Search Results

Search found 16506 results on 661 pages for 'bobble off'.

Page 199/661 | < Previous Page | 195 196 197 198 199 200 201 202 203 204 205 206  | Next Page >

  • Liverpool: Transfer Predictions

    - by BizTalk Visionary
    Some simple predictions based on one fact: Rafa Benitez stays at Liverpool 1. Torres leaves for 60 million – destination Man City 2. Gerrard leaves for 30 million – destination Real Madrid – Mourinho gets his man   3. Mascherano leaves for 25 million – destination Spain 4. Riera leaves for who knows where – 10 million 5. Aquilani leaves for who knows whre – 12 million 6. Yanks pay off 100 million of debt 7. Yanks give Rafa 37 million to spend – Rafa buys another load of dross from Spain, Italy and else where! That's it!

    Read the article

  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

    Read the article

  • Computer Arithmetic - Binary for Decimal Numbers

    - by MarkPearl
    This may be of use to someone else doing this course… The Problem In the section on Computer Arithmetic it gives an example of converting -7.6875 to IEEE floating point format. I understand all the steps except for the first one, where it does the following... 7.6875 (base 10) = 111.1011 (base 2) I don't understand the conversion - I realize that 111 (base 2) = 7 (base 10), but how does the .6875 part relate to the .1011? Or am I totally off track with this? The Solution The fractional part of the decimal to binary conversion is done as follows: 0.6875 x 2 = 1.375 = 0.375 + 1 (Keep the 1 separate) 0.375 x 2   = 0.75   = 0.75    + 0 0.75 x 2    = 1.5      = 0.5      + 1 0.5 x 2     = 1.0       = 0.0       + 1 The bit pattern of 0s and 1s on the right-hand side gives you the fractional part. So 0.6875 (base 10) = .1011 (Base 2) See also Stallings, chapter 19.

    Read the article

  • Cannot mount Android phone and sync with Banshee

    - by Brett Alton
    I can't get my LG Optimus One to sync with Banshee. I read somewhere that the root needs to have an empty file called '.is_audio_player'. I did that and it still doesn't mount. I ran dmesg however and it appears that the card is unmounting before I even have a change to run Banshee. [ 7250.321359] usb 1-1.4: new high speed USB device using ehci_hcd and address 10 [ 7250.444795] scsi12 : usb-storage 1-1.4:1.0 [ 7251.567946] scsi 12:0:0:0: Direct-Access Multiple Card Reader 1.00 PQ: 0 ANSI: 0 [ 7251.568839] sd 12:0:0:0: Attached scsi generic sg3 type 0 [ 7252.232433] sd 12:0:0:0: [sdc] 15564800 512-byte logical blocks: (7.96 GB/7.42 GiB) [ 7252.233299] sd 12:0:0:0: [sdc] Write Protect is off [ 7252.233306] sd 12:0:0:0: [sdc] Mode Sense: 03 00 00 00 [ 7252.233309] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.235658] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.235666] sdc: sdc1 [ 7252.239132] sd 12:0:0:0: [sdc] Assuming drive cache: write through [ 7252.239140] sd 12:0:0:0: [sdc] Attached SCSI removable disk [ 7272.573437] usb 1-1.4: USB disconnect, address 10 Suggestions?

    Read the article

  • Render a 3D scene in multiple windows - extended panoramic view

    - by teodron
    Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in the end, the result should be a mosaic of the scene). My idea is to use a camera for each window and have a reference position and orientation for a meta-camera object that is used to correctly offset the other camera. Since there are quite some elements to consider (window specs, viewport properties, position-orientation of each render camera), what is the correct way to update the individual cameras considering the position and orientation of the central, meta-camera? I currently cannot make the cameras present the scene contiguously (and I am reluctant in working out the transformations without checking whether this is the actual way of doing things).

    Read the article

  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

    Read the article

  • Installing updates from hard drive [closed]

    - by Ajay
    I am using Oneiric Beta 2. Installed it yesterday. Then downloaded 350+ MB of updates and installed it. Then when I tried to auto-mount my drives using Storage manager, I screwed up and the system will boot right up to the Ubuntu Splash screen, then turn off. Anyways planning to reinstall Ubuntu again. But I do not want to have to download the updates again. I have a copy of all the downloaded update files with me. Can anyone tell me how I can install the updates from the hard drive without downloading them again ?? Thanks in advance.....

    Read the article

  • What You Said: Giving an Old Laptop a New Life

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your tips and tricks for breathing life into an old laptop, now we’re back to share your junk-bin sparing methods. Many of you worked to keep old laptops from getting scrapped by dusting them off and donating them. Mark writes: My acquaintances & friends give me their old computers when they buy a new one. So I disassemble, clean, install an opsys,and get internet working. I also upgrade memory, wireless, etc. from my parts bin. Then I give it to a poor person who needs a computer. Usually a single working mom with kids. I also do the same with old desktops as well. They really appreciate them and It gives me the satisfaction of resurrecting an old computer. Wbrown does the same: How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

    Read the article

  • How to remove options from right click menu?

    - by Someone Like You
    There was this question, which suggest the use of Nautilus actions So i installed that. I try to open it but it does not open. I'm not asking you to fix it since Ask Ubuntu is not a bug tracker. All bug reports here will be closed as off-topic Fair enough, and i don't have time to report bugs, anyway Nautilus actions doesn't seem to care about the bug, it was reported before no actions were taken. Thus I don't seem to care about Nautilus actions. My question is simple: I want to know is there any alternative to Nautilus actions, or even better, how to add/remove options from the right click menu manually (without using any other software).

    Read the article

  • Implementing movement on a grid

    - by Dvole
    I have a simple snake game, where I have other NPC snakes on the field. How do I calculate the movement of those other snakes so that they did not hit walls, and each other? So far I have it like this: I check for current coordinates and when there is a wall nearby I change direction to some other one. And so on, this way the snakes never collide the walls. But not actually colliding other snakes, how do I prevent this? I figured I could probe for the direction I'm heading and if there is anything there I would change direction too, but there is a set of situation where this won't work, for example if another snake will block off all exits later.

    Read the article

  • Why does Google Analytics show false referrals?

    - by Peter Merrill
    Ever since Google revamped their Analytics interface I've been noticing a weird "bug" while viewing the "Real-Time" overview area. From this area I can obviously see live stats of visitors to my website but when I visit my website by opening a new tab (Chrome) and manually visit website the real time stats sometimes look like the image linked below. http://i.stack.imgur.com/mfniY.png Is there any reason why Google is saying that I was referred by Stack Overflow when I'm visiting my website from a new tab? Could this be something do to with how I installed the analytics on my site or could this be an issue with browser cookies? Have anyone else noticed this? I am mainly concerned about this because in the standard reporting area of my Analytics panel my referral stats are getting thrown off every time I visit my own website.

    Read the article

  • How to completely shutdown Ati card

    - by Celso
    I would like to know how do i prevent my Ati card from turning on when i enter on ubuntu 11.10. My bios only lets-me shutdown intel hd card or leave the both on but i want to know if is possbible to completely shutdown without having to access to the bios.( if is possible to turn of without using Vgaswitcheroo even better!) My system is: Acer 3820tg-- intel core i3 350M, 2.26 Ghz L3, Ati Mobility Radeon HD 5470 up to 2138 MB hyper memory, 13,3" HD LED LCD, 4gb DDR3, SSD corsair 60GB sata 2. EDIT: I now know what is missing on the answers! I edited /etc/rc.local file and added the next lines: Sleep 3 echo ON /sys/kernel/debug/vgaswitcheroo/switch echo IGD /sys/kernel/debug/vgaswitcheroo/switch echo OFF /sys/kernel/debug/vgaswitcheroo/switch And then save the file and restart. It should be possible to use only the intel card now. By the way, i didn't blacklisted the radeon driver because doing it make my ati card wake up. (use it at your own risk. i only tested in my system)

    Read the article

  • Removing mdadm array and converting to regular disks while preserving data

    - by Jeffrey Kevin Pry
    I have a 6 disk (2TB each) mdadm RAID 5 volume created in Ubuntu 12.04 Server. However, I'm moving to a different solution and want to "unraid" my disks but keep the data. Only 50% is in use. From what I can surmise I basically have to do this recursively for each physical disk. Fail the disk Format the failed disk Move a portion of files to the new disk. Reshape the array Shrink the logical volume md0 This seems like a very time consuming process. Is there an easier way to do this (automatically perhaps) without buying new disks to temporarily hold the data? I am also aware that during this processing my RAID volume will be degraded and vulnerable the entire time. I am not too concerned about this and will be using battery backup and moving the most important files off first. Thank you for your help!

    Read the article

  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

    Read the article

  • 3 Ways to Normalize Sound Volume on Your PC

    - by Chris Hoffman
    If you’re constantly adjusting your computer’s volume while you watch videos or play music, there’s a better way. You can set a consistent volume level, either Windows-wide or in a specific program like VLC or your music player. Many applications have “volume normalization” or “loudness equalization” features built-in, including Windows itself. These features are often somewhat hidden and off the beaten path, so you won’t find them unless you go looking for them. HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now

    Read the article

  • Ubuntu 12.04 - after update it boots in command line only (no windows manager)

    - by ZSW
    I have Ubuntu 12.04, which has been working great for me since I installed it a year ago. Yesterday I ran the updates that update manager recommended. (Last time I ran updates before was about a week ago). After the updates were installed, it asked me to reboot. So I rebooted it, and then it stopped at login prompt (as a command line, with no windows). I logged in and tried to manually start the windows manager, and the screen went blank, and stayed blank I waited several minutes, and then turned it off. How can I figure out what is the problem? Which logs should I check?

    Read the article

  • Visual Studio 2010 Parody

    Last week my acting career got off the ground (and likely burned and crashed just as quickly). You can check out my Visual Studio meets The Pink Panther-like a totally tongue in cheek video right here. be gentle :-) Tim Heuer even has some behind the scenes photos he may share. ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • UDK/ UnrealScript class interaction? HUD advice?

    - by Holly
    Beginner basics requested here, While i'm familiar with the basics of OOP programming i've just started looking as UnrealScript for a game i had made in the UDK editor up to now. I have a class that extends UTHUD and another that extends UDKPAWN. I have the pawn destroyed when its been shot 3 times and some basic helloworld text displaying in my HUD but i'm completely lost as to how one would get some sort of feedback between the two classes going on? What i would like to do to start off, is have some text that says something like "Amount of baddies killed: 0" Displayed on the HUD which would then increment each time the player destroyed one of my pawns. I'm sorry if this is an inappropriate question but i've never really worked within a framework like this before and wasn't sure where to go for help to get my footing. All advice appreciated!

    Read the article

  • run a script on window switch (on alt-tabbing into/outof a particular app)

    - by hwjp
    I'd like to run a script whenever I switch into or out of a window. Specifically, I have a "toggle touchpad on/off" script, which i want to run whenever I switch into or out of gvim. so, is there any kind of hook for that? even something that can be run whenever alt-tab is detected, as long as it can tell what window you're going from/to? I'm using gnome-shell, if that makes any difference. [edit] Have started looking into gnome-shell-extensions, which seem to be written in javascript, so might not be too hard to hack one together myself...

    Read the article

  • SH404SEF URLs in Joomla 1.5

    - by Tao Bellamine
    I have two modules to play with urls, the global configuration module and the sh404sef module. The global config is set to "Sef urls: YES" and "mod rewrite enabled: YES" and the sh404sef is set "url optimization: NO". My problem is, even with "Sef urls" set in the global config, my urls still don't seem to be that "user friendly" so I turn on the "Url optimization" using the sh404sef module, and I get better descriptive urls. However, the problem I inherit from doing this is that my dynamically populated chronoforms get messed up (only the chrono forms, other forms are fine); These forms are now showing up at the homepage instead of their own reserved page. Here's an example: Old form "GOOD" url: http://www.mycraftwork.com/index.php?option=com_content&view=article&id=94 New optimized "BAD" URL: http://www.mycraftwork.com/handthrown-pottery/alladin-teapot/index.php?option=com_content&view=article&id=94 Any help would be GREATLY appreciated! I can even turn the sh404sef on and off if some people are interested in seeing the issue LIVE. Thanks!! Tao Bellamine

    Read the article

  • Dual Boot Windows 8 UEFI and Ubuntu 12.10

    - by 0x4a6f4672
    I have got a new Samsung Series 7 laptop with Windows 8 where I tried to install Ubuntu. It is a 64-Bit system which uses UEFI and has "Secure Boot" switched on in the BIOS by default. After I switched if off (and set it to "UEFI and CSM OS") I was able to install Ubuntu (Ubuntu 11.10, which recognized Windows as Windows Vista, although it is Windows 8), by booting from CD with Settings/Change PC Settings/General/Advanced Startup in Windows 8. But after the installation and the restart of the machine somehow ignored Ubuntu and booted only Windows 8. Then I tried to reinstall Ubuntu 12.10. It still only boots Windows 8. Then I tried Boot Repair, which was not really helpful. Any ideas how I can create a dual boot system with Windows 8 and Ubuntu 12.10 ? Here is the link that Boot Repair generated: http://paste.ubuntu.com/1368624/ Is it necessary to create an extra EFI partition with GParted?

    Read the article

  • One click access to bookmarked files?

    - by dunderhead
    On my Windows machine with just one click I can launch favourite or bookmarked files that I use on a daily basis, which is a great time-saver. Is there any way to do this with 11.10 Unity? Ideally I would like to right-click on an icon in the launcher and have a list of files appear that I could then left-click to launch, but I'd be happy for any simple solution. Please note that I am not referring to recently used files lists - these do not work at all because the bookmarked file will always drop off the bottom of any recently used file list.

    Read the article

  • Bluetooth not working and terminal has no command line, just a blank screen Ubuntu 12.04

    - by Josh
    I recently upgraded to 12.04 from 11.10 (ironically 11.10 had everything working, it was just laggy and jittery - now stuff isn't working on 12.04). I plug in my bluetooth dongle and the bluetooth symbol appears in the status bar top right, I can "Turn on bluetooth" and "Turn off bluetooth" here, but it has no effect overall on the status of bluetooth. When I go to Bluetooth settings I can't make it turn on. Also, as I have now discovered, my terminal has no command line for me to do anything with. There is absolutely nothing there... just a black, blank screen... Help?!

    Read the article

  • Is there much difference between X86 Assembly language on Windows and Linux?

    - by Logan545
    I'm a complete beginner at Assembly, and my aim is to learn as much as I can to do with Assembly to one day I can reach expert level (I know I'm way off right now, but you never know). My only problem is this: I've got two books which both teach assembly, one on a Linux and the other on Windows. They are Jeff Duntemann's Assembly Language Step By Step (the linux one) and Introduction to 80x86 Assembly Language and Computer Architecture (the windows version). If I want to get the best out of assembly, should I do this on linux and windows? Also, is the syntax the same on Windows and Linux or will I have teach my self again when learning on the other OS( which is my main concern, I want to be able to use assembly on windows and linux).

    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

< Previous Page | 195 196 197 198 199 200 201 202 203 204 205 206  | Next Page >