Search Results

Search found 28486 results on 1140 pages for 'think floyd'.

Page 508/1140 | < Previous Page | 504 505 506 507 508 509 510 511 512 513 514 515  | Next Page >

  • Relationship between Repository and Unit of Work

    - by NullOrEmpty
    I am going to implement a repository, and I would like to use the UOW pattern since the consumer of the repository could do several operations, and I want to commit them at once. After read several articles about the matter, I still don't get how to relate this two elements, depending on the article it is being done in a way u other. Sometimes the UOW is something internal to the repository: public class Repository { UnitOfWork _uow; public Repository() { _uow = IoC.Get<UnitOfWork>(); } public void Save(Entity e) { _uow.Track(e); } public void SubmittChanges() { SaveInStorage(_uow.GetChanges()); } } And sometimes it is external: public class Repository { public void Save(Entity e, UnitOfWork uow) { uow.Track(e); } public void SubmittChanges(UnitOfWork uow) { SaveInStorage(uow.GetChanges()); } } Other times, is the UOW whom references the Repository public class UnitOfWork { Repository _repository; public UnitOfWork(Repository repository) { _repository = repository; } public void Save(Entity e) { this.Track(e); } public void SubmittChanges() { _repository.Save(this.GetChanges()); } } How are these two elements related? UOW tracks the elements that needs be changed, and repository contains the logic to persist those changes, but... who call who? Does the last make more sense? Also, who manages the connection? If several operations have to be done in the repository, I think using the same connection and even transaction is more sound, so maybe put the connection object inside the UOW and this one inside the repository makes sense as well. Cheers

    Read the article

  • In agile environment, how is bug tracking and iteration tracking consolidated.

    - by DXM
    This topic stemmed from my other question about management-imposed waterfall-like schedule. From the responses in the other thread, I gathered this much about what is generally advised: Each story should be completed with no bugs. Story is not closed until all bugs have been addressed. No news there and I think we can all agree with this. If at a later date QA (or worse yet a customer) finds a bug, the report goes into a bug tracking database and also becomes a story which should be prioritized just like all other work. Does this sum up general handling of bugs in agile environment? If yes, the part I'm curious about is how do teams handle tracking in two different systems? (unless most teams don't have different systems). I've read a lot of advice (including Joel's blog) on software development in general and specifically on importance of a good bug tracking tool. At the same time when you read books on agile methodology, none of them seem to cover this topic because in "pure" agile, you finish iteration with no bugs. Feels like there's a hole there somewhere. So how do real teams operate? To track iterations you'd use (whiteboard, Rally...), to track bugs you'd use something from another set of products (if you are lucky enough, you might even get stuck with HP Quality Center). Should there be 2 separate systems? If they are separate, do teams spend time creating import/sync functionality between them? What have you done in your company? Is bug tracking software even used? Or do you just go straight to creating a story?

    Read the article

  • Prevent oversteering catastrophe in racing games

    - by jdm
    When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really hard. When I switch lanes or pass somebody, the car starts swiveling back and forth, and any attempt to correct it makes it only worse. The only thing I can do is to hit the brakes. I think this is some kind of oversteering. What makes it so irritating is that it never happens to me in real life (thank god :-)), so 90% of the games with vehicles inside feel unreal to me (despite probably having really good physics engines). I've talked to a couple of people about this, and it seems either you 'get' racing games, or you don't. With a lot of practice, I did manage to get semi-good at some games (e.g. from the Need for Speed series), by driving very cautiously, braking a lot (and usually getting a cramp in my fingers). What can you do as a game developer to prevent the oversteering resonance catastrophe, and make driving feel right? (For a casual racing game, that doesn't strive for 100% realistic physics) I also wonder what games like Super Mario Kart exactly do differently so that they don't have so much oversteering? I guess one problem is that if you play with a keyboard or a touchscreen (but not wheels and pedals), you only have digital input: gas pressed or not, steering left/right or not, and it's much harder to steer appropriately for a given speed. The other thing is that you probably don't have a good sense of speed, and drive much faster than you would (safely) in reality. From the top of my head, one solution might be to vary the steering response with speed.

    Read the article

  • Personalisation of the Ubuntu interface

    - by Ben
    It's quite hard to phrase this question as the answer is very subjective and I don't know the right terminology to ask for what I want, but I will try my best. I love linux and would love to use it full-time as my main OS but the one think I have a problem with is the look of it. In my opinion it looks like it was designed for a child and I like my computer to look stylish rather than dated (this is opinion obviously). I like the look of OSX but there are certain things that I don't like, so no, I am not asking the age old question of "how do I make ubunutu look like OSX"...most of the attempts I have seen of this have been pretty poor when put up against the real thing so I just want to take certain things from it. Things I'd like to take from OSX: Spotlight (I don't like the Unity dashboard-esque thingy) Expose Spaces Dock (at the bottom) Icons (apart from the apple one) Look of file manager - its more pleasant to navigate around the file system. Closing an application window doesn't actually quit the program, so when you next launch it - it is instantaneous. Global menu (at the top) What are the latest Ubuntu alternatives to these? When it comes to actually changing the look of Ubuntu what should I be looking at? I know the following exists: Shell theme Icons Fonts ...but is there anything else I need to look into to actually change the look? I hear the term "Window Manager" thrown around, but I don't actually know what that is. What are good sources for reviews/links to the latest and greatest customisation techniques? Ubuntu now comes with Unity which I don't like very much. What are my alternatives? Should I look into Gnome3 or switch to classic desktop which is Gnome2 if I recall correctly? I hope I haven't put too much in one question and that it makes sense. Thanks.

    Read the article

  • ArchBeat Link-o-Rama for 2012-10-10

    - by Bob Rhubart
    Oracle's Analytics, Engineered Systems, and Big Data Strategy | Mark Rittman Part 1 of 3 in Oracle ACE Director Mark Rittman's series on Oracle Exalytics, Oracle R Enterprise and Endeca. Series: How to Kill the Architecture Department? Part 1 | Xebia Blog Don't let the title fool you. This is not an anti-architecture post. Rather, this post, part 1 of a now four-part series, offers suggestions for preserving architecture in a form that better supports agile organizations. BPM Suite configure BAM Adapter | Peter Paul van der Beek "To have the BPM server push events to BAM – Business Activity Monitoring – we have to configure the BPM suite to use the BAM Adapter," says Peter Paul van de Beek. "The BAM Adapter is configured (like other SOA Suite and BPM Adapters) in the WebLogic Server Console." Peter Paul shows you how in this brief post. A case for not installing your own software | James Gentsch "I look selfishly forward to cloud computing and engineered systems dramatically reducing the occurrence of problems triggered by unforeseen environmental situations in the software I am responsible for," says James Gentsch. "I think this is an evolutionary game changer that will be a huge benefit to the reliability and consistent performance of the software for my customers, and may make 'well, it works here' a well forgotten phase for future software developers." Thought for the Day "I'm a strong believer in being minimalistic. Unless you actually are going to solve the general problem, don't try and put in place a framework for solving a specific one, because you don't know what that framework should look like." — Anders Hejlsberg Source: SoftwareQuotes.com`

    Read the article

  • Calculating a child Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor(just for fun) anyway I have problem that I had several days trying to resolve but I have been unsuccessful. Here goes... I have an object "A": Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) And an object "B": Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) I now make a parent/child relationship. "B" is a child of "A": A |--B When I do the relationship I need to re-calculate the Child("B") Position, Rotation and Scale such that it maintains its current position, rotation and scale(Location in world). So for child position "B" it would now be (-2, -2, -2) since now "A" it is center and (-2, -2, -2) will keep the object in its same position. I think I got the Position and scale figure out, but rotation I cant. So I was trying to figure out what to do and what I did is opened Unity and run the same example and I did noticed that when making an abject a child object the child object did not moved at all but had its Position, Rotation and Scale values changed(Related to the parent). For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When making it a parent child relation("B" is a child of "A") the child object("B") in its Rotation values now has: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same values to my editor(To the child "B" rotation X, Y, Z values) the object does not move at all. So I basically need to know how did Unity arrive at those rotation values for the child(What are the calculations?). If you can help and put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but with the Rotation I really need help. Thanks!

    Read the article

  • How can you Add Value to your Mobile Apps?

    - by Carlos Chang
    Author: Craig Mikus, Sr. Director, Enterprise Mobile Solutions Seems like every customer is either building or planning to build mobile apps, especially customer facing apps. Why? Inevitably, all companies want to improve the customer experience through more quality interactions that drive customer satisfaction, customer loyalty, new revenue streams, and even improve the way they service their customers. What better way than mobile apps? Right? But how can customers add more value to these mobile apps to drive more business benefit? Look closely, the answer just might be right in front of you. Still need another clue? What’s the first 4 letters of mobile – mo-bi? Or pronounced differently, More BI. That’s right – add more business intelligence to your overall mobile strategy. In today’s customer centric world where customer interactions and personalization are critical, it’s important to leverage a BI strategy that complements and feeds into your mobile strategy. For example, I was recently talking to a customer that was implementing a data warehouse project focused customer analytics. Their goal was to understand who are their best customers and why, develop customer profiles, identify customer trends & patterns, identify cross sell opportunities, and much more. The company then wanted to feed this information to marketing for targeted campaigns and programs. As we continued to talk, I asked my contact if they had plans to feed this information into their customer facing mobile apps to personalize the apps, target their interactions, and hopefully drive customer loyalty and new revenue streams? Two minutes later, my contact was calling his mobile development teams. So my advice to everyone, as you establish your enterprise mobile strategy and goals, remember that “mo-BI” is a critical component to add value to your mobile apps! So make sure you have “mo BI” in your mobile strategy. As I come to think of it, did you ever notice that Big Data also starts with BI?

    Read the article

  • How do I get an application to appear as a choice in update-alternatives?

    - by Jay
    I separately installed the Firefox Beta and Alpha channels, and have desktop configuration files pointing to them in ~/.local/share/applications. However, stable Firefox is being used as my default browser by the system. (Firefox Beta used to be used until I messed with the "Default Applications" in System Settings, where it is not listed.) I tried running sudo update-alternatives --config x-www-browser to manually change it, but it's only recognizing Chromium and Firefox (stable) and showing them as a choice. What can I do to get custom desktop configuration files in ~/.local/share/applications to be seen as default alternatives? I think I may have to fiddle with the desktop config files, or with mimeinfo.cache or mimeapps.list? Running Oneiric. Here is the content of the firefox-beta.desktop file I created: [Desktop Entry] Name=Firefox Beta Exec=firefox-beta -P Beta -no-remote Icon=firefox Terminal=false X-MultipleArgs=false Type=Application StartupNotify=true StartupWMClass=Firefox Categories=GNOME;GTK;Network;WebBrowser; Comment[en_US]=Firefox Beta Channel MimeType=text/html;text/xml;application/xhtml+xml;application/xml;application/vnd.mozilla.xul+xml;application/rss+xml;application/rdf+xml;image/gif;image/jpeg;image/png;x-scheme-handler/http;x-scheme-handler/https;x-scheme-handler/ftp;x-scheme-handler/chrome;video/webm; Name[en_US]=Firefox Beta [NewWindow Shortcut Group] Name=Open a New Window Exec=firefox-beta -new-window about:blank TargetEnvironment=Unity

    Read the article

  • NVIDIA Graphics - resolution problems with new 12.04 LTS installation

    - by Daveisuser56810
    I've been trying to install Ubuntu 12.04 LTS on my desktop most of the day. The desktop uses a NVIDIA GEFORCE 9800 (GT I think) graphics card. I am unable to set the correct resolution (1680 x 1050) for the display. The first problem I had was that of the "Black Screen" during install. I overcame this by utilising the "nomodeset" switch on the install options (once I'd found how to do that). The second problem of course was the "Black screen" following the first reboot. Once again this was overcome by using "nomodeset", this time by "editing" the GRUB. This gave me a resolution of 1280x768 which, the Displays GUI allowed me to change to 1280x720 (appears to fit on screen). I then tried to install the NVIDIA drivers. 1) using additional drivers 2) manually by downloading driver and installing in root As soon as NVIDIA drivers are installed - resolution become restricted to 640x480 (max). At this resolution Ubuntu GUI is not usable as most screens are larger than the display. Removing the NVIDIA driver and removing the XORG.CONF file does not lift this restriction. I have tried most things that I have found and that were vaguely intelligible, but nothing appears to get me closer to a resolution of 1680x1050. UPDATE: reinstalled Ubuntu 12-04 and used the "NoModeSet" in the Grub to restore the resolution to 1280x720, which is at least usable. Will live with this for now.

    Read the article

  • MVC + 3 tier; where ViewModels come into play?

    - by mikhairu
    I'm designing a 3-tiered application using ASP.NET MVC 4. I used the following resources as a reference. CodeProject: MVC + N-tier + Entity Framework Separating data access in ASP.NET MVC I have the following desingn so far. Presentation Layer (PL) (main MVC project, where M of MVC was moved to Data Access Layer): MyProjectName.Main Views/ Controllers/ ... Business Logic Layer (BLL): MyProjectName.BLL ViewModels/ ProjectServices/ ... Data Access Layer (DAL): MyProjectName.DAL Models/ Repositories.EF/ Repositories.Dapper/ ... Now, PL references BLL and BLL references DAL. This way lower layer does not depend on the one above it. In this design PL invokes a service of the BLL. PL can pass a View Model to BLL and BLL can pass a View Model back to PL. Also, BLL invokes DAL layer and DAL layer can return a Model back to BLL. BLL can in turn build a View Model and return it to PL. Up to now this pattern was working for me. However, I've ran into a problem where some of my ViewModels require joins on several entities. In the plain MVC approach, in the controller I used a LINQ query to do joins and then select new MyViewModel(){ ... }. But now, in the DAL I do not have access to where ViewModels are defined (in the BLL). This means I cannot do joins in DAL and return it to BLL. It seems I have to do separate queries in DAL (instead of joins in one query) and BLL would then use the result of these to build a ViewModel. This is very inconvenient, but I don't think I should be exposing DAL to ViewModels. Any ideas how I can solve this dilemma? Thanks.

    Read the article

  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

    Read the article

  • The Iron Bird Approach

    - by David Paquette
    It turns out that designing software is not so different than designing commercial aircraft.  I just finished watching a video that talked about the approach that Bombardier is taking in designing the new C Series aircraft.  I was struck by the similarities to agile approaches to software design.  In the video, Bombardier describes how they are using an Iron Bird to work through a number of design questions in advance of ever having a version of the aircraft that can ever be flown.  The Iron Bird is a life size replica of the plane.  Based on the name, I would assume the plane is built in a very heavy material that could never fly.  Using this replica, Bombardier is able to valid certain assumptions such as the length of each wire in the electric system.  They are also able to confirm that some parts are working properly (like the rudders).  They even go as far as to have a complete replica of the cockpit.  This allows Bombardier to put pilots in the cockpit to run through simulated take-off and landing sequences. The basic tenant of the approach seems to be Validate your design early with working prototypes Get feedback from users early, well in advance of finishing the end product   In software development, we tend to think of ourselves as special.  I often tell people that it is difficult to draw comparisons to building items in the physical world (“Building software is nothing like building a sky scraper”).  After watching this video, I am wondering if designing/building software is actually a lot like designing/building commercial aircraft.   Watch the video here (http://www.theglobeandmail.com/report-on-business/video/video-selling-the-c-series/article4400616/)

    Read the article

  • What is UVIndex and how do I use it on OpenGL?

    - by Delta
    I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, a index buffer for the vertices, a normal buffer and a texture coordinate buffer, but this model now has a "UVIndex" and I'm not sure where am I supposed to put this UVIndex. My code looks like this: GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.VertexBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vPosition"],3,GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.NormalBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["vNormal"], 3, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ARRAY_BUFFER, this.Model.House.TexCoordBuffer); GL.vertexAttribPointer(this.Shader.TextureAndLighting.Attribute["TexCoord"], 2, GL.FLOAT, false, 0, 0); GL.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, this.Model.House.IndexBuffer); GL.bindTexture(GL.TEXTURE_2D, this.Texture.HTex1); GL.activeTexture(GL.TEXTURE0); GL.drawElements(GL.TRIANGLES, this.Model.House.IndexBuffer.Length, GL.UNSIGNED_SHORT, 0); But my model renders totally incorrect and I think it has to do with the fact that I am ignoring this "UVIndex" in the .fbx file, since I've never drawn any model that uses this UVIndex I really have no clue on what to do with it. This is the json file containing the model's data: http://pastebin.com/raw.php?i=G294TVmz

    Read the article

  • What would you do if you were asked to recommend on someone you are not professionally satisfied with?

    - by Hila
    Where I live, everyone in the IT business knows just about everyone else. This is why it is quite common here to get a phone call from a recruiter asking for your professional opinion regarding people you've been working with in the past, or to be asked by a friend for a recommendation. This is all nice and well until you are asked to recommend on someone you weren't quite satisfied with professionally. There are several problems I can think about: Recommending on unskilled people is generally inadvisable. It is unprofessional and hurts your reputation. Giving this person a bad recommendation will probably hurt his chances of getting the job, and refusing to recommend on someone is just as bad as giving a bad recommendation. It may be that the new employer will be happy with this person's skills, is it fair to deny this guy of the chance to start a new page and prove himself in a new place? Many times you really like this person and are very uncomfortable with the idea of giving him a bad recommendation or refusing his request to recommend on him. What would you do in each of this cases: If this person asked you to recommend on him personally If you got a phone call from a recruiter asking for your opinion on him Thanks!

    Read the article

  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

    Read the article

  • Software development is (mostly) a trade, and what to do about it

    - by Jeff
    (This is another cross-post from my personal blog. I don’t even remember when I first started to write it, but I feel like my opinion is well enough baked to share.) I've been sitting on this for a long time, particularly as my opinion has changed dramatically over the last few years. That I've encountered more crappy code than maintainable, quality code in my career as a software developer only reinforces what I'm about to say. Software development is just a trade for most, and not a huge academic endeavor. For those of you with computer science degrees readying your pitchforks and collecting your algorithm interview questions, let me explain. This is not an assault on your way of life, and if you've been around, you know I'm right about the quality problem. You also know the HR problem is very real, or we wouldn't be paying top dollar for mediocre developers and importing people from all over the world to fill the jobs we can't fill. I'm going to try and outline what I see as some of the problems, and hopefully offer my views on how to address them. The recruiting problem I think a lot of companies are doing it wrong. Over the years, I've had two kinds of interview experiences. The first, and right, kind of experience involves talking about real life achievements, followed by some variation on white boarding in pseudo-code, drafting some basic system architecture, or even sitting down at a comprooder and pecking out some basic code to tackle a real problem. I can honestly say that I've had a job offer for every interview like this, save for one, because the task was to debug something and they didn't like me asking where to look ("everyone else in the company died in a plane crash"). The other interview experience, the wrong one, involves the classic torture test designed to make the candidate feel stupid and do things they never have, and never will do in their job. First they will question you about obscure academic material you've never seen, or don't care to remember. Then they'll ask you to white board some ridiculous algorithm involving prime numbers or some kind of string manipulation no one would ever do. In fact, if you had to do something like this, you'd Google for a solution instead of waste time on a solved problem. Some will tell you that the academic gauntlet interview is useful to see how people respond to pressure, how they engage in complex logic, etc. That might be true, unless of course you have someone who brushed up on the solutions to the silly puzzles, and they're playing you. But here's the real reason why the second experience is wrong: You're evaluating for things that aren't the job. These might have been useful tactics when you had to hire people to write machine language or C++, but in a world dominated by managed code in C#, or Java, people aren't managing memory or trying to be smarter than the compilers. They're using well known design patterns and techniques to deliver software. More to the point, these puzzle gauntlets don't evaluate things that really matter. They don't get into code design, issues of loose coupling and testability, knowledge of the basics around HTTP, or anything else that relates to building supportable and maintainable software. The first situation, involving real life problems, gives you an immediate idea of how the candidate will work out. One of my favorite experiences as an interviewee was with a guy who literally brought his work from that day and asked me how to deal with his problem. I had to demonstrate how I would design a class, make sure the unit testing coverage was solid, etc. I worked at that company for two years. So stop looking for algorithm puzzle crunchers, because a guy who can crush a Fibonacci sequence might also be a guy who writes a class with 5,000 lines of untestable code. Fashion your interview process on ways to reveal a developer who can write supportable and maintainable code. I would even go so far as to let them use the Google. If they want to cut-and-paste code, pass on them, but if they're looking for context or straight class references, hire them, because they're going to be life-long learners. The contractor problem I doubt anyone has ever worked in a place where contractors weren't used. The use of contractors seems like an obvious way to control costs. You can hire someone for just as long as you need them and then let them go. You can even give them the work that no one else wants to do. In practice, most places I've worked have retained and budgeted for the contractor year-round, meaning that the $90+ per hour they're paying (of which half goes to the person) would have been better spent on a full-time person with a $100k salary and benefits. But it's not even the cost that is an issue. It's the quality of work delivered. The accountability of a contractor is totally transient. They only need to deliver for as long as you keep them around, and chances are they'll never again touch the code. There's no incentive for them to get things right, there's little incentive to understand your system or learn anything. At the risk of making an unfair generalization, craftsmanship doesn't matter to most contractors. The education problem I don't know what they teach in college CS courses. I've believed for most of my adult life that a college degree was an essential part of being successful. Of course I would hold that bias, since I did it, and have the paper to show for it in a box somewhere in the basement. My first clue that maybe this wasn't a fully qualified opinion comes from the fact that I double-majored in journalism and radio/TV, not computer science. Eventually I worked with people who skipped college entirely, many of them at Microsoft. Then I worked with people who had a masters degree who sucked at writing code, next to the high school diploma types that rock it every day. I still think there's a lot to be said for the social development of someone who has the on-campus experience, but for software developers, college might not matter. As I mentioned before, most of us are not writing compilers, and we never will. It's actually surprising to find how many people are self-taught in the art of software development, and that should reveal some interesting truths about how we learn. The first truth is that we learn largely out of necessity. There's something that we want to achieve, so we do what I call just-in-time learning to meet those goals. We acquire knowledge when we need it. So what about the gaps in our knowledge? That's where the most valuable education occurs, via our mentors. They're the people we work next to and the people who write blogs. They are critical to our professional development. They don't need to be an encyclopedia of jargon, but they understand the craft. Even at this stage of my career, I probably can't tell you what SOLID stands for, but you can bet that I practice the principles behind that acronym every day. That comes from experience, augmented by my peers. I'm hell bent on passing that experience to others. Process issues If you're a manager type and don't do much in the way of writing code these days (shame on you for not messing around at least), then your job is to isolate your tradespeople from nonsense, while bringing your business into the realm of modern software development. That doesn't mean you slap up a white board with sticky notes and start calling yourself agile, it means getting all of your stakeholders to understand that frequent delivery of quality software is the best way to deal with change and evolving expectations. It also means that you have to play technical overlord to make sure the education and quality issues are dealt with. That's why I make the crack about sticky notes, because without the right technique being practiced among your code monkeys, you're just a guy with sticky notes. You're asking your business to accept frequent and iterative delivery, now make sure that the folks writing the code can handle the same thing. This means unit testing, the right instrumentation, integration tests, automated builds and deployments... all of the stuff that makes it easy to see when change breaks stuff. The prognosis I strongly believe that education is the most important part of what we do. I'm encouraged by things like The Starter League, and it's the kind of thing I'd love to see more of. I would go as far as to say I'd love to start something like this internally at an existing company. Most of all though, I can't emphasize enough how important it is that we mentor each other and share our knowledge. If you have people on your staff who don't want to learn, fire them. Seriously, get rid of them. A few months working with someone really good, who understands the craftsmanship required to build supportable and maintainable code, will change that person forever and increase their value immeasurably.

    Read the article

  • Method for spawning enemies according to player score and game time

    - by Sun
    I'm making a top-down shooter and want to scale the difficulty of the game according to what the score is and how much time has Passed. Along with this, I want to spawn enemies in different patterns and increase the intervals at which these enemies are shown. I'm going for a similar effect to Geometry wars. However, I can think of a to do this other than have multiple if-else statments, e.g. : if (score > 1000) { //spawn x amount if enemies } else if (score > 10000) { //spawn x amount of enemy type 1 & 2 } else if (score > 15000) { //spawn x amount of enemy type 1 & 2 & 3 } else if (score > 25000) { //spawn x amount of enemy type 1 & 2 & 3 //create patterns with enemies } ...etc What would be a better method of spawning enemies as I have described?

    Read the article

  • How do I pick which agency to go through?

    - by RoboShop
    I work in a town where the majority of work comes from the government. As a contractor, I generally have to apply for work through agencies which are on the government's preferred vendor's list. Most jobs are publicly listed and to apply for them, you generally need an agency to represent you by submitting your application with a rate which is usually your rate plus their commission. I've been trying to figure out what the agencies do, and it seems a large part of what they do is 1) get on that preferred vendor's list and 2) forward resumes. So right now, my policy is that since their commission affects how expensive I am, one - I don't work with companies that do not disclose their margin. And two, I go for the agency that takes the least amount of commission for the job I want to apply for. IS that the best approach? I would think applying for a job with the most competitive rate is the best approach but I also wonder whether which agency you're applying through actually matter? I know some agencies actually build personal relationships with senior managers but how do I know which one? How do I know that actually affect my job prospects? What criteria should I use to decide which agent I go through for the job?

    Read the article

  • Linux distro for software development support?

    - by Xie Jilei
    I've spent too much time on setup & maintain a development server, which contains following tools: Common services like SSH, BIND, rsync, etc. Subversion, Git. Apache server, which runs CGit, Trac, Webmin, phpmyadmin, phppgadmin, etc. Jetty, which runs Archiva and Hudson. Bugzilla. PostgresSQL server, MySQL server. I've created a lot of Debian packages, like my-trac-utils, my-bugzilla-utils, my-bind9-utils, my-mysql-utils, etc. to make my life more convenient. However, I still feel I need a lot more utils. And I've spent a lot of time to maintain these packages, too. I think there maybe many developers doing the same things. As tools like subversion, git, trac are so common today. It's not to hard to install and configure each of them, but it took a long time to install them all. And it's time consuming to maintain them. Like backup the data, plot the usage graph and generate web reports. (gitstat for example) So, I'd like to hear if there exist any pre-configured distro for Development Server purpose, i.e., something like BackTrack for hackers?

    Read the article

  • Bright Minds in Singapore: Oracle Graduate Hiring

    - by user769227
     Last week I was in Singapore and had the opportunity to take part in our graduate interviewing that we are currently undertaking as part of our ASEAN hiring. I always feel fortunate to get the chance to meet and talk with students in the APAC region and taking time to meet some of the students we interviewed in Singapore last week is no exception. The excitement and enthusiasm of many of the students that I spoke to last week really stands out but what really brought some of them to the forefront for me was their creative ways of thinking and the level of professionalism that I saw in the students. Some of the presentation and communication skills that I saw displayed would rival experienced IT Consultants in the industry.  We still have more interviews to follow up from last week, but I am confident that of the students we had the chance to meet last week some of them will go on to have bright and successful careers here at Oracle.  To all the students that came in and spent the day with us, I want to thank you for giving us your time and for sharing your thoughts and ideas with us. From a business perspective I think you all will go on and do great things and from a personal stand point I enjoyed many of the conversations I had and feel lucky to meet with you. Best of luck with the remainder of your interviews and I hope to see some of you in the halls on my next visit to Singapore.

    Read the article

  • Visual Studio 2010 editor painfully slow

    - by Daniel Gehriger
    I'm running out of patience with MS VisualStudio 2010: I'm working on a solution containing ~50 C++ projects. When using the editor, I experience a lag of 1 - 2 seconds whenever I move the cursor to a different line, or when I move to a different window, or generally when the editor losses and gains focus. I went through a whole series of optimizations, to no avail: installed all hotfixes for VS2010 disabled all add-ins and extensions disabled Intellisense deleted all temporary files created by VS2010 disabled hardware acceleration unloaded all but 15 projects disabled tracking changes closed all but one window and so on. This is on a Dual Core machine with SSD harddrive (verified throughput 100MB/s), enough free space on HD, Windows 7 Pro 32-bit with 3GB of RAM and most of it still free. Whenever I type a letter, CPU usage of devenv.exe goes to 50 - 90% in process monitor for 1 - 2 seconds before returning to 5%. I used Process Explorer to analyze registry and file system access, and I only notice frequent accesses to the .sln file (which is quiet small), and a few registry reads, but nothing that would raise a red flag. I don't have this problem with solutions containing less projects, so I'm inclined to think that it's related to the number of projects. For your information, the entire solution has been migrated over the years from VS2005 to VS2008 to now VS2010. Does anyone have any ideas what else I could do to resume work on this project, other than returning to VS2008?

    Read the article

  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

    Read the article

  • Antenna Aligner Part 8: It's Alive!!!

    - by Chris George
    Finally the day has come, Antenna Aligner v1.0.1 has been uploaded to the AppStore and . "Waiting for review" .. . fast forward 7 days and much checking of emails later WOO HOO! Now what? So I set my facebook page to go live  https://www.facebook.com/AntennaAligner, and started by sending messages to my mates that have iphones! Amazingly a few of them bought it! Similarly some of my colleagues were also kind enough to support me and downloaded it too! Unfortunately the only way I knew they had bought is was from them telling me, as the iTunes connect data is only updated daily at about midday GMT. This is a shame, surely they could provide more granular updates throughout the day? Although I suppose once an app has been out in the wild for a while, daily updates are enough. It would, however, be nice to get a ping when you make your first sale! I would have expected more feedback on my facebook page as well, maybe I'm just expecting too much, or perhaps I've configured the page wrong. The new facebook timeline layout is just confusing, and I'm not sure it's all public, I'll check that! So please take a look and see what you think! I would love to get some more feedback/reviews/suggestions... Oh and watch out for the Android version coming soon!

    Read the article

  • How to write constructors which might fail to properly instantiate an object

    - by whitman
    Sometimes you need to write a constructor which can fail. For instance, say I want to instantiate an object with a file path, something like obj = new Object("/home/user/foo_file") As long as the path points to an appropriate file everything's fine. But if the string is not a valid path things should break. But how? You could: 1. throw an exception 2. return null object (if your programming language allows constructors to return values) 3. return a valid object but with a flag indicating that its path wasn't set properly (ugh) 4. others? I assume that the "best practices" of various programming languages would implement this differently. For instance I think ObjC prefers (2). But (2) would be impossible to implement in C++ where constructors must have void as a return type. In that case I take it that (1) is used. In your programming language of choice can you show how you'd handle this problem and explain why?

    Read the article

  • Why isn't there a typeclass for functions?

    - by Steve314
    I already tried this on Reddit, but there's no sign of a response - maybe it's the wrong place, maybe I'm too impatient. Anyway... In a learning problem I've been messing around with, I realised I needed a typeclass for functions with operations for applying, composing etc. Reasons... It can be convenient to treat a representation of a function as if it were the function itself, so that applying the function implicitly uses an interpreter, and composing functions derives a new description. Once you have a typeclass for functions, you can have derived typeclasses for special kinds of functions - in my case, I want invertible functions. For example, functions that apply integer offsets could be represented by an ADT containing an integer. Applying those functions just means adding the integer. Composition is implemented by adding the wrapped integers. The inverse function has the integer negated. The identity function wraps zero. The constant function cannot be provided because there's no suitable representation for it. Of course it doesn't need to spell things as if it the values were genuine Haskell functions, but once I had the idea, I thought a library like that must already exist and maybe even using the standard spellings. But I can't find such a typeclass in the Haskell library. I found the Data.Function module, but there's no typeclass - just some common functions that are also available from the Prelude. So - why isn't there a typeclass for functions? Is it "just because there isn't" or "because it's not so useful as you think"? Or maybe there's a fundamental problem with the idea? The biggest possible problem I've thought of so far is that function application on actual functions would probably have to be special-cased by the compiler to avoid a looping problem - in order to apply this function I need to apply the function application function, and to do that I need to call the function application function, and to do that...

    Read the article

< Previous Page | 504 505 506 507 508 509 510 511 512 513 514 515  | Next Page >