Thursday, August 27, 2015

INTERVIEW :: DEVELOPMENT :: OFFSHORING :: WCF



INTERVIEW
  DEVELOPMENT
    OFFSHORING
      WCF
In order to ask a developer of your team, who is working from a different country, to develop a WCF service, what would you provide for him/her to understand what exactly he/she should develop?



How to Get Rid of Standby/Read-Only/Warm-Standby on SQL Server

How to Get Rid of Standby/Read-Only/Warm-Standby on SQL Server

Here is a simple instruction for doing so:

USE master;
GO
ALTER DATABASE my_database_name SET SINGLE_USER WITH ROLLBACK IMMEDIATE;
GO
ALTER DATABASE my_database_name SET MULTI_USER WITH ROLLBACK IMMEDIATE;
GO
RESTORE DATABASE my_database_name WITH RECOVERY
GO
ALTER DATABASE my_database_name SET READ_WRITE



Saturday, August 15, 2015

Code Resolution Topic

Code Resolution Topic


  • Fixing Code for Coding Standard Violations
  • Code Refactoring for Requirement/Design Changes
  • Fixing Code for Security/Vulnerability
  • Fixing Database Schema Issues and Corresponding Data Objects (SP/UDF/Trigger/FK/…)
  • Writing Comments for Obscure or Sophisticated Code
  • Providing Correct/Proper Error Handling
  • Providing Correct/Proper Logging
  • Fixing Performance Issues

Version 0.11

QA's TODO


QA's TODO

Extending/Improving Test Cases
Organizing Test Cases
Executing Test Cases
Smoke Test Verification
Regression Test Verification
Integration Test Verification
Verification
Re-Verification
Final Verification
Clarifying Obscure or Sophisticated Bugs (+ attaching screenshots/videos)

Version 0.11

Monday, August 3, 2015

Practical SDLC (Systems [Software] Development Life Cycle) Quick Reference

SDLC (Quick Reference)

Step 1 :: Plot (Defining/Planning + Mockup Screens)
Step 2 :: Requirement Analysis [+ modeling]
Step 3 :: Logical Design/System Analysis [+ modeling]
Step 4 :: Physical Design/System Design [+ modeling]
Step 5 :: UI Design
Step 6 :: Development
Step 7 :: Test
Step 8 :: Deployment
Step 9 :: Maintenance ==> Evolution :: Go To Step 1 or 2.





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Practical SDLC in Nine Steps by G. R. Roosta

Saturday, January 24, 2015

A Comprehensive Project Plan for Developing a Mobile Game


Plan game idea.
Select the target market.
Choose the revenue/business model.
Define the game on paper.
Write stories and/or possible scenarios.
Specify the network if the it is a multi-player (social) game.
Define characters.
Define objects that will be used by characters.
List the levels; e.g. Easy Levels (Level 1, Level 2, Level 3), Medium Levels (Level 4, Level 5, Level 6), Hard Levels (Level 7, Level 8).
Define scores for the game to be achieved by players.
Define player's assets; e.g., Hearts, Coins, etc.
Define the awarding events.
Define the mini-games and how they will be triggered.
Specify scenes for levels.
Define backgrounds of the scenes.
Define static objects for each scene.
Specify special events for each level.
Specify special features of each scene.
Specify how the player is awarded.
Specify how the player loses the game and/or her assets.
Identify which assets can be purchased by the player through the mobile games provider's store.
Create a game design document.
Create game design documents for the mini-games.
Create a class diagram.
Specify namespaces.
Identify global and/or static classes.
Identify abstract classes.
Identify application-level classes
Specify one or more classes for application-level management
Identify scene-level classes
Specify one or more classes for scene-level management
Identify play-level (game-level) classes
Specify one or more classes for play-level (game-level) management
Identify level classes
Specify one or more classes for level management
Identify mini-game(s) classes
Specify one or more classes for managing each mini-game
Identify classes for special events; e.g. achieving the highest score ever.
Specify one or more classes for managing the special events.
Identify classes for scores and awards
Specify one or more classes for managing scores and awards
Define classes for controls like buttons, menus, etc.
Define classes for the required tools and utilities.
Setup the game in the selected game engine.
Create empty scenes for levels.
Adjust cameras.
Set game settings (properties).
Set the level's camera and light
Set background and its texture and scrolling (if applicable)
Set player object and its movement
Develop player gun and shooting
Develop enemy object
Develop collision between enemy and player bullet
Develop explosion particle effect and sound for collisions
Develop enemy gun and shooting
Develop player collision with enemy bullet
Develop enemy movement
Power up object and collision
Power up sound and multiple guns/bullets
Power up functionality
Setup remaining lives and its counter
Setup invincibility delay
Develop player collision with enemy object
Total score setup
Individual points setup
Setup game over condition
Game menu setup
Enemy spawning setup
Setup enemy firing frequency
Setup enemy dropped power ups
Develop gift object one; e.g. Coin
Develop gift shooter/distributer
Gift spawning setup
Setup gift frequency
Develop gift collection
Develop gift collection impacts on assets and lives
Develop win condition
Bug fix

[continued]

Monday, September 8, 2014

Worldwide FX releases a VFX breakdown of Expendables 3 (Video)

You’re probably not going to see a movie like Expendables 3 for the in-depth characters or unique story. It’s all about the action. And like any good action movie, it needs to have plenty of destruction and lots of explosions. The team at Worldwide FX have released a new VFX breakdown of their work on Expendables 3 that shows not only their destruction work but even that some of the buildings had to be made bigger for the action blockbuster. Check it out below:





Worldwide FX releases a VFX breakdown of Expendables 3 (Video)
Expendables 3

Source: http://blog.digitaltutors.com/worldwide-fx-releases-vfx-breakdown-expendables-3-video/