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  • Interacting with clients using project management systems

    - by Keyo
    I work in web development, that involves a lot of smaller custom projects rather than one large product. Requirements and specifications are always coming from outside the company. We've setup a ticket tracking system (Active Collab, which is rubbish compared to redmine btw) and given access to clients so they can submit issues. The idea being that less time is taken up with long phone conversations and emails. I think it can work really well if done right. However I'm not so sure it's always a good thing. Feature requests have gone up a lot on some projects. The system also needs to be friendly to non-developers while having the many features that developers use. Developers' tickets do not always map 1-to-1 with the tickets clients will create. So the requirements and broader tickets need to be separated from the more specific developer (specification) related tickets. Perhaps we could use two systems, one for clients to submit their requirements or describe a bug, and one for developers to create tickets like implement method x in class y. Maybe this can be achieved by structuring tickets into more appropriate categories or creating sub-tickets under a feature request ticket. I've briefly looked into Pivotal Tracker and it has a fundamentally different workflow. I would like to know how others are communicating with clients and keeping the technical workflow separate from the non-technical workflow. What tools do you use and how do you use them?

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  • Time management and self improvement

    - by Filip
    I hope I can open a discussion on this topic as this is not a specific problem. It's a topic I hope to get some ideas on how people in similar situation as mine manage their time. OK, I'm a single developer on a software project for the last 6-8 months. The project I'm working on uses several technologies, mainly .net stuff: WPF, WF, NHibernate, WCF, MySql and other third party SDKs relevant for the project nature. My experience and knowledge vary, for example I have a lot of experience in WPF but much less in WCF. I work full time on the project and im curios on how other programmers which need to multi task in many areas manage their time. I'm a very applied type of person and prefer to code instead of doing research. I feel that doing research "might" slow down the progress of the project while I recognize that research and learning more in areas which I'm not so strong will ultimately make me more productive. How would you split up your daily time in productive coding time and time to and experiment, read blogs, go through tutorials etc. I would say that Im coding about 90%+ of my day and devoting some but very little time in research and acquiring new knowledge. Thanks for your replies. I think I will adopt a gradual transition to Dominics block parts. I kinda knew that coding was taking up way to much of my time but it feels good having a first version of the project completed and ready. With a few months of focused hard work behind me I hope to get more time to experiment and expand my knowlegde. Now I only hope my boss will cut me some slack and stop pressuring me for features...

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  • Suggestions on bug lifecycle and release management

    - by Andrew Edgecombe
    Our group is currently analysing our procedures for managing formal software releases and integrating with a bug lifecycle. What bug lifecycle model do you use? And why? For example assume a that formal releases are generated for QA once per week. At what point do you mark bugs as resolved? When the developer has committed their changes? When the changes have been reviewed and merged into the release branch? When the formal release candidate has been created? And what process, or features of your bug tracking sofware, do you use for tracking this? Are there any tips/suggestions/recommendations that you can share?

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  • Grid Infrastructure Management Repository (GIMR) database now mandatory in Oracle GI 12.1.0.2

    - by Mike Dietrich
    During the installation of Oracle Grid Infrastructure 12.1.0.1 you've had the following option to choose YES/NO to install the Grid Infrastructure Management Repository (GIMR) database MGMTDB: With Oracle Grid Infrastructure 12.1.0.2 this choice has become obsolete and the above screen does not appear anymore. The GIMR database has become mandatory.  What gets stored in the GIMR? See the documentation here See the changes in Oracle Clusterware 12.1.0.2 here: Automatic Installation of Grid Infrastructure Management Repository The Grid Infrastructure Management Repository is automatically installed with Oracle Grid Infrastructure 12c release 1 (12.1.0.2). The Grid Infrastructure Management Repository enables such features as Cluster Health Monitor, Oracle Database QoS Management, and Rapid Home Provisioning, and provides a historical metric repository that simplifies viewing of past performance and diagnosis of issues. This capability is fully integrated into Oracle Enterprise Manager Cloud Control for seamless management. Furthermore what the doc doesn't say explicitly: The -MGMTDB has now become a single-tenant deployment having a CDB with one PDB This will allow the use of a Utility Cluster that can hold the CDB for a collection of GIMR PDBs When you've had already an Oracle 12.1.0.1 GIMR this database will be destroyed and recreated Preserving the CHM/OS data can be acchieved with OCULMON to dump it out into node view The data files associated with it will be created within the same disk group as OCR and VOTING  In a future release there may be an option offered to put in into a separate disk group Some important MOS Notes: MOS Note 1568402.1FAQ: 12c Grid Infrastructure Management Repository, states there's no supported procedure to enable Management Database once the GI stack is configured MOS Note 1589394.1How to Move GI Management Repository to Different Shared Storage(shows how to delete and recreate the MGMTDB) MOS Note 1631336.1Cannot delete Management Database (MGMTDB) in 12.1 -Mike

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  • release management system - architectural question

    - by Sonic Soul
    Every place i've worked created their own release process, and all of them worked pretty well, however it took pretty good effort (and often a dedicated team) to manage releases. I am currently at a new place, and about to design such a system, however this time the team is very lean and we won't have dedicated resources to releasing. It will be up to development manager until the system is proofed enough for other developers to use. we're using Subversion as code repository, Team City as the build server, Jira issue tracker, Oracle db. I was thinking about writing a basic workflow app, that will let developers create a new manifest which will specify the following items. release details (who, jira issues etc) workflow step (dev, test, uat, prod approved, prod released) source files that last item is where it can get hairy. especially with database scripts. Figured I'd ask if there is a good pattern, or off the shelf product that could help with the database part, or perhaps the whole process. I briefly tested Red Gate Oracle deployment tool, but it didn't work out as well as I had hoped (from 1 day of testing at least) Questions: I think I could get around releasing of our code with something like Octopus Deploy straight from Team City. I am not clear however, how I could create a simple database deployment part, that will track which version of which script (from subversion) has been deployed where. Is there already some utility I could utilize for navigating subversion to choose which scripts should be released, instead of writing one from scratch. I'd just need it to produce some manifest of paths + versions.

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  • Project Management - Asana / activeCollab / basecamp / alternative / none

    - by rickyduck
    I don't know whether this should be on programmers - I've been looking at the above three apps over the past few weeks just for myself and I'm in two minds. All three look good, are easy to use, and I came to this conclusion; Asana is the easiest to use ActiveCollab is the feature rich and easiest flow BaseCamp is the best UX / design But I didn't really find my workflow was any more quicker / efficient, in fact it was a bit slower and organized. Is there a realistic place for them in workflow - should programmers use them for themselves, or only when a project manager can take control of it?

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  • Oracle R12 Inventory Management New Features Wrap-Up

    - by [email protected]
    Webcast: Oracle R12 Inventory Management New FeaturesHeld March 31st, 2010 Oracle Inventory management is an integrated part of Oracle SCM (Supply Chain Management). In this session you will see a comprehensive look of changed feature in Oracle R12 Inventory Management. This session will highlight about the new features added and also explore there functionalities. This webinar recording will introduce you to the built-in features of Oracle R12 Inventory Management such as: OPM Inventory Convergence Multi-mode Inventory Management Material Traceability Fulfillment Optimization Extended Best Practices View Oracle R12 Inventory Management New Features Webinar Online, Click Here: http://www.iwarelogic.com/oracle-r12-inventory-management-new-features.htm

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  • OOW2012 Session: Identity Management and the Cloud

    - by Darin Pendergraft
    Cloud architecture and the agility and cost savings it provides are compelling reasons for companies to consider this alternative deployment option.  However, concerns about security keep customers from making the investment. If you are at Oracle Openworld 2012, please join us for a discussion about IDM and the Cloud - Wednesday,  October 3 @ 1:15 pm - 2:15 pm in Moscone West 3008. Mike Neuenschwander and Melody Liu from Oracle will host special guests John Houston from UPMC, Tim Patterson from CONAGRA Foods Inc., and John Hill from SaskTel as they discuss how customers are addressing security and identity issues in the cloud. Click the link for a full session description: session description

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  • GNOME lock screen (screensaver) is missing music controls

    - by oleg
    I have a custom Ubuntu 12.10 configuration (started out as a minimal installation of Ubuntu 12.04 with a number of other packages such as Gnome Shell selectively installed via apt-get and then upgraded to 12.10). (Almost) everything works just fine. However, the lock screen (Gnome screensaver) does not expose a UI to control music playback. Whenever I have Rhythmbox running in the background I cannot pause music playback without unlocking the screen. Obviously some package(s) or configuration bits are not present but I am not able to figure out what needs to be added or done in order to enable playback control in the lock screen. Any idea what I might be missing? Ideally I would not like to install Ubuntu desktop only to get music controls in the Gnome lock screen.

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  • Strict Pomodoro and other time management Chrome extensions

    - by kerry
    I have recently begun using the Pomodoro Technique to increase my productivity. However, I still find myself getting sucked in to the vortex of useless information that is the internet. With that in mind I began searching for a useful chrome extension to replace the Android Pomodoro app I have been using to manage my ‘doros. I even considered writing it myself. Luckily, I stumbled on one that had a similar featureset to what I was looking for. Strict Pomodoro is an excellent Chrome extension for practicing Pomodoro. Though lacking a few key features, such as the ability to set the duration of your pomodoros and breaks, it still has a key feature that helps me stay on task. It blocks time sucking websites. You can set filter lists and it will keep you from accessing them during a Pomodoro. Effectively reminding you to stay on task. Also, the author readily admits that it was quickly put together and new features may be added down the road. For now, it is still an excellent option. For those of you who do not practice Pomodoro but are trying to stay on task. The StayFocusd extension will effectively manage the amount of time you spend on useless (non-productive) sites. It also has a rich feature set that may be better for your work habits. OK, breaks over. Time to get back to work. 25 minutes at a time.

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  • The Basics of Project Management / Software Development

    - by Sam
    It suddenly struck me today that I have never developed any large application or worked with a team of programmers, and so am missing out a lot - both in terms of technical knowledge and the social-fun part of it. And I would like to rectify that - an idea is to start an open source group by training college students (for no charge) and developing some open source application with them. Please give me some basic advice on the whole process of how to (1) plan and (2) manage projects in a team. What new skill sets would you recommend? (I have read joel on software and 37 Signals, and got many insightful tips from them. But I'd like a little more technical knowledge ...) Background (freelancer, past 4+ years) - Computer engineer graphic / web designer online marketing moved on to programming in PHP, Perl, Python did Oracle DBA OCP training to understand DB's current self-assigned title - web application developer.

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  • Resource management question. Resource containing resource

    - by bobenko
    I have resource manager handling as usual resource loading, unloading etc. With resources such an images, mesh no problem. But what to do when I have resource containing other resource (for example spriteFont contains reference to sprite and letters description). Should that sprite be added to resource manager? Or my spriteFont must be the only owner of that resource? Any thoughts on this. Have you faced with such problem? Thanks in advance.

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  • Power & Sleep Management

    - by Espressofa
    I'm running 12.10 with xmonad. Trying to ensure that the right things happen when I close laptop lid, etc. I see Internet search results for similar issues that mostly point towards gnome-power-manager. I have the package installed, but gnome-power-manager is not in my path anywhere. The behavior I'm looking for is as following: Sleep on lid close Awaken on lid open Turn off screen after 10 idle minutes Most importantly, have better battery life. I'm supposed to be getting 9 hours and I haven't seen the battery life estimate above 2.5 hours yet. Any tips on where to look or how to configure this would be much appreciated.

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • Complex Release Vehicle Management

    - by Sharon
    I'm looking into improving our build and release system. We are a .Net/Windows shop, and I don't see any really good tools for Windows for generating the files that are to be dropped in patch or hotfix. We are currently using TFSBuild 2010 with Windows Workflows for our continuous integration builds as well as our daily full build which includes an Installshield package for deployment. What is a good way of generating the list of files to be included in a "patch" style release, where one does not redistribute all the files, but only those necessary to accomplish the necessary changes? Are there any open source tools that work well for this, or do teams usually roll their own? I have considered using Beyond Compare but I would prefer something open source. The file "patch" creation must be 100% automatable. Which release vehicles really ought to be patch style? And which releases should replace all system files related to our application? Assume we have a very large amount of resources necessary to maintain. Is there any established material that is trusted within the industry for strategies about this? I realize it is different for "enterprise" rather than with typical websites. I am looking more for "enterprise" strategies due to our product distribution style. tl;dr Looking for info on how to ship more reliable packages?

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  • State / Screen management in Entity Component Systems

    - by David Lively
    My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine. However, I've realized that I missed a crucial point when starting this thing: how do you handle different screens? At the moment, I have a GameManager class which owns a component manager and entity manager. When I create an entity, the entity manager assigns it an ID and makes sure it's tracked. When I modify the components that are assigned to an entity. an UpdateEntity method is called, which alerts each of the systems that they may need to add or remove the entity from their respective entity lists. A problem with this is that the collection of entities operated on by each system is determined solely by the individual Systems, typically based on a "required component" filter. (An entity has to have a Renderable component to be rendered, for instance.) In this situation, I can't just keep collections of entities per screen and only Update/Draw those collections. They'd have to either be added and removed depending on their applicability to the current screen, which would cause their associated components to be removed, or enable/disable entities in a group per screen to hide what's not supposed to be visible. These approaches seem like really, really crappy kludges. What's a good way to handle this? A pretty straightforward way that comes to mind is to create a separate GameManager (which in my implementation owns all of the systems, entities, etc.) per screen, which means that everything outside of the device context would be duplicated. That's bothersome because some things are always visible, or I might want to continue to display the game under a translucent menu window. Another option would be to add a "layer" key to the GameManager class, which could be checked against a displayable layer stack held by the game manager. *System.Draw() would be called for each active layer, in the required order as determined by the stack. When the systems request an iterator for their respective entity collections, it would be pre-filtered to a (cached) set of those entities that participate in the active layer. Those collections could be updated from the same UpdateEntity event that's already used to maintain each system's entity collections. Still, kinda feels like a hack. If I've coded myself into a corner, feel free to throw tomatoes as long as they're labeled with a helpful suggestion. Hooray for learning curves.

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  • New study shows supply chain cost management increased from 6.0% to 6.9%

    - by John Murphy
    A global survey of supply chain managers indicates that aggressively managing costs and creating a flexible supply chain are major factors for businesses in successfully growing market share as the economy rebounds. Results also show supply chain managers are investing in systems and developing partnerships that enable greater visibility with their supply chain partners. http://www.mhia.org/news/industry/11429/flexible-supply-chains-drive-growth-in-revenue-and-profit

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  • Dynamic audio score/music

    - by Joel Martinez
    I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the techniques to develop a system like this. I have some ideas, and I understand that this will be equally challenging to implement at the code level as it will be to come up or acquire music that fits this model. Any links or, answers with ideas in them would he appreciated. Edit: this is the kind of info I'm looking for :) http://halo.bungie.org/misc/gdc.2002.music/

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  • Is an Adnroid-based Phone a Suitable MP3 Player for Music Streamed over the Internet?

    - by James McFarland
    I am considering getting an HTC phone running Android from Verizon Wireless when I next upgrade my phone. I also have an online account with a music vendor, where I have rights to listen to my collection, but not download the MP3s. Further, I have an unlimited data plan and Wi-Fi, so I have full access to bandwidth volume without any concerns. I am especially interested in mounting my phone in a car kit, and streaming my online music to my car's sound system while driving. If you are experienced in this scenario, or have tried this scenario - Is is reasonable to expect my HTC Android phone to provide me with streaming music via my cell data plan anywhere I get cell service?

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Banshee keeps copying the same music files to my portable player over and over

    - by Dave M G
    I have Banshee 2.6.0, and I connect my Android phone by USB to sync my music collection of about 1500 songs. For the most part, it works reliably. However, on every sync, it deletes, and then recopies the same 62 songs each time. After that, everything works, and the sync completes successfully. As far as I can tell, these 62 songs are mostly recent additions to my collection, but not all of them, and I can't see any other commonality of significance. This is only a problem because the transfer speed when working within Banshee is quite slow, so this is eating up time. Sometimes I need to make a transfer and go, but I can't, because I'll have to wait for progress bars take their sweet time. I have tried to completely clear out the music files on the phone and resync. I have tried rescanning the music collection. What do I do to fix this irritation?

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  • Project Management Techniques (high level)

    - by Sam J
    Our software dev team is currently using kanban for our development lifecycles, and, from the reasonably short experience of a few months, I think it's going quite well (certainly compared to a few months ago when we didn't really have a methodology). Our team, however, is directed to do work defined by project managers (not software project managers, just general business), and they're using the PMBOK methodology. Question is, how does a traditional methodology like PMBOK, Prince2 etc fit with a lean software development methodology like kanban or scrum? Is it just wasting everyone's time as all the requirements are effectively drawn up to start with (although inevitably changed along the way)?

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  • What's the simplest way to get .flac music files into iTunes?

    - by Chris Adams
    I'm looking for a simple way to import .flac files into iTunes, so I can play them on my mac, and when I'm out, my iPhone, and I'm willing to be I'm not the first person to want to do this. What are the best tools for doing this? The quality of the music is useful, but truth be told, the speakers I'd play them on are so crappy that a lot of the sound quality in the .flac format would be lost anyway, so I'm not averse to converting to mp3 files. If it helps give any context, I'm using a Macbook with OS 10.5 Leopard, and iTunes 9, connected to a 16gb iPhone with standard apple headphones, which is sometimes plugged into Bose SoundDock for music, and the music files are piano performances. C

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