Search Results

Search found 1971 results on 79 pages for 'crazy coder'.

Page 5/79 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Business person turned into coder? How and why? Inspire the non-technical.

    - by huisjames
    I graduated with a Business degree. Two years later, I finally realized the power of programming - the power to "invent." I wish I realized this in high school. Nevertheless, I tried to self-teach C# but found it difficult. Then I pivoted to learn PHP two months ago and I have been able to build things I thought was beyond my abilities. Has anyone had the same experience? Or self-taught programming? What lessons did you learn?

    Read the article

  • How to serialize object containing NSData?

    - by AO
    I'm trying to serialize an object containing a number of data fields...where one of the fields is of datatype NSData which won't serialize. I've followed instructions at http://www.isolated.se but my code (see below) results in the error "[NSConcreteData data]: unrecognized selector sent to instance...". How do I serialize my object? Header file: @interface Donkey : NSObject<NSCoding> { NSString* s; NSData* d; } @property (nonatomic, retain) NSString* s; @property (nonatomic, retain) NSData* d; - (NSData*) serialize; @end Implementation file: @implementation Donkey @synthesize s, d; static NSString* const KEY_S = @"string"; static NSString* const KEY_D = @"data"; - (void) encodeWithCoder:(NSCoder*)coder { [coder encodeObject:self.s forKey:KEY_S]; [coder encodeObject:self.d forKey:KEY_D]; } - (id) initWithCoder:(NSCoder*)coder; { if(self = [super init]) { self.s = [coder decodeObjectForKey:KEY_STRING]; self.d [coder decodeObjectForKey:KEY_DATA]; } return self; } - (NSData*) serialize { return [NSKeyedArchiver archivedDataWithRootObject:self]; } @end

    Read the article

  • Storing arrays in NSUserDefaultsController

    - by neoneye
    Currently I use NSUserDefaults and I'm interested in using NSUserDefaultsController, so that I get notifications when things change. Below is my current code. items = /* NSArray of MYItem's */; NSData* data = [NSKeyedArchiver archivedDataWithRootObject:items]; [[NSUserDefaults standardUserDefaults] setObject:data forKey:kMYItems]; How should I rework my code to store items in NSUserDefaultsController ? Is NSKeyedArchiver the smartest way to store arrays? @interface MYItem : NSObject <NSCoding> { NSString* name; NSString* path; } @property (copy) NSString* name; @property (copy) NSString* path; @end @implementation MYItem @synthesize name, path; -(void)encodeWithCoder:(NSCoder*)coder { [coder encodeObject:name forKey:@"name"]; [coder encodeObject:path forKey:@"path"]; } -(id)initWithCoder:(NSCoder*)coder { [super init]; [self setName:[coder decodeObjectForKey:@"name"]]; [self setPath:[coder decodeObjectForKey:@"path"]]; return self; } @end

    Read the article

  • "possible loss of precision" is Java going crazy or I'm missing something?

    - by Lo'oris
    I'm getting a "loss of precision" error when there should be none, AFAIK. this is an instance variable: byte move=0; this happens in a method of this class: this.move=(this.move<<4)|(byte)(Guy.moven.indexOf("left")&0xF); move is a byte, move is still a byte, and the rest is being cast to a byte. I get this error: [javac] /Users/looris/Sviluppo/dumdedum/client/src/net/looris/android/toutry/Guy.java:245: possible loss of precision [javac] found : int [javac] required: byte [javac] this.move=(this.move<<4)|(byte)(Guy.moven.indexOf("left")&0xF); [javac] ^ I've tried many variations but I still get the same error. I'm now clueless.

    Read the article

  • car and cdr in scheme is driving me crazy ...

    - by kristian Roger
    Hi Im facing a probem with the car and cdr functions for example: first I defined a list caled it x (define x (a (bc) d ( (ef) g ) )) so x now is equal to (a (bc) d ( (ef) g ) now for example I need to get the g from this list using only car and cdr (!! noshortcuts as caddr cddr !!) the correct answer is: (car(cdr(car(cdr(cdr(cdr x)))))) BUT how ? :-( I work according to the rule (the car gives the head of list and cdr gives the tail) and instead of getting the answer above I keep reaching wronge answers can any one help me in understanding this ... give me step or a way to solve it step by step thanx in advance Im really sick of scheme language.

    Read the article

  • car and cdr in Scheme are driving me crazy ...

    - by kristian Roger
    Hi Im facing a problem with the car and cdr functions for example: first I defined a list called it x (define x (a (bc) d ( (ef) g ) )) so x now is equal to (a (bc) d ( (ef) g ) ) now for example I need to get the g from this list using only car and cdr (!! noshortcuts as caddr cddr !!) the correct answer is: (car(cdr(car(cdr(cdr(cdr x)))))) BUT how ? :-( I work according to the rules (the car gives the head of list and cdr gives the tail) and instead of getting the answer above I keep reaching wrong answers. Can any one help me in understanding this ... give me step or a way to solve it step by step Thanks in advance. I'm really sick of Scheme.

    Read the article

  • SQLite3 or SQLite Manager make me crazy !!! Please help me !! I have a presentation next week

    - by ahmet732
    My friend added 90 rows into the database, I tied it up to my app. In my table view name of my variables are shown in proper fashion but when I tapped one of them, in detailsViewController their description is wrong. It shows very old description of variables not the new ones in database. Moreover, it displays the same description for different variables. What's the problem ? What am i missing? My database is correct. It displays same desscriptions for different values. It makes me worried about. Additionally, when I added a new row to my db, it accepts it but it does not perceive it when i run the app. It shows new row in my tableview if and only if I change the name of my db file. I do not want to use another SQL manager ..

    Read the article

  • Java class Class<T> and static method Class.forName() drive me crazy.

    - by matt
    Hi, this code doesn't compile. i'm wandering what i am doing wrong: private static Importable getRightInstance(String s) throws Exception { Class<Importable> c = Class.forName(s); Importable i = c.newInstance(); return i; } where Importable is an interface and the string s is the name of an implementing class. The compiler says: ./Importer.java:33: incompatible types found : java.lang.Class<capture#964 of ?> required: java.lang.Class<Importable> Class<Importable> c = Class.forName(format(s)); thanks for any help!

    Read the article

  • Class<T> and static method Class.forName() drive me crazy.

    - by matt
    Hi, this code doesn't compile. I'm wondering what I am doing wrong: private static Importable getRightInstance(String s) throws Exception { Class<Importable> c = Class.forName(s); Importable i = c.newInstance(); return i; } where Importable is an interface and the string s is the name of an implementing class. The compiler says: ./Importer.java:33: incompatible types found : java.lang.Class<capture#964 of ?> required: java.lang.Class<Importable> Class<Importable> c = Class.forName(format(s)); thanks for any help! All the solutions Class<? extends Importable> c = Class.forName(s).asSubclass(Importable.class); and Class<? extends Importable> c = (Class<? extends Importable>) Class.forName(s); and Class<?> c = Class.forName(format(s)); Importable i = (Importable)c.newInstance(); give this error: Exception in thread "main" java.lang.IncompatibleClassChangeError: class C1 has interface Importable as super class where C1 is effectively a class implementing Importable, one of those i want to cast to Importable.

    Read the article

  • Is valgrind crazy or is this is a genuine std map iterator memory leak?

    - by Alberto Toglia
    Well, I'm very new to Valgrind and memory leak profilers in general. And I must say it is a bit scary when you start using them cause you can't stop wondering how many leaks you might have left unsolved before! To the point, as I'm not an experienced in c++ programmer, I would like to check if this is certainly a memory leak or is it that Valgrind is doing a false positive? typedef std::vector<int> Vector; typedef std::vector<Vector> VectorVector; typedef std::map<std::string, Vector*> MapVector; typedef std::pair<std::string, Vector*> PairVector; typedef std::map<std::string, Vector*>::iterator IteratorVector; VectorVector vv; MapVector m1; MapVector m2; vv.push_back(Vector()); m1.insert(PairVector("one", &vv.back())); vv.push_back(Vector()); m2.insert(PairVector("two", &vv.back())); IteratorVector i = m1.find("one"); i->second->push_back(10); m2.insert(PairVector("one", i->second)); m2.clear(); m1.clear(); vv.clear(); Why is that? Shouldn't the clear command call the destructor of every object and every vector? Now after doing some tests I found different solutions to the leak: 1) Deleting the line i-second-push_back(10); 2) adding a delete i-second; after it's been used. 3) Deleting the second vv.push_back(Vector()); and m2.insert(PairVector("two", &vv.back())); statements. Using solution 2) makes Valgring print: 10 allocs, 11 frees Is that OK? As I'm not using new why should I delete? Thanks, for any help!

    Read the article

  • Rendering partial for table row with form_tag is getting crazy!

    - by xopht
    I have 23(column)x6(row) table and change the row with link_to_remote function. each tr tag has its own id attribute. change link call change action and change action changes the row using render function wit partial. _change.html.erb <td id="row_1">1</td> . . omitted . . <td id="row_23">23</td> link_to_remote function <%= link_to_remote 'Change', :update => 'row_1', :url => change_path %> change action def change logger.debug render :partial => 'change' end If I coded like above, everything work okay. This means all changed-columns are in one row. But, if I wrap partial code with *form_for* function like below... <% form_for 'change' do %> <td id="row_1">1</td> . . omitted . . <td id="row_23">23</td> <% end %> Then, one column located in one row and that column is the first column. I've looked up the log file, but it was normal html tags. What's wrong?

    Read the article

  • How come the Actionscript 3 ENTER_FRAME event is crazy nuts?

    - by nstory
    So, I've been toying around with Flash, browsing through the documentation, and all that, and noticed that the ENTER_FRAME event seems to defy my expectation of a deterministic universe. Take the following example: (new MovieClip()).addEventListener(Event.ENTER_FRAME, function(ev) {trace("Test");}); Notice this anonymous MovieClip is not added to the display hierarchy, and any reference to it is immediately lost. It will actually print "Test" once a frame until it is garbage collected. How insane is that? The behavior of this is actually determined by when the garbage collector feels like coming around in all its unpredictable insanity! Is there a better way to create intermittent failures? Seriously. My two theories are that either the DisplayObject class stores weak references to all its instances for the purpose of dispatching ENTER_FRAME events, or, and much wilder, the Flash player actually scans the heap each frame looking for ENTER_FRAME listeners to pull on. Can any hardened Actionscript developer clue me in on how this works? (And maybe a why - the - f**k they thought this was a good idea?)

    Read the article

  • Regex to GENERATE thumbnails!?!?! (but that's crazy!)

    - by CryptoMonkey
    Hello everyone! So here is my situation, and the solution that I've come up with to solve the problem. I have created an application that includes TinyMCE to allow users to create HTML content for publishing. The user can include images in their markup, and drag/resize those images effecting the final Width/Height attributes in the IMG tag. This is all great, the users can include images and resize/relocate them to their desired appearance. But one big problem is that I am now sending a (possibly) much larger image to the client, only to have the browser resize the image into the requested Width/Height attributes. All that bandwidth and lost load time.... So my solution is to pre-process my users markup content, scanning all of the IMG tags and parsing out the Height/Width/Src attributes. Then set each img's SRC tag to a phpThumb request with the parsed Height/Width passed into the thumbnails URL. This will create my reduced size image (optimising bandwidth at the expense of CPU and caching). What do you think about this solution? I've seen other posts where people were using mod_rewrite to do something similar, but I want to effect the content on the page service and not manipulate the image requests as they're being received. .... Any thoughts about this design? I need some help with the fine details as my regex skills need some work, but I'm very short on time and promise to pay my technical knowledge debt soon. To make the regex's easier, I can be sure of some things. Only img tags that need this processing will have an existing width="" height="" attributes (with the double quotes, and lower cased text, but I suppose matching the text case insensitive would be better if TinyMCE changes) So a regex to match only the necessary Img tags, and maybe another three regex's to extract the src, the width, and the height? Thanks everyone.

    Read the article

  • game state singleton cocos2d, initWithEncoder always returns null

    - by taber
    Hi, I'm trying to write a basic test "game state" singleton in cocos2d, but for some reason upon loading the app, initWithCoder is never called. Any help would be much appreciated, thanks. Here's my singleton GameState.h: #import "cocos2d.h" @interface GameState : NSObject <NSCoding> { NSInteger level, score; Boolean seenInstructions; } @property (readwrite) NSInteger level; @property (readwrite) NSInteger score; @property (readwrite) Boolean seenInstructions; +(GameState *) sharedState; +(void) loadState; +(void) saveState; @end ... and GameState.m: #import "GameState.h" #import "Constants.h" @implementation GameState static GameState *sharedState = nil; @synthesize level, score, seenInstructions; -(void)dealloc { [super dealloc]; } -(id)init { if(!(self = [super init])) return nil; level = 1; score = 0; seenInstructions = NO; return self; } +(void)loadState { @synchronized([GameState class]) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:saveFile]; if(!sharedState) { sharedState = [GameState sharedState]; } if(saveFileExists == YES) { [sharedState release]; sharedState = [[NSKeyedUnarchiver unarchiveObjectWithFile:saveFile] retain]; } // at this point, sharedState is null, saveFileExists is 1 if(sharedState == nil) { // this always occurs CCLOG(@"Couldn't load game state, so initialized with defaults"); sharedState = [self sharedState]; } } } +(void)saveState { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; [NSKeyedArchiver archiveRootObject:[GameState sharedState] toFile:saveFile]; } +(GameState *)sharedState { @synchronized([GameState class]) { if(!sharedState) { [[GameState alloc] init]; } return sharedState; } return nil; } +(id)alloc { @synchronized([GameState class]) { NSAssert(sharedState == nil, @"Attempted to allocate a second instance of a singleton."); sharedState = [super alloc]; return sharedState; } return nil; } +(id)allocWithZone:(NSZone *)zone { @synchronized([GameState class]) { if(!sharedState) { sharedState = [super allocWithZone:zone]; return sharedState; } } return nil; } ... -(void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:level forKey:@"level"]; [coder encodeInt:score forKey:@"score"]; [coder encodeBool:seenInstructions forKey:@"seenInstructions"]; } -(id)initWithCoder:(NSCoder *)coder { CCLOG(@"initWithCoder called"); self = [super init]; if(self != nil) { CCLOG(@"initWithCoder self exists"); level = [coder decodeIntForKey:@"level"]; score = [coder decodeIntForKey:@"score"]; seenInstructions = [coder decodeBoolForKey:@"seenInstructions"]; } return self; } @end ... I'm saving the state on app exit, like this: - (void)applicationWillTerminate:(UIApplication *)application { [GameState saveState]; [[CCDirector sharedDirector] end]; } ... and loading the state when the app finishes loading, like this: - (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ... [GameState loadState]; ... } I've tried moving around where I call loadState too, for example in my main CCScene, but that didn't seem to work either. Thanks again in advance.

    Read the article

  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

    Read the article

  • What's the best way to manage a multi-user project on github?

    - by Jim
    I'm looking to host a new project on github. This project will be worked on by two coders. One of these coders will also be the project manager who will have overall control over the github repo. I've followed the instructions regarding forking a github project at http://help.github.com/forking/. This all works fine and I'm working on the basis that the main repo is controlled by the lead coder, with the secondary coder working on a fork and submitting pull requests to the lead. A problem arises with this, however, when changes are made to the main branch and not pulled by the secondary coder into their fork. The secondary coder could then make changes to their own fork and submit a pull request to the lead, only for their patches to not match up with the main branch. What's the best way to manage this? I've not committed too much time to git/github, so I'm totally up for checking out other hosted solutions if they're better. Simplicity is the key!

    Read the article

  • Can't boot Ubuntu 12.04 from external Hard Drive using Mac

    - by Catgirl the Crazy
    Recently, I upgraded the RAM and hard drive on my Early 2008 Macbook to improve the performance. Rather than throw away the old hard drive, I bought an enclosure for it to turn it into an external hard drive, and, since all the data was migrated to my new drive, I decided to install Ubuntu on it for funsies (note: I am a near-total Ubuntu n00b). My first attempt to install Ubuntu didn't work (it gave me errors about not being able to find the BIOS or something), but my second attempt finished successfully (can't remember what, if anything, I did different). However, when I plug the external drive into my Macbook, it gives me a message saying it can't read the disk. Moreover, when I go into the Startup Manager (i.e.: what you get when you turn on the Macbook while holding the option key), the external drive is not one of the available startup disks. I thought this might be because I have an older Macbook, so I tried booting it with my mom's Late 2011 Macbook, and got the same results. Then I tried booting it through my dad's Dell laptop that runs Windows 7, and that time it worked. This is really counter intuitive to me, since the hard drive originally came from a Macbook, so if anything you'd think it would be less compatible with the Windows laptop than the Macbook. In case it helps, here's a link to a picture of how I set up the partition table while doing the install (not shown there is the fact that I checked the "Format?" box next to the /boot partition, since it gave me a warning when I tried to continue the installation without doing so) Anyone have any clue at all? If it helps, the hard drive I'm using is a 120GB 5400-rpm Serial ATA hard disk drive.

    Read the article

  • Finding direction of travel in a world with wrapped edges

    - by crazy
    I need to find the shortest distance direction from one point in my 2D world to another point where the edges are wrapped (like asteroids etc). I know how to find the shortest distance but am struggling to find which direction it's in. The shortest distance is given by: int rows = MapY; int cols = MapX; int d1 = abs(S.Y - T.Y); int d2 = abs(S.X - T.X); int dr = min(d1, rows-d1); int dc = min(d2, cols-d2); double dist = sqrt((double)(dr*dr + dc*dc)); Example of the world : : T : :--------------:--------- : : : S : : : : : : T : : : :--------------: In the diagram the edges are shown with : and -. I've shown a wrapped repeat of the world at the top right too. I want to find the direction in degrees from S to T. So the shortest distance is to the top right repeat of T. but how do I calculate the direction in degreed from S to the repeated T in the top right? I know the positions of both S and T but I suppose I need to find the position of the repeated T however there more than 1. The worlds coordinates system starts at 0,0 at the top left and 0 degrees for the direction could start at West. It seems like this shouldn’t be too hard but I haven’t been able to work out a solution. I hope somone can help? Any websites would be appreciated.

    Read the article

  • Why would I want to install node.js in my Rails Application?

    - by Crazy JIm
    Okay guys, I'm super confused. I thought node.js was a sever side framwork, basically the js version of Ruby's Rails or PHP's Zend. However, I'm having some difficulty with turbolinks, and it seems to be the way to fix it is through installing node.js I mean, I don't understand this at all. How can two frameworks work together like this? Also, it's not a gem (that REALLY would have confused me), you have to install node.js it onto your local machine by running (in the case of Ubuntu) sudo apt-get install nodejs Firstly, how does this totally separate framwork have any bearing on rails? Secondly, surely this isn't fixing the problem forever? When you specify a gem in your gemfile, the server knows what external libraries to install. How does the server know to install nodejs?

    Read the article

  • Customer won't decide, how to deal?

    - by Crazy Eddie
    I write software that involves the use of measured quantities, many input by the user, most displayed, that are fed into calculation models to simulate various physical thing-a-majigs. We have created a data type that allows us to associate a numeric value with a unit, we call these "quantities" (big duh). Quantities and units are unique to dimension. You can't attach kilogram to a length for example. Math on quantities does automatic unit conversion to SI and the type is dimension safe (you can't assign a weight to a pressure for example). Custom UI components have been developed that display the value and its unit and/or allow the user to edit them. Dimensionless quantities, having no units, are a single, custom case implemented within the system. There's a set of related quantities such that our target audience apparently uses them interchangeably. The quantities are used in special units that embed the conversion factors for the related quantity dimensions...in other words, when using these units converting from one to another simply involves multiplying the value by 1 to the dimensional difference. However, conversion to/from the calculation system (SI) still involves these factors. One of these related quantities is a dimensionless one that represents a ratio. I simply can't get the "customer" to recognize the necessity of distinguishing these values and their use. They've picked one and want to use it everywhere, customizing the way we deal with it in special places. In this case they've picked one of the dimensions that has a unit...BUT, they don't want there to be a unit (GRR!!!). This of course is causing us to implement these special overrides for our UI elements and such. That of course is often times forgotten and worse...after a couple months everyone forgets why it was necessary and why we're using this dimensional value, calling it the wrong thing, and disabling the unit. I could just ignore the "customer" and implement the type as the dimensionless quantity, which makes most sense. However, that leaves the team responsible for figuring it out when they've given us a formula using one of the other quantities. We have to not only figure out that it's happening, we have to decide what to do. This isn't a trivial deal. The other option is just to say to hell with it, do it the customer's way, and let it waste continued time and effort because it's just downright confusing as hell. However, I can't count the amount of times someone has said, "Why is this being done this way, it makes no sense at all," and the team goes off the deep end trying to figure it out. What would you do? Currently I'm still attempting to convince them that even if they use terms interchangeably, we at the least can't do that within the product discussion. Don't have high hopes though.

    Read the article

  • How much effort should you put into a junior developer?

    - by Crazy Eddie
    At what point should one give up? I've tried helping them out by having them shadow me. We agree to break a minute, and then they go missing in action for a while...then just go back to their desk. Even when I know they've done this, part of me feels like I shouldn't have to go get them but that they should be showing interest in learning. Frankly, it's a bunch of time I don't have explaining things as I go when I could just do it. Am I expecting too much to expect that if they want to learn they'll make sure I know they're ready and willing? They go to meetings that they where not told they had to, good, but then sit in the corner and sleep...bad. I don't even know what to do with that. Sometimes I give them something small to do and they do it great, so I give them something just a touch harder and they totally fail, hard. Check in things without testing them. Part of me thinks that maybe I should be spending more time with them but at the same time I don't see a lot of interest and I really, honestly don't have time teaching the same things over and over. Sometimes I get asked questions that are really, really easy to answer if you just do a little bit of your own work trying to find out. Other times I'm not asked anything. I'm sure I could be doing better but honestly...I don't really want to anymore.

    Read the article

  • Acceptance tests done first...how can this be accomplished?

    - by Crazy Eddie
    The basic gist of most Agile methods is that a feature is not "done" until it's been developed, tested, and in many cases released. This is supposed to happen in quick turnaround chunks of time such as "Sprints" in the Scrum process. A common part of Agile is also TDD, which states that tests are done first. My team works on a GUI program that does a lot of specific drawing and such. In order to provide tests, the testing team needs to be able to work with something that at least attempts to perform the things they are trying to test. We've found no way around this problem. I can very much see where they are coming from because if I was trying to write software that targeted some basically mysterious interface I'd have a very hard time. Although we have behavior fairly well specified, the exact process of interacting with various UI elements when it comes to automation seems to be too unique to a feature to allow testers to write automated scripts to drive something that does not exist. Even if we could, a lot of things end up turning up later as having been missing from the specification. One thing we considered doing was having the testers write test "scripts" that are more like a set of steps that must be performed, as described from a use-case perspective, so that they can be "automated" by a human being. This can then be performed by the developer(s) writing the feature and/or verified by someone else. When the testers later get an opportunity they automate the "script" for regression purposes mainly. This didn't end up catching on in the team though. The testing part of the team is actually falling behind us by quite a margin. This is one reason why the apparently extra time of developing a "script" for a human being to perform just did not happen....they're under a crunch to keep up with us developers. If we waited for them, we'd get nothing done. It's not their fault really, they're a bottle neck but they're doing what they should be and working as fast as possible. The process itself seems to be set up against them. Very often we end up having to go back a month or more in what we've done to fix bugs that the testers have finally gotten to checking. It's an ugly truth that I'd like to do something about. So what do other teams do to solve this fail cascade? How can we get testers ahead of us and how can we make it so that there's actually time for them to write tests for the features we do in a sprint without making us sit and twiddle our thumbs in the meantime? As it's currently going, in order to get a feature "done", using agile definitions, would be to have developers work for 1 week, then testers work the second week, and developers hopefully being able to fix all the bugs they come up with in the last couple days. That's just not going to happen, even if I agreed it was a reasonable solution. I need better ideas...

    Read the article

  • Adjust sprite bounds of the visible part of texture

    - by Crazy D0G
    Is there any way to adjust the boundaries of the visible part of the sprite? To make it easier to understand: I have a texture, such as shown at figure 1. Then I break it into pieces and fill the resulting fragments using PRKit (wood texture on figure 2 and 3). But the resulting fragments have the transparent (green color on figure 2 and 3) and when creating a sprite from the fragments they have the size of the initial texture. Is there a way to get rid of this transparency and to adjust the size of the visible part (wood texture), openGL or cocos2d-x means? Maybe it help - draw() method from PRKit: void PRFilledPolygon::draw() { //CCNode::draw(); glDisableClientState(GL_COLOR_ARRAY); // we have a pointer to vertex points so enable client state glBindTexture(GL_TEXTURE_2D, texture->getName()); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ONE_MINUS_SRC_ALPHA); glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //Restore texture matrix and switch back to modelview matrix glEnableClientState(GL_COLOR_ARRAY);}

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >