Search Results

Search found 6987 results on 280 pages for 'examples'.

Page 131/280 | < Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >

  • How to tell your boss that he's a bad programmer? [closed]

    - by Doe
    Possible Duplicate: How to tell your boss that his programming style is really bad? There was a question about the boss having a bad programming style (weird booleans, empty loops, etc.) Having a bad/weird style does not imply being a bad programmer, but my situation is different. My boss outputs some really nasty code for the project, on which we are working together (just two of us). Examples: functions that span over several screens (big screens - 1900 x 1200) Deeply nested Conditional and Loop statements (up to 10 levels!!) Too much static variables, singletons, and both (singleton class with all the methods and members also static) Sometimes the code committed to the version control system does not even compile! Copy-Paste code instead of separating it into an independent function. Fail all the deadlines. "This's [C#|Java|Python] it shouldn't be efficient, that's why we loop all over the haystack to find the needle." "This's C/C++, it's fast enough to loop all over the haystack to find the needle." There is much more to mention... But the worst is that I have to redo much of the stuff he does, my code, which I try to keep clean is often polluted with above-mentioned atrocities. He's reaching 30 soon, so all his skills are established, and I don't even know if it's possible to change something. I like the project, but sometimes I just want to quit...

    Read the article

  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

    Read the article

  • Responsive Design: Which Framework Should I Use? CSS3 & HTML5

    - by Jayhal
    I've been looking for a suitable set of HTML5/CSS3 foundation files to start new projects on. I started off piecing together my own files, but I believe I might be better served in finding a solid and fairly compatible(with me) CSS3/HTML5 framework and then tweaking certain things that may not best suit my own process. I'd love to find something that is responsive and that includes aspects focusing on layout, type(hor and vert baselines), form and interface components, cross-browser issues, and preferably built on something other than a just imple css reset, but that does include rebuilding elements consistently across browsers for a clean work slate. Extra features like polyfills or others area great, as is good documentation and examples. So far, off the top of my head I know of, Skeleton 1140 Grid 320 & Up (plus BP) HTML5 Boilerplate 2.0 and Mobile Inuit.css Less Framework Fluir Perkins.Less A few WP themes Are there any great one I don't know about? I work a lot in WP, and something that is easily incorporated (but also stand alone) is ideal. Plugins and wide set feature while maintaining the ability to cut it down when needed(flexibility) is also a big plus, and in par with a faster learning, since I want to start using whatever I find immediately . What are some of the better options you guys might be able to recommend? Systems or scripts, plugins, and other related tools are also welcome, Thanks!

    Read the article

  • c# scripting execution with xna (actions take more than 1 frame)

    - by user658091
    I'm trying to figure out how to implement c# scripting into my game (XNA with C#). I will be using C# as the scripting language. My question is, how to call functions that take more than 1 frame to finish? For example: class UserScript : Script { public override void execute(Game game) { //script must wait for dialog to be closed game.openDialog("This is a dialog"); //script should'nt wait for this int goldToGive = 100; goldToGive += 100; game.addGold(goldToGive); // //script should wait for cinematic to end game.startCinematic("name_of_cinematic"); //doesn't wait game.addGold(100); } } I found that you can do that with yield, but I'm not sure if it's the correct way (It's from 2010, the article mentioned no longer exists). http://stackoverflow.com/questions/3540231/implementing-a-simple-xml-based-scripting-language-for-an-xna-game Is yield the answer? If so, can anyone point me any examples/tutorials/books? I haven't found any regarding my situation. If not, what approach should I take? or am I better off with multi-threading?

    Read the article

  • JavaOne LAD Call for Papers

    - by Tori Wieldt
    JavaOne LAD Call for Papers closes next Friday, October 4. Here are Java Evangelist Steven Chin's top three reasons why you submit a session:1) Imagine a parallel world where Java is king. Where the government has mandated that all software be open-source and recognized Java as an official platform. That is exactly what happened in Brazil and it shows in all aspects of their country from government systems to TV standards.2) A JUG in Every Village - Brazil has the most user groups of any country in the world by a significant margin. "I've stayed after JavaOne to visit several cities and gotten a great audience whether it was a large city like Brasilia or Goiania, or a coastal town like Fortaleza, Salvador, or Maceio," Chin explains.3) A Community-Supported Conference - SouJava and the entire Brazilian user group community is active and involved with JavaOne Brazil, making it a really engaging regional JavaOne conference. Submissions should be: From the community, all proposals should be non-Oracle. Java-related topics (not technologies such as Flex, .NET, Objective C, etc... unless it's specifically a topic about how such things INTEGRATE with Java) Non-product pitches Interesting/innovative uses of Java Practical relevant case studies/examples/practices/etc. The call for papers will close on Friday, October 4, 2012 at 11:59 pm local time. We look forward to hearing from you!

    Read the article

  • What's a way to implement a flexible buff/debuff system?

    - by gkimsey
    Overview: Lots of games which RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." The specifics of each type of buff aren't really relevant. I'm looking for a (presumably object-oriented) way to handle arbitrary buffs. Details: In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc. Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded. Then each character could have a vector of buffs currently applied. Does this solution make sense? I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions". That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra. And there's more complicated situations that ideally I could control. I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want. As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language. Thoughts? Has anyone here designed a fairly robust buff system before?

    Read the article

  • Naming conventions: camelCase versus underscore_case ? what are your thoughts about it?

    - by poelinca
    I've been using underscore_case for about 2 years and I recently switched to camelCase because of the new job (been using the later one for about 2 months and I still think underscore_case is better suited for large projects where there are alot of programmers involved, mainly because the code is easyer to read). Now everybody at work uses camelCase because (so they say) the code looks more elegant . What are you're thoughts about camelCase or underscore_case p.s. please excuse my bad english Edit Some update first: platform used is PHP (but I'm not expecting strict PHP platform related answers , anybody can share their thoughts on which would be the best to use , that's why I came here in the first place) I use camelCase just as everibody else in the team (just as most of you recomend) we use Zend Framework which also recommends camelCase Some examples (related to PHP) : Codeigniter framework recommends underscore_case , and honestly the code is easier to read . ZF recomends camelCase and I'm not the only one who thinks ZF code is a tad harder to follow through. So my question would be rephrased: Let's take a case where you have the platform Foo which doesn't recommend any naming conventions and it's the team leader's choice to pick one. You are that team leader, why would you pick camelCase or why underscore_case? p.s. thanks everybody for the prompt answers so far

    Read the article

  • What did Rich Hickey mean when he said, "All that specificity [of interfaces/classes/types] kills your reuse!"

    - by GlenPeterson
    In Rich Hickey's thought-provoking goto conference keynote "The Value of Values" at 29 minutes he's talking about the overhead of a language like Java and makes a statement like, "All those interfaces kill your reuse." What does he mean? Is that true? In my search for answers, I have run across: The Principle of Least Knowledge AKA The Law of Demeter which encourages airtight API interfaces. Wikipedia also lists some disadvantages. Kevlin Henney's Imperial Clothing Crisis which argues that use, not reuse is the appropriate goal. Jack Diederich's "Stop Writing Classes" talk which argues against over-engineering in general. Clearly, anything written badly enough will be useless. But how would the interface of a well-written API prevent that code from being used? There are examples throughout history of something made for one purpose being used more for something else. But in the software world, if you use something for a purpose it wasn't intended for, it usually breaks. I'm looking for one good example of a good interface preventing a legitimate but unintended use of some code. Does that exist? I can't picture it.

    Read the article

  • How do I use an API?

    - by GRardB
    Background I have no idea how to use an API. I know that all APIs are different, but I've been doing research and I don't fully understand the documentation that comes along with them. There's a programming competition at my university in a month and a half that I want to compete in (revolved around APIs) but nobody on my team has ever used one. We're computer science majors, so we have experience programming, but we've just never been exposed to an API. I tried looking at Twitter's documentation, but I'm lost. Would anyone be able to give me some tips on how to get started? Maybe a very easy API with examples, or explaining essential things about common elements of different APIs? I don't need a full-blown tutorial on Stack Overflow; I just need to be pointed in the right direction. Update The programming languages that I'm most fluent in are C (simple text editor usually) and Java (Eclipse). In an attempt to be more specific with my question: I understand that APIs (and yes, external libraries are what I was referring to) are simply sets of functions. Question I guess what I'm trying to ask is how I would go about accessing those functions. Do I need to download specific files and include them in my programs, or do they need to be accessed remotely, etc.?

    Read the article

  • How should I create a mutable, varied jtree with arbitrary/generic category nodes?

    - by Pureferret
    Please note: I don't want coding help here, I'm on Programmers for a reason. I want to improve my program planning/writing skills not (just) my understanding of Java. I'm trying to figure out how to make a tree which has an arbitrary category system, based on the skills listed for this LARP game here. My previous attempt had a bool for whether a skill was also a category. Trying to code around that was messy. Drawing out my tree I noticed that only my 'leaves' were skills and I'd labeled the others as categories. Explanation of tree: The Tree is 'born' with a set of hard coded highest level categories (Weapons, Physical and Mental, Medical etc.). Fro mthis the user needs to be able to add a skill. Ultimately they want to add 'One-handed Sword Specialisation' for instance. To do so you'd ideally click 'add' with Weapons selected and then select One-handed from a combobox, then click add again and enter a name in a text field. Then click add again to add a 'level' or 'tier' first proficiency, then specialisation. Of course if you want to buy a different skill it's completely different, which is what I'm having trouble getting my head around let alone programming in. What is a good system for describing this sort of tree in code? All the other JTree examples I've seen have some predictable pattern, and I don't want to have to code this all in 'literals'. Should I be using abstract classes? Interfaces? How can I make this sort of cluster of objects extensible when I add in other skills not listed above that behave differently? If there is not a good system to use, if there a good process for working out how to do this sort of thing?

    Read the article

  • What language and topics should be covered when teaching non-CS college students how to program?

    - by michaelcarrano
    I have been asked by many of my non-computer science friends to teach them how to program. I have agreed to hold a seminar for them that will last for approximately 1 to 2 hours. My thoughts are to use Python as the language to teach them basic programming skills. I figured Python is relatively easier to learn from what I have researched. It is also a language I want to learn which will make holding this seminar all the more enjoyable. The topics I plan to cover are as followed: Variables / Arrays Logic - If else statements, switch case, nested statements Loops - for, while, do-while and nested loops Functions - pass by value, pass by reference (is this the correct terms for Python? I am mostly a C/C++ person) Object Oriented Programming Of course, I plan to have code examples for all topics and I will try to have each example flow into each other so that at the end of the seminar everyone will have a complete working program. I suppose my question is, if you were given 1 to 2 hours to teach a group of college students how to program, what language would you choose and what topics would you cover? Update: Thank you for the great feedback. I should have mentioned in my earlier post above that a majority of the students attending the seminar have some form of programming experience whether it was with Java or using Matlab. Most of these students are 3rd/4th year Engineering students who want to get a refresher on programming before they graduate.

    Read the article

  • How do you apply to a company way out of your league?

    - by emcb
    First, my background: I'm in the market for a new job I have ~2 years experience under my belt Nothing on my resume would JUMP out at you Thus far in my career I've been able to become productive quickly and have been continually praised by managers and coworkers for my abilities to learn and produce. I don't mean to be bragging here, but I want to get across that (at least in my mind) I could be categorized as "very promising young developer" I've been job hunting for a little while now and like most job seekers I've found a handful of companies that are basically "dream" jobs (think Fog Creek or 37Signals). If I were to apply to a company like that in the normal recruitment channels, my resume would probably not make it past the first set of filters. Now, I accept that I'm a longshot for a job at the hottest companies out there, but in my job search I've had a little success in applying for positions I'm not qualified for simply by doing something a little different: sending an email outlining how I don't meet the qualifications but stating why I would do well in the job anyways. In other cases, I've outright asked for a small project/problem that would be representative of the work to prove I can do the job, since I didn't have the specific skills on my resume yet. What I'm wondering is: If I'm not qualified on paper for a particular job, what creative/unique/impressive methods have you thought of or seen work to at least get an interview? For the sake of argument, assume I really am a "very promising young developer". I would love to hear from people who are responsible for hiring - I'd like to hear examples of techniques that got someone noticed when they otherwise wouldn't have. Clarification: I know that I need to continue building my resume to continue advancing. But I'm in the job search NOW, so I'm looking for other approaches

    Read the article

  • Automating repetitive game development tasks

    - by MrDatabase
    Disclaimer: this is an open-ended and kinda "far out" question Over the last few years I've made a few iPhone games. I use very common programs like Xcode and Illustrator to make the games. Lately I've become tired of repeating certain tasks over and over again. Here are some examples: in Xcode: "clean target, build, run" over and over again in Xcode: delete image resources and then import updated image resources (identical names) I'd like to automate these tasks in Xcode. Any ideas? I've done some automation in Photoshop using the "button mode" thing where you record a macro... that's been very useful. Here's the kinda wacky or "far out" part of the question: how can this automation be done via voice commands? (perhaps using a Nuance product or something) Here's an example of what I'd love to do via a few voice commands: Save artwork from illustrator at a user-specified size (@2x versions as well) Delete "someArt.png" and "[email protected]" from Xcode Add the updated versions of someArt.png to Xcode In Xcode: clean target, build, and run I know this question probably seems bizarre... but something like this could make certain things substantially easier for game developers. Edit: wonder if a combination of AppleScript and Nuance might work?

    Read the article

  • eSTEP Newsletter November 2011 now available

    - by uwes
    Dear Partners,We would like to inform you that the November issue of our Newsletter is now available.The issue contains informations to the following topics:Notes from Corporate: Magic Quadrant for Enterprise Application Servers, Oracle Buys RightNow Technical Corner: Oracle Solaris 11 – The First Cloud OS, Oracle Solaris 10 8/11 now available, New RAC/Containers certifications, DTrace and Container for Oracle Linux, Oracle Enterprise Manager Ops Center released, News from the Oracle Solaris Cluster, SPARC - New roadmap, T-Series Benchmarks Learning & Events: eSTEP Events Schedule, Recently Delivered TechCasts, Delivered Campaigns in 2011 How to ...: About Oracle Solaris Containers, Detailed feature comparison between the different versions of database 11g, Upgrade Advantage Program + table with examples, Sun Software Name ===> New Oracle Name, Oracle Linux and OVM Certification Search, TO YOUR ATTENTION - Repricing Servers and Xoptions You find the Newsletter on our portal under eSTEP News ---> Latest Newsletter. You will need to provide your email address and the pin below to get access. Link to the portal is shown below.URL: http://launch.oracle.com/PIN: eSTEP_2011Previous published Newsletters can be found under the Archived Newsletters section and more useful information under the Events, Download and Links tab. Feel free to explore and any feedback is appreciated to help us improve the service and information we deliver.Thanks and best regards,Partner HW Enablement EMEA

    Read the article

  • Models, collections...and then what? Processes?

    - by Dan
    I'm a LAMP-stack dev who's been more on the JavaScript side the last few years and really enjoying the Model + Collection approach to data entities that BackboneJS, etc. uses. It's helped me organize my code in such a way that it is extremely portable, keeping all my properties and methods in the scope (model, collection, etc.) in which they apply. One thing that keeps bugging me though is how to organize the next level up, the 'process layer' as you might call it, that can potentially operate on instances of either models or collections or whatever else. Where should methods like find() (which returns a collection) and create() (which returns a model) reside? I know some people would put a create() in the Collection prototype, but while a collection operates on models I don't think it's exactly right to create them. And while a find() would return a collection I don't think it correct to have that action within the collection prototype itself (it should be a layer up). Can anyone offer some examples of any patterns that employ some kind of OOP-friendly 'process' layer? I'm sorry if this is a fairly well-known discussion but I'm afraid I can't seem to find the terminology to search for.

    Read the article

  • How do I use an API?

    - by GRardB
    Background I have no idea how to use an API. I know that all APIs are different, but I've been doing research and I don't fully understand the documentation that comes along with them. There's a programming competition at my university in a month and a half that I want to compete in (revolved around APIs) but nobody on my team has ever used one. We're computer science majors, so we have experience programming, but we've just never been exposed to an API. I tried looking at Twitter's documentation, but I'm lost. Would anyone be able to give me some tips on how to get started? Maybe a very easy API with examples, or explaining essential things about common elements of different APIs? I don't need a full-blown tutorial on Stack Overflow; I just need to be pointed in the right direction. Update The programming languages that I'm most fluent in are C (simple text editor usually) and Java (Eclipse). In an attempt to be more specific with my question: I understand that APIs (and yes, external libraries are what I was referring to) are simply sets of functions. Question I guess what I'm trying to ask is how I would go about accessing those functions. Do I need to download specific files and include them in my programs, or do they need to be accessed remotely, etc.?

    Read the article

  • Assignments in mock return values

    - by zerkms
    (I will show examples using php and phpunit but this may be applied to any programming language) The case: let's say we have a method A::foo that delegates some work to class M and returns the value as-is. Which of these solutions would you choose: $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue('baz')); $obj = new A($mock); $this->assertEquals('baz', $obj->foo()); or $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue($result = 'baz')); $obj = new A($mock); $this->assertEquals($result, $obj->foo()); or $result = 'baz'; $mock = $this->getMock('M'); $mock->expects($this->once()) ->method('bar') ->will($this->returnValue($result)); $obj = new A($mock); $this->assertEquals($result, $obj->foo()); Personally I always follow the 2nd solution, but just 10 minutes ago I had a conversation with couple of developers who said that it is "too tricky" and chose 3rd or 1st. So what would you usually do? And do you have any conventions to follow in such cases?

    Read the article

  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

    Read the article

  • Memory allocation strategy for the vertex buffers (DirectX 10/11)

    - by Alex
    I have the following question. I write CAD system. So I have a 3D scene and there are many different objects (walls, doors, windows and so on). User can add or delete some objects. The question is: how can I organise the keeping of vertices for all my objects. I can create vertex buffer for every object. But I think drawing/switching from one buffer to another would have performance penalty. Another way - I can create several big buffers for every object type. But I don't understand how to update such buffers. It is too big to update whole buffer (for example buffer for all walls). What I need to do if I want to delete the object from the middle of the buffer? Actually I have the similar question: http://stackoverflow.com/questions/5515700/how-to-properly-update-vertex-buffers-in-directx-10 Most examples I've found work with very static models. Therefore, they tend to create a single vertex buffer with their list of points, and then are just manipulated by matrix transformations. I, on the other hand, will be updating the scene very often.

    Read the article

  • Save Actions in NetBeans IDE 7.3

    - by Geertjan
    Several developers, especially those familiar with equivalent functionality in Eclipse, have been asking for so-called "Save Actions", that is, support for actions that are automatically performed when a file is saved. Here's the related NetBeans issue: http://netbeans.org/bugzilla/show_bug.cgi?id=140719   In NetBeans IDE 7.3, the issue is resolved as follows: A new "On Save" tab is found in the "Editor" tab of the Options window. Defaults for all languages are set via the "All Languages" item in the drop-down. Here, for all languages, you can specify what kind (all, none, or only modified lines) of formatting and space removal will occur automatically when a file is saved: Via the drop-down, you see all the languages supported by the IDE: You can pick a language and then override the default On Save settings: Per language, there may be additional On Save settings. For example, for Java, you can specify that, when saving a Java file, unused import statements should be removed and/or the rules you've set for organizing import statements should be applied: There's also a set of new NetBeans IDE APIs for adding new On Save functionality via custom plugins. Via MIME type registration of OnSaveTask.Factory, you can register new On Save actions that will be run for files conforming to the relevant MIME type. There's also extensions via the Editor Options API for registering new panels (one per language) to the On Save panel in the Options window. I'll demonstrate some examples of the APIs in upcoming blog entries.

    Read the article

  • Serializing network messages

    - by mtsvetkov
    I am writing a network wrapper around boost::asio and was wondering what is a good and simple way to serialize my messages. I have a message factory which can take care of dispatching the data to the correct builder, but I want to know if there are any established solutions for getting the binary data on the sender side and consequently passing the data for deserialization on the receiver end. Some options I've explored are: passing a pointer to a char[] to the serialize/deserialize functions (for serialize to write to, and deserialize to read from), but it's difficult to enforce buffer size this way; building on that, I decided to have the serialize function return a boost::asio::mutable_buffer, however ownership of the memory gets blurred between multiple classes, as the network wrapper needs to clean up the memory allocated by the message builder. I have also seen solutions involving streambuf's and stringstream's, but manipulating binary data in terms of its string representation is something I want to avoid. Is there some sort of binary stream I can use instead? What I am looking for is a solution (preferrably using boost libs) that lets the message builder dictate the amount of memory allocated during serialization and what that would look like in terms of passing the data around between the wrapper and message factory/message builders. PS. Messages contain almost exclusively built-in types and PODs and form a shallow but wide hierarchy for the sake of going through a factory. Note: a link to examples of using boost::serialization for something like this would be appreciated as I'm having difficulties figuring out the relation between it and buffers.

    Read the article

  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

    Read the article

  • When does a programmer know when a new job is not right?

    - by Mysterion
    I believe that the interview process is a selling of both parties - what can the employee offer the employer and vice versa. Assuming an individual has been careful in selecting their new employer (via thorough questioning in the interview process), however when they arrive at the job they find the employer has not been honest about certain aspects of the job. Examples of this dishonesty could include: The employee making it clear that technical excellence is an important factor, which is promised by the employer, but is not fully delivered or a good technical structure does not exist. The employee states they want to work on well architected and short (lets say less than 1 yr) long projects, yet when they start they find they are placed on a poorly architected older project. The employee being told of a pair programming environment to get him up to speed on the project, but being left to his own devices/questioning on arrival. The employee is promised a culture that encourages innovation and technical excellence but finds that this is not the case (eg. using technology for knowledge retention is laughed at). I know that a lot of famous developers feel that you make the place you work at. Is it realistic for a new employee with limited experience in the industry (say less than 5 years) to be able to join the company and change attitudes or even challenge the employer on the perceived dishonesty? Should they stay in this job or cut their losses?

    Read the article

  • Choosing an open source license such that maximum value is added to a startup

    - by echo-flow
    There are many companies that produce open source software products, and many business models that these companies can use. I'm particularly interested in companies like 280 North, the company behind Objective-J and Cappucino frameworks. My understanding of this organization's business model is that they: worked to develop a tool which added significant value to developers, released the tool under an open source license, built a community around the tool (which was helped by the project's open source licensing), created interesting demos illustrating the project's value All of these things added value to the project, and the company that owned it. Finally, 280 North was sold to Motorola. My question has to do with the role of software licensing in this particular business model. 280 North licensed their software projects under the LGPL, which gave them some proprietary control over how the project could be used. I believe that the LGPL is what's known as a "weak copyleft" license, meaning that the project can be linked to, without the linking code also being licensed under the LGPL; but software derived directly from the project would need to be licensed under the LGPL. For web-oriented libraries in particular, weak copyleft, or non-copyleft licensing seems to be quite common; I can't think of a single example of a popular or well-known web-oriented library that is licensed under the GPL (or AGPL). The question then, is, how much value would a weak copyleft license like the LGPL add to a software venture like 280 North, versus a non-copyleft license, such as the BSD license or the Apache Software License? I'd really appreciate any insight anyone can offer into this, but I'd be most interested in answers that can cite other companies as case studies or examples.

    Read the article

  • To Virtual or Not to Virtual

    - by Kevin Shyr
    I recently made a comment "I hate everything virtual" while responding to a SQL server performance question.  I then promptly fired up my Hyper-V development environment to do my proof of concept stuff, and realized that I made the cardinal sin of making a generalized comment about something, instead of saying "It depends". The bottom line is if the virtual environment gives the throughput that the server needs, then it is not that big of a deal.  I just have seen so many environment set up with SQL server sitting in virtual environment sitting in a SAN, so on top of having to plan for loss data, I now have to plan for my virtual environment failing for so many different reasons, thought SQL 2012 High Availability Group should make that easier.  To me, a virtual environment makes sense for a stateless application with big scalibility requirement, but doesn't give much benefit to an application where performance and data integrity are both important.  If security is not a concern, I would just build servers with multiple instances on them to balance the workload. Maybe this is also too generalized a comment, and I'll confess that I'm not a DBA by trade.  I'd love to hear the pros and cons of virtualizing a SQL server, or other examples where virtualization makes total sense (not just money, but recovery, rollback, etc.)

    Read the article

< Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >