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  • How do you educate your teammates without seeming condescending or superior?

    - by Dan Tao
    I work with three other guys; I'll call them Adam, Brian, and Chris. Adam and Brian are bright guys. Give them a problem; they will figure out a way to solve it. When it comes to OOP, though, they know very little about it and aren't particularly interested in learning. Pure procedural code is their MO. Chris, on the other hand, is an OOP guy all the way -- and a cocky, condescending one at that. He is constantly criticizing the work Adam and Brian do and talking to me as if I must share his disdain for the two of them. When I say that Adam and Brian aren't interested in learning about OOP, I suspect Chris is the primary reason. This hasn't bothered me too much for the most part, but there have been times when, looking at some code Adam or Brian wrote, it has pained me to think about how a problem could have been solved so simply using inheritance or some other OOP concept instead of the unmaintainable mess of 1,000 lines of code that ended up being written instead. And now that the company is starting a rather ambitious new project, with Adam assigned to the task of getting the core functionality in place, I fear the result. Really, I just want to help these guys out. But I know that if I come across as just another holier-than-thou developer like Chris, it's going to be massively counterproductive. I've considered: Team code reviews -- everybody reviews everybody's code. This way no one person is really in a position to look down on anyone else; besides, I know I could learn plenty from the other members on the team as well. But this would be time-consuming, and with such a small team, I have trouble picturing it gaining much traction as a team practice. Periodic e-mails to the team -- this would entail me sending out an e-mail every now and then discussing some concept that, based on my observation, at least one team member would benefit from learning about. The downside to this approach is I do think it could easily make me come across as a self-appointed expert. Keeping a blog -- I already do this, actually; but so far my blog has been more about esoteric little programming tidbits than straightforward practical advice. And anyway, I suspect it would get old pretty fast if I were constantly telling my coworkers, "Hey guys, remember to check out my new blog post!" This question doesn't need to be specifically about OOP or any particular programming paradigm or technology. I just want to know: how have you found success in teaching new concepts to your coworkers without seeming like a condescending know-it-all? It's pretty clear to me there isn't going to be a sure-fire answer, but any helpful advice (including methods that have worked as well as those that have proved ineffective or even backfired) would be greatly appreciated. UPDATE: I am not the Team Lead on this team. Chris is. UPDATE 2: Made community wiki to accord with the general sentiment of the community (fancy that).

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  • 256 Worker Role 3D Rendering Demo is now a Lab on my Azure Course

    - by Alan Smith
    Ever since I came up with the crazy idea of creating an Azure application that would spin up 256 worker roles (please vote if you like it ) to render a 3D animation created using the Kinect depth camera I have been trying to think of something useful to do with it. I have also been busy working on developing training materials for a Windows Azure course that I will be delivering through a training partner in Stockholm, and for customers wanting to learn Windows Azure. I hit on the idea of combining the render demo and a course lab and creating a lab where the students would create and deploy their own mini render farms, which would participate in a single render job, consisting of 2,000 frames. The architecture of the solution is shown below. As students would be creating and deploying their own applications, I thought it would be fun to introduce some competitiveness into the lab. In the 256 worker role demo I capture the rendering statistics for each role, so it was fairly simple to include the students name in these statistics. This allowed the process monitor application to capture the number of frames each student had rendered and display a high-score table. When I demoed the application I deployed one instance that started rendering a frame every few minutes, and the challenge for the students was to deploy and scale their applications, and then overtake my single role instance by the end of the lab time. I had the process monitor running on the projector during the lab so the class could see the progress of their deployments, and how they were performing against my implementation and their classmates. When I tested the lab for the first time in Oslo last week it was a great success, the students were keen to be the first to build and deploy their solution and then watch the frames appear. As the students mostly had MSDN suspicions they were able to scale to the full 20 worker role instances and before long we had over 100 worker roles working on the animation. There were, however, a few issues who the couple of issues caused by the competitive nature of the lab. The first student to scale the application to 20 instances would render the most frames and win; there was no way for others to catch up. Also, as they were competing against each other, there was no incentive to help others on the course get their application up and running. I have now re-written the lab to divide the student into teams that will compete to render the most frames. This means that if one developer on the team can deploy and scale quickly, the other team still has a chance to catch up. It also means that if a student finishes quickly and puts their team in the lead they will have an incentive to help the other developers on their team get up and running. As I was using “Sharks with Lasers” for a lot of my demos, and reserved the sharkswithfreakinlasers namespaces for some of the Azure services (well somebody had to do it), the students came up with some creative alternatives, like “Camels with Cannons” and “Honey Badgers with Homing Missiles”. That gave me the idea for the teams having to choose a creative name involving animals and weapons. The team rendering architecture diagram is shown below.   Render Challenge Rules In order to ensure fair play a number of rules are imposed on the lab. ·         The class will be divided into teams, each team choses a name. ·         The team name must consist of a ferocious animal combined with a hazardous weapon. ·         Teams can allocate as many worker roles as they can muster to the render job. ·         Frame processing statistics and rendered frames will be vigilantly monitored; any cheating, tampering, and other foul play will result in penalties. The screenshot below shows an example of the team render farm in action, Badgers with Bombs have taken a lead over Camels with Cannons, and both are  leaving the Sharks with Lasers standing. If you are interested in attending a scheduled delivery of my Windows Azure or Windows Azure Service bus courses, or would like on-site training, more details are here.

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  • Game Design Resources for Programmers

    - by user17028
    I am a self-taught high school programmer (have an internship at local university), and understand the fundamentals of C++ and other related languages. I am looking to expand into game development, and have found a good DirectX book from which I will study. However, what are some good resources (online tutorials/books/etc) for C++ game programming which are tailored towards someone who is already experienced with C++? Most of the resources I have found attempt to teach basic programming, then get into game development.

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  • How to take first step for making 2d games in Xcode [on hold]

    - by josh
    I have 2 years experience in Xcode in business and socials Apps. Now I am going into 2d game development so I want to know that how to take first step for making 2d games in Xcode either using external framework or its native iOS games. Looking for game like angry bird. What are the key points I should keep in mind before jumping into 2d games development. Any suggestion or related helping materials share with me. Thanks.

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  • Game Programming Resources for Programmers

    - by user17028
    I am a self-taught high school programmer (have an internship at local university), and understand the fundamentals of C++ and other related languages. I am looking to expand into game development, and have found a good DirectX book from which I will study. However, what are some good resources (online tutorials/books/etc) for C++ game programming which are tailored towards someone who is already experienced with C++? Most of the resources I have found attempt to teach basic programming, then get into game development.

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  • Is this masters course worth taking?

    - by dbomb101
    I've been spending the last couple of years developing 2D game in XNA but there are still alot of gaps in my knowledge especially in terms of 3D development and working in game development teams and I would like to eventually be able to develop more technically advanced games. I was thinking of taking the masters course linked below to help out with that. Do you think the course is worth it or should I simply continue self studying ? Course Details

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  • Is the STL efficient enough for mobile devices?

    - by mx2
    When it comes to mobile game development on iOS and Android NDK, some developers write their own C++ containers, while others claim that STL is more than adequate for mobile game development (For example, the author of iPhone 3D Programming uses STL rather than Objective-C in his examples. His defense is that STL is no slower than Objective-C). Then there are also mobile developers who abandon C++ entirely and develop games entirely (or mostly) in the C language (C89/C90). What are the benefits and drawbacks of each approach?

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  • Does 3d modeling software *choice used during asset creation affect performance at runtime

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3 dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

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  • recommended book for cocos2d?

    - by Paul Sanwald
    I'm an experienced programmer that recently got into iOS development by working through the big nerd ranch book by Aaron Hillegass and Joe Conway. I loved the way the book was structured in terms of typing in the code and doing the challenges. I'm interested in learning more about iOS gaming and cocos2d, but am a complete newbie in terms of game development/design. there are a number of books on amazon on cocos2d, can anyone recommend one in particular?

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  • Can I develop games for mobile platforms in C++?

    - by James Bern
    I have a good grasp in C++ and C and have also experience developing AAA game using C++. Now, I'm shamelessly thinking to dive into mobile game development either in iOS or Android. Unfortunately, I don't know objective-C and java and neither have courage to learn it. So, As above mentioned reason, Is there any possibility to do mobile development in C++ without using any single statement of JAVA and Objective-C ?

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  • Does one's choice of 3d modeling software used during asset creation affect performance at runtime?

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3-dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

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  • Confused about modifying the sprint backlog during a sprint

    - by Maltiriel
    I've been reading a lot about scrum lately, and I've found what seem to me to be conflicting information about whether or not it's ok to change the sprint backlog during a sprint. The Wikipedia article on scrum says it's not ok, and various other articles say this as well. Also my Software Development professor taught the same thing during an overview of scrum. However, I read Scrum and XP from the Trenches and that describes a section for unplanned items on the taskboard. So then I looked up the Scrum Guide and it says that during the sprint "No changes are made that would affect the Sprint Goal" and in the discussion of the Sprint Goal "If the work turns out to be different than the Development Team expected, then they collaborate with the Product Owner to negotiate the scope of Sprint Backlog within the Sprint." It goes on to say in the discussion of the Sprint Backlog: The Sprint Backlog is a plan with enough detail that changes in progress can be understood in the Daily Scrum. The Development Team modifies Sprint Backlog throughout the Sprint, and the Sprint Backlog emerges during the Sprint. This emergence occurs as the Development Team works through the plan and learns more about the work needed to achieve the Sprint Goal. As new work is required, the Development Team adds it to the Sprint Backlog. As work is performed or completed, the estimated remaining work is updated. When elements of the plan are deemed unnecessary, they are removed. Only the Development Team can change its Sprint Backlog during a Sprint. The Sprint Backlog is a highly visible, real-time picture of the work that the Development Team plans to accomplish during the Sprint, and it belongs solely to the Development Team. So at this point I'm altogether confused. Thinking about it, it makes more sense to me to take the second approach. The individual, specific items in the backlog don't seem to me to be the most important thing, but rather the sprint goal, so not changing the sprint goal but being able to change the backlog makes sense. For instance if both the product owner and the team thought they were on the same page about a story, but as the sprint progressed they figured out there was a misunderstanding, it seems like it makes sense to change the tasks that make up that story accordingly. Or if there was some story or task that was forgotten about, but is required to reach the sprint goal, I would think it would be best to add the story or task to the backlog during the sprint. However, there are a lot of people who seem quite adamant that any change to the sprint backlog is not ok. Am I misunderstanding that position somehow? Are those folks defining the sprint backlog differently somehow? My understanding of the sprint backlog is that it consists of both the stories and the tasks they're broken down into. Anyway I would really appreciate input on this issue. I'm trying to figure out both what the idealistic scrum approach is to changing the sprint backlog during a sprint, and whether people who use scrum successfully for development allow changing the sprint backlog during a sprint.

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  • Should I use OpenGL while working with the C++ Software?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • Using Single Image for Map in 2D Platformer

    - by Jon
    I'm fairly new to game development, and have been messing around with Slick2D. Currently, my map consists of objects that are represented as rectangles. If I wanted to use am image simlar to: How would I be able to use this image to make a level? That question is a bit vague, but like I said, I'm new to game development and am not familiar with terminology or procedures. But going along with this question, how would I also use non-rectangular objects/platforms? Thanks

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  • Game engine for all types of games [closed]

    - by Chorche
    I need a collection of libraries for game development. I don't know if it's called game engine. It should include everything i need to develope a game, so i could consentrate on the game development, without wasting my time choosing, and instaling libraries for everything. I don't need game engines that requires more than 100MB of diskspace. The engine, librarie collection or whatever it's called should only include tools for programing. So i need you help finding such an engine :)

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  • Should I use OpenGL while working with C++?

    - by Paralytic
    I am completely new to programming and game development for that matter. I am using the C++ software to create my Game Engine with the help of a beginners guide. I noticed it has a OpenGL option when starting up a new project. I've heard of OpenGL pertaining to game development, not sure what it is though. Should I be using OpenGL when creating my Game Engine? Will it matter if I just start with a blank slate?

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  • The Winds of Change are a Blowin&rsquo;

    - by Ajarn Mark Caldwell
    For six years I have been an avid and outspoken fan and paying customer of SourceGear products…from Vault to Dragnet to Fortress and on to Vault Professional, but that is all changing now.  Not the fan part, but the paying customer part.  I’m still a huge fan.  I think that SourceGear does a great job with their product and support has been fantastic when needed (which is not very often).  I think that Eric Sink has done a fine job building a quality company and products, and I appreciate his contributions to the tech community through this blogging and books.  I still think their products are high quality and do a fantastic job of what they do.  But there’s the rub…what they do is no longer enough for me. As I have rebuilt our development team over the last couple of years, and we have begun to investigate Scrum and Kanban, I realize that I need more visibility into the progress of the team.  I need better project management tools, and this is where Vault Professional lags behind several other tools.  Granted, in the latest release (Vault 6.0) they added a nice time tracking feature, but I want more.  (Note, I did contact SourceGear about my quest for more, but apparently, the rest of their customer base has not been clamoring for this and so they have not built it.  Granted, I wasn’t clamoring for it either until just recently, but unfortunately for SourceGear, I want it now and don’t want to wait for them to build it into their system.) Ironically, it was SourceGear themselves who started to turn me on to the possibilities of other tools.  They built a limited integration with Axosoft OnTime which I read about several times on their support site (I used to regularly read and occasionally comment on their Support Forum).  I decided to check out OnTime and was very impressed with the tool for work item tracking and project management (not to mention their great Scrum Master in 10 Minutes video).  I fell in love with the capabilities of OnTime.  Unfortunately, the integration with Vault for source control management was, as I mentioned, limited.  I could have forfeited the integration between work items and source code, but there is too much benefit to linking check-ins to work items for me to give that up.  So then I did what was previously unthinkable for me, I considered switching not just the work tracking tool, but also the source code management tool.  This was really stepping outside my comfort zone because source code is Gold, and not to be trifled with.  When you find a good weapon to protect your gold, stick with it. I looked at Git and Tortoise SVN, but the integration methods for those was pretty rough compared to what I was used to.  The recommended tool from Axosoft’s point of view appeared to be RocketSVN, but I really wasn’t sure I wanted to go the “flavor of Subversion” route.  Then I started thinking about that other tool I liked back when I first chose to go with Vault, but couldn’t afford:  Team Foundation Server.  And what do you know…Microsoft has not only radically improved it over that version from back in 2006, but they also came to their senses about how it should be licensed, and it is much more affordable now.  So I started looking into the latest capabilities in the 2012 version, and I fell in love all over again. I really went deep on checking out the tools.  I watched numerous webcasts from Microsoft partners, went to a beta preview on Microsoft’s campus, and watched a lot of Channel 9 videos on the new ALM features (oooh…shiny).  Frankly, I was very impressed with the capabilities of the newest version, and figured this was probably our direction.  As an interesting twist of fate, one of my employees crossed paths with an ALM Consultant from Northwest Cadence, a local Microsoft Partner, and one of the companies that produced several of the webcasts that I had been watching.  So I gave Bryon a call and started grilling him to see if he really knew anything or was just another guy who couldn’t find a job so he called himself a consultant.  It turns out Bryon actually knows a lot, especially in an area that was becoming a frustration point for us: Branching strategies and automated builds (that’s probably a whole separate blog entry).  As we talked, Bryon suggested we look into doing a DTDPS (Developer Tools Deployment Planning Services) session with his company.  This is a service that can be paid for by Microsoft Enterprise Agreement planning services credits or SA training benefits, and, again, coincidentally, we had several that were just about to expire, so I put them to good use. The DTDPS sessions were great; and Bryon, Rick, and the rest of the folks at Northwest Cadence have been a pleasure to work with.  We have just purchased a new server for our TFS rollout and are planning the steps and options right now.  This is still a big project ahead of us to not only install and configure TFS, but also to load all of our source code (many different systems, not just one program) and transition to the new way of life with TFS, but I am convinced that it is the right move for my team at this point in time.  We need the new capabilities that are in alignment with Scrum and Kanban methodologies in order to more efficiently manage all the different projects that we have going on at one time. I would still wholeheartedly endorse SourceGear’s products and Axosoft’s OnTime for those whose needs are met by those tools, but for me and my team, I think that TFS is the right fit, and I am looking forward to the change.

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  • Using Definition of Done to Drive Agile Maturity

    - by Dylan Smith
    I’ve been an Agile Coach at a lot of different clients over the years, and I want to share an approach I use to help them adopt and mature over time. It’s important to realize that “Agile” is not a black/white yes/no thing. Teams can be varying degrees of agile. I think of this as their agile maturity level. When I coach teams I want them to start out being a little agile, and get more agile as they mature. The approach I teach them is to use the definition of done as a technique to continuously improve their agile maturity over time. We’re probably all familiar with the concept of “Done Done” that represents what *actually* being done a feature means. Not just when a developer says he’s done right after he writes that last line of code that makes the feature kind-of work. Done Done means the coding is done, it’s been tested, installers and deployment packages have been created, user manuals have been updated, architecture docs have been updated, etc. To enable teams to internalize the concept of “Done Done”, they usually get together and come up with their Definition of Done (DoD) that defines all the activities that need to be completed before a feature is considered Done Done. The Done Done technique typically is applied only to features (aka User Stories). What I do is extend this to apply to several concepts such as User Stories, Sprints, Releases (and sometimes Check-Ins). During project kick-off I’ll usually sit down with the team and go through an exercise of creating DoD’s for each of these concepts (Stories/Sprints/Releases). We’ll usually start by just brainstorming a bunch of activities that could end up in these various DoD’s. Here’s some examples: Code Reviews StyleCop FxCop User Manuals Updated Architecture Docs Updated Tested by QA Tested by UAT Installers Created Support Knowledge Base Updated Deployment Instructions (for Ops) written Automated Unit Tests Run Automated Integration Tests Run Then we start by arranging these activities into the place they occur today (e.g. Do you do UAT testing only once per release? every sprint? every feature?). If the team was previously Waterfall most of these activities probably end up in the Release DoD. An extremely mature agile team would probably have most of these activities in the DoD for the User Stories (because an extremely mature agile team will probably do continuous deployment and release every story). So what we need to do as a team, is work to move these activities from their current home (Release DoD) down into the Sprint DoD and eventually into the User Story DoD (and maybe into the lower-level Check-In DoD if we decide to use that). We don’t have to move them all down to User Story immediately, but as a team we figure out what we think we’re capable of moving down to the Sprint cycle, and Story cycle immediately, and that becomes our starting DoD’s. Over time the team makes an effort to continue moving activities down from Release->Sprint->Story as they become more agile and more mature. I try to encourage them to envision a world in which they deploy to production as each User Story is completed. They would need to be updating User Manuals, creating installers, doing UAT testing (typical Release cycle activities) on every single User Story. They may never actually reach that point, but they should envision that, and strive to keep driving the activities down closer to the User Story cycle s they mature. This is a great technique to give a team an easy-to-follow roadmap to mature their agile practices over time. Sure there’s other aspects to maturity outside of this, but it’s a great technique, that’s easy to visualize, to drive agility into the team. Just keep moving those activities (aka “gates”) down the board from Release->Sprint->Story. I’ll try to give an example of what a recent client of mine had for their DoD’s (this is from memory, so probably not 100% accurate): Release Create/Update deployment Instructions For Ops Instructional Videos Updated Run manual regression test suite UAT Testing In this case that meant deploying to an environment shared across the enterprise that mirrored production and asking other business groups to test their own apps to ensure we didn’t break anything outside our system Sprint Deploy to UAT Environment But not necessarily actually request UAT testing occur User Guides updated Sprint Features Video Created In this case we decided to create a video each sprint showing off the progress (video version of Sprint Demo) User Story Manual Test scripts developed and run Tested by BA Deployed in shared QA environment Using automated deployment process Peer Code Review Code Check-In Compiled (warning-free) Passes StyleCop Passes FxCop Create installer packages Run Automated Tests Run Automated Integration Tests PS – One of my clients had a great question when we went through this activity. They said that if a Sprint is by definition done when the end-date rolls around (time-boxed), isn’t a DoD on a sprint meaningless – it’s done on the end-date regardless of whether those other activities are complete or not? My answer is that while that statement is true – the sprint is done regardless when the end date rolls around – if the DoD activities haven’t been completed I would consider the Sprint a failure (similar to not completing what was committed/planned – failure may be too strong a word but you get the idea). In the Retrospective that will become an agenda item to discuss and understand why we weren’t able to complete the activities we agreed would need to be completed each Sprint.

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  • What call from the Android Development Tools API should I use to poll project target loading?

    - by Ricardo Gladwell
    I'm writing my own eclipse plug-in that integrates with the Eclipse Android Development Tools (ADT). However, I'm getting a CoreException ("Project target not loaded yet.") thrown when I attempt to call IProject.build on an Android project as part of a unit test: IProject project = importProject(...); project.build(IncrementalProjectBuilder.FULL_BUILD, monitor); Should I be waiting for the project target to load before calling the above? If so, what call should I use to poll the project target loading status?

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  • How can I get MTK development platform for MT series mobiles with English explanation?

    - by Robert
    You said in a post that you are an engineer and you have MTK development platform for MT series mobiles with English explanation. Can you please tell me how your company obtained it? Did you purchase it from MTK or you downloaded it? If you downloaded it please tell me your source. I am researching how i can develop application in the MTK platform so i hope you could help me with this information.

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  • Any downsides to UPX-ing my 32-bit Python 2.6.4 development environment EXE/PYD/DLL files?

    - by Malcolm
    Are there any downsides to UPX-ing my 32-bit Python 2.6.4 development environment EXE/PYD/DLL files? The reason I'm asking is that I frequently use a custom PY2EXE script that UPX's copies of these files on every build. Yes, I could get fancy and try to cache UPXed files, but I think a simpler, safer, and higher performance solution would be for me to just UPX my Python 2.6.4 directory once and be done with it. Thoughts? Malcolm

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  • Do you continue development in a branch or in the trunk?

    - by Sam McAfee
    Suppose you're developing a software product that has periodic releases. What are the best practices with regard to branching and merging? Slicing off periodic release branches to the public (or whomever your customer is) and then continuing development on the trunk, or considering the trunk the stable version, tagging it as a release periodically, and doing your experimental work in branches. What do folks think is the trunk considered "gold" or considered a "sand box"?

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