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  • If incentive pay is considered harmful, what are the other options? [closed]

    - by Ricardo Cardona Ramirez
    Possible Duplicate: What kind of innovative non-cash financial benefits do I offer to my developers to retain them along with a competitive salary? I recently read about incentive payments and their consequences. In our company we have a bonus according to the developer's performance, but it has brought many problems, such as those described in the article. If the subsidies are damaging, what choice do we have?

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  • What are the tools used by modern desktop/"native" application developers? [closed]

    - by kunjaa
    Besides the usual editor and debugger, what do the modern desktop (windows and linux) application developers use for their development. I am more interested in profilers, code analyzers, memory analyzers, packaging tools, GUI frameworks, libraries and any other handy tools and secrets that you couldnt live without. For example, as a web application developer, I have my Firebug and its extensions, Wireshark, jQuery and its extensions, client side and server side mvc frameworks, selenium tests, jsfiddle etc. Edit : Ok let us constrain this by saying you are using C++

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  • What makes a good software developer? [closed]

    - by David Johnstone
    Previously there have been questions on what makes a good team lead and what makes a good programming team, but I can't find any questions on what makes a good programmer. I believe the answer to this question is especially important in the context of hiring. Hiring the best people you can afford only works when you are able to identify who the best people are. Being able to consistently identify the best people is only possible when you know what makes the best people the best people. The easy answer is "smart and gets things done" (see "Done, and Gets Things Smart" for an interesting response). But surely there is more to being a good software developer than this aphorism. So, what makes a good software developer a good software developer? (Note: For the purposes of this question, I'm not interested in how to actually tell if somebody is a good software developer.)

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  • Interview questions for an Android developer

    - by John
    I'm a Python and iPhone developer, with some previous C# experience. I've been asked to do an initial screen of some candidates so someone with more experience in Android is going to be following up. I did some searching on Stackoverflow and Google but wasn't able to find a good list of interview questions for an Android developer. Does anyone have suggestions for questions for a mid-level developer?

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  • Good book for a software developer doing part-time (Linux) system administration work

    - by Tony Meyer
    In many smaller organisations, developers often end up doing some system administration work (for obvious reasons). A lot of the time, they have great developer skills, but few system administration skills (perhaps all self-taught), and so have to learn as they go, which is fairly inefficient. Are there canonical (or simply great) books that would help in this situation? More advanced than just using a shell (presumably a developer can do that), but not aimed at someone that hopes to spend many years doing this work. Ideally, something fairly generic (although specific to a distribution would be OK), covering databases, networking, general maintenance, etc, not just one specific task. For the most part, I'm interested in shell-based work (i.e. no GUI installed), although if there's something outstanding I'm missing, please point it out. (As an analogy, replace "system administration" with C, and I'd want K&R, with C++ and I'd want Meyers' "Effective C++").

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  • Facebook Developer ToolKit: How should I construct this app?

    - by j0nscalet
    I have created a simple desktop application that I want to use to post status updates for the users of my app. Here's the kicker though that I am having trouble figuring out, the desktop application runs as part of a batch process every night, in which I update the status of certain users. I use the following code to accomplish this: (comes directly from the FDK samples) public FriendViewer() { InitializeComponent(); facebookService1.ApplicationKey = "Key"; facebookService1.Secret = "Secret"; facebookService1.SessionKey = "Session key"; facebookService1.IsDesktopApplication = true; } private void TestService_Load(object sender, EventArgs e) { try { if (!facebookService1.API.users.hasAppPermission(facebook.Types.Enums.Extended_Permissions.status_update)) facebookService1.GetExtendedPermission(facebook.Types.Enums.Extended_Permissions.status_update); if (!facebookService1.API.users.hasAppPermission(facebook.Types.Enums.Extended_Permissions.offline_access)) facebookService1.GetExtendedPermission(facebook.Types.Enums.Extended_Permissions.offline_access); long uid = facebookService1.users.getLoggedInUser(); facebook.Schema.user user = facebookService1.users.getInfo(uid); facebookService1.users.setStatus("Facebook Syndicator rules!"); MessageBox.Show(String.Format("Status set for {0} {1}", user.first_name, user.last_name)); } catch (Exception ex) { MessageBox.Show(ex.Message); Close(); } } My user's day to day activity is done a website front end. Since I dont have any user interaction in a nightly batch process, I cannot use the ConnectToFaceBook method on the FaceBookService to obtain a sessionKey for the user. Ideally I would like to prompt for authorization and extended permissions for my desktop app when a user logins into the web front end then save the sessionKey and uid in the database. At night when my process runs, I would reference the sessionKey and uid in order and update the user's status. I am finding myself fumbling between whether or not my app should be a web or desktop app. Having both a web and desktop app would be confusing to my users, because they would have to grant/manage permissions for both apps. And I looking at this the wrong way? Any help would be greatly appreciated! Thanks.

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  • 11415 compile errors FTW?!

    - by Koning Baard
    Hello. This is something I've really never seen but, I downloaded the source code of the sine wave example at http://www.audiosynth.com/sinewavedemo.html . It is in an old Project Builder Project format, and I want to compile it with Xcode (GCC). However, Xcode gives me 11415 compile errors. The first few are (all in the precompilation of AppKit.h): /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:31:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:31: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:33:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:33: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:35:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:35: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:36:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:36: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:37:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:37: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:38:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:38: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:40:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:40: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:42:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:42: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:48:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:48: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:54:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:54: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:59:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:59: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:61:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:61: error: expected identifier or '(' before '@' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:69:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:69: error: expected identifier or '(' before '+' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:71:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSObject.h:71: error: expected identifier or '(' before '+' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:39:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:39: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:40:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:40: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:41:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:41: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:42:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:42: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:43:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:43: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:44:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:44: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:45:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:45: error: expected identifier or '(' before '-' token /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:46:0 /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSValue.h:46: error: expected identifier or '(' before '-' token Some of the code is: HAL.c /* * HAL.c * Sinewave * * Created by james on Fri Apr 27 2001. * Copyright (c) 2001 __CompanyName__. All rights reserved. * */ #include "HAL.h" #include "math.h" appGlobals gAppGlobals; OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* device); #define FailIf(cond, handler) \ if (cond) { \ goto handler; \ } #define FailWithAction(cond, action, handler) \ if (cond) { \ { action; } \ goto handler; \ } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // HAL Sample Code ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //#define noErr 0 //#define false 0 OSStatus SetupHAL (appGlobalsPtr globals) { OSStatus err = noErr; UInt32 count, bufferSize; AudioDeviceID device = kAudioDeviceUnknown; AudioStreamBasicDescription format; // get the default output device for the HAL count = sizeof(globals->device); // it is required to pass the size of the data to be returned err = AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice, &count, (void *) &device); fprintf(stderr, "kAudioHardwarePropertyDefaultOutputDevice %d\n", err); if (err != noErr) goto Bail; // get the buffersize that the default device uses for IO count = sizeof(globals->deviceBufferSize); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyBufferSize, &count, &bufferSize); fprintf(stderr, "kAudioDevicePropertyBufferSize %d %d\n", err, bufferSize); if (err != noErr) goto Bail; // get a description of the data format used by the default device count = sizeof(globals->deviceFormat); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat, &count, &format); fprintf(stderr, "kAudioDevicePropertyStreamFormat %d\n", err); fprintf(stderr, "sampleRate %g\n", format.mSampleRate); fprintf(stderr, "mFormatFlags %08X\n", format.mFormatFlags); fprintf(stderr, "mBytesPerPacket %d\n", format.mBytesPerPacket); fprintf(stderr, "mFramesPerPacket %d\n", format.mFramesPerPacket); fprintf(stderr, "mChannelsPerFrame %d\n", format.mChannelsPerFrame); fprintf(stderr, "mBytesPerFrame %d\n", format.mBytesPerFrame); fprintf(stderr, "mBitsPerChannel %d\n", format.mBitsPerChannel); if (err != kAudioHardwareNoError) goto Bail; FailWithAction(format.mFormatID != kAudioFormatLinearPCM, err = paramErr, Bail); // bail if the format is not linear pcm // everything is ok so fill in these globals globals->device = device; globals->deviceBufferSize = bufferSize; globals->deviceFormat = format; Bail: return (err); } /* struct AudioStreamBasicDescription { Float64 mSampleRate; // the native sample rate of the audio stream UInt32 mFormatID; // the specific encoding type of audio stream UInt32 mFormatFlags; // flags specific to each format UInt32 mBytesPerPacket; // the number of bytes in a packet UInt32 mFramesPerPacket; // the number of frames in each packet UInt32 mBytesPerFrame; // the number of bytes in a frame UInt32 mChannelsPerFrame; // the number of channels in each frame UInt32 mBitsPerChannel; // the number of bits in each channel }; typedef struct AudioStreamBasicDescription AudioStreamBasicDescription; */ // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // This is a simple playThru ioProc. It simply places the data in the input buffer back into the output buffer. // Watch out for feedback from Speakers to Microphone OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* appGlobals) { appGlobalsPtr globals = appGlobals; int i; double phase = gAppGlobals.phase; double amp = gAppGlobals.amp; double pan = gAppGlobals.pan; double freq = gAppGlobals.freq * 2. * 3.14159265359 / globals->deviceFormat.mSampleRate; int numSamples = globals->deviceBufferSize / globals->deviceFormat.mBytesPerFrame; // assume floats for now.... float *out = outOutputData->mBuffers[0].mData; for (i=0; i<numSamples; ++i) { float wave = sin(phase) * amp; phase = phase + freq; *out++ = wave * (1.0-pan); *out++ = wave * pan; } gAppGlobals.phase = phase; return (kAudioHardwareNoError); } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OSStatus StartPlayingThruHAL(appGlobalsPtr globals) { OSStatus err = kAudioHardwareNoError; if (globals->soundPlaying) return 0; globals->phase = 0.0; err = AudioDeviceAddIOProc(globals->device, appIOProc, (void *) globals); // setup our device with an IO proc if (err != kAudioHardwareNoError) goto Bail; err = AudioDeviceStart(globals->device, appIOProc); // start playing sound through the device if (err != kAudioHardwareNoError) goto Bail; globals->soundPlaying = true; // set the playing status global to true Bail: return (err); } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OSStatus StopPlayingThruHAL(appGlobalsPtr globals) { OSStatus err = kAudioHardwareNoError; if (!globals->soundPlaying) return 0; err = AudioDeviceStop(globals->device, appIOProc); // stop playing sound through the device if (err != kAudioHardwareNoError) goto Bail; err = AudioDeviceRemoveIOProc(globals->device, appIOProc); // remove the IO proc from the device if (err != kAudioHardwareNoError) goto Bail; globals->soundPlaying = false; // set the playing status global to false Bail: return (err); } Sinewave.m // // a very simple Cocoa CoreAudio app // by James McCartney [email protected] www.audiosynth.com // // Sinewave - this class implements a sine oscillator with dezippered control of frequency, pan and amplitude // #import "Sinewave.h" // define a C struct from the Obj-C object so audio callback can access data typedef struct { @defs(Sinewave); } sinewavedef; // this is the audio processing callback. OSStatus appIOProc (AudioDeviceID inDevice, const AudioTimeStamp* inNow, const AudioBufferList* inInputData, const AudioTimeStamp* inInputTime, AudioBufferList* outOutputData, const AudioTimeStamp* inOutputTime, void* defptr) { sinewavedef* def = defptr; // get access to Sinewave's data int i; // load instance vars into registers double phase = def->phase; double amp = def->amp; double pan = def->pan; double freq = def->freq; double ampz = def->ampz; double panz = def->panz; double freqz = def->freqz; int numSamples = def->deviceBufferSize / def->deviceFormat.mBytesPerFrame; // assume floats for now.... float *out = outOutputData->mBuffers[0].mData; for (i=0; i<numSamples; ++i) { float wave = sin(phase) * ampz; // generate sine wave phase = phase + freqz; // increment phase // write output *out++ = wave * (1.0-panz); // left channel *out++ = wave * panz; // right channel // de-zipper controls panz = 0.001 * pan + 0.999 * panz; ampz = 0.001 * amp + 0.999 * ampz; freqz = 0.001 * freq + 0.999 * freqz; } // save registers back to object def->phase = phase; def->freqz = freqz; def->ampz = ampz; def->panz = panz; return kAudioHardwareNoError; } @implementation Sinewave - (void) setup { OSStatus err = kAudioHardwareNoError; UInt32 count; device = kAudioDeviceUnknown; initialized = NO; // get the default output device for the HAL count = sizeof(device); // it is required to pass the size of the data to be returned err = AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice, &count, (void *) &device); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioHardwarePropertyDefaultOutputDevice error %ld\n", err); return; } // get the buffersize that the default device uses for IO count = sizeof(deviceBufferSize); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyBufferSize, &count, &deviceBufferSize); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioDevicePropertyBufferSize error %ld\n", err); return; } fprintf(stderr, "deviceBufferSize = %ld\n", deviceBufferSize); // get a description of the data format used by the default device count = sizeof(deviceFormat); // it is required to pass the size of the data to be returned err = AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat, &count, &deviceFormat); if (err != kAudioHardwareNoError) { fprintf(stderr, "get kAudioDevicePropertyStreamFormat error %ld\n", err); return; } if (deviceFormat.mFormatID != kAudioFormatLinearPCM) { fprintf(stderr, "mFormatID != kAudioFormatLinearPCM\n"); return; } if (!(deviceFormat.mFormatFlags & kLinearPCMFormatFlagIsFloat)) { fprintf(stderr, "Sorry, currently only works with float format....\n"); return; } initialized = YES; fprintf(stderr, "mSampleRate = %g\n", deviceFormat.mSampleRate); fprintf(stderr, "mFormatFlags = %08lX\n", deviceFormat.mFormatFlags); fprintf(stderr, "mBytesPerPacket = %ld\n", deviceFormat.mBytesPerPacket); fprintf(stderr, "mFramesPerPacket = %ld\n", deviceFormat.mFramesPerPacket); fprintf(stderr, "mChannelsPerFrame = %ld\n", deviceFormat.mChannelsPerFrame); fprintf(stderr, "mBytesPerFrame = %ld\n", deviceFormat.mBytesPerFrame); fprintf(stderr, "mBitsPerChannel = %ld\n", deviceFormat.mBitsPerChannel); } - (void)setAmpVal:(double)val { amp = val; } - (void)setFreqVal:(double)val { freq = val * 2. * 3.14159265359 / deviceFormat.mSampleRate; } - (void)setPanVal:(double)val { pan = val; } - (BOOL)start { OSStatus err = kAudioHardwareNoError; sinewavedef *def; if (!initialized) return false; if (soundPlaying) return false; // initialize phase and de-zipper filters. phase = 0.0; freqz = freq; ampz = amp; panz = pan; def = (sinewavedef *)self; err = AudioDeviceAddIOProc(device, appIOProc, (void *) def); // setup our device with an IO proc if (err != kAudioHardwareNoError) return false; err = AudioDeviceStart(device, appIOProc); // start playing sound through the device if (err != kAudioHardwareNoError) return false; soundPlaying = true; // set the playing status global to true return true; } - (BOOL)stop { OSStatus err = kAudioHardwareNoError; if (!initialized) return false; if (!soundPlaying) return false; err = AudioDeviceStop(device, appIOProc); // stop playing sound through the device if (err != kAudioHardwareNoError) return false; err = AudioDeviceRemoveIOProc(device, appIOProc); // remove the IO proc from the device if (err != kAudioHardwareNoError) return false; soundPlaying = false; // set the playing status global to false return true; } @end Can anyone help me compiling this example? I'd really appriciate it. Thanks

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  • Ideal Multi-Developer Lamp Stack?

    - by devians
    I would like to build an 'ideal' lamp development stack. Dual Server (Virtualised, ESX) Apache / PHP on one, Databases (MySQL, PgSQL, etc) on the other. User (Developer) Manageable mini environments, or instance. Each developer instance shares the top level config (available modules and default config etc) A developer should have control over their apache and php version for each project. A developer might be able to change minor settings, ie magicquotes on for legacy code. Each project would determine its database provider in its code The idea is that it is one administrate-able server that I can control, and provide globally configured things like APC, Memcached, XDebug etc. Then by moving into subsets for each project, i can allow my users to quickly control their environments for various projects. Essentially I'm proposing the typical system of a developer running their own stack on their own machine, but centralised. In this way I'd hope to avoid problems like Cross OS code problems, database inconsistencies, slightly different installs producing bugs etc. I'm happy to manage this in custom builds from source, but if at all possible it would be great to have a large portion of it managed with some sort of package management. We typically use CentOS, so yum? Has anyone ever built anything like this before? Is there something turnkey that is similar to what I have described? Are there any useful guides I should be reading in order to build something like this?

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  • How does it affect me as a developer/engineer/company that Android is open source

    - by danke
    I understand the concept of open source, but I just realized now that I understand it from only one view: when I open source my own code. I don't really understand what benefit I'm getting from receiving the same thing. As a regular developer (like the majority of us here), I did not spend the past 4 years of my life working on "developing" the android. So even though I'm a developer, I'm at the end of the developers chain when it comes to the Android (like most of us). I'm really more of an end user. So my interest in Android isn't really to dedicate all my time to it or work on improving its kernel or anything overly ambitious. So with that clear, as a developer considering developing for the Android, how does it really benefit me that it's open source? What's the added benefit that I'm missing? Can other developers share some concrete ways that its open source status actually affects us as developers. Basically I'm trying to understand how we, at this developer level, can make sense of the fact that it's open source, or is its open source status just hype for us at our end developer level. Thanks

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  • How hard for a Software Developer to Maintain a Server

    - by Samy
    I'm a software developer and don't have much experience as a sysadmin. I developed a web app and was considering buying a server and hosting the web app on it. Is this a huge undertaking for a web developer? What's the level of difficulty of maintaining a server and keeping up with the latest security patches and all that kind of fun stuff. I'm a single user, and not planning to sell the service to others. Can someone also recommend an OS for my case, and maybe some good learning resources that's concise and not too overwhelming.

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  • How do I move from being a software developer to being a software architect?

    - by Nestor
    I mean... Should I start programming less and designing more? Should I stop reading programming books, and start reading more books about pattern designs, etc? Should I stop focusing primarily on Microsoft technologies and open up my horizons with other technologies (in order to get a broader perspective)? How should I change my mind set in general (perhaps less detail oriented) ? etc I'm looking for concrete advice, especially from your own experience!

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  • Should I start a General Software Developer User Group? [closed]

    - by Jeb
    I'm moving to a small town (Panama City, Florida) at some point in the future. I've found a Linux user group, and a .Net user group, but I'd like to spend my time outside of the office learning about Python, Android, JQuery -- mostly things that aren't owned by .Net. I'm debating trying to start another user group of some sort there, primarily to attract programmers who use technologies other than .Net. What are some of the more general programming user groups in existence already? I'm looking for something I could franchise.

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  • XCode and developer tools

    - by Infinity
    Hello guys! I want to use the FileMerge utility on my mac, but it isn't installed. I searched in the google and there is written that it will be installed with the developer tools. So the big question is where can I find the developer tools, because I downloaded the iPhone SDK 3.2 beta 5, and installed it, but I can't found the download location of developer tools. Maybe can you help me?

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  • New hire expectations... (Am I being unreasonable?)

    - by user295841
    I work for a very small custom software shop. We currently consist me and my boss. My boss is an old FoxPro DOS developer and OOP makes him uncomfortable. He is planning on taking a back seat in the next few years to hopefully enjoy a “partial retirement”. I will be taking over the day to day operations and we are now desperately looking for more help. We tried Monster.com, Dice.com, and others a few years ago when we started our search. We had no success. We have tried outsourcing overseas (total disaster), hiring kids right out of college (mostly a disaster but that’s where I came from), interns (good for them, not so good for us) and hiring laid off “experienced” developers (there was a reason they were laid off). I have heard hiring practices discussed on podcasts, blogs, etc... and have tried a few. The “Fizz Buzz” test was a good one. One kid looked physically ill before he finally gave up. I think my problem is that I have grown so much as a developer since I started here that I now have a high standard. I hear/read very intelligent people podcasts and blogs and I know that there are lots of people out there that can do the job. I don’t want to settle for less than a “good” developer. Perhaps my expectations are unreasonable. I expect any good developer (entry level or experienced) to be billable (at least paying their own wage) in under one month. I expect any good developer to be able to be productive (at least dangerous) in any language or technology with only a few days of research/training. I expect any good developer to be able to take a project from initial customer request to completion with little or no help from others. Am I being unreasonable? What constitutes a valuable developer? What should be expected of an entry level developer? What should be expected of an experienced developer? I realize that everyone is different but there has to be some sort of expectations standard, right? I have been giving the test project below to potential canidates to weed them out. Good idea? Too much? Too little? Please let me know what you think. Thanks. Project ID: T00001 Description: Order Entry System Deadline: 1 Week Scope The scope of this project is to develop a fully function order entry system. Screen/Form design must be user friendly and promote efficient data entry and modification. User experience (Navigation, Screen/Form layouts, Look and Feel…) is at the developer’s discretion. System may be developed using any technologies that conform to the technical and system requirements. Deliverables Complete source code Database setup instructions (Scripts or restorable backup) Application installation instructions (Installer or installation procedure) Any necessary documentation Technical Requirements Server Platform – Windows XP / Windows Server 2003 / SBS Client Platform – Windows XP Web Browser (If applicable) – IE 8 Database – At developer’s discretion (Must be a relational SQL database.) Language – At developer’s discretion All data must be normalized. (+) All data must maintain referential integrity. (++) All data must be indexed for optimal performance. System must handle concurrency. System Requirements Customer Maintenance Customer records must have unique ID. Customer data will include Name, Address, Phone, etc. User must be able to perform all CRUD (Create, Read, Update, and Delete) operations on the Customer table. User must be able to enter a specific Customer ID to edit. User must be able to pull up a sortable/queryable search grid/utility to find a customer to edit. Validation must be performed prior to database commit. Customer record cannot be deleted if the customer has an order in the system. (++) Inventory Maintenance Part records must have unique ID. Part data will include Description, Price, UOM (Unit of Measure), etc. User must be able to perform all CRUD operations on the part table. User must be able to enter a specific Part ID to edit. User must be able to pull up a sortable/queryable search grid/utility to find a part to edit. Validation must be performed prior to database commit. Part record cannot be deleted if the part has been used in an order. (++) Order Entry Order records must have a unique auto-incrementing key (Order Number). Order data must be split into a header/detail structure. (+) Order can contain an infinite number of detail records. Order header data will include Order Number, Customer ID (++), Order Date, Order Status (Open/Closed), etc. Order detail data will include Part Number (++), Quantity, Price, etc. User must be able to perform all CRUD operations on the order tables. User must be able to enter a specific Order Number to edit. User must be able to pull up a sortable/queryable search grid/utility to find an order to edit. User must be able to print an order form from within the order entry form. Validation must be performed prior to database commit. Reports Customer Listing – All Customers in the system. Inventory Listing – All parts in the system. Open Order Listing – All open orders in system. Customer Order Listing – All orders for specific customer. All reports must include sorts and filter functions where applicable. Ex. Customer Listing by range of Customer IDs. Open Order Listing by date range.

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  • Reorganizing development environment for single developer/small shop

    - by Matthew
    I have been developing for my company for approximately three years. We serve up a web portal using Microsoft .NET and MS SQL Server on DotNetNuke. I am going to leave my job full time at the end of April. I am leaving on good terms, and I really care about this company and the state of the web project. Because I haven't worked in a team environment in a long time, I have probably lost touch with what 'real' setups look like. When I leave, I predict the company will either find another developer to take over, or at least have developers work on a contractual basis. Because I have not worked with other developers, I am very concerned with leaving the company (and the developer they hire) with a jumbled mess. I'd like to believe I am a good developer and everything makes sense, but I have no way to tell. My question, is how do I set up the development environment, so the company and the next developer will have little trouble getting started? What would you as a developer like in place before working on a project you've never worked on? Here's some relevant information: There is a development server onsite and a production server offsite in a data center . There is a server where backups and source code (Sourcegear Vault) are stored. There is no formal documentation but there are comments in the code. The company budget is tight so free suggestions will help the best. I will be around after the end of April on a consulting basis so I can ask simple questions but I will not be available full time to train someone

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  • what concepts every .NET developer should understand?

    - by EquinoX
    Please throw in the core concepts of what every .NET developer should know about? I am asking here about concepts specific to .NET and not web developer in general... Maybe concepts that are most likely to be asked in interview? As a general web developer, javascript and css are definitely a must. Share your ideas here guys

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  • Visual Studio 2013 Static Code Analysis in depth: What? When and How?

    - by Hosam Kamel
    In this post I'll illustrate in details the following points What is static code analysis? When to use? Supported platforms Supported Visual Studio versions How to use Run Code Analysis Manually Run Code Analysis Automatically Run Code Analysis while check-in source code to TFS version control (TFSVC) Run Code Analysis as part of Team Build Understand the Code Analysis results & learn how to fix them Create your custom rule set Q & A References What is static Rule analysis? Static Code Analysis feature of Visual Studio performs static code analysis on code to help developers identify potential design, globalization, interoperability, performance, security, and a lot of other categories of potential problems according to Microsoft's rules that mainly targets best practices in writing code, and there is a large set of those rules included with Visual Studio grouped into different categorized targeting specific coding issues like security, design, Interoperability, globalizations and others. Static here means analyzing the source code without executing it and this type of analysis can be performed through automated tools (like Visual Studio 2013 Code Analysis Tool) or manually through Code Review which already supported in Visual Studio 2012 and 2013 (check Using Code Review to Improve Quality video on Channel9) There is also Dynamic analysis which performed on executing programs using software testing techniques such as Code Coverage for example. When to use? Running Code analysis tool at regular intervals during your development process can enhance the quality of your software, examines your code for a set of common defects and violations is always a good programming practice. Adding that Code analysis can also find defects in your code that are difficult to discover through testing allowing you to achieve first level quality gate for you application during development phase before you release it to the testing team. Supported platforms .NET Framework, native (C and C++) Database applications. Support Visual Studio versions All version of Visual Studio starting Visual Studio 2013 (except Visual Studio Test Professional) check Feature comparisons Create and modify a custom rule set required Visual Studio Premium or Ultimate. How to use? Code Analysis can be run manually at any time from within the Visual Studio IDE, or even setup to automatically run as part of a Team Build or check-in policy for Team Foundation Server. Run Code Analysis Manually To run code analysis manually on a project, on the Analyze menu, click Run Code Analysis on your project or simply right click on the project name on the Solution Explorer choose Run Code Analysis from the context menu Run Code Analysis Automatically To run code analysis each time that you build a project, you select Enable Code Analysis on Build on the project's Property Page Run Code Analysis while check-in source code to TFS version control (TFSVC) Team Foundation Version Control (TFVC) provides a way for organizations to enforce practices that lead to better code and more efficient group development through Check-in policies which are rules that are set at the team project level and enforced on developer computers before code is allowed to be checked in. (This is available only if you're using Team Foundation Server) Require permissions on Team Foundation Server: you must have the Edit project-level information permission set to Allow typically your account must be part of Project Administrators, Project Collection Administrators, for more information about Team Foundation permissions check http://msdn.microsoft.com/en-us/library/ms252587(v=vs.120).aspx In Team Explorer, right-click the team project name, point to Team Project Settings, and then click Source Control. In the Source Control dialog box, select the Check-in Policy tab. Click Add to create a new check-in policy. Double-click the existing Code Analysis item in the Policy Type list to change the policy. Check or Uncheck the policy option based on the configurations you need to perform as illustrated below: Enforce check-in to only contain files that are part of current solution: code analysis can run only on files specified in solution and project configuration files. This policy guarantees that all code that is part of a solution is analyzed. Enforce C/C++ Code Analysis (/analyze): Requires that all C or C++ projects be built with the /analyze compiler option to run code analysis before they can be checked in. Enforce Code Analysis for Managed Code: Requires that all managed projects run code analysis and build before they can be checked in. Check Code analysis rule set reference on MSDN What is Rule Set? Rule Set is a group of code analysis rules like the example below where Microsoft.Design is the rule set name where "Do not declare static members on generic types" is the code analysis rule Once you configured the Analysis rule the policy will be enabled for all the team member in this project whenever a team member check-in any source code to the TFSVC the policy section will highlight the Code Analysis policy as below TFS is a very extensible platform so you can simply implement your own custom Code Analysis Check-in policy, check this link for more details http://msdn.microsoft.com/en-us/library/dd492668.aspx but you have to be aware also about compatibility between different TFS versions check http://msdn.microsoft.com/en-us/library/bb907157.aspx Run Code Analysis as part of Team Build With Team Foundation Build (TFBuild), you can create and manage build processes that automatically compile and test your applications, and perform other important functions. Code Analysis can be enabled in the Build Definition file by selecting the correct value for the build process parameter "Perform Code Analysis" Once configure, Kick-off your build definition to queue a new build, Code Analysis will run as part of build workflow and you will be able to see code analysis warning as part of build report Understand the Code Analysis results & learn how to fix them Now after you went through Code Analysis configurations and the different ways of running it, we will go through the Code Analysis result how to understand them and how to resolve them. Code Analysis window in Visual Studio will show all the analysis results based on the rule sets you configured in the project file properties, let's dig deep into what each result item contains: 1 Check ID The unique identifier for the rule. CheckId and Category are used for in-source suppression of a warning.       2 Title The title of warning message       3 Description A description of the problem or suggested fix 4 File Name File name and the line of code number which violate the code analysis rule set 5 Category The code analysis category for this error 6 Warning /Error Depend on how you configure it in the rule set the default is Warning level 7 Action Copy: copy the warning information to the clipboard Create Work Item: If you're connected to Team Foundation Server you can create a work item most probably you may create a Task or Bug and assign it for a developer to fix certain code analysis warning Suppress Message: There are times when you might decide not to fix a code analysis warning. You might decide that resolving the warning requires too much recoding in relation to the probability that the issue will arise in any real-world implementation of your code. Or you might believe that the analysis that is used in the warning is inappropriate for the particular context. You can suppress individual warnings so that they no longer appear in the Code Analysis window. Two options available: In Source inserts a SuppressMessage attribute in the source file above the method that generated the warning. This makes the suppression more discoverable. In Suppression File adds a SuppressMessage attribute to the GlobalSuppressions.cs file of the project. This can make the management of suppressions easier. Note that the SuppressMessage attribute added to GlobalSuppression.cs also targets the method that generated the warning. It does not suppress the warning globally.       Visual Studio makes it very easy to fix Code analysis warning, all you have to do is clicking on the Check Id hyperlink if you are not aware how to fix the warring and you'll be directed to MSDN online or local copy based on the configuration you did while installing Visual Studio and you will find all the information about the warring including how to fix it. Create a Custom Code Analysis Rule Set The Microsoft standard rule sets provide groups of rules that are organized by function and depth. For example, the Microsoft Basic Design Guidelines Rules and the Microsoft Extended Design Guidelines Rules contain rules that focus on usability and maintainability issues, with added emphasis on naming rules in the Extended rule set, you can create and modify a custom rule set to meet specific project needs associated with code analysis. To create a custom rule set, you open one or more standard rule sets in the rule set editor. Create and modify a custom rule set required Visual Studio Premium or Ultimate. You can check How to: Create a Custom Rule Set on MSDN for more details http://msdn.microsoft.com/en-us/library/dd264974.aspx Q & A Visual Studio static code analysis vs. FxCop vs. StyleCpp http://www.excella.com/blog/stylecop-vs-fxcop-difference-between-code-analysis-tools/ Code Analysis for SharePoint Apps and SPDisposeCheck? This post lists some of the rule set you can run specifically for SharePoint applications and how to integrate SPDisposeCheck as well. Code Analysis for SQL Server Database Projects? This post illustrate how to run static code analysis on T-SQL through SSDT ReSharper 8 vs. Visual Studio 2013? This document lists some of the features that are provided by ReSharper 8 but are missing or not as fully implemented in Visual Studio 2013. References A Few Billion Lines of Code Later: Using Static Analysis to Find Bugs in the Real World http://cacm.acm.org/magazines/2010/2/69354-a-few-billion-lines-of-code-later/fulltext What is New in Code Analysis for Visual Studio 2013 http://blogs.msdn.com/b/visualstudioalm/archive/2013/07/03/what-is-new-in-code-analysis-for-visual-studio-2013.aspx Analyze the code quality of Windows Store apps using Visual Studio static code analysis http://msdn.microsoft.com/en-us/library/windows/apps/hh441471.aspx [Hands-on-lab] Using Code Analysis with Visual Studio 2012 to Improve Code Quality http://download.microsoft.com/download/A/9/2/A9253B14-5F23-4BC8-9C7E-F5199DB5F831/Using%20Code%20Analysis%20with%20Visual%20Studio%202012%20to%20Improve%20Code%20Quality.docx Originally posted at "Hosam Kamel| Developer & Platform Evangelist" http://blogs.msdn.com/hkamel

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  • Oracle B2B Started Kit

    - by Nitesh Jain Oracle
    This post is for audience who is starting their journey with Oracle B2B 11g practice. Thought of writing this article as even i wondered as to what to do where to search while i was like you. Hope this material will help you to understand Oracle B2B closely: Oracle B2B OTN : http://www.oracle.com/technology/products/soa/b2b/index.html Download Location: http://www.oracle.com/technology/products/soa/soasuite/collateral/downloads.html#11.1.1.3.0 Installation Guide: http://download.oracle.com/docs/cd/E14571_01/doc.1111/e13925/toc.htm User Guide: http://download.oracle.com/docs/cd/E14571_01/integration.1111/e10229/toc.htm Sample Location: B2B Samples are part of SOA sample at below location: http://www.oracle.com/technology/sample_code/products/soa/index.html Developer Notes / Step by Step configuration guide: http://www.oracle.com/technology/products/soa/b2b/index.html http://www.oracle.com/technology/products/soa/b2b/collateral/B2B_TU001_EDI.pdf http://www.oracle.com/technology/products/soa/b2b/collateral/B2B_TU002_HL7.pdf http://www.oracle.com/technology/products/soa/b2b/collateral/B2B_TU003_ebxml.pdf Blog: http://blogs.oracle.com/oracleb2bgurus/ Forum: http://forums.oracle.com/forums/forum.jspa?forumID=242&start=0 This article is as per Oracle B2B 11g PS2 Release (11.1.1.3.0)

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  • Scrum in 5 Minutes

    - by Stephen.Walther
    The goal of this blog entry is to explain the basic concepts of Scrum in less than five minutes. You learn how Scrum can help a team of developers to successfully complete a complex software project. Product Backlog and the Product Owner Imagine that you are part of a team which needs to create a new website – for example, an e-commerce website. You have an overwhelming amount of work to do. You need to build (or possibly buy) a shopping cart, install an SSL certificate, create a product catalog, create a Facebook page, and at least a hundred other things that you have not thought of yet. According to Scrum, the first thing you should do is create a list. Place the highest priority items at the top of the list and the lower priority items lower in the list. For example, creating the shopping cart and buying the domain name might be high priority items and creating a Facebook page might be a lower priority item. In Scrum, this list is called the Product Backlog. How do you prioritize the items in the Product Backlog? Different stakeholders in the project might have different priorities. Gary, your division VP, thinks that it is crucial that the e-commerce site has a mobile app. Sally, your direct manager, thinks taking advantage of new HTML5 features is much more important. Multiple people are pulling you in different directions. According to Scrum, it is important that you always designate one person, and only one person, as the Product Owner. The Product Owner is the person who decides what items should be added to the Product Backlog and the priority of the items in the Product Backlog. The Product Owner could be the customer who is paying the bills, the project manager who is responsible for delivering the project, or a customer representative. The critical point is that the Product Owner must always be a single person and that single person has absolute authority over the Product Backlog. Sprints and the Sprint Backlog So now the developer team has a prioritized list of items and they can start work. The team starts implementing the first item in the Backlog — the shopping cart — and the team is making good progress. Unfortunately, however, half-way through the work of implementing the shopping cart, the Product Owner changes his mind. The Product Owner decides that it is much more important to create the product catalog before the shopping cart. With some frustration, the team switches their developmental efforts to focus on implementing the product catalog. However, part way through completing this work, once again the Product Owner changes his mind about the highest priority item. Getting work done when priorities are constantly shifting is frustrating for the developer team and it results in lower productivity. At the same time, however, the Product Owner needs to have absolute authority over the priority of the items which need to get done. Scrum solves this conflict with the concept of Sprints. In Scrum, a developer team works in Sprints. At the beginning of a Sprint the developers and the Product Owner agree on the items from the backlog which they will complete during the Sprint. This subset of items from the Product Backlog becomes the Sprint Backlog. During the Sprint, the Product Owner is not allowed to change the items in the Sprint Backlog. In other words, the Product Owner cannot shift priorities on the developer team during the Sprint. Different teams use Sprints of different lengths such as one month Sprints, two-week Sprints, and one week Sprints. For high-stress, time critical projects, teams typically choose shorter sprints such as one week sprints. For more mature projects, longer one month sprints might be more appropriate. A team can pick whatever Sprint length makes sense for them just as long as the team is consistent. You should pick a Sprint length and stick with it. Daily Scrum During a Sprint, the developer team needs to have meetings to coordinate their work on completing the items in the Sprint Backlog. For example, the team needs to discuss who is working on what and whether any blocking issues have been discovered. Developers hate meetings (well, sane developers hate meetings). Meetings take developers away from their work of actually implementing stuff as opposed to talking about implementing stuff. However, a developer team which never has meetings and never coordinates their work also has problems. For example, Fred might get stuck on a programming problem for days and never reach out for help even though Tom (who sits in the cubicle next to him) has already solved the very same problem. Or, both Ted and Fred might have started working on the same item from the Sprint Backlog at the same time. In Scrum, these conflicting needs – limiting meetings but enabling team coordination – are resolved with the idea of the Daily Scrum. The Daily Scrum is a meeting for coordinating the work of the developer team which happens once a day. To keep the meeting short, each developer answers only the following three questions: 1. What have you done since yesterday? 2. What do you plan to do today? 3. Any impediments in your way? During the Daily Scrum, developers are not allowed to talk about issues with their cat, do demos of their latest work, or tell heroic stories of programming problems overcome. The meeting must be kept short — typically about 15 minutes. Issues which come up during the Daily Scrum should be discussed in separate meetings which do not involve the whole developer team. Stories and Tasks Items in the Product or Sprint Backlog – such as building a shopping cart or creating a Facebook page – are often referred to as User Stories or Stories. The Stories are created by the Product Owner and should represent some business need. Unlike the Product Owner, the developer team needs to think about how a Story should be implemented. At the beginning of a Sprint, the developer team takes the Stories from the Sprint Backlog and breaks the stories into tasks. For example, the developer team might take the Create a Shopping Cart story and break it into the following tasks: · Enable users to add and remote items from shopping cart · Persist the shopping cart to database between visits · Redirect user to checkout page when Checkout button is clicked During the Daily Scrum, members of the developer team volunteer to complete the tasks required to implement the next Story in the Sprint Backlog. When a developer talks about what he did yesterday or plans to do tomorrow then the developer should be referring to a task. Stories are owned by the Product Owner and a story is all about business value. In contrast, the tasks are owned by the developer team and a task is all about implementation details. A story might take several days or weeks to complete. A task is something which a developer can complete in less than a day. Some teams get lazy about breaking stories into tasks. Neglecting to break stories into tasks can lead to “Never Ending Stories” If you don’t break a story into tasks, then you can’t know how much of a story has actually been completed because you don’t have a clear idea about the implementation steps required to complete the story. Scrumboard During the Daily Scrum, the developer team uses a Scrumboard to coordinate their work. A Scrumboard contains a list of the stories for the current Sprint, the tasks associated with each Story, and the state of each task. The developer team uses the Scrumboard so everyone on the team can see, at a glance, what everyone is working on. As a developer works on a task, the task moves from state to state and the state of the task is updated on the Scrumboard. Common task states are ToDo, In Progress, and Done. Some teams include additional task states such as Needs Review or Needs Testing. Some teams use a physical Scrumboard. In that case, you use index cards to represent the stories and the tasks and you tack the index cards onto a physical board. Using a physical Scrumboard has several disadvantages. A physical Scrumboard does not work well with a distributed team – for example, it is hard to share the same physical Scrumboard between Boston and Seattle. Also, generating reports from a physical Scrumboard is more difficult than generating reports from an online Scrumboard. Estimating Stories and Tasks Stakeholders in a project, the people investing in a project, need to have an idea of how a project is progressing and when the project will be completed. For example, if you are investing in creating an e-commerce site, you need to know when the site can be launched. It is not enough to just say that “the project will be done when it is done” because the stakeholders almost certainly have a limited budget to devote to the project. The people investing in the project cannot determine the business value of the project unless they can have an estimate of how long it will take to complete the project. Developers hate to give estimates. The reason that developers hate to give estimates is that the estimates are almost always completely made up. For example, you really don’t know how long it takes to build a shopping cart until you finish building a shopping cart, and at that point, the estimate is no longer useful. The problem is that writing code is much more like Finding a Cure for Cancer than Building a Brick Wall. Building a brick wall is very straightforward. After you learn how to add one brick to a wall, you understand everything that is involved in adding a brick to a wall. There is no additional research required and no surprises. If, on the other hand, I assembled a team of scientists and asked them to find a cure for cancer, and estimate exactly how long it will take, they would have no idea. The problem is that there are too many unknowns. I don’t know how to cure cancer, I need to do a lot of research here, so I cannot even begin to estimate how long it will take. So developers hate to provide estimates, but the Product Owner and other product stakeholders, have a legitimate need for estimates. Scrum resolves this conflict by using the idea of Story Points. Different teams use different units to represent Story Points. For example, some teams use shirt sizes such as Small, Medium, Large, and X-Large. Some teams prefer to use Coffee Cup sizes such as Tall, Short, and Grande. Finally, some teams like to use numbers from the Fibonacci series. These alternative units are converted into a Story Point value. Regardless of the type of unit which you use to represent Story Points, the goal is the same. Instead of attempting to estimate a Story in hours (which is doomed to failure), you use a much less fine-grained measure of work. A developer team is much more likely to be able to estimate that a Story is Small or X-Large than the exact number of hours required to complete the story. So you can think of Story Points as a compromise between the needs of the Product Owner and the developer team. When a Sprint starts, the developer team devotes more time to thinking about the Stories in a Sprint and the developer team breaks the Stories into Tasks. In Scrum, you estimate the work required to complete a Story by using Story Points and you estimate the work required to complete a task by using hours. The difference between Stories and Tasks is that you don’t create a task until you are just about ready to start working on a task. A task is something that you should be able to create within a day, so you have a much better chance of providing an accurate estimate of the work required to complete a task than a story. Burndown Charts In Scrum, you use Burndown charts to represent the remaining work on a project. You use Release Burndown charts to represent the overall remaining work for a project and you use Sprint Burndown charts to represent the overall remaining work for a particular Sprint. You create a Release Burndown chart by calculating the remaining number of uncompleted Story Points for the entire Product Backlog every day. The vertical axis represents Story Points and the horizontal axis represents time. A Sprint Burndown chart is similar to a Release Burndown chart, but it focuses on the remaining work for a particular Sprint. There are two different types of Sprint Burndown charts. You can either represent the remaining work in a Sprint with Story Points or with task hours (the following image, taken from Wikipedia, uses hours). When each Product Backlog Story is completed, the Release Burndown chart slopes down. When each Story or task is completed, the Sprint Burndown chart slopes down. Burndown charts typically do not always slope down over time. As new work is added to the Product Backlog, the Release Burndown chart slopes up. If new tasks are discovered during a Sprint, the Sprint Burndown chart will also slope up. The purpose of a Burndown chart is to give you a way to track team progress over time. If, halfway through a Sprint, the Sprint Burndown chart is still climbing a hill then you know that you are in trouble. Team Velocity Stakeholders in a project always want more work done faster. For example, the Product Owner for the e-commerce site wants the website to launch before tomorrow. Developers tend to be overly optimistic. Rarely do developers acknowledge the physical limitations of reality. So Project stakeholders and the developer team often collude to delude themselves about how much work can be done and how quickly. Too many software projects begin in a state of optimism and end in frustration as deadlines zoom by. In Scrum, this problem is overcome by calculating a number called the Team Velocity. The Team Velocity is a measure of the average number of Story Points which a team has completed in previous Sprints. Knowing the Team Velocity is important during the Sprint Planning meeting when the Product Owner and the developer team work together to determine the number of stories which can be completed in the next Sprint. If you know the Team Velocity then you can avoid committing to do more work than the team has been able to accomplish in the past, and your team is much more likely to complete all of the work required for the next Sprint. Scrum Master There are three roles in Scrum: the Product Owner, the developer team, and the Scrum Master. I’v e already discussed the Product Owner. The Product Owner is the one and only person who maintains the Product Backlog and prioritizes the stories. I’ve also described the role of the developer team. The members of the developer team do the work of implementing the stories by breaking the stories into tasks. The final role, which I have not discussed, is the role of the Scrum Master. The Scrum Master is responsible for ensuring that the team is following the Scrum process. For example, the Scrum Master is responsible for making sure that there is a Daily Scrum meeting and that everyone answers the standard three questions. The Scrum Master is also responsible for removing (non-technical) impediments which the team might encounter. For example, if the team cannot start work until everyone installs the latest version of Microsoft Visual Studio then the Scrum Master has the responsibility of working with management to get the latest version of Visual Studio as quickly as possible. The Scrum Master can be a member of the developer team. Furthermore, different people can take on the role of the Scrum Master over time. The Scrum Master, however, cannot be the same person as the Product Owner. Using SonicAgile SonicAgile (SonicAgile.com) is an online tool which you can use to manage your projects using Scrum. You can use the SonicAgile Product Backlog to create a prioritized list of stories. You can estimate the size of the Stories using different Story Point units such as Shirt Sizes and Coffee Cup sizes. You can use SonicAgile during the Sprint Planning meeting to select the Stories that you want to complete during a particular Sprint. You can configure Sprints to be any length of time. SonicAgile calculates Team Velocity automatically and displays a warning when you add too many stories to a Sprint. In other words, it warns you when it thinks you are overcommitting in a Sprint. SonicAgile also includes a Scrumboard which displays the list of Stories selected for a Sprint and the tasks associated with each story. You can drag tasks from one task state to another. Finally, SonicAgile enables you to generate Release Burndown and Sprint Burndown charts. You can use these charts to view the progress of your team. To learn more about SonicAgile, visit SonicAgile.com. Summary In this post, I described many of the basic concepts of Scrum. You learned how a Product Owner uses a Product Backlog to create a prioritized list of tasks. I explained why work is completed in Sprints so the developer team can be more productive. I also explained how a developer team uses the daily scrum to coordinate their work. You learned how the developer team uses a Scrumboard to see, at a glance, who is working on what and the state of each task. I also discussed Burndown charts. You learned how you can use both Release and Sprint Burndown charts to track team progress in completing a project. Finally, I described the crucial role of the Scrum Master – the person who is responsible for ensuring that the rules of Scrum are being followed. My goal was not to describe all of the concepts of Scrum. This post was intended to be an introductory overview. For a comprehensive explanation of Scrum, I recommend reading Ken Schwaber’s book Agile Project Management with Scrum: http://www.amazon.com/Agile-Project-Management-Microsoft-Professional/dp/073561993X/ref=la_B001H6ODMC_1_1?ie=UTF8&qid=1345224000&sr=1-1

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  • Deleting Team Project in Team Foundation Server 2010

    - by Hosam Kamel
    I’m seeing a lot of people still using some old ways ported from TFS 2008 to delete a team project like TFSDeleteProject utility.   In TFS 2010 the administration tasks are made very easy to help you in a lot of administration stuff, for the deletion point specially you can navigate to the Administration Console then Select Team Project Collection Select the project collection contains the project you want to delete then navigate to Team Projects. Select the project then click Delete, you will have the option to delete any external artifacts and workspace too.   Hope it helps. Originally posted at "Hosam Kamel| Developer & Platform Evangelist"

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  • What's the best way of marketing to programmers?

    - by Stuart
    Disclaimer up front - I'm definitely not going to include any links in here - this question isn't part of my marketing! I've had a few projects recently where the end product is something that developers will use. In the past I've been on the receiving end of all sorts of marketing - as a developer I've gotten no end of junk - 1000s of pens, tee-shirts and mouse pads; enough CDs to keep my desk tea-free; some very useful USB keys with some logos I no longer recognise; a small forest's worth of leaflets; a bulging spam folder full of ignored emails, etc... So that's my question - What are good ways to market to developers? And as an aside - are developers the wrong people to target? - since we so often don't have a purchasing budget anyways!

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