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  • Python bindings for C++ code using OpenCV giving segmentation fault

    - by lightalchemist
    I'm trying to write a python wrapper for some C++ code that make use of OpenCV but I'm having difficulties returning the result, which is a OpenCV C++ Mat object, to the python interpreter. I've looked at OpenCV's source and found the file cv2.cpp which has conversions functions to perform conversions to and fro between PyObject* and OpenCV's Mat. I made use of those conversions functions but got a segmentation fault when I tried to use them. I basically need some suggestions/sample code/online references on how to interface python and C++ code that make use of OpenCV, specifically with the ability to return OpenCV's C++ Mat to the python interpreter or perhaps suggestions on how/where to start investigating the cause of the segmentation fault. Currently I'm using Boost Python to wrap the code. Thanks in advance to any replies. The relevant code: // This is the function that is giving the segmentation fault. PyObject* ABC::doSomething(PyObject* image) { Mat m; pyopencv_to(image, m); // This line gives segmentation fault. // Some code to create cppObj from CPP library that uses OpenCV cv::Mat processedImage = cppObj->align(m); return pyopencv_from(processedImage); } The conversion functions taken from OpenCV's source follows. The conversion code gives segmentation fault at the commented line with "if (!PyArray_Check(o)) ...". static int pyopencv_to(const PyObject* o, Mat& m, const char* name = "<unknown>", bool allowND=true) { if(!o || o == Py_None) { if( !m.data ) m.allocator = &g_numpyAllocator; return true; } if( !PyArray_Check(o) ) // Segmentation fault inside PyArray_Check(o) { failmsg("%s is not a numpy array", name); return false; } int typenum = PyArray_TYPE(o); int type = typenum == NPY_UBYTE ? CV_8U : typenum == NPY_BYTE ? CV_8S : typenum == NPY_USHORT ? CV_16U : typenum == NPY_SHORT ? CV_16S : typenum == NPY_INT || typenum == NPY_LONG ? CV_32S : typenum == NPY_FLOAT ? CV_32F : typenum == NPY_DOUBLE ? CV_64F : -1; if( type < 0 ) { failmsg("%s data type = %d is not supported", name, typenum); return false; } int ndims = PyArray_NDIM(o); if(ndims >= CV_MAX_DIM) { failmsg("%s dimensionality (=%d) is too high", name, ndims); return false; } int size[CV_MAX_DIM+1]; size_t step[CV_MAX_DIM+1], elemsize = CV_ELEM_SIZE1(type); const npy_intp* _sizes = PyArray_DIMS(o); const npy_intp* _strides = PyArray_STRIDES(o); bool transposed = false; for(int i = 0; i < ndims; i++) { size[i] = (int)_sizes[i]; step[i] = (size_t)_strides[i]; } if( ndims == 0 || step[ndims-1] > elemsize ) { size[ndims] = 1; step[ndims] = elemsize; ndims++; } if( ndims >= 2 && step[0] < step[1] ) { std::swap(size[0], size[1]); std::swap(step[0], step[1]); transposed = true; } if( ndims == 3 && size[2] <= CV_CN_MAX && step[1] == elemsize*size[2] ) { ndims--; type |= CV_MAKETYPE(0, size[2]); } if( ndims > 2 && !allowND ) { failmsg("%s has more than 2 dimensions", name); return false; } m = Mat(ndims, size, type, PyArray_DATA(o), step); if( m.data ) { m.refcount = refcountFromPyObject(o); m.addref(); // protect the original numpy array from deallocation // (since Mat destructor will decrement the reference counter) }; m.allocator = &g_numpyAllocator; if( transposed ) { Mat tmp; tmp.allocator = &g_numpyAllocator; transpose(m, tmp); m = tmp; } return true; } static PyObject* pyopencv_from(const Mat& m) { if( !m.data ) Py_RETURN_NONE; Mat temp, *p = (Mat*)&m; if(!p->refcount || p->allocator != &g_numpyAllocator) { temp.allocator = &g_numpyAllocator; m.copyTo(temp); p = &temp; } p->addref(); return pyObjectFromRefcount(p->refcount); } My python test program: import pysomemodule # My python wrapped library. import cv2 def main(): myobj = pysomemodule.ABC("faces.train") # Create python object. This works. image = cv2.imread('61.jpg') processedImage = myobj.doSomething(image) cv2.imshow("test", processedImage) cv2.waitKey() if __name__ == "__main__": main()

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  • CodePlex Daily Summary for Thursday, June 10, 2010

    CodePlex Daily Summary for Thursday, June 10, 2010New Projectscab mgt: j mmmjk kjkjCAML Generator: CAMLBuilder makes it easier for generating CAML Query from code. It can be extensively used while Sharepoint Customization thru code. You no longer...Cloud Business Services: ISV Application Accelerator for business management of Cloud Applications build on Windows Azure or any hosting platform. Cloud Business Services ...Community Server 2.1 to WordPress WXL Exporter: This is a simple program to export all CS 2.1 posts and tags by a particular user to WordPress WXL format. DbIdiom for ADO.NET Core: DbIdiom is a set of idioms to use ADO.NET Core (without Dataset) easily.dotsoftRAID: This project is a software for using RAID on windows without special hardware ("Software RAID").DTSRun Job Runner: DTSJobRun makes it easier for SQL Server Developer to control DTS Job through 3rd party execution manager or process control or monitoring control ...Easy Share: Folder sharing is an indispensable part of our professional life. 'EasyShare' is a folder share creation, deletion and editing tool with integrated...elmah2: A project inspired by elmah (http://code.google.com/p/elmah/) The primary goals of this project are -> A plugin style architecture for logging ...Entropy: Entropy is a component for implementing undo/redo for object models. Entropy implements undo/redo with the memento pattern at the object level so t...eXtremecode Generator: eXtremecode generator is a code generator which makes it easier for asp.net developers to generate a well formed asp.net application by giving it j...GreenBean Script: GreenBean Script is a .NET port of the game-focussed scripting language, GameMonkey Script (http://www.somedude.net/gamemonkey) The first release ...IMAP POP3 SMTP Component for .NET C#, VB.NET and ASP.NET: The Ultimate Mail Component offers a comprehensive interface for sending, receiving e-mail messages from a server and managing your mailbox remotel...PRISM LayoutManager / WindowManager: A layout manager for PRISMSharePoint 2010 Taxonomy Import Utility: Build SharePoint 2010 taxonomies from XML. The SharePoint 2010 Taxonomy Import Utility allows taxonomy authors to define complete taxonomies in XML...SharePoint Geographic Data Visualizer: SharePoint Geographic Data Visualizer includes an Asp.Net server control and Microsoft Sharepoint web part which your users can use to visualize an...Silverlight Reporting: Silverlight Reporting is a simple report writer test bed for Silverlight 4+. The intent is to provide the basics of report writing while being flex...SSIS Expression Editor & Tester: An expression editing and testing tool for SQL Server Integration Services (SSIS). It also offers a reusable editor control for custom tasks or oth...STS Federation Metadata Editor: This is a federation metadata editor for Security Token Services (STS). STSs can be created on any platform (as long as it's based on the oasis sta...WebShopDiploma: WebShopDiploma is a sample application.WEI Share: WEI Share is an application for sharing your Windows Experience Index (WEI) scores from Windows 7 with others in the community. The data can be exp...New Releases.NET Transactional File Manager: 1.1.25: Initial CodePlex release. Code from Chinh's blog entry, plus bug fixes including one from "Mark".Active Directory Utils: Repldiag 2.0.3812.27900: Addressed a bug where lingering objects could not be cleaned due to unstable replication topologies resulting from the reanimation of lingering obj...Ajax ASP.Net Forum: developer.insecla.com-forum_v0.1.3: VERSION: 0.1.3 FEATURES Same as 0.1.2 with some bugs fixed: - Now the language/cultures DropDownList selectors works showing the related lang/cult...BigfootMVC: Development Environment Setup DNN 5.4.2: This is DNN development environment setup including the dabase. Does not include the TimeMaster / BigfootMVC code. BigfootMVC is in the source cont...CAML Generator: Version 1.0: Version 1.0 has been released. It is available for download. Version is stable and you can use it. If you have any concerns then please post issue...Community Forums NNTP bridge: Community Forums NNTP Bridge V35: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has ad...Community Server 2.1 to WordPress WXL Exporter: CStoWXL_v1.0: First (and probably only) release. Exports posts and tags bases on supplied user name. Does not do comments or attachments. To run, do the followin...DbIdiom for ADO.NET Core: DBIdiom for ADO.NET Core 1.0: DBIdiom for ADO.NET Core 1.0DocX: DocX v1.0.0.9: ImportantA bug was found in Table.SetDirection() by Ehsan Shahshahani. I have fixed this bug and updated version 1.0.0.9 of DocX. I did not want to...Easy Share: EasyShare ver 1.0: Version 1.0 of Easy Folder Share toolEnterprise Library Extensions: Release 1.2: This release contains Windows Communication Foundation service behavior which makes it possible to resolve services using Unity either by applying ...Excel-Dna: Excel-Dna Version 0.26: This version adds initial support for the following: Ribbon support for Excel 2007 and 2010 and hierarchical CommandBars for pre-2007 versions. D...Exchange 2010 RBAC Editor (RBAC GUI) - updated on 6/09/2010: RBAC Editor 0.9.4.2: only small GUI fixes; rest of the code is almost same with version 0.9.4.1 Please use email address in About menu of the tool for any feedback and...eXtremecode Generator: eXtremecode Generator 10.6: Download eXtremecode Generator. Open Connections.config file from eXDG folder. Define required connections in Connections.config file. (multi...FAST for Sharepoint MOSS 2010 Query Tool: Version 1.1: Added Search String options to FQL Added options for Managed Property queryGiving a Presentation: RC 1.2: This new release includes the following bug fixes and improvements: Bug fix: programs not running when presentation starts are not started when pre...HKGolden Express: HKGoldenExpress (Build 201006100300): New features: User can add emotion icons when posting new message or reply to message. Bug fix: (None) Improvements: (None) Other changes: C...IMAP POP3 SMTP Component for .NET C#, VB.NET and ASP.NET: Build 519: Contains source code for IMAP WinForms Client, POP3 WinForms Client, and SMTP Send Mail Client. Setup package for the lib is also included.Liekhus ADO.NET Entity Data Model XAF Extensions: Version 1.1.1: Compiled the latest bits that took care of some of the open issues and bugs we have found thus far.manx: manx data 1.1: manx data 1.1 Updated manx data. Includes language and mirror table data.MEDILIG - MEDICAL LIFE GUARD: MEDILIG 20100325: Download latest release from Sourceforge at http://sourceforge.net/projects/mediligMiniCalendar Web Part: MiniCalendar WebPart v1.8.1: A small web part to display links to events stored in a list (or document library) in a mini calendar (in month view mode). It shows tooltips for t...Mytrip.Mvc: Mytrip.Mvc 1.0.43.0 beta: Mytrip.Mvc 1.0.43.0 beta web Web for install hosting System Requirements: NET 4.0, MSSQL 2008 or MySql (auto create table to database) Mytrip.Mv...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel 2007 Template, version 1.0.1.126: The NodeXL Excel 2007 template displays a network graph using edge and vertex lists stored in an Excel 2007 workbook. What's NewThis version fixes...Oxygen Smil Player: OxygenSmilPlayer 1.0.0.1a: Second Alpha UploadPowerAuras: PowerAuras V3.0.0K Beta1: New Auras: Item Name Equipment Slot TrackingPowerExt: v1.0 (Alpha 2): v1.0 (Alpha 2). PowerExt can display information such as assembly name, assembly version, public key etc in Explorer's File Properties dialog.Powershell Scripts for Admins: PowerBizTalk 1.0: BizTalk PowerShelll Module allows you to control : Action Component Start Stop Get Enlist Unenlist Remove Applications x...Refix - .NET dependency management: Refix v0.1.0.75 ALPHA: Latest updated version now supports a remote repository, an implementation of which is supplied as an ASP.NET MVC website.Resonance: TrainNode Service Beta: Train Node Service binary setup packageSCSM Incident SLA Management: SCSM Incident SLA Management Version 0.2: This is the first release of the SCSM SLA Management solution. It is an 'beta' release and has only been tested by the developers on the project. T...secs4net: Release 1.01: Remove System.Threading.dll(Rx included) dependence. SML releated function was move out.SharePoint 2010 Managed Metadata WebPart: Taxonomy WebPart 0.0.2: Applied fix to support Managed Metadata fields that allow multiple values.SharePoint 2010 Taxonomy Import Utility: TaxonomyBuilder Version 1: Initial ReleaseThis release includes full XML to Term Store import capabilities. See roadmap for more information. Please read release license prio...SharePoint Geographic Data Visualizer: Source Code: Source CodeSOAPI - StackOverflow API Parser/Wrapper Generator: SOAPI Beta 1: Beta 1 release. API parser/generator, JavaScript, C#/Silverlight wrapper libraries. Up to the hour current generated files can be found @ http://s...SSIS Expression Editor & Tester: Expression Editor and Tester: Initial release of expression editor tool and editor control. Download and extract the files to get started, no install required.STS Federation Metadata Editor: Version 0.1 - Initial release: This is the initial release of the editor. It contains all the basic functionallity but doesn't support multiple contact persons and multiple langu...SuperSocket: SuperSocket(0.0.1.53867): This release fixed some bugs and added a new easy sample. The source code of this release include: Source code of SuperSocket A remote process c...thinktecture Starter STS (Community Edition): StarterRP v1.1: Cleaned up version with identity delegation sample (in sync with StarterSTS v1.1)thinktecture Starter STS (Community Edition): StarterSTS v1.1: New stable version. Includes identity delegation support.VCC: Latest build, v2.1.30609.0: Automatic drop of latest buildWatermarker.NET: 0.1.3812: Stability fixWouter's SharePoint Demo Land: Navigation Service with WCF Proxy: A SharePoint 2010 Service Application that uses WCF service proxies to relay commands to the actual service.Xna.Extend: Xna.Extend V1.0: This is the first stable release of the Xna.Extend Library. Source code and Dynamic Link Libraries (DLLs) are available with documentation. This ve...Yet Another GPS: YaGPS Beta 1: Beta 1 Release Fix Installer Default Folder Fix Sound Language Folder Problem Fix SIP Keyboard Focus Error Add Arabic Sound Language Add Fr...Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesASP.NETMost Active ProjectsCommunity Forums NNTP bridgepatterns & practices – Enterprise LibraryjQuery Library for SharePoint Web ServicesRhyduino - Arduino and Managed CodeBlogEngine.NETNB_Store - Free DotNetNuke Ecommerce Catalog ModuleMediaCoder.NETAndrew's XNA Helperssmark C# LibraryRawr

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  • PyML 0.7.2 - How to prevent accuracy from dropping after storing/loading a classifier?

    - by Michael Aaron Safyan
    This is a followup from "Save PyML.classifiers.multi.OneAgainstRest(SVM()) object?". The solution to that question was close, but not quite right, (the SparseDataSet is broken, so attempting to save/load with that dataset container type will fail, no matter what. Also, PyML is inconsistent in terms of whether labels should be numbers or strings... it turns out that the oneAgainstRest function is actually not good enough, because the labels need to be strings and simultaneously convertible to floats, because there are places where it is assumed to be a string and elsewhere converted to float) and so after a great deal of hacking and such I was finally able to figure out a way to save and load my multi-class classifier without it blowing up with an error.... however, although it is no longer giving me an error message, it is still not quite right as the accuracy of the classifier drops significantly when it is saved and then reloaded (so I'm still missing a piece of the puzzle). I am currently using the following custom mutli-class classifier for training, saving, and loading: class SVM(object): def __init__(self,features_or_filename,labels=None,kernel=None): if isinstance(features_or_filename,str): filename=features_or_filename; if labels!=None: raise ValueError,"Labels must be None if loading from a file."; with open(os.path.join(filename,"uniquelabels.list"),"rb") as uniquelabelsfile: self.uniquelabels=sorted(list(set(pickle.load(uniquelabelsfile)))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; self.classifiers=[]; for classidx, classname in enumerate(self.uniquelabels): self.classifiers.append(PyML.classifiers.svm.loadSVM(os.path.join(filename,str(classname)+".pyml.svm"),datasetClass = PyML.VectorDataSet)); else: features=features_or_filename; if labels==None: raise ValueError,"Labels must not be None when training."; self.uniquelabels=sorted(list(set(labels))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; points = [[float(xij) for xij in xi] for xi in features]; self.classifiers=[PyML.SVM(kernel) for label in self.uniquelabels]; for i in xrange(len(self.uniquelabels)): currentlabel=self.uniquelabels[i]; currentlabels=['+1' if k==currentlabel else '-1' for k in labels]; currentdataset=PyML.VectorDataSet(points,L=currentlabels,positiveClass='+1'); self.classifiers[i].train(currentdataset,saveSpace=False); def accuracy(self,pts,labels): logger=logging.getLogger("ml"); correct=0; total=0; classindexes=[self.labeltoindex[label] for label in labels]; h=self.hypotheses(pts); for idx in xrange(len(pts)): if h[idx]==classindexes[idx]: logger.info("RIGHT: Actual \"%s\" == Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])); correct+=1; else: logger.info("WRONG: Actual \"%s\" != Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])) total+=1; return float(correct)/float(total); def prediction(self,pt): h=self.hypothesis(pt); if h!=None: return self.uniquelabels[h]; return h; def predictions(self,pts): h=self.hypotheses(self,pts); return [self.uniquelabels[x] if x!=None else None for x in h]; def hypothesis(self,pt): bestvalue=None; bestclass=None; dataset=PyML.VectorDataSet([pt]); for classidx, classifier in enumerate(self.classifiers): val=classifier.decisionFunc(dataset,0); if (bestvalue==None) or (val>bestvalue): bestvalue=val; bestclass=classidx; return bestclass; def hypotheses(self,pts): bestvalues=[None for pt in pts]; bestclasses=[None for pt in pts]; dataset=PyML.VectorDataSet(pts); for classidx, classifier in enumerate(self.classifiers): for ptidx in xrange(len(pts)): val=classifier.decisionFunc(dataset,ptidx); if (bestvalues[ptidx]==None) or (val>bestvalues[ptidx]): bestvalues[ptidx]=val; bestclasses[ptidx]=classidx; return bestclasses; def save(self,filename): if not os.path.exists(filename): os.makedirs(filename); with open(os.path.join(filename,"uniquelabels.list"),"wb") as uniquelabelsfile: pickle.dump(self.uniquelabels,uniquelabelsfile,pickle.HIGHEST_PROTOCOL); for classidx, classname in enumerate(self.uniquelabels): self.classifiers[classidx].save(os.path.join(filename,str(classname)+".pyml.svm")); I am using the latest version of PyML (0.7.2, although PyML.__version__ is 0.7.0). When I construct the classifier with a training dataset, the reported accuracy is ~0.87. When I then save it and reload it, the accuracy is less than 0.001. So, there is something here that I am clearly not persisting correctly, although what that may be is completely non-obvious to me. Would you happen to know what that is?

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  • PyML 0.7.2 - How to prevent accuracy from dropping after stroing/loading a classifier?

    - by Michael Aaron Safyan
    This is a followup from "Save PyML.classifiers.multi.OneAgainstRest(SVM()) object?". The solution to that question was close, but not quite right, (the SparseDataSet is broken, so attempting to save/load with that dataset container type will fail, no matter what. Also, PyML is inconsistent in terms of whether labels should be numbers or strings... it turns out that the oneAgainstRest function is actually not good enough, because the labels need to be strings and simultaneously convertible to floats, because there are places where it is assumed to be a string and elsewhere converted to float) and so after a great deal of hacking and such I was finally able to figure out a way to save and load my multi-class classifier without it blowing up with an error.... however, although it is no longer giving me an error message, it is still not quite right as the accuracy of the classifier drops significantly when it is saved and then reloaded (so I'm still missing a piece of the puzzle). I am currently using the following custom mutli-class classifier for training, saving, and loading: class SVM(object): def __init__(self,features_or_filename,labels=None,kernel=None): if isinstance(features_or_filename,str): filename=features_or_filename; if labels!=None: raise ValueError,"Labels must be None if loading from a file."; with open(os.path.join(filename,"uniquelabels.list"),"rb") as uniquelabelsfile: self.uniquelabels=sorted(list(set(pickle.load(uniquelabelsfile)))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; self.classifiers=[]; for classidx, classname in enumerate(self.uniquelabels): self.classifiers.append(PyML.classifiers.svm.loadSVM(os.path.join(filename,str(classname)+".pyml.svm"),datasetClass = PyML.VectorDataSet)); else: features=features_or_filename; if labels==None: raise ValueError,"Labels must not be None when training."; self.uniquelabels=sorted(list(set(labels))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; points = [[float(xij) for xij in xi] for xi in features]; self.classifiers=[PyML.SVM(kernel) for label in self.uniquelabels]; for i in xrange(len(self.uniquelabels)): currentlabel=self.uniquelabels[i]; currentlabels=['+1' if k==currentlabel else '-1' for k in labels]; currentdataset=PyML.VectorDataSet(points,L=currentlabels,positiveClass='+1'); self.classifiers[i].train(currentdataset,saveSpace=False); def accuracy(self,pts,labels): logger=logging.getLogger("ml"); correct=0; total=0; classindexes=[self.labeltoindex[label] for label in labels]; h=self.hypotheses(pts); for idx in xrange(len(pts)): if h[idx]==classindexes[idx]: logger.info("RIGHT: Actual \"%s\" == Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])); correct+=1; else: logger.info("WRONG: Actual \"%s\" != Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])) total+=1; return float(correct)/float(total); def prediction(self,pt): h=self.hypothesis(pt); if h!=None: return self.uniquelabels[h]; return h; def predictions(self,pts): h=self.hypotheses(self,pts); return [self.uniquelabels[x] if x!=None else None for x in h]; def hypothesis(self,pt): bestvalue=None; bestclass=None; dataset=PyML.VectorDataSet([pt]); for classidx, classifier in enumerate(self.classifiers): val=classifier.decisionFunc(dataset,0); if (bestvalue==None) or (val>bestvalue): bestvalue=val; bestclass=classidx; return bestclass; def hypotheses(self,pts): bestvalues=[None for pt in pts]; bestclasses=[None for pt in pts]; dataset=PyML.VectorDataSet(pts); for classidx, classifier in enumerate(self.classifiers): for ptidx in xrange(len(pts)): val=classifier.decisionFunc(dataset,ptidx); if (bestvalues[ptidx]==None) or (val>bestvalues[ptidx]): bestvalues[ptidx]=val; bestclasses[ptidx]=classidx; return bestclasses; def save(self,filename): if not os.path.exists(filename): os.makedirs(filename); with open(os.path.join(filename,"uniquelabels.list"),"wb") as uniquelabelsfile: pickle.dump(self.uniquelabels,uniquelabelsfile,pickle.HIGHEST_PROTOCOL); for classidx, classname in enumerate(self.uniquelabels): self.classifiers[classidx].save(os.path.join(filename,str(classname)+".pyml.svm")); I am using the latest version of PyML (0.7.2, although PyML.__version__ is 0.7.0). When I construct the classifier with a training dataset, the reported accuracy is ~0.87. When I then save it and reload it, the accuracy is less than 0.001. So, there is something here that I am clearly not persisting correctly, although what that may be is completely non-obvious to me. Would you happen to know what that is?

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  • Neural Network Always Produces Same/Similar Outputs for Any Input

    - by l33tnerd
    I have a problem where I am trying to create a neural network for Tic-Tac-Toe. However, for some reason, training the neural network causes it to produce nearly the same output for any given input. I did take a look at Artificial neural networks benchmark, but my network implementation is built for neurons with the same activation function for each neuron, i.e. no constant neurons. To make sure the problem wasn't just due to my choice of training set (1218 board states and moves generated by a genetic algorithm), I tried to train the network to reproduce XOR. The logistic activation function was used. Instead of using the derivative, I multiplied the error by output*(1-output) as some sources suggested that this was equivalent to using the derivative. I can put the Haskell source on HPaste, but it's a little embarrassing to look at. The network has 3 layers: the first layer has 2 inputs and 4 outputs, the second has 4 inputs and 1 output, and the third has 1 output. Increasing to 4 neurons in the second layer didn't help, and neither did increasing to 8 outputs in the first layer. I then calculated errors, network output, bias updates, and the weight updates by hand based on http://hebb.mit.edu/courses/9.641/2002/lectures/lecture04.pdf to make sure there wasn't an error in those parts of the code (there wasn't, but I will probably do it again just to make sure). Because I am using batch training, I did not multiply by x in equation (4) there. I am adding the weight change, though http://www.faqs.org/faqs/ai-faq/neural-nets/part2/section-2.html suggests to subtract it instead. The problem persisted, even in this simplified network. For example, these are the results after 500 epochs of batch training and of incremental training. Input |Target|Output (Batch) |Output(Incremental) [1.0,1.0]|[0.0] |[0.5003781562785173]|[0.5009731800870864] [1.0,0.0]|[1.0] |[0.5003740346965251]|[0.5006347214672715] [0.0,1.0]|[1.0] |[0.5003734471544522]|[0.500589332376345] [0.0,0.0]|[0.0] |[0.5003674110937019]|[0.500095157458231] Subtracting instead of adding produces the same problem, except everything is 0.99 something instead of 0.50 something. 5000 epochs produces the same result, except the batch-trained network returns exactly 0.5 for each case. (Heck, even 10,000 epochs didn't work for batch training.) Is there anything in general that could produce this behavior? Also, I looked at the intermediate errors for incremental training, and the although the inputs of the hidden/input layers varied, the error for the output neuron was always +/-0.12. For batch training, the errors were increasing, but extremely slowly and the errors were all extremely small (x10^-7). Different initial random weights and biases made no difference, either. Note that this is a school project, so hints/guides would be more helpful. Although reinventing the wheel and making my own network (in a language I don't know well!) was a horrible idea, I felt it would be more appropriate for a school project (so I know what's going on...in theory, at least. There doesn't seem to be a computer science teacher at my school). EDIT: Two layers, an input layer of 2 inputs to 8 outputs, and an output layer of 8 inputs to 1 output, produces much the same results: 0.5+/-0.2 (or so) for each training case. I'm also playing around with pyBrain, seeing if any network structure there will work. Edit 2: I am using a learning rate of 0.1. Sorry for forgetting about that. Edit 3: Pybrain's "trainUntilConvergence" doesn't get me a fully trained network, either, but 20000 epochs does, with 16 neurons in the hidden layer. 10000 epochs and 4 neurons, not so much, but close. So, in Haskell, with the input layer having 2 inputs & 2 outputs, hidden layer with 2 inputs and 8 outputs, and output layer with 8 inputs and 1 output...I get the same problem with 10000 epochs. And with 20000 epochs. Edit 4: I ran the network by hand again based on the MIT PDF above, and the values match, so the code should be correct unless I am misunderstanding those equations. Some of my source code is at http://hpaste.org/42453/neural_network__not_working; I'm working on cleaning my code somewhat and putting it in a Github (rather than a private Bitbucket) repository. All of the relevant source code is now at https://github.com/l33tnerd/hsann.

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  • Prim's MST algorithm implementation with Java

    - by user1290164
    I'm trying to write a program that'll find the MST of a given undirected weighted graph with Kruskal's and Prim's algorithms. I've successfully implemented Kruskal's algorithm in the program, but I'm having trouble with Prim's. To be more precise, I can't figure out how to actually build the Prim function so that it'll iterate through all the vertices in the graph. I'm getting some IndexOutOfBoundsException errors during program execution. I'm not sure how much information is needed for others to get the idea of what I have done so far, but hopefully there won't be too much useless information. This is what I have so far: I have a Graph, Edge and a Vertex class. Vertex class mostly just an information storage that contains the name (number) of the vertex. Edge class can create a new Edge that has gets parameters (Vertex start, Vertex end, int edgeWeight). The class has methods to return the usual info like start vertex, end vertex and the weight. Graph class reads data from a text file and adds new Edges to an ArrayList. The text file also tells us how many vertecis the graph has, and that gets stored too. In the Graph class, I have a Prim() -method that's supposed to calculate the MST: public ArrayList<Edge> Prim(Graph G) { ArrayList<Edge> edges = G.graph; // Copies the ArrayList with all edges in it. ArrayList<Edge> MST = new ArrayList<Edge>(); Random rnd = new Random(); Vertex startingVertex = edges.get(rnd.nextInt(G.returnVertexCount())).returnStartingVertex(); // This is just to randomize the starting vertex. // This is supposed to be the main loop to find the MST, but this is probably horribly wrong.. while (MST.size() < returnVertexCount()) { Edge e = findClosestNeighbour(startingVertex); MST.add(e); visited.add(e.returnStartingVertex()); visited.add(e.returnEndingVertex()); edges.remove(e); } return MST; } The method findClosesNeighbour() looks like this: public Edge findClosestNeighbour(Vertex v) { ArrayList<Edge> neighbours = new ArrayList<Edge>(); ArrayList<Edge> edges = graph; for (int i = 0; i < edges.size() -1; ++i) { if (edges.get(i).endPoint() == s.returnVertexID() && !visited(edges.get(i).returnEndingVertex())) { neighbours.add(edges.get(i)); } } return neighbours.get(0); // This is the minimum weight edge in the list. } ArrayList<Vertex> visited and ArrayList<Edges> graph get constructed when creating a new graph. Visited() -method is simply a boolean check to see if ArrayList visited contains the Vertex we're thinking about moving to. I tested the findClosestNeighbour() independantly and it seemed to be working but if someone finds something wrong with it then that feedback is welcome also. Mainly though as I mentioned my problem is with actually building the main loop in the Prim() -method, and if there's any additional info needed I'm happy to provide it. Thank you. Edit: To clarify what my train of thought with the Prim() method is. What I want to do is first randomize the starting point in the graph. After that, I will find the closest neighbor to that starting point. Then we'll add the edge connecting those two points to the MST, and also add the vertices to the visited list for checking later, so that we won't form any loops in the graph. Here's the error that gets thrown: Exception in thread "main" java.lang.IndexOutOfBoundsException: Index: 0, Size: 0 at java.util.ArrayList.rangeCheck(Unknown Source) at java.util.ArrayList.get(Unknown Source) at Graph.findClosestNeighbour(graph.java:203) at Graph.Prim(graph.java:179) at MST.main(MST.java:49) Line 203: return neighbour.get(0); in findClosestNeighbour() Line 179: Edge e = findClosestNeighbour(startingVertex); in Prim()

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  • CodePlex Daily Summary for Monday, June 17, 2013

    CodePlex Daily Summary for Monday, June 17, 2013Popular ReleasesKooboo CMS: Kooboo CMS 4.1.1: The stable release of Kooboo CMS 4.1.0 with fixed the following issues: https://github.com/Kooboo/CMS/issues/1 https://github.com/Kooboo/CMS/issues/11 https://github.com/Kooboo/CMS/issues/13 https://github.com/Kooboo/CMS/issues/15 https://github.com/Kooboo/CMS/issues/19 https://github.com/Kooboo/CMS/issues/20 https://github.com/Kooboo/CMS/issues/24 https://github.com/Kooboo/CMS/issues/43 https://github.com/Kooboo/CMS/issues/45 https://github.com/Kooboo/CMS/issues/46 https://github....VidCoder: 1.5.0 Beta: The betas have started up again! If you were previously on the beta track you will need to install this to get back on it. That's because you can now run both the Beta and Stable version of VidCoder side-by-side! Note that the OpenCL and Intel QuickSync changes being tested by HandBrake are not in the betas yet. They will appear when HandBrake integrates them into the main branch. Updated HandBrake core to SVN 5590. This adds a new FDK AAC encoder. The FAAC encoder has been removed and now...Wsus Package Publisher: Release v1.2.1306.16: Date/Time are displayed as Local Time. (Last Contact, Last Report and DeadLine) Wpp now remember the last used path for update publishing. (See 'Settings' Form for options) Add an option to allow users to publish an update even if the Framework has judged the certificate as invalid. (Attention : Using this option will NOT allow you to publish or revise an update if your certificate is really invalid). When publishing a new update, filter update files to ensure that there is not files wi...Employee Info Starter Kit: v6.0 - ASP.NET MVC Edition: Release Home - Getting Started - Hands on Coding Walkthrough – Technology Stack - Design & Architecture EISK v6.0 – ASP.NET MVC edition bundles most of the greatest and successful platforms, frameworks and technologies together, to enable web developers to learn and build manageable and high performance web applications with rich user experience effectively and quickly. User End SpecificationsCreating a new employee record Read existing employee records Update an existing employee reco...OLAP PivotTable Extensions: Release 0.8.1: Use the 32-bit download for... Excel 2007 Excel 2010 32-bit (even Excel 2010 32-bit on a 64-bit operating system) Excel 2013 32-bit (even Excel 2013 32-bit on a 64-bit operating system) Use the 64-bit download for... Excel 2010 64-bit Excel 2013 64-bit Just download and run the EXE. There is no need to uninstall the previous release. If you have problems getting the add-in to work, see the Troubleshooting Installation wiki page. The new features in this release are: View #VALUE! Err...DirectXTex texture processing library: June 2013: June 15, 2013 Custom filtering implementation for Resize & GenerateMipMaps(3D) - Point, Box, Linear, Cubic, and Triangle TEX_FILTER_TRIANGLE finite low-pass triangle filter TEX_FILTER_WRAP, TEX_FILTER_MIRROR texture semantics for custom filtering TEX_FILTER_BOX alias for TEX_FILTER_FANT WIC Ordered and error diffusion dithering for non-WIC conversion sRGB gamma correct custom filtering and conversion DDS_FLAGS_EXPAND_LUMINANCE - Reader conversion option for L8, L16, and A8L8 legacy ...WPF Application Framework (WAF): WPF Application Framework (WAF) 3.0.0.440: Version: 3.0.0.440 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Please build the whole solution before you start one of the sample applications. Requirements .NET Framework 4.5 (The package contains a solution file for Visual Studio 2012) Changelog Legend: [B] Breaking change; [O] Marked member as obsolete Samples: Use ValueConverters via StaticResource instead of x:Static. Other Downloads Downloads OverviewWatchersNET.TagCloud: WatchersNET.TagCloud 02.02.03: changes Common Words are limited to the current PortalSFDL.NET: SFDL.NET v1.1.0.5: Changelog: Implemeted SFDL Container v4 (AES Encryption, Set Character Set) Added Stopwatch (download time) Many Bugfixes and ImprovementsBlackJumboDog: Ver5.9.1: 2013.06.13 Ver5.9.1 (1) Web??????SSI?#include???、CGI?????????????????????? (2) ???????????????????????????Lakana - WPF Framework: Lakana V2.1 RTM: - Dynamic text localization - A new application wide message busFree language translator and file converter: Free Language Translator 3.3: some bug fixes and a new link to video tutorials on Youtube.Pokemon Battle Online: ETV: ETV???2012?12??????,????,???????$/PBO/branches/PrivateBeta??。 ???????bug???????。 ???? Server??????,?????。 ?????????,?????????????,?????????。 ????????,????,?????????,???????????(??)??。 ???? ????????????。 ???????。 ???PP????,????????????????????PP????,??3。 ?????????????,??????????。 ???????? ??? ?? ???? ??? ???? ?? ?????????? ?? ??? ??? ??? ???????? ???? ???? ???????????????、???????????,??“???????”??。 ???bug ???Modern UI for WPF: Modern UI 1.0.4: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. Related downloads NuGet ModernUI for WPF is also available as NuGet package in the NuGet gallery, id: ModernUI.WPF Download Modern UI for WPF Templates A Visual Studio 2012 extension containing a collection of project and item templates for Modern UI for WPF. The extension includes the ModernUI.WPF NuGet package. DownloadToolbox for Dynamics CRM 2011: XrmToolBox (v1.2013.6.11): XrmToolbox improvement Add exception handling when loading plugins Updated information panel for displaying two lines of text Tools improvementMetadata Document Generator (v1.2013.6.10)New tool Web Resources Manager (v1.2013.6.11)Retrieve list of unused web resources Retrieve web resources from a solution All tools listAccess Checker (v1.2013.2.5) Attribute Bulk Updater (v1.2013.1.17) FetchXml Tester (v1.2013.3.4) Iconator (v1.2013.1.17) Metadata Document Generator (v1.2013.6.10) Privilege...Document.Editor: 2013.23: What's new for Document.Editor 2013.23: New Insert Emoticon support Improved Format support Minor Bug Fix's, improvements and speed upsChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.4 for VS2012: V2.4 - Release Date 6/10/2013 Items addressed in this 2.4 release Updated MSBuild Community Tasks reference to 1.4.0.61 Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesLayered Architecture Sample for .NET: Leave Sample - June 2013 (for .NET 4.5): Thank You for downloading Layered Architecture Sample. Please read the accompanying README.txt file for setup and installation instructions. This is the first set of a series of revised samples that will be released to illustrate the layered architecture design pattern. This version is only supported on Visual Studio 2012. This set contains 2 samples that illustrates the use of: ASP.NET Web Forms, ASP.NET Model Binding, Windows Communications Foundation (WCF), Windows Workflow Foundation (W...Papercut: Papercut 2013-6-10: Feature: Shows From, To, Date and Subject of Email. Feature: Async UI and loading spinner. Enhancement: Improved speed when loading large attachments. Enhancement: Decoupled SMTP server into secondary assembly. Enhancement: Upgraded to .NET v4. Fix: Messages lost when received very fast. Fix: Email encoding issues on display/Automatically detect message Encoding Installation Note:Installation is copy and paste. Incoming messages are written to the start-up directory of Papercut. If you do n...Supporting Guidance and Whitepapers: v1.BETA Unit test Generator Documentation: Welcome to the Unit Test Generator Once you’ve moved to Visual Studio 2012, what’s a dev to do without the Create Unit Tests feature? Based on the high demand on User Voice for this feature to be restored, the Visual Studio ALM Rangers have introduced the Unit Test Generator Visual Studio Extension. 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More Information and Downloads available soon.DSM Web API: The "DSM Web API" project provides portable libraries to call the APIs exposed by a Synology's NAS running the DSM system.everynetsvn: this is a summary description.Extension Library: Provides a library of extension methods for commonly used .NET objects.Finance: this is a new projectFlight: A simple flight simulator with basic physics. Written in Java using the Processing library.gerencia2: This project is about a test of codeplex use whit a smal group of people, actually just two.GMFrameworkForBlog: MVC,EF,Framework,GMFHad: Had jean0617changbranch: jean0617changbranchLCC Handler V1.0: Complete software pack to handle Local Cheque Collection activities in Branches in India and abroad. This small software can handle folowing activities;Mdelete API: Delete all files and directores in windows shell. Support long path (less then 32000 chars) and network path (eg. \\server\share or \\127.0.0.1\share)Model View ViewModel with Controller: Build applications based on the Model-View-ViewModel philosophy! MySQL Connect 2 ASP.NET: Example project to show how to connect MySQL database to ASP.NET web project. IDE: Visual Studio 2010 Pro Programming language: C# Detailed information in the article here: http://epavlov.net/blog/2011/11/13/connect-to-mysql-in-visual-studio/ NEaTly Documented Code: NEaTly Documented Code helps documenting source code by taking comments directly from sources and by formatting them in a easy-to-read way. This is perfect for programming blog, for example. This project is inspired by (but not based on) Beautifully Documented Codenewsalert: this is a news alert project description.On-Screen Keyboard: An OnScreen Keyboad that accept both inputs of keyboard and mousePHP DocBlock Generator: Creates missing docblocks.Puzzle: Puzzle game. Add your image and hace fun! ;)QuickUIT: QuickUIT, short for 'Quick User Interface Testing', is an API for testing applications based on the Microsoft UI Automation framework. QuickUIT provides a simple, object-oriented interface for finding and interacting with automation elements. It is developed in C#. RapidXNA: A simple framework that aims to make starting up new XNA projects for Windows, Xbox 360 and Windows Phone 7 easier. Using RapidXNA you should be able to easily port between the 3 platforms with only minor code changes to your projects.Send HTML Wizard: Wizard to send a local html page, including referenced files, as emailSetup for Converting OLM to PST with Outlook OLM File Exporter: You can convert files from OLM to PST to access Mac Outlook on Windows Outlook using the Outlook Mac Exporter. Tool can be availed in FREE Download.Signalbox: Train dispatching simulation.Store Front: Welcome to store front this is going to built for the community by the community im sick of not having a word press style system in asp.net form for developers TLS: TLSTorrent & Podcast plugins: My Podcasts and My Torrents plugins for MediaPortalTorrentSimulation: This is a student project as academic activities.UnitXMLEditor: UnitXMLEditoruVersionClientCache: uVersionClientCache is a custom macro to always automatically version (URL querstring parameter) your files based on a MD5 hash of the file contents or file last modified date to prevent issues with client browsers caching an old file after you have changed it.Video Katalog: Upravljanje arhivom video materijalaVpNet binding for SignalR: VPNET for SignalR is a binding to Microsoft SignalR JQuery web socket implementation.Warlab: ???????????? ?????? ?? ??????WPF Diagram Designer Resourse: WPF Diagram Designer Resourse

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Setting up a local AI server - easy with Solaris 11

    - by Stefan Hinker
    Many things are new in Solaris 11, Autoinstall is one of them.  If, like me, you've known Jumpstart for the last 2 centuries or so, you'll have to start from scratch.  Well, almost, as the concepts are similar, and it's not all that difficult.  Just new. I wanted to have an AI server that I could use for demo purposes, on the train if need be.  That answers the question of hardware requirements: portable.  But let's start at the beginning. First, you need an OS image, of course.  In the new world of Solaris 11, it is now called a repository.  The original can be downloaded from the Solaris 11 page at Oracle.   What you want is the "Oracle Solaris 11 11/11 Repository Image", which comes in two parts that can be combined using cat.  MD5 checksums for these (and all other downloads from that page) are available closer to the top of the page. With that, building the repository is quick and simple: # zfs create -o mountpoint=/export/repo rpool/ai/repo # zfs create rpool/ai/repo/s11 # mount -o ro -F hsfs /tmp/sol-11-1111-repo-full.iso /mnt # rsync -aP /mnt/repo /export/repo/s11 # umount /mnt # pkgrepo rebuild -s /export/repo/sol11/repo # zfs snapshot rpool/ai/repo/sol11@fcs # pkgrepo info -s /export/repo/sol11/repo PUBLISHER PACKAGES STATUS UPDATED solaris 4292 online 2012-03-12T20:47:15.378639Z That's all there's to it.  Let's make a snapshot, just to be on the safe side.  You never know when one will come in handy.  To use this repository, you could just add it as a file-based publisher: # pkg set-publisher -g file:///export/repo/sol11/repo solaris In case I'd want to access this repository through a (virtual) network, i'll now quickly activate the repository-service: # svccfg -s application/pkg/server \ setprop pkg/inst_root=/export/repo/sol11/repo # svccfg -s application/pkg/server setprop pkg/readonly=true # svcadm refresh application/pkg/server # svcadm enable application/pkg/server That's all you need - now point your browser to http://localhost/ to view your beautiful repository-server. Step 1 is done.  All of this, by the way, is nicely documented in the README file that's contained in the repository image. Of course, we already have updates to the original release.  You can find them in MOS in the Oracle Solaris 11 Support Repository Updates (SRU) Index.  You can simply add these to your existing repository or create separate repositories for each SRU.  The individual SRUs are self-sufficient and incremental - SRU4 includes all updates from SRU2 and SRU3.  With ZFS, you can also get both: A full repository with all updates and at the same time incremental ones up to each of the updates: # mount -o ro -F hsfs /tmp/sol-11-1111-sru4-05-incr-repo.iso /mnt # pkgrecv -s /mnt/repo -d /export/repo/sol11/repo '*' # umount /mnt # pkgrepo rebuild -s /export/repo/sol11/repo # zfs snapshot rpool/ai/repo/sol11@sru4 # zfs set snapdir=visible rpool/ai/repo/sol11 # svcadm restart svc:/application/pkg/server:default The normal repository is now updated to SRU4.  Thanks to the ZFS snapshots, there is also a valid repository of Solaris 11 11/11 without the update located at /export/repo/sol11/.zfs/snapshot/fcs . If you like, you can also create another repository service for each update, running on a separate port. But now lets continue with the AI server.  Just a little bit of reading in the dokumentation makes it clear that we will need to run a DHCP server for this.  Since I already have one active (for my SunRay installation) and since it's a good idea to have these kinds of services separate anyway, I decided to create this in a Zone.  So, let's create one first: # zfs create -o mountpoint=/export/install rpool/ai/install # zfs create -o mountpoint=/zones rpool/zones # zonecfg -z ai-server zonecfg:ai-server> create create: Using system default template 'SYSdefault' zonecfg:ai-server> set zonepath=/zones/ai-server zonecfg:ai-server> add dataset zonecfg:ai-server:dataset> set name=rpool/ai/install zonecfg:ai-server:dataset> set alias=install zonecfg:ai-server:dataset> end zonecfg:ai-server> commit zonecfg:ai-server> exit # zoneadm -z ai-server install # zoneadm -z ai-server boot ; zlogin -C ai-server Give it a hostname and IP address at first boot, and there's the Zone.  For a publisher for Solaris packages, it will be bound to the "System Publisher" from the Global Zone.  The /export/install filesystem, of course, is intended to be used by the AI server.  Let's configure it now: #zlogin ai-server root@ai-server:~# pkg install install/installadm root@ai-server:~# installadm create-service -n x86-fcs -a i386 \ -s pkg://solaris/install-image/[email protected],5.11-0.175.0.0.0.2.1482 \ -d /export/install/fcs -i 192.168.2.20 -c 3 With that, the core AI server is already done.  What happened here?  First, I installed the AI server software.  IPS makes that nice and easy.  If necessary, it'll also pull in the required DHCP-Server and anything else that might be missing.  Watch out for that DHCP server software.  In Solaris 11, there are two different versions.  There's the one you might know from Solaris 10 and earlier, and then there's a new one from ISC.  The latter is the one we need for AI.  The SMF service names of both are very similar.  The "old" one is "svc:/network/dhcp-server:default". The ISC-server comes with several SMF-services. We at least need "svc:/network/dhcp/server:ipv4".  The command "installadm create-service" creates the installation-service. It's called "x86-fcs", serves the "i386" architecture and gets its boot image from the repository of the system publisher, using version 5.11,5.11-0.175.0.0.0.2.1482, which is Solaris 11 11/11.  (The option "-a i386" in this example is optional, since the installserver itself runs on a x86 machine.) The boot-environment for clients is created in /export/install/fcs and the DHCP-server is configured for 3 IP-addresses starting at 192.168.2.20.  This configuration is stored in a very human readable form in /etc/inet/dhcpd4.conf.  An AI-service for SPARC systems could be created in the very same way, using "-a sparc" as the architecture option. Now we would be ready to register and install the first client.  It would be installed with the default "solaris-large-server" using the publisher "http://pkg.oracle.com/solaris/release" and would query it's configuration interactively at first boot.  This makes it very clear that an AI-server is really only a boot-server.  The true source of packets to install can be different.  Since I don't like these defaults for my demo setup, I did some extra config work for my clients. The configuration of a client is controlled by manifests and profiles.  The manifest controls which packets are installed and how the filesystems are layed out.  In that, it's very much like the old "rules.ok" file in Jumpstart.  Profiles contain additional configuration like root passwords, primary user account, IP addresses, keyboard layout etc.  Hence, profiles are very similar to the old sysid.cfg file. The easiest way to get your hands on a manifest is to ask the AI server we just created to give us it's default one.  Then modify that to our liking and give it back to the installserver to use: root@ai-server:~# mkdir -p /export/install/configs/manifests root@ai-server:~# cd /export/install/configs/manifests root@ai-server:~# installadm export -n x86-fcs -m orig_default \ -o orig_default.xml root@ai-server:~# cp orig_default.xml s11-fcs.small.local.xml root@ai-server:~# vi s11-fcs.small.local.xml root@ai-server:~# more s11-fcs.small.local.xml <!DOCTYPE auto_install SYSTEM "file:///usr/share/install/ai.dtd.1"> <auto_install> <ai_instance name="S11 Small fcs local"> <target> <logical> <zpool name="rpool" is_root="true"> <filesystem name="export" mountpoint="/export"/> <filesystem name="export/home"/> <be name="solaris"/> </zpool> </logical> </target> <software type="IPS"> <destination> <image> <!-- Specify locales to install --> <facet set="false">facet.locale.*</facet> <facet set="true">facet.locale.de</facet> <facet set="true">facet.locale.de_DE</facet> <facet set="true">facet.locale.en</facet> <facet set="true">facet.locale.en_US</facet> </image> </destination> <source> <publisher name="solaris"> <origin name="http://192.168.2.12/"/> </publisher> </source> <!-- By default the latest build available, in the specified IPS repository, is installed. If another build is required, the build number has to be appended to the 'entire' package in the following form: <name>pkg:/[email protected]#</name> --> <software_data action="install"> <name>pkg:/[email protected],5.11-0.175.0.0.0.2.0</name> <name>pkg:/group/system/solaris-small-server</name> </software_data> </software> </ai_instance> </auto_install> root@ai-server:~# installadm create-manifest -n x86-fcs -d \ -f ./s11-fcs.small.local.xml root@ai-server:~# installadm list -m -n x86-fcs Manifest Status Criteria -------- ------ -------- S11 Small fcs local Default None orig_default Inactive None The major points in this new manifest are: Install "solaris-small-server" Install a few locales less than the default.  I'm not that fluid in French or Japanese... Use my own package service as publisher, running on IP address 192.168.2.12 Install the initial release of Solaris 11:  pkg:/[email protected],5.11-0.175.0.0.0.2.0 Using a similar approach, I'll create a default profile interactively and use it as a template for a few customized building blocks, each defining a part of the overall system configuration.  The modular approach makes it easy to configure numerous clients later on: root@ai-server:~# mkdir -p /export/install/configs/profiles root@ai-server:~# cd /export/install/configs/profiles root@ai-server:~# sysconfig create-profile -o default.xml root@ai-server:~# cp default.xml general.xml; cp default.xml mars.xml root@ai-server:~# cp default.xml user.xml root@ai-server:~# vi general.xml mars.xml user.xml root@ai-server:~# more general.xml mars.xml user.xml :::::::::::::: general.xml :::::::::::::: <!DOCTYPE service_bundle SYSTEM "/usr/share/lib/xml/dtd/service_bundle.dtd.1"> <service_bundle type="profile" name="sysconfig"> <service version="1" type="service" name="system/timezone"> <instance enabled="true" name="default"> <property_group type="application" name="timezone"> <propval type="astring" name="localtime" value="Europe/Berlin"/> </property_group> </instance> </service> <service version="1" type="service" name="system/environment"> <instance enabled="true" name="init"> <property_group type="application" name="environment"> <propval type="astring" name="LANG" value="C"/> </property_group> </instance> </service> <service version="1" type="service" name="system/keymap"> <instance enabled="true" name="default"> <property_group type="system" name="keymap"> <propval type="astring" name="layout" value="US-English"/> </property_group> </instance> </service> <service version="1" type="service" name="system/console-login"> <instance enabled="true" name="default"> <property_group type="application" name="ttymon"> <propval type="astring" name="terminal_type" value="vt100"/> </property_group> </instance> </service> <service version="1" type="service" name="network/physical"> <instance enabled="true" name="default"> <property_group type="application" name="netcfg"> <propval type="astring" name="active_ncp" value="DefaultFixed"/> </property_group> </instance> </service> <service version="1" type="service" name="system/name-service/switch"> <property_group type="application" name="config"> <propval type="astring" name="default" value="files"/> <propval type="astring" name="host" value="files dns"/> <propval type="astring" name="printer" value="user files"/> </property_group> <instance enabled="true" name="default"/> </service> <service version="1" type="service" name="system/name-service/cache"> <instance enabled="true" name="default"/> </service> <service version="1" type="service" name="network/dns/client"> <property_group type="application" name="config"> <property type="net_address" name="nameserver"> <net_address_list> <value_node value="192.168.2.1"/> </net_address_list> </property> </property_group> <instance enabled="true" name="default"/> </service> </service_bundle> :::::::::::::: mars.xml :::::::::::::: <!DOCTYPE service_bundle SYSTEM "/usr/share/lib/xml/dtd/service_bundle.dtd.1"> <service_bundle type="profile" name="sysconfig"> <service version="1" type="service" name="network/install"> <instance enabled="true" name="default"> <property_group type="application" name="install_ipv4_interface"> <propval type="astring" name="address_type" value="static"/> <propval type="net_address_v4" name="static_address" value="192.168.2.100/24"/> <propval type="astring" name="name" value="net0/v4"/> <propval type="net_address_v4" name="default_route" value="192.168.2.1"/> </property_group> <property_group type="application" name="install_ipv6_interface"> <propval type="astring" name="stateful" value="yes"/> <propval type="astring" name="stateless" value="yes"/> <propval type="astring" name="address_type" value="addrconf"/> <propval type="astring" name="name" value="net0/v6"/> </property_group> </instance> </service> <service version="1" type="service" name="system/identity"> <instance enabled="true" name="node"> <property_group type="application" name="config"> <propval type="astring" name="nodename" value="mars"/> </property_group> </instance> </service> </service_bundle> :::::::::::::: user.xml :::::::::::::: <!DOCTYPE service_bundle SYSTEM "/usr/share/lib/xml/dtd/service_bundle.dtd.1"> <service_bundle type="profile" name="sysconfig"> <service version="1" type="service" name="system/config-user"> <instance enabled="true" name="default"> <property_group type="application" name="root_account"> <propval type="astring" name="login" value="root"/> <propval type="astring" name="password" value="noIWillNotTellYouMyPasswordNotEvenEncrypted"/> <propval type="astring" name="type" value="role"/> </property_group> <property_group type="application" name="user_account"> <propval type="astring" name="login" value="stefan"/> <propval type="astring" name="password" value="noIWillNotTellYouMyPasswordNotEvenEncrypted"/> <propval type="astring" name="type" value="normal"/> <propval type="astring" name="description" value="Stefan Hinker"/> <propval type="count" name="uid" value="12345"/> <propval type="count" name="gid" value="10"/> <propval type="astring" name="shell" value="/usr/bin/bash"/> <propval type="astring" name="roles" value="root"/> <propval type="astring" name="profiles" value="System Administrator"/> <propval type="astring" name="sudoers" value="ALL=(ALL) ALL"/> </property_group> </instance> </service> </service_bundle> root@ai-server:~# installadm create-profile -n x86-fcs -f general.xml root@ai-server:~# installadm create-profile -n x86-fcs -f user.xml root@ai-server:~# installadm create-profile -n x86-fcs -f mars.xml \ -c ipv4=192.168.2.100 root@ai-server:~# installadm list -p Service Name Profile ------------ ------- x86-fcs general.xml mars.xml user.xml root@ai-server:~# installadm list -n x86-fcs -p Profile Criteria ------- -------- general.xml None mars.xml ipv4 = 192.168.2.100 user.xml None Here's the idea behind these files: "general.xml" contains settings valid for all my clients.  Stuff like DNS servers, for example, which in my case will always be the same. "user.xml" only contains user definitions.  That is, a root password and a primary user.Both of these profiles will be valid for all clients (for now). "mars.xml" defines network settings for an individual client.  This profile is associated with an IP-Address.  For this to work, I'll have to tweak the DHCP-settings in the next step: root@ai-server:~# installadm create-client -e 08:00:27:AA:3D:B1 -n x86-fcs root@ai-server:~# vi /etc/inet/dhcpd4.conf root@ai-server:~# tail -5 /etc/inet/dhcpd4.conf host 080027AA3DB1 { hardware ethernet 08:00:27:AA:3D:B1; fixed-address 192.168.2.100; filename "01080027AA3DB1"; } This completes the client preparations.  I manually added the IP-Address for mars to /etc/inet/dhcpd4.conf.  This is needed for the "mars.xml" profile.  Disabling arbitrary DHCP-replies will shut up this DHCP server, making my life in a shared environment a lot more peaceful ;-)Now, I of course want this installation to be completely hands-off.  For this to work, I'll need to modify the grub boot menu for this client slightly.  You can find it in /etc/netboot.  "installadm create-client" will create a new boot menu for every client, identified by the client's MAC address.  The template for this can be found in a subdirectory with the name of the install service, /etc/netboot/x86-fcs in our case.  If you don't want to change this manually for every client, modify that template to your liking instead. root@ai-server:~# cd /etc/netboot root@ai-server:~# cp menu.lst.01080027AA3DB1 menu.lst.01080027AA3DB1.org root@ai-server:~# vi menu.lst.01080027AA3DB1 root@ai-server:~# diff menu.lst.01080027AA3DB1 menu.lst.01080027AA3DB1.org 1,2c1,2 < default=1 < timeout=10 --- > default=0 > timeout=30 root@ai-server:~# more menu.lst.01080027AA3DB1 default=1 timeout=10 min_mem64=0 title Oracle Solaris 11 11/11 Text Installer and command line kernel$ /x86-fcs/platform/i86pc/kernel/$ISADIR/unix -B install_media=htt p://$serverIP:5555//export/install/fcs,install_service=x86-fcs,install_svc_addre ss=$serverIP:5555 module$ /x86-fcs/platform/i86pc/$ISADIR/boot_archive title Oracle Solaris 11 11/11 Automated Install kernel$ /x86-fcs/platform/i86pc/kernel/$ISADIR/unix -B install=true,inst all_media=http://$serverIP:5555//export/install/fcs,install_service=x86-fcs,inst all_svc_address=$serverIP:5555,livemode=text module$ /x86-fcs/platform/i86pc/$ISADIR/boot_archive Now just boot the client off the network using PXE-boot.  For my demo purposes, that's a client from VirtualBox, of course.  That's all there's to it.  And despite the fact that this blog entry is a little longer - that wasn't that hard now, was it?

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  • Red Gate Coder interviews: Robin Hellen

    - by Michael Williamson
    Robin Hellen is a test engineer here at Red Gate, and is also the latest coder I’ve interviewed. We chatted about debugging code, the roles of software engineers and testers, and why Vala is currently his favourite programming language. How did you get started with programming?It started when I was about six. My dad’s a professional programmer, and he gave me and my sister one of his old computers and taught us a bit about programming. It was an old Amiga 500 with a variant of BASIC. I don’t think I ever successfully completed anything! It was just faffing around. I didn’t really get anywhere with it.But then presumably you did get somewhere with it at some point.At some point. The PC emerged as the dominant platform, and I learnt a bit of Visual Basic. I didn’t really do much, just a couple of quick hacky things. A bit of demo animation. Took me a long time to get anywhere with programming, really.When did you feel like you did start to get somewhere?I think it was when I started doing things for someone else, which was my sister’s final year of university project. She called up my dad two days before she was due to submit, saying “We need something to display a graph!”. Dad says, “I’m too busy, go talk to your brother”. So I hacked up this ugly piece of code, sent it off and they won a prize for that project. Apparently, the graph, the bit that I wrote, was the reason they won a prize! That was when I first felt that I’d actually done something that was worthwhile. That was my first real bit of code, and the ugliest code I’ve ever written. It’s basically an array of pre-drawn line elements that I shifted round the screen to draw a very spikey graph.When did you decide that programming might actually be something that you wanted to do as a career?It’s not really a decision I took, I always wanted to do something with computers. And I had to take a gap year for uni, so I was looking for twelve month internships. I applied to Red Gate, and they gave me a job as a tester. And that’s where I really started having to write code well. To a better standard that I had been up to that point.How did you find coming to Red Gate and working with other coders?I thought it was really nice. I learnt so much just from other people around. I think one of the things that’s really great is that people are just willing to help you learn. Instead of “Don’t you know that, you’re so stupid”, it’s “You can just do it this way”.If you could go back to the very start of that internship, is there something that you would tell yourself?Write shorter code. I have a tendency to write massive, many-thousand line files that I break out of right at the end. And then half-way through a project I’m doing something, I think “Where did I write that bit that does that thing?”, and it’s almost impossible to find. I wrote some horrendous code when I started. Just that principle, just keep things short. Even if looks a bit crazy to be jumping around all over the place all of the time, it’s actually a lot more understandable.And how do you hold yourself to that?Generally, if a function’s going off my screen, it’s probably too long. That’s what I tell myself, and within the team here we have code reviews, so the guys I’m with at the moment are pretty good at pulling me up on, “Doesn’t that look like it’s getting a bit long?”. It’s more just the subjective standard of readability than anything.So you’re an advocate of code review?Yes, definitely. Both to spot errors that you might have made, and to improve your knowledge. The person you’re reviewing will say “Oh, you could have done it that way”. That’s how we learn, by talking to others, and also just sharing knowledge of how your project works around the team, or even outside the team. Definitely a very firm advocate of code reviews.Do you think there’s more we could do with them?I don’t know. We’re struggling with how to add them as part of the process without it becoming too cumbersome. We’ve experimented with a few different ways, and we’ve not found anything that just works.To get more into the nitty gritty: how do you like to debug code?The first thing is to do it in my head. I’ll actually think what piece of code is likely to have caused that error, and take a quick look at it, just to see if there’s anything glaringly obvious there. The next thing I’ll probably do is throw in print statements, or throw some exceptions from various points, just to check: is it going through the code path I expect it to? A last resort is to actually debug code using a debugger.Why is the debugger the last resort?Probably because of the environments I learnt programming in. VB and early BASIC didn’t have much of a debugger, the only way to find out what your program was doing was to add print statements. Also, because a lot of the stuff I tend to work with is non-interactive, if it’s something that takes a long time to run, I can throw in the print statements, set a run off, go and do something else, and look at it again later, rather than trying to remember what happened at that point when I was debugging through it. So it also gives me the record of what happens. I hate just sitting there pressing F5, F5, continually. If you’re having to find out what your code is doing at each line, you’ve probably got a very wrong mental model of what your code’s doing, and you can find that out just as easily by inspecting a couple of values through the print statements.If I were on some codebase that you were also working on, what should I do to make it as easy as possible to understand?I’d say short and well-named methods. The one thing I like to do when I’m looking at code is to find out where a value comes from, and the more layers of indirection there are, particularly DI [dependency injection] frameworks, the harder it is to find out where something’s come from. I really hate that. I want to know if the value come from the user here or is a constant here, and if I can’t find that out, that makes code very hard to understand for me.As a tester, where do you think the split should lie between software engineers and testers?I think the split is less on areas of the code you write and more what you’re designing and creating. The developers put a structure on the code, while my major role is to say which tests we should have, whether we should test that, or it’s not worth testing that because it’s a tiny function in code that nobody’s ever actually going to see. So it’s not a split in the code, it’s a split in what you’re thinking about. Saying what code we should write, but alternatively what code we should take out.In your experience, do the software engineers tend to do much testing themselves?They tend to control the lowest layer of tests. And, depending on how the balance of people is in the team, they might write some of the higher levels of test. Or that might go to the testers. I’m the only tester on my team with three other developers, so they’ll be writing quite a lot of the actual test code, with input from me as to whether we should test that functionality, whereas on other teams, where it’s been more equal numbers, the testers have written pretty much all of the high level tests, just because that’s the best use of resource.If you could shuffle resources around however you liked, do you think that the developers should be writing those high-level tests?I think they should be writing them occasionally. It helps when they have an understanding of how testing code works and possibly what assumptions we’ve made in tests, and they can say “actually, it doesn’t work like that under the hood so you’ve missed this whole area”. It’s one of those agile things that everyone on the team should be at least comfortable doing the various jobs. So if the developers can write test code then I think that’s a very good thing.So you think testers should be able to write production code?Yes, although given most testers skills at coding, I wouldn’t advise it too much! I have written a few things, and I did make a few changes that have actually gone into our production code base. They’re not necessarily running every time but they are there. I think having that mix of skill sets is really useful. In some ways we’re using our own product to test itself, so being able to make those changes where it’s not working saves me a round-trip through the developers. It can be really annoying if the developers have no time to make a change, and I can’t touch the code.If the software engineers are consistently writing tests at all levels, what role do you think the role of a tester is?I think on a team like that, those distinctions aren’t quite so useful. There’ll be two cases. There’s either the case where the developers think they’ve written good tests, but you still need someone with a test engineer mind-set to go through the tests and validate that it’s a useful set, or the correct set for that code. Or they won’t actually be pure developers, they’ll have that mix of test ability in there.I think having slightly more distinct roles is useful. When it starts to blur, then you lose that view of the tests as a whole. The tester job is not to create tests, it’s to validate the quality of the product, and you don’t do that just by writing tests. There’s more things you’ve got to keep in your mind. And I think when you blur the roles, you start to lose that end of the tester.So because you’re working on those features, you lose that holistic view of the whole system?Yeah, and anyone who’s worked on the feature shouldn’t be testing it. You always need to have it tested it by someone who didn’t write it. Otherwise you’re a bit too close and you assume “yes, people will only use it that way”, but the tester will come along and go “how do people use this? How would our most idiotic user use this?”. I might not test that because it might be completely irrelevant. But it’s coming in and trying to have a different set of assumptions.Are you a believer that it should all be automated if possible?Not entirely. So an automated test is always better than a manual test for the long-term, but there’s still nothing that beats a human sitting in front of the application and thinking “What could I do at this point?”. The automated test is very good but they follow that strict path, and they never check anything off the path. The human tester will look at things that they weren’t expecting, whereas the automated test can only ever go “Is that value correct?” in many respects, and it won’t notice that on the other side of the screen you’re showing something completely wrong. And that value might have been checked independently, but you always find a few odd interactions when you’re going through something manually, and you always need to go through something manually to start with anyway, otherwise you won’t know where the important bits to write your automation are.When you’re doing that manual testing, do you think it’s important to do that across the entire product, or just the bits that you’ve touched recently?I think it’s important to do it mostly on the bits you’ve touched, but you can’t ignore the rest of the product. Unless you’re dealing with a very, very self-contained bit, you’re almost always encounter other bits of the product along the way. Most testers I know, even if they are looking at just one path, they’ll keep open and move around a bit anyway, just because they want to find something that’s broken. If we find that your path is right, we’ll go out and hunt something else.How do you think this fits into the idea of continuously deploying, so long as the tests pass?With deploying a website it’s a bit different because you can always pull it back. If you’re deploying an application to customers, when you’ve released it, it’s out there, you can’t pull it back. Someone’s going to keep it, no matter how hard you try there will be a few installations that stay around. So I’d always have at least a human element on that path. With websites, you could probably automate straight out, or at least straight out to an internal environment or a single server in a cloud of fifty that will serve some people. But I don’t think you should release to everyone just on automated tests passing.You’ve already mentioned using BASIC and C# — are there any other languages that you’ve used?I’ve used a few. That’s something that has changed more recently, I’ve become familiar with more languages. Before I started at Red Gate I learnt a bit of C. Then last year, I taught myself Python which I actually really enjoyed using. I’ve also come across another language called Vala, which is sort of a C#-like language. It’s basically a pre-processor for C, but it has very nice syntax. I think that’s currently my favourite language.Any particular reason for trying Vala?I have a completely Linux environment at home, and I’ve been looking for a nice language, and C# just doesn’t cut it because I won’t touch Mono. So, I was looking for something like C# but that was useable in an open source environment, and Vala’s what I found. C#’s got a few features that Vala doesn’t, and Vala’s got a few features where I think “It would be awesome if C# had that”.What are some of the features that it’s missing?Extension methods. And I think that’s the only one that really bugs me. I like to use them when I’m writing C# because it makes some things really easy, especially with libraries that you can’t touch the internals of. It doesn’t have method overloading, which is sometimes annoying.Where it does win over C#?Everything is non-nullable by default, you never have to check that something’s unexpectedly null.Also, Vala has code contracts. This is starting to come in C# 4, but the way it works in Vala is that you specify requirements in short phrases as part of your function signature and they stick to the signature, so that when you inherit it, it has exactly the same code contract as the base one, or when you inherit from an interface, you have to match the signature exactly. Just using those makes you think a bit more about how you’re writing your method, it’s not an afterthought when you’ve got contracts from base classes given to you, you can’t change it. Which I think is a lot nicer than the way C# handles it. When are those actually checked?They’re checked both at compile and run-time. The compile-time checking isn’t very strong yet, it’s quite a new feature in the compiler, and because it compiles down to C, you can write C code and interface with your methods, so you can bypass that compile-time check anyway. So there’s an extra runtime check, and if you violate one of the contracts at runtime, it’s game over for your program, there’s no exception to catch, it’s just goodbye!One thing I dislike about C# is the exceptions. You write a bit of code and fifty exceptions could come from any point in your ten lines, and you can’t mentally model how those exceptions are going to come out, and you can’t even predict them based on the functions you’re calling, because if you’ve accidentally got a derived class there instead of a base class, that can throw a completely different set of exceptions. So I’ve got no way of mentally modelling those, whereas in Vala they’re checked like Java, so you know only these exceptions can come out. You know in advance the error conditions.I think Raymond Chen on Old New Thing says “the only thing you know when you throw an exception is that you’re in an invalid state somewhere in your program, so just kill it and be done with it!”You said you’ve also learnt bits of Python. How did you find that compared to Vala and C#?Very different because of the dynamic typing. I’ve been writing a website for my own use. I’m quite into photography, so I take photos off my camera, post-process them, dump them in a file, and I get a webpage with all my thumbnails. So sort of like Picassa, but written by myself because I wanted something to learn Python with. There are some things that are really nice, I just found it really difficult to cope with the fact that I’m not quite sure what this object type that I’m passed is, I might not ever be sure, so it can randomly blow up on me. But once I train myself to ignore that and just say “well, I’m fairly sure it’s going to be something that looks like this, so I’ll use it like this”, then it’s quite nice.Any particular features that you’ve appreciated?I don’t like any particular feature, it’s just very straightforward to work with. It’s very quick to write something in, particularly as you don’t have to worry that you’ve changed something that affects a different part of the program. If you have, then that part blows up, but I can get this part working right now.If you were doing a big project, would you be willing to do it in Python rather than C# or Vala?I think I might be willing to try something bigger or long term with Python. We’re currently doing an ASP.NET MVC project on C#, and I don’t like the amount of reflection. There’s a lot of magic that pulls values out, and it’s all done under the scenes. It’s almost managed to put a dynamic type system on top of C#, which in many ways destroys the language to me, whereas if you’re already in a dynamic language, having things done dynamically is much more natural. In many ways, you get the worst of both worlds. I think for web projects, I would go with Python again, whereas for anything desktop, command-line or GUI-based, I’d probably go for C# or Vala, depending on what environment I’m in.It’s the fact that you can gain from the strong typing in ways that you can’t so much on the web app. Or, in a web app, you have to use dynamic typing at some point, or you have to write a hell of a lot of boilerplate, and I’d rather use the dynamic typing than write the boilerplate.What do you think separates great programmers from everyone else?Probably design choices. Choosing to write it a piece of code one way or another. For any given program you ask me to write, I could probably do it five thousand ways. A programmer who is capable will see four or five of them, and choose one of the better ones. The excellent programmer will see the largest proportion and manage to pick the best one very quickly without having to think too much about it. I think that’s probably what separates, is the speed at which they can see what’s the best path to write the program in. More Red Gater Coder interviews

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  • Linux e1000e (Intel networking driver) problems galore, where do I start?

    - by Evan Carroll
    I'm currently having a major problem with e1000e (not working at all) in Ubuntu Maverick (1.0.2-k4), after resume I'm getting a lot of stuff in dmesg: [ 9085.820197] e1000e 0000:02:00.0: PCI INT A disabled [ 9089.907756] e1000e: Intel(R) PRO/1000 Network Driver - 1.0.2-k4 [ 9089.907762] e1000e: Copyright (c) 1999 - 2009 Intel Corporation. [ 9089.907797] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9089.907827] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9089.907857] e1000e 0000:02:00.0: setting latency timer to 64 [ 9089.908529] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9089.908922] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9089.908954] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9090.024625] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9090.024630] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9090.024712] e1000e 0000:02:00.0: eth0: MAC: 2, PHY: 2, PBA No: 005302-003 [ 9090.109492] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9090.164219] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X and, a bunch of [ 2128.005447] e1000e 0000:02:00.0: eth0: Detected Hardware Unit Hang: [ 2128.005452] TDH <89> [ 2128.005454] TDT <27> [ 2128.005456] next_to_use <27> [ 2128.005458] next_to_clean <88> [ 2128.005460] buffer_info[next_to_clean]: [ 2128.005463] time_stamp <6e608> [ 2128.005465] next_to_watch <8a> [ 2128.005467] jiffies <6f929> [ 2128.005469] next_to_watch.status <0> [ 2128.005471] MAC Status <80080703> [ 2128.005473] PHY Status <796d> [ 2128.005475] PHY 1000BASE-T Status <4000> [ 2128.005477] PHY Extended Status <3000> [ 2128.005480] PCI Status <10> I decided to compile the latest stable e1000e to 1.2.17, now I'm getting: [ 9895.678050] e1000e: Intel(R) PRO/1000 Network Driver - 1.2.17-NAPI [ 9895.678055] e1000e: Copyright(c) 1999 - 2010 Intel Corporation. [ 9895.678098] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9895.678129] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9895.678162] e1000e 0000:02:00.0: setting latency timer to 64 [ 9895.679136] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.679160] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9895.679192] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9895.791758] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9895.791766] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9895.791850] e1000e 0000:02:00.0: eth0: MAC: 3, PHY: 2, PBA No: 005302-003 [ 9895.892464] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.948175] e1000e 0000:02:00.0: irq 44 for MSI/MSI-X [ 9895.949111] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 9895.954694] e1000e: eth0 NIC Link is Up 10 Mbps Full Duplex, Flow Control: RX/TX [ 9895.954703] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO [ 9895.955157] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 9906.832056] eth0: no IPv6 routers present With 1.2.20 I get: [ 9711.525465] e1000e: Intel(R) PRO/1000 Network Driver - 1.2.20-NAPI [ 9711.525472] e1000e: Copyright(c) 1999 - 2010 Intel Corporation. [ 9711.525521] e1000e 0000:02:00.0: Disabling ASPM L1 [ 9711.525554] e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 9711.525586] e1000e 0000:02:00.0: setting latency timer to 64 [ 9711.526460] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9711.526487] e1000e 0000:02:00.0: Disabling ASPM L0s [ 9711.526523] e1000e 0000:02:00.0: (unregistered net_device): PHY reset is blocked due to SOL/IDER session. [ 9711.639763] e1000e 0000:02:00.0: eth0: (PCI Express:2.5GB/s:Width x1) 00:0a:e4:3e:ce:74 [ 9711.639771] e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection [ 9711.639854] e1000e 0000:02:00.0: eth0: MAC: 3, PHY: 2, PBA No: 005302-003 [ 9712.060770] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9712.116195] e1000e 0000:02:00.0: irq 45 for MSI/MSI-X [ 9712.117098] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 9712.122684] e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: RX/TX [ 9712.122693] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO [ 9712.123142] ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready [ 9722.920014] eth0: no IPv6 routers present But, I'm still getting these [ 9982.992851] PCI Status <10> [ 9984.993602] e1000e 0000:02:00.0: eth0: Detected Hardware Unit Hang: [ 9984.993606] TDH <5d> [ 9984.993608] TDT <6b> [ 9984.993611] next_to_use <6b> [ 9984.993613] next_to_clean <5b> [ 9984.993615] buffer_info[next_to_clean]: [ 9984.993617] time_stamp <24da80> [ 9984.993619] next_to_watch <5d> [ 9984.993621] jiffies <24f200> [ 9984.993624] next_to_watch.status <0> [ 9984.993626] MAC Status <80080703> [ 9984.993628] PHY Status <796d> [ 9984.993630] PHY 1000BASE-T Status <4000> [ 9984.993632] PHY Extended Status <3000> [ 9984.993635] PCI Status <10> [ 9986.001047] e1000e 0000:02:00.0: eth0: Reset adapter [ 9986.176202] e1000e: eth0 NIC Link is Up 10 Mbps Full Duplex, Flow Control: RX/TX [ 9986.176211] e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO I'm not sure where to start troubleshooting this. Any ideas? Here is the result of ethtool -d eth0 MAC Registers ------------- 0x00000: CTRL (Device control register) 0x18100248 Endian mode (buffers): little Link reset: reset Set link up: 1 Invert Loss-Of-Signal: no Receive flow control: enabled Transmit flow control: enabled VLAN mode: disabled Auto speed detect: disabled Speed select: 1000Mb/s Force speed: no Force duplex: no 0x00008: STATUS (Device status register) 0x80080703 Duplex: full Link up: link config TBI mode: disabled Link speed: 10Mb/s Bus type: PCI Express Port number: 0 0x00100: RCTL (Receive control register) 0x04048002 Receiver: enabled Store bad packets: disabled Unicast promiscuous: disabled Multicast promiscuous: disabled Long packet: disabled Descriptor minimum threshold size: 1/2 Broadcast accept mode: accept VLAN filter: enabled Canonical form indicator: disabled Discard pause frames: filtered Pass MAC control frames: don't pass Receive buffer size: 2048 0x02808: RDLEN (Receive desc length) 0x00001000 0x02810: RDH (Receive desc head) 0x00000001 0x02818: RDT (Receive desc tail) 0x000000F0 0x02820: RDTR (Receive delay timer) 0x00000000 0x00400: TCTL (Transmit ctrl register) 0x3103F0FA Transmitter: enabled Pad short packets: enabled Software XOFF Transmission: disabled Re-transmit on late collision: enabled 0x03808: TDLEN (Transmit desc length) 0x00001000 0x03810: TDH (Transmit desc head) 0x00000000 0x03818: TDT (Transmit desc tail) 0x00000000 0x03820: TIDV (Transmit delay timer) 0x00000008 PHY type: IGP2 and ethtool -c eth0 Coalesce parameters for eth0: Adaptive RX: off TX: off stats-block-usecs: 0 sample-interval: 0 pkt-rate-low: 0 pkt-rate-high: 0 rx-usecs: 3 rx-frames: 0 rx-usecs-irq: 0 rx-frames-irq: 0 tx-usecs: 0 tx-frames: 0 tx-usecs-irq: 0 tx-frames-irq: 0 rx-usecs-low: 0 rx-frame-low: 0 tx-usecs-low: 0 tx-frame-low: 0 rx-usecs-high: 0 rx-frame-high: 0 tx-usecs-high: 0 tx-frame-high: 0 Here is also the lspci -vvv for this controller 02:00.0 Ethernet controller: Intel Corporation 82573L Gigabit Ethernet Controller Subsystem: Lenovo ThinkPad X60s Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 45 Region 0: Memory at ee000000 (32-bit, non-prefetchable) [size=128K] Region 2: I/O ports at 2000 [size=32] Capabilities: [c8] Power Management version 2 Flags: PMEClk- DSI+ D1- D2- AuxCurrent=0mA PME(D0+,D1-,D2-,D3hot+,D3cold+) Status: D0 NoSoftRst- PME-Enable- DSel=0 DScale=1 PME- Capabilities: [d0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Address: 00000000fee0300c Data: 415a Capabilities: [e0] Express (v1) Endpoint, MSI 00 DevCap: MaxPayload 256 bytes, PhantFunc 0, Latency L0s <512ns, L1 <64us ExtTag- AttnBtn- AttnInd- PwrInd- RBE- FLReset- DevCtl: Report errors: Correctable+ Non-Fatal+ Fatal+ Unsupported+ RlxdOrd+ ExtTag- PhantFunc- AuxPwr- NoSnoop+ MaxPayload 128 bytes, MaxReadReq 512 bytes DevSta: CorrErr- UncorrErr- FatalErr- UnsuppReq- AuxPwr+ TransPend- LnkCap: Port #0, Speed 2.5GT/s, Width x1, ASPM L0s L1, Latency L0 <128ns, L1 <64us ClockPM+ Surprise- LLActRep- BwNot- LnkCtl: ASPM Disabled; RCB 64 bytes Disabled- Retrain- CommClk+ ExtSynch- ClockPM+ AutWidDis- BWInt- AutBWInt- LnkSta: Speed 2.5GT/s, Width x1, TrErr- Train- SlotClk+ DLActive- BWMgmt- ABWMgmt- Capabilities: [100 v1] Advanced Error Reporting UESta: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq+ ACSViol- UEMsk: DLP- SDES- TLP- FCP- CmpltTO- CmpltAbrt- UnxCmplt- RxOF- MalfTLP- ECRC- UnsupReq- ACSViol- UESvrt: DLP+ SDES- TLP- FCP+ CmpltTO- CmpltAbrt- UnxCmplt- RxOF+ MalfTLP+ ECRC- UnsupReq- ACSViol- CESta: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- CEMsk: RxErr- BadTLP- BadDLLP- Rollover- Timeout- NonFatalErr- AERCap: First Error Pointer: 14, GenCap- CGenEn- ChkCap- ChkEn- Capabilities: [140 v1] Device Serial Number 00-0a-e4-ff-ff-3e-ce-74 Kernel driver in use: e1000e Kernel modules: e1000e I filed a bug on this upstream, still no idea how to get more useful information. Here is a the result of the running that script EEPROM FIX UPDATE $ sudo bash fixeep-82573-dspd.sh eth0 eth0: is a "82573L Gigabit Ethernet Controller" This fixup is applicable to your hardware Your eeprom is up to date, no changes were made Do I still need to do anything? Also here is my EEPROM dump $ sudo ethtool -e eth0 Offset Values ------ ------ 0x0000 00 0a e4 3e ce 74 30 0b b2 ff 51 00 ff ff ff ff 0x0010 53 00 03 02 6b 02 7e 20 aa 17 9a 10 86 80 df 80 0x0020 00 00 00 20 54 7e 00 00 14 00 da 00 04 00 00 27 0x0030 c9 6c 50 31 3e 07 0b 04 8b 29 00 00 00 f0 02 0f 0x0040 08 10 00 00 04 0f ff 7f 01 4d ff ff ff ff ff ff 0x0050 14 00 1d 00 14 00 1d 00 af aa 1e 00 00 00 1d 00 0x0060 00 01 00 40 1f 12 07 40 ff ff ff ff ff ff ff ff 0x0070 ff ff ff ff ff ff ff ff ff ff ff ff ff ff 4a e0 I'd also like to note that I used eth0 every day for years and until recently never had an issue.

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Agile Development

    - by James Oloo Onyango
    Alot of literature has and is being written about agile developement and its surrounding philosophies. In my quest to find the best way to express the importance of agile methodologies, i have found Robert C. Martin's "A Satire Of Two Companies" to be both the most concise and thorough! Enjoy the read! Rufus Inc Project Kick Off Your name is Bob. The date is January 3, 2001, and your head still aches from the recent millennial revelry. You are sitting in a conference room with several managers and a group of your peers. You are a project team leader. Your boss is there, and he has brought along all of his team leaders. His boss called the meeting. "We have a new project to develop," says your boss's boss. Call him BB. The points in his hair are so long that they scrape the ceiling. Your boss's points are just starting to grow, but he eagerly awaits the day when he can leave Brylcream stains on the acoustic tiles. BB describes the essence of the new market they have identified and the product they want to develop to exploit this market. "We must have this new project up and working by fourth quarter October 1," BB demands. "Nothing is of higher priority, so we are cancelling your current project." The reaction in the room is stunned silence. Months of work are simply going to be thrown away. Slowly, a murmur of objection begins to circulate around the conference table.   His points give off an evil green glow as BB meets the eyes of everyone in the room. One by one, that insidious stare reduces each attendee to quivering lumps of protoplasm. It is clear that he will brook no discussion on this matter. Once silence has been restored, BB says, "We need to begin immediately. How long will it take you to do the analysis?" You raise your hand. Your boss tries to stop you, but his spitwad misses you and you are unaware of his efforts.   "Sir, we can't tell you how long the analysis will take until we have some requirements." "The requirements document won't be ready for 3 or 4 weeks," BB says, his points vibrating with frustration. "So, pretend that you have the requirements in front of you now. How long will you require for analysis?" No one breathes. Everyone looks around to see whether anyone has some idea. "If analysis goes beyond April 1, we have a problem. Can you finish the analysis by then?" Your boss visibly gathers his courage: "We'll find a way, sir!" His points grow 3 mm, and your headache increases by two Tylenol. "Good." BB smiles. "Now, how long will it take to do the design?" "Sir," you say. Your boss visibly pales. He is clearly worried that his 3 mms are at risk. "Without an analysis, it will not be possible to tell you how long design will take." BB's expression shifts beyond austere.   "PRETEND you have the analysis already!" he says, while fixing you with his vacant, beady little eyes. "How long will it take you to do the design?" Two Tylenol are not going to cut it. Your boss, in a desperate attempt to save his new growth, babbles: "Well, sir, with only six months left to complete the project, design had better take no longer than 3 months."   "I'm glad you agree, Smithers!" BB says, beaming. Your boss relaxes. He knows his points are secure. After a while, he starts lightly humming the Brylcream jingle. BB continues, "So, analysis will be complete by April 1, design will be complete by July 1, and that gives you 3 months to implement the project. This meeting is an example of how well our new consensus and empowerment policies are working. Now, get out there and start working. I'll expect to see TQM plans and QIT assignments on my desk by next week. Oh, and don't forget that your crossfunctional team meetings and reports will be needed for next month's quality audit." "Forget the Tylenol," you think to yourself as you return to your cubicle. "I need bourbon."   Visibly excited, your boss comes over to you and says, "Gosh, what a great meeting. I think we're really going to do some world shaking with this project." You nod in agreement, too disgusted to do anything else. "Oh," your boss continues, "I almost forgot." He hands you a 30-page document. "Remember that the SEI is coming to do an evaluation next week. This is the evaluation guide. You need to read through it, memorize it, and then shred it. It tells you how to answer any questions that the SEI auditors ask you. It also tells you what parts of the building you are allowed to take them to and what parts to avoid. We are determined to be a CMM level 3 organization by June!"   You and your peers start working on the analysis of the new project. This is difficult because you have no requirements. But from the 10-minute introduction given by BB on that fateful morning, you have some idea of what the product is supposed to do.   Corporate process demands that you begin by creating a use case document. You and your team begin enumerating use cases and drawing oval and stick diagrams. Philosophical debates break out among the team members. There is disagreement as to whether certain use cases should be connected with <<extends>> or <<includes>> relationships. Competing models are created, but nobody knows how to evaluate them. The debate continues, effectively paralyzing progress.   After a week, somebody finds the iceberg.com Web site, which recommends disposing entirely of <<extends>> and <<includes>> and replacing them with <<precedes>> and <<uses>>. The documents on this Web site, authored by Don Sengroiux, describes a method known as stalwart-analysis, which claims to be a step-by-step method for translating use cases into design diagrams. More competing use case models are created using this new scheme, but again, people can't agree on how to evaluate them. The thrashing continues. More and more, the use case meetings are driven by emotion rather than by reason. If it weren't for the fact that you don't have requirements, you'd be pretty upset by the lack of progress you are making. The requirements document arrives on February 15. And then again on February 20, 25, and every week thereafter. Each new version contradicts the previous one. Clearly, the marketing folks who are writing the requirements, empowered though they might be, are not finding consensus.   At the same time, several new competing use case templates have been proposed by the various team members. Each template presents its own particularly creative way of delaying progress. The debates rage on. On March 1, Prudence Putrigence, the process proctor, succeeds in integrating all the competing use case forms and templates into a single, all-encompassing form. Just the blank form is 15 pages long. She has managed to include every field that appeared on all the competing templates. She also presents a 159- page document describing how to fill out the use case form. All current use cases must be rewritten according to the new standard.   You marvel to yourself that it now requires 15 pages of fill-in-the-blank and essay questions to answer the question: What should the system do when the user presses Return? The corporate process (authored by L. E. Ott, famed author of "Holistic Analysis: A Progressive Dialectic for Software Engineers") insists that you discover all primary use cases, 87 percent of all secondary use cases, and 36.274 percent of all tertiary use cases before you can complete analysis and enter the design phase. You have no idea what a tertiary use case is. So in an attempt to meet this requirement, you try to get your use case document reviewed by the marketing department, which you hope will know what a tertiary use case is.   Unfortunately, the marketing folks are too busy with sales support to talk to you. Indeed, since the project started, you have not been able to get a single meeting with marketing, which has provided a never-ending stream of changing and contradictory requirements documents.   While one team has been spinning endlessly on the use case document, another team has been working out the domain model. Endless variations of UML documents are pouring out of this team. Every week, the model is reworked.   The team members can't decide whether to use <<interfaces>> or <<types>> in the model. A huge disagreement has been raging on the proper syntax and application of OCL. Others on the team just got back from a 5-day class on catabolism, and have been producing incredibly detailed and arcane diagrams that nobody else can fathom.   On March 27, with one week to go before analysis is to be complete, you have produced a sea of documents and diagrams but are no closer to a cogent analysis of the problem than you were on January 3. **** And then, a miracle happens.   **** On Saturday, April 1, you check your e-mail from home. You see a memo from your boss to BB. It states unequivocally that you are done with the analysis! You phone your boss and complain. "How could you have told BB that we were done with the analysis?" "Have you looked at a calendar lately?" he responds. "It's April 1!" The irony of that date does not escape you. "But we have so much more to think about. So much more to analyze! We haven't even decided whether to use <<extends>> or <<precedes>>!" "Where is your evidence that you are not done?" inquires your boss, impatiently. "Whaaa . . . ." But he cuts you off. "Analysis can go on forever; it has to be stopped at some point. And since this is the date it was scheduled to stop, it has been stopped. Now, on Monday, I want you to gather up all existing analysis materials and put them into a public folder. Release that folder to Prudence so that she can log it in the CM system by Monday afternoon. Then get busy and start designing."   As you hang up the phone, you begin to consider the benefits of keeping a bottle of bourbon in your bottom desk drawer. They threw a party to celebrate the on-time completion of the analysis phase. BB gave a colon-stirring speech on empowerment. And your boss, another 3 mm taller, congratulated his team on the incredible show of unity and teamwork. Finally, the CIO takes the stage to tell everyone that the SEI audit went very well and to thank everyone for studying and shredding the evaluation guides that were passed out. Level 3 now seems assured and will be awarded by June. (Scuttlebutt has it that managers at the level of BB and above are to receive significant bonuses once the SEI awards level 3.)   As the weeks flow by, you and your team work on the design of the system. Of course, you find that the analysis that the design is supposedly based on is flawedno, useless; no, worse than useless. But when you tell your boss that you need to go back and work some more on the analysis to shore up its weaker sections, he simply states, "The analysis phase is over. The only allowable activity is design. Now get back to it."   So, you and your team hack the design as best you can, unsure of whether the requirements have been properly analyzed. Of course, it really doesn't matter much, since the requirements document is still thrashing with weekly revisions, and the marketing department still refuses to meet with you.     The design is a nightmare. Your boss recently misread a book named The Finish Line in which the author, Mark DeThomaso, blithely suggested that design documents should be taken down to code-level detail. "If we are going to be working at that level of detail," you ask, "why don't we simply write the code instead?" "Because then you wouldn't be designing, of course. And the only allowable activity in the design phase is design!" "Besides," he continues, "we have just purchased a companywide license for Dandelion! This tool enables 'Round the Horn Engineering!' You are to transfer all design diagrams into this tool. It will automatically generate our code for us! It will also keep the design diagrams in sync with the code!" Your boss hands you a brightly colored shrinkwrapped box containing the Dandelion distribution. You accept it numbly and shuffle off to your cubicle. Twelve hours, eight crashes, one disk reformatting, and eight shots of 151 later, you finally have the tool installed on your server. You consider the week your team will lose while attending Dandelion training. Then you smile and think, "Any week I'm not here is a good week." Design diagram after design diagram is created by your team. Dandelion makes it very difficult to draw these diagrams. There are dozens and dozens of deeply nested dialog boxes with funny text fields and check boxes that must all be filled in correctly. And then there's the problem of moving classes between packages. At first, these diagram are driven from the use cases. But the requirements are changing so often that the use cases rapidly become meaningless. Debates rage about whether VISITOR or DECORATOR design patterns should be used. One developer refuses to use VISITOR in any form, claiming that it's not a properly object-oriented construct. Someone refuses to use multiple inheritance, since it is the spawn of the devil. Review meetings rapidly degenerate into debates about the meaning of object orientation, the definition of analysis versus design, or when to use aggregation versus association. Midway through the design cycle, the marketing folks announce that they have rethought the focus of the system. Their new requirements document is completely restructured. They have eliminated several major feature areas and replaced them with feature areas that they anticipate customer surveys will show to be more appropriate. You tell your boss that these changes mean that you need to reanalyze and redesign much of the system. But he says, "The analysis phase is system. But he says, "The analysis phase is over. The only allowable activity is design. Now get back to it."   You suggest that it might be better to create a simple prototype to show to the marketing folks and even some potential customers. But your boss says, "The analysis phase is over. The only allowable activity is design. Now get back to it." Hack, hack, hack, hack. You try to create some kind of a design document that might reflect the new requirements documents. However, the revolution of the requirements has not caused them to stop thrashing. Indeed, if anything, the wild oscillations of the requirements document have only increased in frequency and amplitude.   You slog your way through them.   On June 15, the Dandelion database gets corrupted. Apparently, the corruption has been progressive. Small errors in the DB accumulated over the months into bigger and bigger errors. Eventually, the CASE tool just stopped working. Of course, the slowly encroaching corruption is present on all the backups. Calls to the Dandelion technical support line go unanswered for several days. Finally, you receive a brief e-mail from Dandelion, informing you that this is a known problem and that the solution is to purchase the new version, which they promise will be ready some time next quarter, and then reenter all the diagrams by hand.   ****   Then, on July 1 another miracle happens! You are done with the design!   Rather than go to your boss and complain, you stock your middle desk drawer with some vodka.   **** They threw a party to celebrate the on-time completion of the design phase and their graduation to CMM level 3. This time, you find BB's speech so stirring that you have to use the restroom before it begins. New banners and plaques are all over your workplace. They show pictures of eagles and mountain climbers, and they talk about teamwork and empowerment. They read better after a few scotches. That reminds you that you need to clear out your file cabinet to make room for the brandy. You and your team begin to code. But you rapidly discover that the design is lacking in some significant areas. Actually, it's lacking any significance at all. You convene a design session in one of the conference rooms to try to work through some of the nastier problems. But your boss catches you at it and disbands the meeting, saying, "The design phase is over. The only allowable activity is coding. Now get back to it."   ****   The code generated by Dandelion is really hideous. It turns out that you and your team were using association and aggregation the wrong way, after all. All the generated code has to be edited to correct these flaws. Editing this code is extremely difficult because it has been instrumented with ugly comment blocks that have special syntax that Dandelion needs in order to keep the diagrams in sync with the code. If you accidentally alter one of these comments, the diagrams will be regenerated incorrectly. It turns out that "Round the Horn Engineering" requires an awful lot of effort. The more you try to keep the code compatible with Dandelion, the more errors Dandelion generates. In the end, you give up and decide to keep the diagrams up to date manually. A second later, you decide that there's no point in keeping the diagrams up to date at all. Besides, who has time?   Your boss hires a consultant to build tools to count the number of lines of code that are being produced. He puts a big thermometer graph on the wall with the number 1,000,000 on the top. Every day, he extends the red line to show how many lines have been added. Three days after the thermometer appears on the wall, your boss stops you in the hall. "That graph isn't growing quickly enough. We need to have a million lines done by October 1." "We aren't even sh-sh-sure that the proshect will require a m-million linezh," you blather. "We have to have a million lines done by October 1," your boss reiterates. His points have grown again, and the Grecian formula he uses on them creates an aura of authority and competence. "Are you sure your comment blocks are big enough?" Then, in a flash of managerial insight, he says, "I have it! I want you to institute a new policy among the engineers. No line of code is to be longer than 20 characters. Any such line must be split into two or more preferably more. All existing code needs to be reworked to this standard. That'll get our line count up!"   You decide not to tell him that this will require two unscheduled work months. You decide not to tell him anything at all. You decide that intravenous injections of pure ethanol are the only solution. You make the appropriate arrangements. Hack, hack, hack, and hack. You and your team madly code away. By August 1, your boss, frowning at the thermometer on the wall, institutes a mandatory 50-hour workweek.   Hack, hack, hack, and hack. By September 1st, the thermometer is at 1.2 million lines and your boss asks you to write a report describing why you exceeded the coding budget by 20 percent. He institutes mandatory Saturdays and demands that the project be brought back down to a million lines. You start a campaign of remerging lines. Hack, hack, hack, and hack. Tempers are flaring; people are quitting; QA is raining trouble reports down on you. Customers are demanding installation and user manuals; salespeople are demanding advance demonstrations for special customers; the requirements document is still thrashing, the marketing folks are complaining that the product isn't anything like they specified, and the liquor store won't accept your credit card anymore. Something has to give.    On September 15, BB calls a meeting. As he enters the room, his points are emitting clouds of steam. When he speaks, the bass overtones of his carefully manicured voice cause the pit of your stomach to roll over. "The QA manager has told me that this project has less than 50 percent of the required features implemented. He has also informed me that the system crashes all the time, yields wrong results, and is hideously slow. He has also complained that he cannot keep up with the continuous train of daily releases, each more buggy than the last!" He stops for a few seconds, visibly trying to compose himself. "The QA manager estimates that, at this rate of development, we won't be able to ship the product until December!" Actually, you think it's more like March, but you don't say anything. "December!" BB roars with such derision that people duck their heads as though he were pointing an assault rifle at them. "December is absolutely out of the question. Team leaders, I want new estimates on my desk in the morning. I am hereby mandating 65-hour work weeks until this project is complete. And it better be complete by November 1."   As he leaves the conference room, he is heard to mutter: "Empowermentbah!" * * * Your boss is bald; his points are mounted on BB's wall. The fluorescent lights reflecting off his pate momentarily dazzle you. "Do you have anything to drink?" he asks. Having just finished your last bottle of Boone's Farm, you pull a bottle of Thunderbird from your bookshelf and pour it into his coffee mug. "What's it going to take to get this project done? " he asks. "We need to freeze the requirements, analyze them, design them, and then implement them," you say callously. "By November 1?" your boss exclaims incredulously. "No way! Just get back to coding the damned thing." He storms out, scratching his vacant head.   A few days later, you find that your boss has been transferred to the corporate research division. Turnover has skyrocketed. Customers, informed at the last minute that their orders cannot be fulfilled on time, have begun to cancel their orders. Marketing is re-evaluating whether this product aligns with the overall goals of the company. Memos fly, heads roll, policies change, and things are, overall, pretty grim. Finally, by March, after far too many sixty-five hour weeks, a very shaky version of the software is ready. In the field, bug-discovery rates are high, and the technical support staff are at their wits' end, trying to cope with the complaints and demands of the irate customers. Nobody is happy.   In April, BB decides to buy his way out of the problem by licensing a product produced by Rupert Industries and redistributing it. The customers are mollified, the marketing folks are smug, and you are laid off.     Rupert Industries: Project Alpha   Your name is Robert. The date is January 3, 2001. The quiet hours spent with your family this holiday have left you refreshed and ready for work. You are sitting in a conference room with your team of professionals. The manager of the division called the meeting. "We have some ideas for a new project," says the division manager. Call him Russ. He is a high-strung British chap with more energy than a fusion reactor. He is ambitious and driven but understands the value of a team. Russ describes the essence of the new market opportunity the company has identified and introduces you to Jane, the marketing manager, who is responsible for defining the products that will address it. Addressing you, Jane says, "We'd like to start defining our first product offering as soon as possible. When can you and your team meet with me?" You reply, "We'll be done with the current iteration of our project this Friday. We can spare a few hours for you between now and then. After that, we'll take a few people from the team and dedicate them to you. We'll begin hiring their replacements and the new people for your team immediately." "Great," says Russ, "but I want you to understand that it is critical that we have something to exhibit at the trade show coming up this July. If we can't be there with something significant, we'll lose the opportunity."   "I understand," you reply. "I don't yet know what it is that you have in mind, but I'm sure we can have something by July. I just can't tell you what that something will be right now. In any case, you and Jane are going to have complete control over what we developers do, so you can rest assured that by July, you'll have the most important things that can be accomplished in that time ready to exhibit."   Russ nods in satisfaction. He knows how this works. Your team has always kept him advised and allowed him to steer their development. He has the utmost confidence that your team will work on the most important things first and will produce a high-quality product.   * * *   "So, Robert," says Jane at their first meeting, "How does your team feel about being split up?" "We'll miss working with each other," you answer, "but some of us were getting pretty tired of that last project and are looking forward to a change. So, what are you people cooking up?" Jane beams. "You know how much trouble our customers currently have . . ." And she spends a half hour or so describing the problem and possible solution. "OK, wait a second" you respond. "I need to be clear about this." And so you and Jane talk about how this system might work. Some of her ideas aren't fully formed. You suggest possible solutions. She likes some of them. You continue discussing.   During the discussion, as each new topic is addressed, Jane writes user story cards. Each card represents something that the new system has to do. The cards accumulate on the table and are spread out in front of you. Both you and Jane point at them, pick them up, and make notes on them as you discuss the stories. The cards are powerful mnemonic devices that you can use to represent complex ideas that are barely formed.   At the end of the meeting, you say, "OK, I've got a general idea of what you want. I'm going to talk to the team about it. I imagine they'll want to run some experiments with various database structures and presentation formats. Next time we meet, it'll be as a group, and we'll start identifying the most important features of the system."   A week later, your nascent team meets with Jane. They spread the existing user story cards out on the table and begin to get into some of the details of the system. The meeting is very dynamic. Jane presents the stories in the order of their importance. There is much discussion about each one. The developers are concerned about keeping the stories small enough to estimate and test. So they continually ask Jane to split one story into several smaller stories. Jane is concerned that each story have a clear business value and priority, so as she splits them, she makes sure that this stays true.   The stories accumulate on the table. Jane writes them, but the developers make notes on them as needed. Nobody tries to capture everything that is said; the cards are not meant to capture everything but are simply reminders of the conversation.   As the developers become more comfortable with the stories, they begin writing estimates on them. These estimates are crude and budgetary, but they give Jane an idea of what the story will cost.   At the end of the meeting, it is clear that many more stories could be discussed. It is also clear that the most important stories have been addressed and that they represent several months worth of work. Jane closes the meeting by taking the cards with her and promising to have a proposal for the first release in the morning.   * * *   The next morning, you reconvene the meeting. Jane chooses five cards and places them on the table. "According to your estimates, these cards represent about one perfect team-week's worth of work. The last iteration of the previous project managed to get one perfect team-week done in 3 real weeks. If we can get these five stories done in 3 weeks, we'll be able to demonstrate them to Russ. That will make him feel very comfortable about our progress." Jane is pushing it. The sheepish look on her face lets you know that she knows it too. You reply, "Jane, this is a new team, working on a new project. It's a bit presumptuous to expect that our velocity will be the same as the previous team's. However, I met with the team yesterday afternoon, and we all agreed that our initial velocity should, in fact, be set to one perfectweek for every 3 real-weeks. So you've lucked out on this one." "Just remember," you continue, "that the story estimates and the story velocity are very tentative at this point. We'll learn more when we plan the iteration and even more when we implement it."   Jane looks over her glasses at you as if to say "Who's the boss around here, anyway?" and then smiles and says, "Yeah, don't worry. I know the drill by now."Jane then puts 15 more cards on the table. She says, "If we can get all these cards done by the end of March, we can turn the system over to our beta test customers. And we'll get good feedback from them."   You reply, "OK, so we've got our first iteration defined, and we have the stories for the next three iterations after that. These four iterations will make our first release."   "So," says Jane, can you really do these five stories in the next 3 weeks?" "I don't know for sure, Jane," you reply. "Let's break them down into tasks and see what we get."   So Jane, you, and your team spend the next several hours taking each of the five stories that Jane chose for the first iteration and breaking them down into small tasks. The developers quickly realize that some of the tasks can be shared between stories and that other tasks have commonalities that can probably be taken advantage of. It is clear that potential designs are popping into the developers' heads. From time to time, they form little discussion knots and scribble UML diagrams on some cards.   Soon, the whiteboard is filled with the tasks that, once completed, will implement the five stories for this iteration. You start the sign-up process by saying, "OK, let's sign up for these tasks." "I'll take the initial database generation." Says Pete. "That's what I did on the last project, and this doesn't look very different. I estimate it at two of my perfect workdays." "OK, well, then, I'll take the login screen," says Joe. "Aw, darn," says Elaine, the junior member of the team, "I've never done a GUI, and kinda wanted to try that one."   "Ah, the impatience of youth," Joe says sagely, with a wink in your direction. "You can assist me with it, young Jedi." To Jane: "I think it'll take me about three of my perfect workdays."   One by one, the developers sign up for tasks and estimate them in terms of their own perfect workdays. Both you and Jane know that it is best to let the developers volunteer for tasks than to assign the tasks to them. You also know full well that you daren't challenge any of the developers' estimates. You know these people, and you trust them. You know that they are going to do the very best they can.   The developers know that they can't sign up for more perfect workdays than they finished in the last iteration they worked on. Once each developer has filled his or her schedule for the iteration, they stop signing up for tasks.   Eventually, all the developers have stopped signing up for tasks. But, of course, tasks are still left on the board.   "I was worried that that might happen," you say, "OK, there's only one thing to do, Jane. We've got too much to do in this iteration. What stories or tasks can we remove?" Jane sighs. She knows that this is the only option. Working overtime at the beginning of a project is insane, and projects where she's tried it have not fared well.   So Jane starts to remove the least-important functionality. "Well, we really don't need the login screen just yet. We can simply start the system in the logged-in state." "Rats!" cries Elaine. "I really wanted to do that." "Patience, grasshopper." says Joe. "Those who wait for the bees to leave the hive will not have lips too swollen to relish the honey." Elaine looks confused. Everyone looks confused. "So . . .," Jane continues, "I think we can also do away with . . ." And so, bit by bit, the list of tasks shrinks. Developers who lose a task sign up for one of the remaining ones.   The negotiation is not painless. Several times, Jane exhibits obvious frustration and impatience. Once, when tensions are especially high, Elaine volunteers, "I'll work extra hard to make up some of the missing time." You are about to correct her when, fortunately, Joe looks her in the eye and says, "When once you proceed down the dark path, forever will it dominate your destiny."   In the end, an iteration acceptable to Jane is reached. It's not what Jane wanted. Indeed, it is significantly less. But it's something the team feels that can be achieved in the next 3 weeks.   And, after all, it still addresses the most important things that Jane wanted in the iteration. "So, Jane," you say when things had quieted down a bit, "when can we expect acceptance tests from you?" Jane sighs. This is the other side of the coin. For every story the development team implements,   Jane must supply a suite of acceptance tests that prove that it works. And the team needs these long before the end of the iteration, since they will certainly point out differences in the way Jane and the developers imagine the system's behaviour.   "I'll get you some example test scripts today," Jane promises. "I'll add to them every day after that. You'll have the entire suite by the middle of the iteration."   * * *   The iteration begins on Monday morning with a flurry of Class, Responsibilities, Collaborators sessions. By midmorning, all the developers have assembled into pairs and are rapidly coding away. "And now, my young apprentice," Joe says to Elaine, "you shall learn the mysteries of test-first design!"   "Wow, that sounds pretty rad," Elaine replies. "How do you do it?" Joe beams. It's clear that he has been anticipating this moment. "OK, what does the code do right now?" "Huh?" replied Elaine, "It doesn't do anything at all; there is no code."   "So, consider our task; can you think of something the code should do?" "Sure," Elaine said with youthful assurance, "First, it should connect to the database." "And thereupon, what must needs be required to connecteth the database?" "You sure talk weird," laughed Elaine. "I think we'd have to get the database object from some registry and call the Connect() method. "Ah, astute young wizard. Thou perceives correctly that we requireth an object within which we can cacheth the database object." "Is 'cacheth' really a word?" "It is when I say it! So, what test can we write that we know the database registry should pass?" Elaine sighs. She knows she'll just have to play along. "We should be able to create a database object and pass it to the registry in a Store() method. And then we should be able to pull it out of the registry with a Get() method and make sure it's the same object." "Oh, well said, my prepubescent sprite!" "Hay!" "So, now, let's write a test function that proves your case." "But shouldn't we write the database object and registry object first?" "Ah, you've much to learn, my young impatient one. Just write the test first." "But it won't even compile!" "Are you sure? What if it did?" "Uh . . ." "Just write the test, Elaine. Trust me." And so Joe, Elaine, and all the other developers began to code their tasks, one test case at a time. The room in which they worked was abuzz with the conversations between the pairs. The murmur was punctuated by an occasional high five when a pair managed to finish a task or a difficult test case.   As development proceeded, the developers changed partners once or twice a day. Each developer got to see what all the others were doing, and so knowledge of the code spread generally throughout the team.   Whenever a pair finished something significant whether a whole task or simply an important part of a task they integrated what they had with the rest of the system. Thus, the code base grew daily, and integration difficulties were minimized.   The developers communicated with Jane on a daily basis. They'd go to her whenever they had a question about the functionality of the system or the interpretation of an acceptance test case.   Jane, good as her word, supplied the team with a steady stream of acceptance test scripts. The team read these carefully and thereby gained a much better understanding of what Jane expected the system to do. By the beginning of the second week, there was enough functionality to demonstrate to Jane. She watched eagerly as the demonstration passed test case after test case. "This is really cool," Jane said as the demonstration finally ended. "But this doesn't seem like one-third of the tasks. Is your velocity slower than anticipated?"   You grimace. You'd been waiting for a good time to mention this to Jane but now she was forcing the issue. "Yes, unfortunately, we are going more slowly than we had expected. The new application server we are using is turning out to be a pain to configure. Also, it takes forever to reboot, and we have to reboot it whenever we make even the slightest change to its configuration."   Jane eyes you with suspicion. The stress of last Monday's negotiations had still not entirely dissipated. She says, "And what does this mean to our schedule? We can't slip it again, we just can't. Russ will have a fit! He'll haul us all into the woodshed and ream us some new ones."   You look Jane right in the eyes. There's no pleasant way to give someone news like this. So you just blurt out, "Look, if things keep going like they're going, we're not going to be done with everything by next Friday. Now it's possible that we'll figure out a way to go faster. But, frankly, I wouldn't depend on that. You should start thinking about one or two tasks that could be removed from the iteration without ruining the demonstration for Russ. Come hell or high water, we are going to give that demonstration on Friday, and I don't think you want us to choose which tasks to omit."   "Aw forchrisakes!" Jane barely manages to stifle yelling that last word as she stalks away, shaking her head. Not for the first time, you say to yourself, "Nobody ever promised me project management would be easy." You are pretty sure it won't be the last time, either.   Actually, things went a bit better than you had hoped. The team did, in fact, have to drop one task from the iteration, but Jane had chosen wisely, and the demonstration for Russ went without a hitch. Russ was not impressed with the progress, but neither was he dismayed. He simply said, "This is pretty good. But remember, we have to be able to demonstrate this system at the trade show in July, and at this rate, it doesn't look like you'll have all that much to show." Jane, whose attitude had improved dramatically with the completion of the iteration, responded to Russ by saying, "Russ, this team is working hard, and well. When July comes around, I am confident that we'll have something significant to demonstrate. It won't be everything, and some of it may be smoke and mirrors, but we'll have something."   Painful though the last iteration was, it had calibrated your velocity numbers. The next iteration went much better. Not because your team got more done than in the last iteration but simply because the team didn't have to remove any tasks or stories in the middle of the iteration.   By the start of the fourth iteration, a natural rhythm has been established. Jane, you, and the team know exactly what to expect from one another. The team is running hard, but the pace is sustainable. You are confident that the team can keep up this pace for a year or more.   The number of surprises in the schedule diminishes to near zero; however, the number of surprises in the requirements does not. Jane and Russ frequently look over the growing system and make recommendations or changes to the existing functionality. But all parties realize that these changes take time and must be scheduled. So the changes do not cause anyone's expectations to be violated. In March, there is a major demonstration of the system to the board of directors. The system is very limited and is not yet in a form good enough to take to the trade show, but progress is steady, and the board is reasonably impressed.   The second release goes even more smoothly than the first. By now, the team has figured out a way to automate Jane's acceptance test scripts. The team has also refactored the design of the system to the point that it is really easy to add new features and change old ones. The second release was done by the end of June and was taken to the trade show. It had less in it than Jane and Russ would have liked, but it did demonstrate the most important features of the system. Although customers at the trade show noticed that certain features were missing, they were very impressed overall. You, Russ, and Jane all returned from the trade show with smiles on your faces. You all felt as though this project was a winner.   Indeed, many months later, you are contacted by Rufus Inc. That company had been working on a system like this for its internal operations. Rufus has canceled the development of that system after a death-march project and is negotiating to license your technology for its environment.   Indeed, things are looking up!

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