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  • System.Drawing - bad text rendering using DrawString on top of transparent pixels.

    - by mackenir
    When rendering text into a bitmap, I find that text looks very bad when rendered on top of an area with non-opaque alpha. The problem is progressively worse as the underlying pixels become more transparent. If I had to guess I'd say that when underlying pixels are transparent, the text renderer draws any anti-aliased 'gray' pixels as solid black. Here are some screenshots: Text drawn on top of transparent pixels: Text drawn on top of semi-transparent pixels: Text drawn on opaque pixels: Here is the code used to render the text: g.SmoothingMode = SmoothingMode.HighQuality; g.DrawString("Press the spacebar", Font, Brushes.Black, textLeft, textTop);

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  • Is there a decent vector / spline library for php?

    - by Brendan Heywood
    Does anyone know of the best way to render clean vectors into a php image and then serve it as a jpeg/png? Specifically I want to draw lines, polygons and splines which are anti-aliased and then serve them up as jpegs. Preferably also with an alpha option when rendering. What would be spectacular is a php library with a similar API to Raphael (without the animation) - not only because Raphael has a great API but also because I'm already using it on my website for the dynamic bits but also need to bake jpeg's in parallel for static consumption.

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  • text options for seo-minded web developer

    - by benhowdle89
    I've been asked by a client if i could jazz up their tagline on their website i'm developing/designing. I've thought about the options and want to stay as SEO minded as i can but i'm struggling to think of a way i could strike a balance between having a really smart, anti-aliased looking heading at the top of their site under the logo but have it searchable/crawlable by the big G (google). Sifr? Cufon? Images? What do people recommend in terms of SEO and visual niceties?

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  • Animated Circular bar on hover

    - by Anthony
    I'm building a portfolio website and want to implement a skill set page which feature an animated circular bar which represent each of my skills. There will be 6 buttons around the circle which when the user hovers over, and when one is hovered I want a circular bar to animate anti-clockwise. I've made a quick .gif in photoshop to demonstrate But I can't find any tutorial to help. I found this website which features a similar concept on the left hand side at the top, an animated pie chart - Website Example And this is a quick .gif Mockup I did in photoshop of what I am trying to achieve - Animated Circular Bar Animation

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  • Accept-Encoding headers being sent by browser but not received by server

    - by Daniel Jacobs
    I have been trying to debug this for weeks. All of the browsers on all of the clients on my home network are sending 'Accept-Encoding: gzip,deflate'. However, that header is somehow, somewhere being dropped before the request makes it to a web server. For example, http://www.whatsmyip.org/http_compression/ says 'No, your browser is not requesting compressed content'. I've used Fiddler to make sure that all of my browsers are indeed sending the header. I've swapped out my router. I've turned off all anti-virus software. Brighthouse/Roadrunner (the local cable ISP) says they are not doing any filtering (and I can't see why they would in this case). Any suggestions would be most welcome!

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  • Document.oncontextmenu, component is not available (firefox)

    - by Tom J Nowell
    I have a script for a website, and one of the things ti does right at the end if attempt to disable an anti-right click protection in a website if($("span[class=MembersNameDisplay]").exists()){ var list_row = document.getElementsByTagName('script'); if(list_row != null){ list_row[0].parentNode.removeChild(list_row[0]); } } document.oncontextmenu=new Function("return true"); In google chrome this works, however in firefox with greasemonkey, the last line fails and the protection is not removed. Error: Component is not available Line: 171 How do I fix this, and why does it fail under firefox?

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  • Is this crufty?

    - by bobobobo
    I'm writing code like: class Game { int getMouseX() { return inputManager.getMouseX() ; } } ; I remember seeing code like this and hating it. One function passes off to another? What is this "pattern" (or, possibly, anti-pattern) called? I don't like it! On the other hand, it saves exposing the InputManager to the user of the class... would that be a better choice? Or should Game simply not contain InputManager? Edit What about using multiple inheritance instead? class Game : public InputManager, public Window { // by virtue of inheriting InputManager and Window, // Game now has "acquired" the capabilities of // InputManager's public functions, without requiring delegate. } ; Have I not found a reasonably good use for multiple inheritance??

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  • Android Canvas.DrawBitmap without blurring/AntiAliasing?

    - by Sh33p
    I'm trying to make an android game using sprites, (or very pixelated characters, backgrounds etc.). I draw them on the canvas like so... matrix.preScale(xrat,yrat); canvas.drawBitmap(img, matrix, null); Where img is the Bitmap and the xrat and yrat are the scales. My problem is that when I test, the Bitmap is blurry or anti-aliased, is there a way to prevent this? The rigid-blocky art style of the game will be ruined if the blocks are blurry. Any (ANY) help appreciated!

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  • What patterns exist for web application development?

    - by DaveDev
    I understand that MVC & MVP are design patterns that are commonly used for web development, as well as ASP.NET WebForms (more of an anti-pattern, really!). What other patterns are used in web application development? I'm not necessarily saying I want to learn/use new patterns just to be different - I do believe there's a lot of value in taking the conventional route - but I think it's good to know what else is out there to be able to properly understand what I'm currently working with. Thanks.

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  • Mono Ignores Graphics.InterpolationMode?

    - by Timothy Baldridge
    I have a program that draws some vector graphics using System.Drawing and the Graphics class. The anti-aliasing works, kindof okay, but for my need I neede oversampling, so I create the starting image to be n times larger and then scale back the final image by n. On Window and .NET the resulting image looks great! However, on Mono 2.4.2.3 (Ubuntu 9.10 stock install), the intropolation is horrible. Here's how I'm scaling my images: Bitmap bmp = new Bitmap(Bmp.Width / OverSampling, Bmp.Height / OverSampling); Graphics g = Graphics.FromImage(bmp); g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.DrawImage(Bmp, 0, 0, bmp.Width, bmp.Height); g.Dispose(); From what I can tell there is no interpolation happening at all. Any ideas?

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  • How are CD Keys generated?

    - by The Rook
    CD Keys are the defacto-standard as an anti-piracy measure. To be honest this strikes me as Security Though Obscurity, although I really have no idea how CD Keys are generated. What is a good (secure) example of CD Key generation? What cryptographic primitive (if any) are they using? Is it a message digest? If so what data would they be hashing? What methods do developers employ to make it difficult for crackers to build their own key generators?

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  • Does isolation frameworks (Moq, RhinoMock, etc) lead to test overspecification?

    - by Marius
    In Osherove's great book "The Art of Unit Testing" one of the test anti-patterns is over-specification which is basically the same as testing the internal state of the object instead of some expected output. To my experience, using Isolation frameworks can cause the same unwanted side effects as testing internal behavior because one tends to only implement the behavior necessary to make your stub interact with the object under test. Now if your implementation changes later on (but the contract remains the same), your test will suddenly break because you are expecting some data from the stub which was not implemented. So what do you think is the best approach to counter this? 1) Implement your stubs/mocks fully, this has the negative side-effect of potentially making your test less readable and also specifying more than necessary to make your test pass. 2) Favor manual, fully implemented fakes. 3) Implement your stubs/fakes so that they make your test just pass, and then deal with the brittleness that this might introduce.

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  • What are good resources for computer graphics basics?

    - by Hanno Fietz
    During Flex programming, I recently ran into several questions (about box models, ways to join lines and misaligning pixels [on doctype]) regarding computer graphics and layout, where I felt that I lacked some basic background on things like concepts like the box model approaches mapping real numbers to a pixel raster (like font anti-aliasing) conventions found across drawing engines, like do you count y coordinates from top or bottom, and why I feel that reading some basic Wikipedia articles, books or tutorials on these subjects might help in phrasing my questions more specifically and debugging my code more systematically. I have repeatedly found myself writing tiny test apps in Flex, just to find out how the APIs do very basic stuff. My assumption would be that if I knew the right vocabulary and some general concepts, I could solve these questions much faster.

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  • How to solve the "Growing If Statement" problem?

    - by Achilles
    I've been doing some reading about design patterns and wanted some perspective. Consider the following: Dim objGruntWorker as IGruntWorker if SomeCriteria then objGruntWorker = new GoFor() else if SomeOtherCriteria then objGruntWorker = new Newb() else if SomeCriteriaAndTheKitchenSink then objGruntWorker = new CubeRat() end if objGruntWorker.GetBreakfast() system.threading.thread.sleep(GetMilliSecondsFromHours(4)) objGruntWorker.GetLunch() The above code grows each time a new Criteria arises. I've seen code like this all over the place and in ignorance wrote some of it myself. How should this be solved? Does this kind of anti-pattern have a more "formal" name? Thanks for your help!

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  • What is this Design Pattern?

    - by Can't Tell
    I read the Wikipedia articles on FactoryMethod and AbstractFactory but the following code doesn't seem to fit anywhere. Can someone explain to me what the following pattern is or if it is an anti-pattern? interace PaymentGateway{ void makePayment(); } class PaypalPaymentGateway implements PaymentGateway { public void makePayment() { //some implementation } } class AuthorizeNetPaymentGateway implements PaymentGateway { public void makePayment() { //some implementation } } class PaymentGatewayFacotry{ PaymentGateway createPaymentGateway(int gatewayId) { if(gatewayId == 1) return PaypalPaymentGateway(); else if(gatewayId == 2) return AuthorizeNetPaymentGateway(); } } Let's say the user selects the payment method using a radio button on an html page and the gatewayId is derived from the radio button value. I have seen code like this and thought it was the AbstractFactory pattern but after reading the Wikipedia article, I'm having doubts.

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  • Writing a script to bypass college login page

    - by gtredcvb
    My college has a silly login page that requires you to download a whole bunch of garbage that a lot of us don't need (Norton Anti-virus, Antispyware software, etc.). We have to have them running to get on the internet on campus. Though, if you are on Linux, or at least set your user-agent to linux, the requirements are gone. We could easily use Firefox with the useragent switcher to bypass this, but it'd be nice to create a script that automates this. How would this be possible? I figure this could be written in python, and could grab the webpage with curl specifying a user agent? How would I go about posting the data back to the servers? Thanks

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  • Castle Windsor Weak Typed Factory

    - by JeffN825
    In a very very limited number of scenarios, I need to go from an unknown Type (at compile time) to an instance of the object registered for that type. For the most part, I use typed factories and I know the type I want to resolve at compile time...so I inject a Func<IMyType> into a constructor ...but in these limited number of scenarios, in order to avoid a direct call to the container (and thus having to reference Windsor from the library, which is an anti-pattern I'd like to avoid), I need to inject a Func<Type,object>...which I want to internally container.Resolve(type) for the Type parameter of the Func. Does anyone have some suggestions on the easiest/most straightforward way of setting this up? I tried the following, but with this setup, I end up bypassing the regular TypedFactoryFacility altogether which is definitely not what I want: Kernel.Register(Component.For(typeof (Func<Type, object>)).LifeStyle.Singleton.UsingFactoryMethod( (kernel, componentModel, creationContext) => kernel.Resolve(/* not sure what to put here... */))); Thanks in advance for any assistance.

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  • FTP .NET Sockets

    - by Jojo
    Hi Everyone, I have an FTP auto downloader program. It downloads new files from a given FTP folder. The application was successful for some FTP folders that i have tested. These folders contain 30 - 50 files. However, when i tried an FTP folder with 150 and 18000 files, i receive this error message: An established connection was aborted by the software in your host machine. My first assumptions will be because of firewalls or anti virus. I don't have administrative access to this computer so I would like to ask if there are other reasons for this before i raise this to our systems dept? Need anyone's help asap. Thanks :)

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  • Block upload of executable images (PHP)

    - by James Simpson
    It has come to my attention that a user has been trying to create an exploit through avatar image uploads. This was discovered when a user reported to me that they were getting a notice from their Norton Anti-virus saying "HTTP Suspicious Executable Image Download." This warning was referencing the user's avatar image. I don't think they had actually achieved anything in the way of stealing information or anything like that, but I assume it could be possible if the hole is left open long enough. I use PHP to upload the image files, and I check if the file being uploaded is a png, jpg, or gif.

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  • Constructors + Dependency Injection

    - by Sunny
    If I am writing up a class with more than 1 constructor parameter like: class A{ public A(Dependency1 d1, Dependency2 d2, ...){} } I usually create a "argument holder"-type of class like: class AArgs{ public Dependency1 d1 { get; private set; } public Dependency2 d2 { get; private set; } ... } and then: class A{ public A(AArgs args){} } Typically, using a DI-container I can configure the constructor for dependencies & resolve them & so there is minimum impact when the constructors need to change. Is this considered an anti-pattern and/or any arguments against doing this?

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  • Getting the fractional part of a float without using modf()

    - by knight666
    Hi, I'm developing for a platform without a math library, so I need to build my own tools. My current way of getting the fraction is to convert the float to fixed point (multiply with (float)0xFFFF, cast to int), get only the lower part (mask with 0xFFFF) and convert it back to a float again. However, the imprecision is killing me. I'm using my Frac() and InvFrac() functions to draw an anti-aliased line. Using modf I get a perfectly smooth line. With my own method pixels start jumping around due to precision loss. This is my code: const float fp_amount = (float)(0xFFFF); const float fp_amount_inv = 1.f / fp_amount; inline float Frac(float a_X) { return ((int)(a_X * fp_amount) & 0xFFFF) * fp_amount_inv; } inline float Frac(float a_X) { return (0xFFFF - (int)(a_X * fp_amount) & 0xFFFF) * fp_amount_inv; } Thanks in advance!

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  • MySQL join not returning rows

    - by John
    I'm attempting to create an anti-bruteforcer for the login page on a website. Unfortunately, my query is not working as expected. I would like to test how many times an IP address has attempted to login, and also return the ID of the user for my next step in the login process. However, I'm having a problem with the query... for one thing, this would only return rows if it was the same user as they had been trying to login to before. I need it to be any user. Secondly, regardless of whether I use LEFT JOIN, RIGHT JOIN, INNER JOIN or JOIN, it will not return the user's ID unless there is a row for the user in login_attempts. SELECT COUNT(`la`.`id`), `u`.`id` FROM `users` AS `u` LEFT JOIN `login_attempts` AS `la` ON `u`.`id` = `la`.`user_id` WHERE `u`.`username` = 'admin' AND `la`.`ip_address` = '127.0.0.1' AND `la`.`timestamp` >= '1'

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  • Guidance: A Branching strategy for Scrum Teams

    - by Martin Hinshelwood
    Having a good branching strategy will save your bacon, or at least your code. Be careful when deviating from your branching strategy because if you do, you may be worse off than when you started! This is one possible branching strategy for Scrum teams and I will not be going in depth with Scrum but you can find out more about Scrum by reading the Scrum Guide and you can even assess your Scrum knowledge by having a go at the Scrum Open Assessment. You can also read SSW’s Rules to Better Scrum using TFS which have been developed during our own Scrum implementations. Acknowledgements Bill Heys – Bill offered some good feedback on this post and helped soften the language. Note: Bill is a VS ALM Ranger and co-wrote the Branching Guidance for TFS 2010 Willy-Peter Schaub – Willy-Peter is an ex Visual Studio ALM MVP turned blue badge and has been involved in most of the guidance including the Branching Guidance for TFS 2010 Chris Birmele – Chris wrote some of the early TFS Branching and Merging Guidance. Dr Paul Neumeyer, Ph.D Parallel Processes, ScrumMaster and SSW Solution Architect – Paul wanted to have feature branches coming from the release branch as well. We agreed that this is really a spin-off that needs own project, backlog, budget and Team. Scenario: A product is developed RTM 1.0 is released and gets great sales.  Extra features are demanded but the new version will have double to price to pay to recover costs, work is approved by the guys with budget and a few sprints later RTM 2.0 is released.  Sales a very low due to the pricing strategy. There are lots of clients on RTM 1.0 calling out for patches. As I keep getting Reverse Integration and Forward Integration mixed up and Bill keeps slapping my wrists I thought I should have a reminder: You still seemed to use reverse and/or forward integration in the wrong context. I would recommend reviewing your document at the end to ensure that it agrees with the common understanding of these terms merge (forward integration) from parent to child (same direction as the branch), and merge  (reverse integration) from child to parent (the reverse direction of the branch). - one of my many slaps on the wrist from Bill Heys.   As I mentioned previously we are using a single feature branching strategy in our current project. The single biggest mistake developers make is developing against the “Main” or “Trunk” line. This ultimately leads to messy code as things are added and never finished. Your only alternative is to NEVER check in unless your code is 100%, but this does not work in practice, even with a single developer. Your ADD will kick in and your half-finished code will be finished enough to pass the build and the tests. You do use builds don’t you? Sadly, this is a very common scenario and I have had people argue that branching merely adds complexity. Then again I have seen the other side of the universe ... branching  structures from he... We should somehow convince everyone that there is a happy between no-branching and too-much-branching. - Willy-Peter Schaub, VS ALM Ranger, Microsoft   A key benefit of branching for development is to isolate changes from the stable Main branch. Branching adds sanity more than it adds complexity. We do try to stress in our guidance that it is important to justify a branch, by doing a cost benefit analysis. The primary cost is the effort to do merges and resolve conflicts. A key benefit is that you have a stable code base in Main and accept changes into Main only after they pass quality gates, etc. - Bill Heys, VS ALM Ranger & TFS Branching Lead, Microsoft The second biggest mistake developers make is branching anything other than the WHOLE “Main” line. If you branch parts of your code and not others it gets out of sync and can make integration a nightmare. You should have your Source, Assets, Build scripts deployment scripts and dependencies inside the “Main” folder and branch the whole thing. Some departments within MSFT even go as far as to add the environments used to develop the product in there as well; although I would not recommend that unless you have a massive SQL cluster to house your source code. We tried the “add environment” back in South-Africa and while it was “phenomenal”, especially when having to switch between environments, the disk storage and processing requirements killed us. We opted for virtualization to skin this cat of keeping a ready-to-go environment handy. - Willy-Peter Schaub, VS ALM Ranger, Microsoft   I think people often think that you should have separate branches for separate environments (e.g. Dev, Test, Integration Test, QA, etc.). I prefer to think of deploying to environments (such as from Main to QA) rather than branching for QA). - Bill Heys, VS ALM Ranger & TFS Branching Lead, Microsoft   You can read about SSW’s Rules to better Source Control for some additional information on what Source Control to use and how to use it. There are also a number of branching Anti-Patterns that should be avoided at all costs: You know you are on the wrong track if you experience one or more of the following symptoms in your development environment: Merge Paranoia—avoiding merging at all cost, usually because of a fear of the consequences. Merge Mania—spending too much time merging software assets instead of developing them. Big Bang Merge—deferring branch merging to the end of the development effort and attempting to merge all branches simultaneously. Never-Ending Merge—continuous merging activity because there is always more to merge. Wrong-Way Merge—merging a software asset version with an earlier version. Branch Mania—creating many branches for no apparent reason. Cascading Branches—branching but never merging back to the main line. Mysterious Branches—branching for no apparent reason. Temporary Branches—branching for changing reasons, so the branch becomes a permanent temporary workspace. Volatile Branches—branching with unstable software assets shared by other branches or merged into another branch. Note   Branches are volatile most of the time while they exist as independent branches. That is the point of having them. The difference is that you should not share or merge branches while they are in an unstable state. Development Freeze—stopping all development activities while branching, merging, and building new base lines. Berlin Wall—using branches to divide the development team members, instead of dividing the work they are performing. -Branching and Merging Primer by Chris Birmele - Developer Tools Technical Specialist at Microsoft Pty Ltd in Australia   In fact, this can result in a merge exercise no-one wants to be involved in, merging hundreds of thousands of change sets and trying to get a consolidated build. Again, we need to find a happy medium. - Willy-Peter Schaub on Merge Paranoia Merge conflicts are generally the result of making changes to the same file in both the target and source branch. If you create merge conflicts, you will eventually need to resolve them. Often the resolution is manual. Merging more frequently allows you to resolve these conflicts close to when they happen, making the resolution clearer. Waiting weeks or months to resolve them, the Big Bang approach, means you are more likely to resolve conflicts incorrectly. - Bill Heys, VS ALM Ranger & TFS Branching Lead, Microsoft   Figure: Main line, this is where your stable code lives and where any build has known entities, always passes and has a happy test that passes as well? Many development projects consist of, a single “Main” line of source and artifacts. This is good; at least there is source control . There are however a couple of issues that need to be considered. What happens if: you and your team are working on a new set of features and the customer wants a change to his current version? you are working on two features and the customer decides to abandon one of them? you have two teams working on different feature sets and their changes start interfering with each other? I just use labels instead of branches? That's a lot of “what if’s”, but there is a simple way of preventing this. Branching… In TFS, labels are not immutable. This does not mean they are not useful. But labels do not provide a very good development isolation mechanism. Branching allows separate code sets to evolve separately (e.g. Current with hotfixes, and vNext with new development). I don’t see how labels work here. - Bill Heys, VS ALM Ranger & TFS Branching Lead, Microsoft   Figure: Creating a single feature branch means you can isolate the development work on that branch.   Its standard practice for large projects with lots of developers to use Feature branching and you can check the Branching Guidance for the latest recommendations from the Visual Studio ALM Rangers for other methods. In the diagram above you can see my recommendation for branching when using Scrum development with TFS 2010. It consists of a single Sprint branch to contain all the changes for the current sprint. The main branch has the permissions changes so contributors to the project can only Branch and Merge with “Main”. This will prevent accidental check-ins or checkouts of the “Main” line that would contaminate the code. The developers continue to develop on sprint one until the completion of the sprint. Note: In the real world, starting a new Greenfield project, this process starts at Sprint 2 as at the start of Sprint 1 you would have artifacts in version control and no need for isolation.   Figure: Once the sprint is complete the Sprint 1 code can then be merged back into the Main line. There are always good practices to follow, and one is to always do a Forward Integration from Main into Sprint 1 before you do a Reverse Integration from Sprint 1 back into Main. In this case it may seem superfluous, but this builds good muscle memory into your developer’s work ethic and means that no bad habits are learned that would interfere with additional Scrum Teams being added to the Product. The process of completing your sprint development: The Team completes their work according to their definition of done. Merge from “Main” into “Sprint1” (Forward Integration) Stabilize your code with any changes coming from other Scrum Teams working on the same product. If you have one Scrum Team this should be quick, but there may have been bug fixes in the Release branches. (we will talk about release branches later) Merge from “Sprint1” into “Main” to commit your changes. (Reverse Integration) Check-in Delete the Sprint1 branch Note: The Sprint 1 branch is no longer required as its useful life has been concluded. Check-in Done But you are not yet done with the Sprint. The goal in Scrum is to have a “potentially shippable product” at the end of every Sprint, and we do not have that yet, we only have finished code.   Figure: With Sprint 1 merged you can create a Release branch and run your final packaging and testing In 99% of all projects I have been involved in or watched, a “shippable product” only happens towards the end of the overall lifecycle, especially when sprints are short. The in-between releases are great demonstration releases, but not shippable. Perhaps it comes from my 80’s brain washing that we only ship when we reach the agreed quality and business feature bar. - Willy-Peter Schaub, VS ALM Ranger, Microsoft Although you should have been testing and packaging your code all the way through your Sprint 1 development, preferably using an automated process, you still need to test and package with stable unchanging code. This is where you do what at SSW we call a “Test Please”. This is first an internal test of the product to make sure it meets the needs of the customer and you generally use a resource external to your Team. Then a “Test Please” is conducted with the Product Owner to make sure he is happy with the output. You can read about how to conduct a Test Please on our Rules to Successful Projects: Do you conduct an internal "test please" prior to releasing a version to a client?   Figure: If you find a deviation from the expected result you fix it on the Release branch. If during your final testing or your “Test Please” you find there are issues or bugs then you should fix them on the release branch. If you can’t fix them within the time box of your Sprint, then you will need to create a Bug and put it onto the backlog for prioritization by the Product owner. Make sure you leave plenty of time between your merge from the development branch to find and fix any problems that are uncovered. This process is commonly called Stabilization and should always be conducted once you have completed all of your User Stories and integrated all of your branches. Even once you have stabilized and released, you should not delete the release branch as you would with the Sprint branch. It has a usefulness for servicing that may extend well beyond the limited life you expect of it. Note: Don't get forced by the business into adding features into a Release branch instead that indicates the unspoken requirement is that they are asking for a product spin-off. In this case you can create a new Team Project and branch from the required Release branch to create a new Main branch for that product. And you create a whole new backlog to work from.   Figure: When the Team decides it is happy with the product you can create a RTM branch. Once you have fixed all the bugs you can, and added any you can’t to the Product Backlog, and you Team is happy with the result you can create a Release. This would consist of doing the final Build and Packaging it up ready for your Sprint Review meeting. You would then create a read-only branch that represents the code you “shipped”. This is really an Audit trail branch that is optional, but is good practice. You could use a Label, but Labels are not Auditable and if a dispute was raised by the customer you can produce a verifiable version of the source code for an independent party to check. Rare I know, but you do not want to be at the wrong end of a legal battle. Like the Release branch the RTM branch should never be deleted, or only deleted according to your companies legal policy, which in the UK is usually 7 years.   Figure: If you have made any changes in the Release you will need to merge back up to Main in order to finalise the changes. Nothing is really ever done until it is in Main. The same rules apply when merging any fixes in the Release branch back into Main and you should do a reverse merge before a forward merge, again for the muscle memory more than necessity at this stage. Your Sprint is now nearly complete, and you can have a Sprint Review meeting knowing that you have made every effort and taken every precaution to protect your customer’s investment. Note: In order to really achieve protection for both you and your client you would add Automated Builds, Automated Tests, Automated Acceptance tests, Acceptance test tracking, Unit Tests, Load tests, Web test and all the other good engineering practices that help produce reliable software.     Figure: After the Sprint Planning meeting the process begins again. Where the Sprint Review and Retrospective meetings mark the end of the Sprint, the Sprint Planning meeting marks the beginning. After you have completed your Sprint Planning and you know what you are trying to achieve in Sprint 2 you can create your new Branch to develop in. How do we handle a bug(s) in production that can’t wait? Although in Scrum the only work done should be on the backlog there should be a little buffer added to the Sprint Planning for contingencies. One of these contingencies is a bug in the current release that can’t wait for the Sprint to finish. But how do you handle that? Willy-Peter Schaub asked an excellent question on the release activities: In reality Sprint 2 starts when sprint 1 ends + weekend. Should we not cater for a possible parallelism between Sprint 2 and the release activities of sprint 1? It would introduce FI’s from main to sprint 2, I guess. Your “Figure: Merging print 2 back into Main.” covers, what I tend to believe to be reality in most cases. - Willy-Peter Schaub, VS ALM Ranger, Microsoft I agree, and if you have a single Scrum team then your resources are limited. The Scrum Team is responsible for packaging and release, so at least one run at stabilization, package and release should be included in the Sprint time box. If more are needed on the current production release during the Sprint 2 time box then resource needs to be pulled from Sprint 2. The Product Owner and the Team have four choices (in order of disruption/cost): Backlog: Add the bug to the backlog and fix it in the next Sprint Buffer Time: Use any buffer time included in the current Sprint to fix the bug quickly Make time: Remove a Story from the current Sprint that is of equal value to the time lost fixing the bug(s) and releasing. Note: The Team must agree that it can still meet the Sprint Goal. Cancel Sprint: Cancel the sprint and concentrate all resource on fixing the bug(s) Note: This can be a very costly if the current sprint has already had a lot of work completed as it will be lost. The choice will depend on the complexity and severity of the bug(s) and both the Product Owner and the Team need to agree. In this case we will go with option #2 or #3 as they are uncomplicated but severe bugs. Figure: Real world issue where a bug needs fixed in the current release. If the bug(s) is urgent enough then then your only option is to fix it in place. You can edit the release branch to find and fix the bug, hopefully creating a test so it can’t happen again. Follow the prior process and conduct an internal and customer “Test Please” before releasing. You can read about how to conduct a Test Please on our Rules to Successful Projects: Do you conduct an internal "test please" prior to releasing a version to a client?   Figure: After you have fixed the bug you need to ship again. You then need to again create an RTM branch to hold the version of the code you released in escrow.   Figure: Main is now out of sync with your Release. We now need to get these new changes back up into the Main branch. Do a reverse and then forward merge again to get the new code into Main. But what about the branch, are developers not working on Sprint 2? Does Sprint 2 now have changes that are not in Main and Main now have changes that are not in Sprint 2? Well, yes… and this is part of the hit you take doing branching. But would this scenario even have been possible without branching?   Figure: Getting the changes in Main into Sprint 2 is very important. The Team now needs to do a Forward Integration merge into their Sprint and resolve any conflicts that occur. Maybe the bug has already been fixed in Sprint 2, maybe the bug no longer exists! This needs to be identified and resolved by the developers before they continue to get further out of Sync with Main. Note: Avoid the “Big bang merge” at all costs.   Figure: Merging Sprint 2 back into Main, the Forward Integration, and R0 terminates. Sprint 2 now merges (Reverse Integration) back into Main following the procedures we have already established.   Figure: The logical conclusion. This then allows the creation of the next release. By now you should be getting the big picture and hopefully you learned something useful from this post. I know I have enjoyed writing it as I find these exploratory posts coupled with real world experience really help harden my understanding.  Branching is a tool; it is not a silver bullet. Don’t over use it, and avoid “Anti-Patterns” where possible. Although the diagram above looks complicated I hope showing you how it is formed simplifies it as much as possible.   Technorati Tags: Branching,Scrum,VS ALM,TFS 2010,VS2010

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  • Is Your ASP.NET Development Server Not Working?

    - by Paulo Morgado
    Since Visual Studio 2005, Visual Studio comes with a development web server: the ASP.NET Development Server. I’ve been using this web server for simple test projects since than with Visual Studio 2005 and Visual Studio 2008 in Windows XP Professional on my work laptop and Windows XP Professional, Windows Vista 64bit Ultimate and Windows 7 64bit Ultimate at my home desktop without any problems (apart the known custom identity problem, that is). When I received my new work laptop, I installed Windows Vista 64bit Enterprise and Visual Studio 2008 and, for my surprise, the ASP.NET Development Server wasn’t working. I started looking for differences between the laptop environment and the desktop environment and the most notorious differences were: System Laptop Desktop SKU Windows Vista 64bit Enterprise Windows Vista 64bit Ultimate Joined to a Domain Yes No Anti-Virus McAffe ESET After asserting that no domain policies were being applied to my laptop and domain user and nothing was being logged by the ant-virus, my suspicions turned to the fact that the laptop was running an Enterprise SKU and the desktop was running an Ultimate SKU. After having problems with other applications I was sure that problem was the Enterprise SKU, but never found a solution to the problem. Because I wasn’t doing any web development at the time, I left it alone. After upgrading to Windows 7, the problem persisted but, because I wasn’t doing any web development at the time, once again, I left it alone. Now that I installed Visual Studio 2010 I had to solve this. After searching around forums and blogs that either didn’t offer an answer or offered very complicated workarounds that, sometimes, involved messing with the registry, I came to the conclusion that the solution is, in fact, very simple. When Windows Vista is installed, hosts file, according to this contains this definition: 127.0.0.1 localhost ::1 localhost This was not what I had on my laptop hosts file. What I had was this: #127.0.0.1 localhost #::1 localhost I might have changed it myself, but from the amount of people that I found complaining about this problem on Windows Vista, this was probably the way it was. The installation of Windows 7 leaves the hosts file like this: #127.0.0.1 localhost #::1 localhost And although the ASP.NET Development Server works fine on Windows 7 64bit Ultimate, on Windows 7 64bit Enterprise it needs to be change to this: 127.0.0.1 localhost ::1 localhost And I suspect it’s the same with Windows Vista 64bit Enterprise.

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  • Sharing data between graphics and physics engine in the game?

    - by PolGraphic
    I'm writing the game engine that consists of few modules. Two of them are the graphics engine and the physics engine. I wonder if it's a good solution to share data between them? Two ways (sharing or not) looks like that: Without sharing data GraphicsModel{ //some common for graphics and physics data like position //some only graphic data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel{ //some common for graphics and physics data like position //some only physics data //usually my physics data contains A LOT more informations than graphics data } engine3D->createModel3D(...); physicsEngine->createModel3D(...); //connect graphics and physics data //e.g. update graphics model's position when physics model's position will change I see two main problems: A lot of redundant data (like two positions for both physics and graphics data) Problem with updating data (I have to manually update graphics data when physics data changes) With sharing data Model{ //some common for graphics and physics data like position }; GraphicModel : public Model{ //some only graphics data //like textures and detailed model's verticles that physics doesn't need }; PhysicsModel : public Model{ //some only physics data //usually my physics data contains A LOT more informations than graphics data } model = engine3D->createModel3D(...); physicsEngine->assingModel3D(&model); //will cast to //PhysicsModel for it's purposes?? //when physics changes anything (like position) in model //(which it treats like PhysicsModel), the position for graphics data //will change as well (because it's the same model) Problems here: physicsEngine cannot create new objects, just "assing" existing ones from engine3D (somehow it looks more anti-independent for me) Casting data in assingModel3D function physicsEngine and graphicsEngine must be careful - they cannot delete data when they don't need them (because second one may need it). But it's rare situation. Moreover, they can just delete the pointer, not the object. Or we can assume that graphicsEngine will delete objects, physicsEngine just pointers to them. Which way is better? Which will produce more problems in the future? I like the second solution more, but I wonder why most graphics and physics engines prefer the first one (maybe because they normally make only graphics or only physics engine and somebody else connect them in the game?). Have they any more hidden pros & contras?

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