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  • Advice for transitioning into a Java developer position from doing other types of web development?

    - by Rick
    I've been doing web programming and currently work at a company working with mainly PHP and Javascript. For a little while now I've been becoming more and more frustrated with the shortcomings of this type of development and want to move to a company with a more defined development process that values doing things the "right way" such as using Unit tests, dependency injection / IoC, etc. I've been learning JEE / Java as much as I can on my own time but would really like to make a switch to doing this as my career and leave behind the PHP world altogether. I'm just wondering if anyone can give me advice on which things to put my main focus on right now to make myself marketable as an entry level Java developer. Basically, I feel that I'm not really learning anything new at my current job that will benefit me and its only making me more and more frustrated so I figure if there is any way to position myself for a transition I would rather do it sooner than later. Thanks for any advice.

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  • Transitioning from Chemical engineering to software industry what to do??

    - by console cowboy
    Hello all. Currently I am in my last semester of Engineering & has made my mind to switch to software field but given my knowledge of programming limited only to C. I am confused what to do next.Currently i have two choices. Get good at C, learn Python & write some good code/Apps & increase my employability chances. Do some Java/.Net certifications to increase my employability chances? Any kind of advice/suggestion is highly welcomed. P.S:I am also good at Linux & have a above average knowledge of operating systems. P.p.s: Advice from Indian Programmers would be beneficial.

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • What considerations need to be made when transitioning an application to support?

    - by Eric U.
    I will be taking on the role of support for a complex application that is transitioning from the development team. This application is a sharepoint solution that connects to several (7) web services. The development team is rolling off almost immediately and will be available only for small questions. I'm new to this role so I'm wondering what suggestions you have for me as I take on this large project. What are some considerations that should be made so that the transition to support is smooth and uninterupted? I've been reading the documentation but I can already see some gaps that need to be filled. The applicaiton is very (perhaps overly) configurable and there is lots of injected code. Stepping through the code is about the only way I can gain an understanding of what is actually happening. At this point I'm a little over whelmed and appreciate any suggestions or advice. Thanks!

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  • Transitioning from FlexBuilder 3 to FlashBuilder 4 ... there and back again.

    - by Robusto
    It's growing pains time again. Some of our stuff requires FlashBuilder 4 and some still requires FlexBuilder 3. Both are installed OK, and no projects use both IDEs. The trouble is, when I go back to work on a FlexBuilder 3 project it takes freakin' forever to build and I get weird errors like these: This doesn't seem to cause any identifiable problems except to throw up a modal dialog at various points in the build process, forcing user interaction. But I do notice that memory fills up fast in FB3 and generally FB3 starts behaving strangely and ultimately quits once it gets up over 700MB. This is only a temporary bridge situation until we get all projects into FB4, but "temporary" could mean weeks if not months. Does anyone have any advice for how to get through this bridge period? Is there anything I can do to make these two IDEs work and play well together? Failing that, does anyone know what "java.lang.String" is the "reason" for the problem? Does Eclipse have a resource bundle somewhere that is getting corrupted when i go back and forth between the two?

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  • Unit testing nested subflows (subflows of subflows)

    - by snusmumrik
    I'm trying to write unit test for a flow, which has subflow, which, itself, has another subflow. I register first flow using FlowDefinitionResource getResource(FlowDefinitionResourceFactory resourceFactory). Then I register subflow definitions during test execution in FlowDefinitionRegistry before transitioning to them. Transitioning to "first level" subflow goes ok. The result of transitioning to subflow of current subflow - NoSuchFlowDefinitionException. The problem is that subflow definitions are all seem attached to the primary flow of the test and subflow can't be found within another subflow. Is there any way to attach subflow definition to another subflow in tests, which extend AbstractXmlFlowExecutionTests?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • A note to college students using forums to do research

    - by Malcolm Anderson
    Recently, on a software development forum, a person who shall remain nameless posted the following   Hi, Is there good material available on the net/elsewhere for the following topics? 1. Transitioning an Organisation to Scrum 2. Scrum Team Dynamics Thanks Name Withheld to protect the guilty   Of course one of the first answers the nameless one got was a link to LetMeGoogleThatForYou http://lmgtfy.com/?q=Transitioning+an+Organisation+to+Scrum     Here's a quick checklist to follow before asking geeks of any kind, a broad general question. My Suggestion, use the checklist   1) google it 2) spend at least 1 hour reading blogs and articles on the subject before bothering another human 3) ask your question in the following form     a) I am a (position, years and months in positon)     b) I am trying to accomplish (goal)     c) What I have done for my research is (spent x hours reading and y hours interviewing relevant people)     d) What I am (am not) finding in my research is the following     e) Express curiosity as to what resources you may have missed and request suggestions for your next steps. 4) When you come back after doing all the above, then you can ask almost any question you want. This checklist is also useful when you are training a new developer.

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  • Tips on upgrading CVS to git/hg?

    - by meder
    We still use CVS, I use git and hg for my personal use though I'm still a novice at both, but I realize they're much more modern and better, faster, distributed, etc. It's just everyone is so accustomed to CVS that I feel a whole slew of issues could arise if I were to be the one that recommended and actually did the upgrading/porting/transitioning of our current CVS server to git or hg. Has anyone actually done this, recently? Could you offer any insight or tips in terms of influencing people to use git/hg, and just generic tips on the actual updating/transitioning if it were to take place? Are there common issues I should be aware of just in general?

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  • Application Virtualization has challenges

    - by llaszews
    information Week article discusses the challenges associated virtualizing applications in the cloud: Application Virtualization Challenges 'Golden images' quickly diverge from their pristine initial condition because of: 1. OS patches 2. Application updates 3. Configuration changes "Applications, once released into the wild, tend to quickly diverge from the golden image" "The difficulties face by developers and systems admins in deploying apps to the cloud are reminiscent of those encountered transitioning from mainframe to the client/server era"

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  • Is Ubuntu's Gnome being updated?

    - by Swader
    What I'm wondering is this - is Ubuntu-native Gnome being updated? I'm asking because I notice a discrepancy - Unity had a problem before in the new mail indicator staying blue if you read the message directly in Thunderbird when it arrives instead of via clicking the indicator itself. This has been fixed in 12.04 from what I've noticed. But transitioning to Gnome returned this issue. Will this fix be applied to Gnome too, or has Gnome been abandoned in terms of staying up to date?

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  • Silverlight Cream for January 04, 2011 -- #1022

    - by Dave Campbell
    In this Issue: Dennis Doomen, Doug Holland, Kunal Chowdhury, Sacha Barber, Paul Sheriff, Mike Snow(-2-), Peter Kuhn(-2-), and Mike Ormond. Above the Fold: Silverlight: "Silverlight: Fixing the BookShelf Sample" Peter Kuhn WP7: "Searching the Windows Phone 7 Marketplace Programmatically" Doug Holland Prism/Cinch: "PRISM 4 Custom Transitioning Region" Sacha Barber Shoutouts: Sacha Barber the author of Cinch asks for some advice from users: Cinch V2 : Question For The Reader Michael Crump introduces us to SnippetManager as a way to organize your Silverlight snippets... I'm thinking any snippet: A better way to organize your Silverlight Code Snippets. Andy Beaulieu announced an update of Physics Helper 4.2 using Farseer 3.2 ... check out the breaking changes though! Dennis Doomen blogged about a new release of his Fluent Assertions: A new year with a new release of Fluent Assertions, with a blog post about it below From SilverlightCream.com: Verifying PropertyChanged events in Silverlight using Fluent Assertions Dennis Doomen release his latest Fluent Assertions for .NET and Silverlight and wrote up a big post about the new event monitoring syntax. Searching the Windows Phone 7 Marketplace Programmatically Doug Holland has a post up on MSDN blogs talking about searching the WP7 Marketplace programmatically... ya know you should be able to do it... here's how. Beginners Guide to Visual Studio LightSwitch (Part - 5) Kunal Chowdhury has Part 5 of a tutorial series on Lightswitch up at SilverlightShow... working with custom validation this time, and for the first time in this series so far actually writes some code! PRISM 4 Custom Transitioning Region Sacha Barber took time to look at Prism4/MEF and Cinch2 and found things to be fine then wrote a custom PRISM region adaptor that uses a TransitionalElement from the Microsoft Transitionals project... code available, blog post to come. Get Application Title from Windows Phone Paul Sheriff has a cool chunk of code up... getting the Application's title programmatically... and other attributes as well, if you were wondering why you might wanna do that. Detecting Users Win7 Mobile Theme Color Mike Snow has a couple as well... first up is how to detect your user's theme... obviously useful if you wanna match it. Selecting an Item in a ComboBox after Adding Items Second for Mike Snow is a general Silverlight issue... setting the selected item on a ComboBox after filling it... if you haven't stumbled across this yet, you will... A Simplified Grid Markup Reloaded Peter Kuhn has a pair of posts up since last time... this first is an extension of Colin Eberhardt's simplified Grid markup system, but it's only useful if you don't plan on using Blend... can we get a show of hands? :) Silverlight: Fixing the BookShelf Sample Next Peter Kuhn has some changes to the Bookshelf code, but more importantly has some excelling tips about shader effects, Effects on Visual Elements and how to make best use of all the above. Displaying HTML Content in Windows Phone 7 Mike Ormond has a WP7 post up describing problems a customer had early on displaying rich text and an attempt to use the WebBrowser control to pull it off and the problems that caused... check out the resultant code, and read the comments as well. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Lookback API: How long is a defect in a particular state?

    - by user1195996
    We have a state in our defects called "Need More Information". I would like to create a graph over time of how many defects are in that state at any particular period of time. I think I can get the info to do that with the Lookback API with the following query: my $find = { State => 'Need More Information', '_PreviousValues.State' => {'$ne' => 'Need More Information'}, _TypeHierarchy => -51006, # defect _ValidFrom => { '$gte' => '2012-09-01TZ', '$lt' => '2012-10-23TZ', } I thought that would give me back a list of all defect snapshots where the defect was transitioning into "Need More Information" state, but it does not (seems to list everything that was ever in "Need More Information" state. Technically what I need is a query that lists snapshots of any defects transitioning either TO OR FROM the "Need More Information" state, but since this simpler one did not seem to work as I expected, I thought I would ask first why the query above did not work the way I expected.

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  • Alternatives to native LDAP

    - by Matt
    We've implemented an LDAP to NIS solution and have begun transitioning some systems to native LDAP binding for authentication and automount maps. Unfortunately we have a very mixed environment with more than 20 *nix environments. The setup for each variant is of course unique and has required various workarounds to get full functionality. We're now at the point where we're willing to revisit the solution and possibly migrate toward something like Likewise (http://www.likewise.org), but would like to know what others are using to solve this problem.

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  • Functional implications of differences in SSL and TLS

    - by Randell
    I know that TLS is essentially a newer version of SSL, and that it generally supports transitioning a connection from unsecured to secured (commonly through a STARTTLS command). What I don't understand is why TLS is important to an IT Professional, and why given the choice I would pick one over the other. Is TLS really just a newer version, and if so is it a compatible protocol? As an IT Professional: When do I use which? When do I not use which?

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  • How can I determine the sector size on an external hard drive?

    - by sigint
    Hard drives are transitioning from 512 byte to 4096 byte sector sizes, and it looks like Windows XP won't support these newer drives without additional software (such as WDalign from Western Digital) My question is: how does this affect external hard drives? I'll be buying a 1TB USB external drive, and it'll be plugged into a mix of Windows 7 and XP machines. Is there an easy way to tell what the sector size on an external hard drive is?

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  • How I can determine the sector size on an external hard drive?

    - by sigint
    Hard drives are transitioning from 512 byte to 4096 byte sector sizes, and it looks like Windows XP won't support these newer drives without additional software (such as WDalign from Western Digital) My question is: how does this affect external hard drives? I'll be buying a 1TB USB external drive, and it'll be plugged into a mix of Windows 7 and XP machines. Is there an easy way to tell what the sector size on an external hard drive is?

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  • How can I determine the sector size on an external hard drive?

    - by sigint
    Hard drives are transitioning from 512 byte to 4096 byte sector sizes, and it looks like Windows XP won't support these newer drives without additional software (such as WDalign from Western Digital) My question is: how does this affect external hard drives? I'll be buying a 1TB USB external drive, and it'll be plugged into a mix of Windows 7 and XP machines. Is there an easy way to tell what the sector size on an external hard drive is?

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  • Examples of continuous integration workflow using git

    - by Andrew Barinov
    Can anyone provide a rough outline of their git workflow that complies with continuous integration. E.g. How do you branch? Do you fast forward commits to the master branch? I am primarily working with Rails as well as client and server side Javascript. If anyone can recommend a solid CI technology that's compatible with those, that'd be great. I've looked into Jenkins but would like to check out other good alternatives. To put some context into this, I am planning on transitioning from working as a single developer into working as part of the team. I'd like to start standardizing my own personal workflow so that I can onboard new devs quickly.

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  • Release an upgraded iOS app with a different revenue model

    - by tassock
    I am starting a new iOS project and initially plan release a simple free version to gather feedback. I don't intend to monetize or market this initial version. However, I believe "Version 2" of this app will be good enough to pay for. I would prefer to release Version 2 as an upgrade from Version 1 rather than release it as a separate app. This way I can reserve a name for the app. It will also be easier to keep everything in a single repository. Are there any downsides of this approach? It's my understanding that I can change the price of an app at any point in time, so it shouldn't be an issue transitioning to a paid app, should it?

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • How to FTP transfer files to /var/www?

    - by jc.yin
    I'm new to linux and I've set up a web server with Ubuntu Desktop edition so I can practice with the GUI a bit before transitioning to Ubuntu Server. I've already set up a LAMP stack as well as FTP. Now I just need to know how to transfer my web files to the /var/www folder in Ubuntu. Previously I've worked on Mac OS and there's a central server for all the web files where I can FTP to. Anyone able to help me understand how do I FTP to the /var/www folder in Ubuntu? Thanks

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  • How do I get my mac to boot from an Ubuntu USB key?

    - by Vinay Gupta
    so if you select "mac" and "usb" on this download page, it gives a series of command line instructions to make a USB key which the MacBook will boot into Ubuntu from. http://www.ubuntu.com/desktop/get-ubuntu/download I've followed them to the letter two or three times on different USB keys, and it doesn't work. There's a very great deal of technical discussion about EFI etc. but this set of instructions seems to suggest it should Just Work, and it doesn't. Help? I'm increasingly unhappy with the more locked-down approach Apple is taking, and I'd quite like to start using Linux with a view to transitioning over to using it as my main operating system, but booting from the CD takes forever, runs slowly and I'm really hoping to get it moving off USB. Can anybody help me?

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  • State of Texas delivers Private Cloud Services powered by Oracle Technology

    - by Anand Akela
    State of Texas moved to private cloud infrastructure and delivering Infrastructure as a Service , Database as a Service and other Platform as a Service offerings to their 28 state agencies. Todd Kimbriel, Director of eGovernment Division at State of Texas attended Oracle Open World and talked with Oracle's John Foley about their private cloud services offering. Later, Todd participated in the keynote panel of Database as a Service Online Forum> along with Carl Olofson,IDC analyst , Juan Loaiza,SVP Oracle and couple of other Oracle customers. He discussed the IT challenges of  government organizations like state of Texas and the benefits of transitioning to Private cloud including database as a service .

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