa,Imphal 6E 362,Agartala,Kolkata,15:25:00,16:15:00,Tu We Fr Su, 6E 153,Ahmedabad,Bangalore,17:00:00,19:00:00,Daily, 6E 212,Ahmedabad,Chennai,9:00:00,12:55:00,Daily,Mumbai 6E 154,Ahmedabad,Delhi,12:30:00,14:00:00,Daily, 6E 211,Ahmedabad,Jaipur,19:10:00,20:20:00,Daily, 6E 410,Ahmedabad,Kolkata,15:00:00,17:30:00,Daily, 6E 212,Ahmedabad,Mumbai,9:00:00,10:10:00,Daily, 6E 409,Ahmedabad,Pune,14:25:00,15:40:00,Ex Sat, 6E 154,Bangalore,Ahmedabad,10:00:00,12:00:00,Daily, 6E 277,Bangalore,Chennai,15:35:00,16:25:00,Daily, 6E 132,Bangalore,Delhi,6:00:00,8:25:00,Daily, 6E 102,Bangalore,Delhi,9:50:00,13:45:00,Ex Sat,Pune 6E 154,Bangalore,Delhi,10:00:00,14:00:00,Daily,Ahmedabad 6E 104,Bangalore,Delhi,11:30:00,14:10:00,Sat, 6E 122,Bangalore,Delhi,17:20:00,20:00:00,Daily, 6E 108,Bangalore,Delhi,19:20:00,23:10:00,Sat,Pune 6E 106,Bangalore,Delhi,19:30:00,22:00:00,Ex Sat, 6E 275,Bangalore,Goa,12:15:00,13:15:00,Daily, 6E 351,Bangalore,Hyderabad,8:25:00,9:25:00,Daily, 6E 152,Bangalore,Hyderabad,19:10:00,20:10:00,Ex Sat, 6E 152,Bangalore,Hyderabad,19:30:00,20:35:00,Sat, 6E 152,Bangalore,Jaipur,19:10:00,22:30:00,Ex Sat,Hyderabad 6E 152,Bangalore,Jaipur,19:30:00,22:30:00,Sat,Hyderabad 6E 351,Bangalore,Kolkata,8:25:00,11:55:00,Daily,Hyderabad 6E 277,Bangalore,Kolkata,15:35:00,19:15:00,Daily,Chennai 6E 402,Bangalore,Mumbai,6:05:00,7:45:00,Daily, 6E 275,Bangalore,Mumbai,12:15:00,14:45:00,Daily,Goa 6E 414,Bangalore,Mumbai,12:45:00,14:20:00,Daily, 6E 412,Bangalore,Mumbai,21:20:00,23:20:00,Daily, 6E 102,Bangalore,Pune,9:50:00,11:10:00,Ex Sat, 6E 108,Bangalore,Pune,19:20:00,20:40:00,Sat, 6E 258,Bhubaneshwar,Delhi,18:55:00,20:55:00,Daily, 6E 257,Bhubaneshwar,Hyderabad,10:40:00,12:05:00,Daily, 6E 257,Bhubaneshwar,Mumbai,10:40:00,13:50:00,Daily,Hyderabad 6E 211,Chennai,Ahmedabad,15:10:00,18:40:00,Daily,Mumbai 6E 275,Chennai,Bangalore,10:50:00,11:40:00,Daily, 6E 302,Chennai,Delhi,11:35:00,15:20:00,Daily,Hyderabad 6E 282,Chennai,Delhi,19:45:00,22:30:00,Daily, 6E 275,Chennai,Goa,10:50:00,13:15:00,Daily,Bangalore 6E 302,Chennai,Hyderabad,11:35:00,12:40:00,Daily, 6E 211,Chennai,Jaipur,15:10:00,20:20:00,Daily,Mumbai/Ahmedabad 6E 523,Chennai,Kolkata,8:20:00,10:30:00,Daily, 6E 277,Chennai,Kolkata,16:55:00,19:15:00,Daily, 6E 211,Chennai,Mumbai,15:10:00,16:50:00,Daily, 6E 524,Chennai,Pune,21:15:00,23:00:00,Daily, 6E 273,Delhi,Agartala,6:15:00,9:45:00,Daily,Kolkata 6E 153,Delhi,Ahmedabad,14:45:00,16:30:00,Daily, 6E 101,Delhi,Bangalore,6:30:00,9:10:00,Ex Sat, 6E 103,Delhi,Bangalore,6:45:00,10:40:00,Sat,Pune 6E 121,Delhi,Bangalore,9:30:00,12:10:00,Daily, 6E 105,Delhi,Bangalore,14:20:00,18:30:00,Ex Sat,Pune 6E 153,Delhi,Bangalore,14:45:00,19:00:00,Daily,Ahmedabad 6E 107,Delhi,Bangalore,15:55:00,18:40:00,Sat, 6E 131,Delhi,Bangalore,20:45:00,23:15:00,Daily, 6E 257,Delhi,Bhubaneshwar,8:10:00,10:10:00,Daily, 6E 301,Delhi,Chennai,7:00:00,11:05:00,Daily,Hyderabad 6E 283,Delhi,Chennai,16:30:00,19:05:00,Daily, 6E 181,Delhi,Goa,9:15:00,13:35:00,Daily,Mumbai 6E 333,Delhi,Goa,11:45:00,14:15:00,Daily, 6E 201,Delhi,Guwahati,5:30:00,7:50:00,Daily, 6E 301,Delhi,Hyderabad,7:00:00,9:00:00,Daily, 6E 257,Delhi,Hyderabad,8:10:00,12:05:00,Daily,Bhubaneshwar 6E 305,Delhi,Hyderabad,14:00:00,15:55:00,Daily, 6E 307,Delhi,Hyderabad,21:00:00,22:55:00,Daily, 6E 201,Delhi,Imphal,5:30:00,9:10:00,Daily,Guwahati 6E 305,Delhi,Kochi,14:00:00,18:25:00,Daily,Hyderabad 6E 273,Delhi,Kolkata,6:15:00,8:20:00,Daily, 6E 203,Delhi,Kolkata,15:00:00,17:05:00,Daily, 6E 209,Delhi,Kolkata,18:30:00,20:45:00,Daily, 6E 183,Delhi,Mumbai,6:45:00,8:35:00,Daily, 6E 181,Delhi,Mumbai,9:15:00,11:35:00,Daily, 6E 481,Delhi,Mumbai,10:50:00,13:50:00,Daily,Vadodara 6E 189,Delhi,Mumbai,14:45:00,16:50:00,Daily, 6E 187,Delhi,Mumbai,17:50:00,19:50:00,Daily, 6E 185,Delhi,Mumbai,20:15:00,22:20:00,Daily, 6E 135,Delhi,Nagpur,8:55:00,10:40:00,Ex Sat, 6E 103,Delhi,Pune,6:45:00,8:45:00,Sat, 6E 135,Delhi,Pune,8:55:00,12:30:00,Ex Sat,Nagpur 6E 105,Delhi,Pune,14:20:00,16:30:00,Ex Sat, 6E 481,Delhi,Vadodara,10:50:00,12:20:00,Daily, 6E 277,Goa,Bangalore,14:05:00,15:00:00,Daily, 6E 277,Goa,Chennai,14:05:00,16:25:00,Daily,Bangalore 6E 334,Goa,Delhi,14:45:00,17:10:00,Daily, 6E 277,Goa,Kolkata,14:05:00,19:15:00,Daily,Bangalore/Chennai 6E 275,Goa,Mumbai,13:45:00,14:45:00,Daily, 6E 202,Guwahati,Delhi,11:00:00,13:25:00,Daily, 6E 201,Guwahati,Imphal,8:25:00,9:10:00,Daily, 6E 208,Guwahati,Jaipur,12:40:00,16:55:00,Daily,Kolkata 6E 208,Guwahati,Kolkata,12:40:00,14:00:00,Daily, 6E 322,Guwahati,Kolkata,15:30:00,16:50:00,Daily, 6E 322,Guwahati,Mumbai,15:30:00,20:20:00,Daily,Kolkata 6E 151,Hyderabad,Bangalore,8:20:00,9:20:00,Daily, 6E 352,Hyderabad,Bangalore,19:40:00,20:40:00,Daily, 6E 258,Hyderabad,Bhubaneshwar,16:40:00,18:20:00,Daily, 6E 301,Hyderabad,Chennai,9:50:00,11:05:00,Daily, 6E 308,Hyderabad,Delhi,6:10:00,8:00:00,Daily, 6E 302,Hyderabad,Delhi,13:10:00,15:20:00,Daily, 6E 258,Hyderabad,Delhi,16:40:00,20:55:00,Daily,Bhubaneshwar 6E 306,Hyderabad,Delhi,21:00:00,23:05:00,Daily, 6E 152,Hyderabad,Jaipur,20:50:00,22:30:00,Ex Sat, 6E 152,Hyderabad,Jaipur,21:10:00,22:30:00,Sat, 6E 305,Hyderabad,Kochi,16:45:00,18:25:00,Daily, 6E 351,Hyderabad,Kolkata,9:55:00,11:55:00,Daily, 6E 257,Hyderabad,Mumbai,12:35:00,13:50:00,Daily, 6E 362,Imphal,Agartala,14:15:00,14:55:00,Tu We Fr Su, 6E 202,Imphal,Delhi,9:40:00,13:25:00,Daily,Guwahati 6E 202,Imphal,Guwahati,9:40:00,10:25:00,Daily, 6E 362,Imphal,Kolkata,14:15:00,16:15:00,Tu We Fr Su,Agartala 6E 360,Imphal,Kolkata,15:05:00,16:15:00,Mo Th Sa, 6E 212,Jaipur,Ahmedabad,7:30:00,8:35:00,Daily, 6E 151,Jaipur,Bangalore,6:00:00,9:20:00,Daily,Hyderabad 6E 212,Jaipur,Chennai,7:30:00,12:55:00,Daily,Mumbai/Ahmedabad 6E 207,Jaipur,Guwahati,8:20:00,12:10:00,Daily,Kolkata 6E 151,Jaipur,Hyderabad,6:00:00,7:40:00,Daily, 6E 207,Jaipur,Kolkata,8:20:00,10:10:00,Daily, 6E 323,Jaipur,Kolkata,17:35:00,23:00:00,Daily,Mumbai 6E 212,Jaipur,Mumbai,7:30:00,10:10:00,Daily,Ahmedabad 6E 323,Jaipur,Mumbai,17:35:00,19:15:00,Daily, 6E 306,Kochi,Delhi,19:00:00,23:05:00,Daily,Hyderabad 6E 306,Kochi,Hyderabad,19:00:00,20:30:00,Daily, 6E 273,Kolkata,Agartala,8:50:00,9:45:00,Daily, 6E 360,Kolkata,Agartala,12:30:00,13:20:00,Mo Th Sa, 6E 362,Kolkata,Agartala,12:30:00,14:55:00,TuWeFrSu,Imphal 6E 409,Kolkata,Ahmedabad,11:10:00,13:50:00,Daily, 6E 275,Kolkata,Bangalore,7:30:00,11:40:00,Daily,Chennai 6E 352,Kolkata,Bangalore,16:50:00,20:40:00,Daily,Hyderabad 6E 275,Kolkata,Chennai,7:30:00,9:50:00,Daily, 6E 524,Kolkata,Chennai,18:15:00,20:25:00,Daily, 6E 210,Kolkata,Delhi,7:45:00,10:05:00,Daily, 6E 204,Kolkata,Delhi,11:40:00,13:55:00,Daily, 6E 274,Kolkata,Delhi,19:45:00,22:10:00,Daily, 6E 275,Kolkata,Goa,7:30:00,13:15:00,Daily,Chennai/Bangalore 6E 207,Kolkata,Guwahati,10:50:00,12:10:00,Daily, 6E 321,Kolkata,Guwahati,13:00:00,14:20:00,Daily, 6E 352,Kolkata,Hyderabad,16:50:00,19:00:00,Daily, 6E 362,Kolkata,Imphal,12:30:00,13:45:00,Tu We Fr Su, 6E 360,Kolkata,Imphal,12:30:00,14:35:00,MoThSa,Agartala 6E 208,Kolkata,Jaipur,14:35:00,16:55:00,Daily, 6E 320,Kolkata,Mumbai,6:00:00,8:30:00,Daily, 6E 322,Kolkata,Mumbai,17:35:00,20:20:00,Daily, 6E 404,Kolkata,Mumbai,18:35:00,21:55:00,Daily,Nagpur 6E 404,Kolkata,Nagpur,18:35:00,20:05:00,Daily, 6E 409,Kolkata,Pune,11:10:00,15:40:00,Ex Sat,Ahmedabad 6E 524,Kolkata,Pune,18:15:00,23:00:00,Daily,Chennai 6E 211,Mumbai,Ahmedabad,17:40:00,18:40:00,Daily, 6E 411,Mumbai,Bangalore,6:20:00,7:50:00,Daily, 6E 413,Mumbai,Bangalore,15:00:00,16:40:00,Daily, 6E 415,Mumbai,Bangalore,21:05:00,22:40:00,Daily, 6E 258,Mumbai,Bhubaneshwar,14:30:00,18:20:00,Daily,Hyderabad 6E 212,Mumbai,Chennai,11:00:00,12:55:00,Daily, 6E 184,Mumbai,Delhi,6:15:00,8:15:00,Daily, 6E 180,Mumbai,Delhi,8:25:00,10:35:00,Daily, 6E 482,Mumbai,Delhi,9:25:00,12:35:00,Daily,Vadodara 6E 188,Mumbai,Delhi,14:25:00,16:35:00,Daily, 6E 186,Mumbai,Delhi,17:50:00,19:55:00,Daily, 6E 182,Mumbai,Delhi,21:15:00,23:20:00,Daily, 6E 181,Mumbai,Goa,12:35:00,13:35:00,Daily, 6E 321,Mumbai,Guwahati,9:20:00,14:20:00,Daily,Kolkata 6E 258,Mumbai,Hyderabad,14:30:00,16:00:00,Daily, 6E 207,Mumbai,Jaipur,5:55:00,7:40:00,Daily, 6E 211,Mumbai,Jaipur,17:40:00,20:20:00,Daily,Ahmedabad 6E 207,Mumbai,Kolkata,5:55:00,10:10:00,Daily,Jaipur 6E 321,Mumbai,Kolkata,9:20:00,12:00:00,Daily, 6E 403,Mumbai,Kolkata,15:35:00,18:50:00,Daily,Nagpur 6E 323,Mumbai,Kolkata,20:05:00,23:00:00,Daily, 6E 403,Mumbai,Nagpur,15:35:00,16:50:00,Daily, 6E 482,Mumbai,Vadodara,9:25:00,10:25:00,Daily, 6E 136,Nagpur,Delhi,18:10:00,19:40:00,Ex Sat, 6E 403,Nagpur,Kolkata,17:20:00,18:50:00,Daily, 6E 404,Nagpur,Mumbai,20:35:00,21:55:00,Daily, 6E 135,Nagpur,Pune,11:20:00,12:30:00,Ex Sat, 6E 410,Pune,Ahmedabad,13:10:00,14:30:00,Ex Sat, 6E 103,Pune,Bangalore,9:15:00,10:40:00,Sat, 6E 105,Pune,Bangalore,17:00:00,18:30:00,Ex Sat, 6E 523,Pune,Chennai,5:55:00,7:40:00,Daily, 6E 102,Pune,Delhi,11:45:00,13:45:00,Ex Sat, 6E 136,Pune,Delhi,16:15:00,19:40:00,Ex Sat,Nagpur 6E 108,Pune,Delhi,21:10:00,23:10:00,Sat, 6E 523,Pune,Kolkata,5:55:00,10:30:00,Daily,Chennai 6E 410,Pune,Kolkata,13:10:00,17:30:00,Ex Sat,Ahmedabad 6E 136,Pune,Nagpur,16:15:00,17:40:00,Ex Sat, 6E 482,Vadodara,Delhi,10:55:00,12:35:00,Daily, 6E 481,Vadodara,Mumbai,12:50:00,13:50:00,Daily,

    Read the article

< Previous Page | 1 2 3