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Passing time in Montreal with Unity and shields »
Jan 31st, 2013 by Xoduz
I have an upcoming jubilee of sorts in a few months, at which point I can celebrate having endured life in the game development industry for five (measly) years. This cause for celebration is somewhat diminished by the fact that Funcom announced earlier this month that they are restructuring and consolidating offices – which means that I, along with the majority of the other developers at Funcom's Montreal office, are being let go. For my part this means that I have at most two and a half month left before my official last day at FC, and having started working for FC in late March 2008, this means I might just about pass the five-year mark (yay!) before I'm officially out of a job (nay!).
Throughout these last soon-to-be five years I've had the pleasure and privilege of working with a diverse bunch of awesome people (and I hope that I'll be able to work with some of them again in the future!) on two different MMORPG projects, and I would not change that for the world, but what exactly have I learned after this time spent working in the game development industry? Which of the preconceived assumptions and expectations I brought with me have held up, and which have been thoroughly shattered? What knowledge have I acquired that I can bring with me where-ever I go next?
I've played with the idea of writing a post along these lines in the past year or so, but what I've found out is that it's not easy to summarize several years worth of experience in a simple blog post. Instead, I will try to focus on some of the more obvious lessons I have learned, the ones I can point at and say "that might have been useful to know/realize the value of when I first started". Some – or maybe all – of them are perhaps obvious enough that they're hardly worth mentioning, but then again – everything is obvious is hindsight.
Lesson learned: Design documents don't survive first contact
No matter how elaborate or detailed the design document, it will not survive first contact with the implementation process. Unforeseen complications will arise, new information will come to light and changes to the original design will be necessary for implementation/playability/fun/balance-reasons.
Since I started working as an AI Designer I've found, through my (albeit) limited exposure to design document-writing, the following process to be a realistic and efficient compromise to overly detailed design documents: Concept the design in limited detail, prototype the initial implementation and then iterate on that until it's where it needs to be.
Lesson learned: Don't tie combat damage to animation lengths
A technical design decision that plagued Age of Conan for years after the game launched was to tie combat damage directly to the duration of and "impact" timings of specific character animations. Since the motion-captures of these animations were unique for each gender and the animations were then created directly from these sessions with no attempts to eliminate differences between the two genders, a situation arose (and remained unchanged for several years) where one gender had a combat advantage over the other. Because of different animation durations and impact-timings between male and female animations, a character of class A and gender X would be more efficient in combat/do more damage than a character of the same class A , but gender Y.
It took less than a month after the game launched before this became public knowledge amongst the players, but there was no easy fixes for the problem. There was zero chance of re-doing all the motion-capture sessions, and even cleaning up all the existing material with an eye for balance between the genders would have taken an insane amount of time and resources. In the end (after lengthy deliberation) what we ended up doing was manually adjusting the worst-case scenarios directly in the animations, while everything else was done through speeding up or slowing down animations until the impact-timings, keyframes (often nudged in one direction or the other) and animation lengths matched up as best they could.
This approach required a lot less time and resources, but was still a huge undertaking because of the sheer amount of changes necessary and the amount of data that had to be generated and then continually revised as changes were made. Also, because of the nature of the tools required for this work, this was a task that could not easily be spread out across several developers. Ultimately it ended up in my lap. The work itself consisted of manually tweaking animation-speeds (both for visual look and balance), impact/done-keyframes (when does this attack do damage? when is it over so I can start my next attack?), transition-keyframes (transition points between different combat animations) and continually updating and recalculating numbers on various spreadsheets all the while testing every change in the client to make sure no new bugs were created in the process – a process that in the end took well over a hundred (maybe as much as 150) hours of work with no other distractions. In the end this allowed us to reduce the combat-differences between the genders to within a very small and insignificant percentage (but not eliminated completely).
That is not even the whole story, as the differences mentioned were also partly responsible for a bug that allowed some players even greater advantages in combat. Some of them saw this as a feature because it went unfixed for too long, and much forum drama took place after the above mentioned balance tweaks were made – as they also directly affected the effectiveness of said bug/feature.
All of this extra work (and blood, and tears, and suffering, and forum drama) could have been avoided had different choices been made when the combat-system was first designed.
Lesson learned: Testing is Alpha and Omega
One trap I have seen many developers (and my own conscience is not clean either) fall into, is that of not testing their own work extensively enough. While usually there is (or should be, if not!) a QA department dedicated to thoroughly testing everything the developers produce before it is "shipped", even a minimum amount of testing on the part of the developer can potentially save both them and the QA department a lot of headaches.
Example of such a situation: The developer (me, in this example!) performs a last-second minor tweak to an NPC AI script intended as a tiny bit of polish, does not bother testing after said small and seemingly insignificant tweak, only to find out the next day – after it has passed through the QA loop – that the final minor tweak caused the NPC (and thus the feature that depended on said NPC) to stop working altogether. Doh!
In that situation, one simple test-run before shipping it off to QA would have revealed the problem and it should have taken only a couple of minutes (or seconds, even) to fix once discovered. Instead it looped through the QA processes, then back to the developer (still me), who then had to figure out what broke, why it broke and how to fix it – before then sending it back to QA for another round of testing.
The ideal process for testing one's own work might go something like this:
Test your stuff as often and in as many different ways as humanly possible, while always looking for ever more devious ways of breaking it
Get someone else to test your stuff while you passively observe and make notes
Fix all the bugs and issues that arose during steps 1 and 2
Rinse and repeat steps 1-3 indefinitely until no more problems can be found, THEN ship it off to QA
Of course, back in reality, there are such things as budgets and deadlines and leads/project managers breathing down your neck, which means that step 4 would more likely turn into "Rinse and repeat steps 1-3 indefinitely until you run out of time" – which would usually just before or shortly after you reach step 1.
Lesson learned: The Law of Unintended Consequences kicks ass!
The law of unintended consequences is definitely real, alive and kicking when it comes to game development. Small, seemingly insignificant tweaks/changes can have widespread consequences far beyond whatever one is specifically working on.
Semi-made up example 1: A specific feature (say, for instance, the ability to perform animated emotes) stops working for NPCs. Developer finds the problem, fixes it, verifies that yep – the feature now works for NPCs again. They're performing their animated emotes exactly as intended. Problem solved, right? Except…it turns out this is also a feature that is used by players, and while the fix solved the problem for the NPCs, it also created a brand new one for those players – their animated emotes now cut off one second after they start playing, or the players are now frozen in a permanent state of emote, unable to move or abort the emote!
Example 2: By fixing (in data instead of code where it should have been fixed – but could not because of limited resources) an issue that could cause players to become "stuck" in combat mode, resulting in them always having their weapon drawn no matter how many times they tried to sheathe it, an unintended consequence was that the auto-sheathing feature in the client that kicks in when players leave combat would now trigger as soon as their opponent in combat was dead – even if the attacking player was still in mid-strike. Result: Character sheathing their weapon while in the middle of an advanced combo-finisher, and the character then performing the rest of the finisher-animation as if the weapon was still drawn.
Example 3: Modifications are made to a specific data-file dealing with character creation, and patched to the Live servers. Unintended result of those modifications? Breast-sizes for all female characters in the game are now reduced. Much amusement (and lack thereof among certain players) takes place.
Lesson learned: Documentation matters
Documenting changes, fixes and additions in enough detail that other designers/developers (or even yourself) can look at it months/years later and understand what was done – and why – is more important than a lot of people think. It can in some cases mean the difference between hours of unnecessary debugging and testing, and a couple of minutes. Unless a bug-report specifies exactly what the problem is and how it should be fixed, commenting on that bug-report with anything as generic as "Fixed" or "Problem solved" with no further details ought to be a crime punishable by having to write the following a thousand times on a blackboard every day for two weeks straight: "I will always document my fixes from now on."
Imagine that you're trying to solve a particularly tricky problem (a bug that needs fixing, a feature that needs implementing or some content additions that need adding), and after hours of concepting/prototyping/debugging/testing/scratching your head you discover that a similar problem has existed before, and a solution was found! You throw your hat in the air and shout, with joy: "Hurrah!" …Then reality sinks in as you realize that there is no documentation in the existing task/bug-report for what exactly the problem was and what the solution was. Also, the developer who implemented/fixed it the first time around has now died, or – worse! – left the company!
Document your shit, people.
Lesson learned: Details matter, but there is such a thing as too much detail
Many developers (myself included) get hung up in the details of our work. We are never fully satisfied with what we've created, and if it was possible we would likely keep on polishing and perfecting our work indefinitely. However, the law of diminishing returns eventually kicks in, and lines have to be drawn.
Sometimes those lines can be hard to see, though, and we end up spending relatively absurd amounts of time on details that don't really matter. A particle-effect that lasts half a second and only plays once every full moon does not need as much polish and attention as one that will play regularly and last ten seconds, or loop forever. The texture for a small critter/rock does not need to be as crisp and clear as one for a large animal/statue. A 20m tall support-beam in a dark room does not necessarily need a carefully crafted, beautiful and complex pattern running along the top of the beam – the players will never see it.
Lesson learned: Revision control matters
I did not grok the true value of revision control until I had actually worked with it actively for some time. Now, the idea of not being able to access the version history and actual different versions of a particular file seems alien to me. With a system of revision control in place, away goes any worry about things like file-corruption from 3ds Max-crashes, overwriting the work of others (or having your own work overwritten), not knowing who the last person to work on a specific file was (and when), etc.
Manual file-backups and renamed copies can only take you so far – switch to revision control before it's too late! My experience from Funcom is with Perforce (proprietary), others worth checking into: SVN or Git/GitHub.
Lesson learned: Optimization matters
Whether it's an unnecessarily heavy particle-effect, a texture that's too large, a playfield with too many different unique assets/NPCs in it or AI scripts that execute too many commands in too short a time – optimization matters. Reducing the amount of particles emitted, bringing those textures down to a reasonable size, re-using more of the same assets across a particular playfield rather than insisting on using unique assets for every single corner of the map, making sure those AI scripts don't bring the server to its knees – these things can mean the difference between a game with an unplayable framerate on laggy servers and one that runs stable at 60fps with no hick-ups!
Lesson learned: Developers suck as players
Regular players are more often than not better at playing an MMORPG than the developers of said MMORPG. This is due to the sad fact that developers do not have enough hours in a day to both play the game as much as regular players do AND actively develop said game. This becomes extra apparent when considering that specific developers by necessity only work on and possess knowledge about specific parts of these games on a need-to-know basis. Server programmers don't need to know where item X drops in the game to do their job. Audio guys don't need to know the details of character progression to do their job. A 3D artist don't need to know the optimal ability rotation for class Y in combat. A gameplay designer isn't necessarily an AI designer isn't necessarily a systems designer. There's just too much information for any one developer to possibly obtain.
This specialized knowledge problem can be offset somewhat by something like mandatory playtime, where the developers are either forced to or given the option to play the game during regular work hours, though this is a double-edged sword. While it allows the developers to become more experienced and knowledgeable at playing their own game, it also eats into the time they have to actually develop new features, more content, fixing bugs, etc.
Lesson learned: Marketing decisions trump game design decisions
This might differ from one company to another, but the impression I'm left with is that marketing decisions trump game design decisions.
Semi-made up example: You implement some content in your MMORPG where players will, after completing a series of long quest-chains and faction grinds (a topic for discussion on its own), be rewarded with a specific and cool-looking mount. Shortly after releasing this content, the marketing department decide that they need something to give new players incentive to sign up for X month subscriptions as they buy the game. One of them notice this cool-looking mount and decide to bundle it as a "reward" in the subscription package.
Result: The effort that the existing players put in to get the cool-looking mount is now completely wasted as brand new players can get the same mount (perhaps in a different color) by choosing to subscribe for X months when they buy the game. To add insult to injury, the subscription-based version of the mount might only available to players of new accounts. No sane designer would sanction this, but unfortunately they're not always given a choice in the matter.
The same can hold true for things like item-shops, where business decisions might be made to put up items that are likely to be detrimental to the long-term health of the game, but which will also sell like hotcakes right here and now.
Another example of this would be the decision on whether to launch a game as subscription based or as a F2P/B2P title. This choice can have a major impact on the design of the game and for which features will be prioritized and implemented, yet it's a decision that largely rests with the marketing/business people.
Lesson learned: Knowledge Obscurity is Job Security
Whether intentional or not, knowledge obscurity can mean job security. For instance, as a BCC designer at Funcom, I was one of very few people who were willing (and required) to learn and use a very specific and not very user-friendly tool that is (still to this day) crucial to both Age of Conan and The Secret World.
This was the tool where animation systems and the character state-machine were hooked up to one another, and if setup incorrectly or not maintained properly it could literally break all players and NPCs in the game. Knowledge and experience with this tool is partially (I like to think that my winning personality and good fashion sense also played a part) what made me survive three rounds of layoffs at Funcom – though not the fourth, which took out an entire office full of people!
Obscuring this knowledge was not intentional, as there were both extensive documentation and tutorials for using this tool available, but the effect was the same – some measure of job security because hardly anyone else really knew how to use it, wanted to know how to use it, or had known how to use it and then later deliberately brain-washed themselves to get rid of that knowledge.
Lesson learned: There is no pleasing every player
As it turns out, you cannot please all players. No matter what you add, fix or change there will always be players who didn't like it, didn't consider it a bug to begin with and who liked the old version better. This is also one of The Laws of Online World Design, and as such is probably one of the more obvious lessons I could have learned, but there's no replacement for first-hand experience, like after having modified a broken/non-optimal particle-effect or animation only to receive a back-lash from players who are not pleased with the new version.
Lesson learned: Don't make promises that can't be kept
Whether it's marketing people promising features that have not yet left the conceptual/prototype stage, game directors giving information on things to come in the next patch or community managers giving a very specific ETA for when servers will be back up after patching – players will hold them to it. If those promised features are canceled/cut, if those things to come are postponed to the next patch, if the servers are down a minute longer than expected – the players will immediately pull out pitchforks and torches and demand one head or another served on a platter.
This is unfortunate, as it means that information given to the players will often have to be sanitized for anything that can be interpreted as a promise or an ETA, unless the company is large and/or faceless enough to be able to handle the heat generated by the players upon the failure to keep those perceived promises (whether they were intended as such or not is irrelevant).
To conclude this post I'll leave you all with an ancient Chinese pro-verb that seems appropriate to use in this context:
How can you put out a fire set on a cart-load of firewood with only a cup of water?
Tags: Age of Conan, design lessons, development, game design
Posted in Age of Conan, Blog, Design, Development, Funcom, Personal
One Response to "Lessons learned by working at Funcom for five years"
Lessons Learned in the Game Industry - Game Design Ideas says:
[…] from the scrap notes and emails I had lying around. I also got some motivation after reading the excellent blog entry by a friend and finding many parallels with my own impressions. I deliberately removed most of the personal or […]


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Student Organ of the University of the South
The return of the Kash Wright Trio
March 19, 2015 thesewaneepurple Arts and Entertainment Comments Off on The return of the Kash Wright Trio
By Grayson Ruhl
On Friday, February 27, Sewanee experienced the return of the Kash Wright Trio in Guerry Auditorium during their free concert, which was open to the public. An attentive audience, seated on the stage with the band, thoroughly enjoyed the smooth and melodious music that the Trio played. The Kash Wright Trio focuses on classic jazz, but the band also creates marvelous interpretations of music from famous popular artists such as the Goo Goo Dolls and Michael Jackson.
Each member of the Trio was a master of his craft: Prakash Wright was in touch with the grand piano in such a way that his playing was totally fluid; Mike Montgomery's mastery of the bass was essential in creating rhythms with the piano's melody, and he even created his own melody from time to time; Bobby Beall's skills on the drum led the Trio with intricate beats, and he kept the audience attentive with his many sforzandos, which are sudden and powerful emphases. The texture of each instrument was smooth and rich, and hearing them together gave listeners goose bumps and an overwhelming feeling of relaxation. The only noise during the concert was from the Trio—either their instruments or their voices—and applause. This made it possible for the members of the Trio to chat with one another, making light jokes and poking fun at one another, and Wright sometimes would speak directly to the audience. This was a refreshing experience, because it was understood that we would be focusing only on their musical talent—the crowd was fully devoted to appreciating the music. The audience, having been encouraged to make as few distractions as possible, respected the nature of this venue. Thus, one could really focus on the texture of each instrument and feel how smooth and refined their collective harmony was.
The Kash Wright Trio's goal was to give listeners something to take away from the concert and make the musical experience unforgettable. The band certainly accomplished this with songs like "Sundara," with its beautiful chord progressions and deep, resonating groove that surrounded the audience, or with "Amethyst," which provided a smooth and soothing jam. They captivated the audience with their incredible cover of "Iris" by the Goo Goo Dolls. Forestry Professor Ken Smith commented that it would be great for Sewanee to have some sort of blues and jazz program so that students could practice this excellent form of music. The crowd was left transformed by this amazing musical experience, even those having listened for only one of the two sets that the Kash Wright Trio played.
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Borussia Dortmund head coach Thomas Tuchel was full of praise for his side following their 3-0 win over Bayer Leverkusen on Sunday.
The win extended Dortmund's run to 11 successive wins in all competitions under Tuchel and was delighted with the sharpness of his players.
"Our initial phase was very good. After 1-0, it was a more open game. With the last 30 minutes I am very satisfied.


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Wisconsin Gov. Scott Walker begs supporters to give him a hand with his $1.2 million campaign debt
Walker bribes followers with T-shirts to help him pay off the debt from his failed 2016 presidential campaign
Story by Alyssa Anderson, Staff WriterApril 20, 2016Leave a Comment
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Gov. Scott Walker attempts to bribe potential donors with T-shirts in a desperate attempt to pay off the debt from his failed 2016 presidential campaign.
Don't be fooled; this headline may seem like a ridiculous joke straight out of "Parks and Recreation," but that is not the case. This is reality.
Earlier this month, the Chicago Tribune said former presidential candidate and current Wisconsin Gov. Scott Walker sent an email to his supporters asking for help.
In an email that made me laugh and cringe with secondhand embarrassment, Walker promised anyone who donates $45 or more toward his nearly $1.2 million campaign debt a free 2016 Scott Walker campaign T-shirt.
Yet, the Tribune said donors' color and size preferences will not be honored due to a lack of resources. Instead, Walker said the shirts can be used for "crafty things" or even framed and hung up on the wall.
Who wants to spend $45 to make "crafts" out of a failed campaign T-shirt? I think I'll pass.
In his email, Walker claimed he is often "thrifty" and praises his use of Kohl's Cash, coupons and shopping at sale racks, the Tribune said.
"If there is one thing the American people learned about me during our presidential campaign, it is that I am thrifty," Walker said in the email he sent to supporters.
Walker does not, however, address the $90,000 he spent daily during his 70 days of being a candidate.
In February, the Milwaukee Journal Sentinel said Walker had paid off one-third of his debt, but that was not without the help of current GOP presidential candidate Ted Cruz, who urged his Twitter followers to help pay off Walker's debt.
Cruz called on his "#CruzCrew" in a tweet advocating for Walker and his "unavoidable" debt.
Clearly, Gov. Walker is in a bit of trouble. But, as someone who possesses a deep disdain for Walker and his conservative values, I've found this situation to be pretty laughable.
I'm having a hard time feeling sorry for someone who spent nearly 100 grand a day during his short-lived presidential campaign, but made budget cuts throughout the UW schools left and right.
Walker took money away from our schools and organizations but still has the audacity to beg for money? I don't think so.
Honestly, what an idiotic move.
If Walker really wants his people to give him a hand, he's definitely going to have to dish out more than some ill-fitting, ugly T-shirts that could easily be found at Goodwill.
Get it together, Walker. You're embarrassing us.
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What does $1million buy you in the Sydney property market?
The Sydney Morning Herald explains that $1million dollars does not buy you much in Sydney anymore.
So what does that mean for real estate investors? Is it too late to get into the Sydney property market?
A million dollars doesn't cover a lot of ground if you are buying a house in Sydney. Based on land value, it would get you an eighth of a house in Point Piper, a double garage in Vaucluse, the lower floor of a grand Paddington terrace and a super small semi in Mosman.
A city that once embraced the quarter-acre dream is fast becoming the home of the million-dollar shoebox.
Paddington, Surry Hills and Darlinghurst are now some of the priciest slices of Sydney.
An analysis of 2013 sales data reveals just how many square metres you get for $1 million in Sydney's million-dollar suburbs.
It shows that for many buyers, ''bang for your buck'' is no longer defined by land size.
Research by Australian Property Monitors and Domain indicates that buyers are paying a premium for proximity, even if it means they end up in tiny houses.
Paddington, Darlinghurst and Surry Hills are now some of the priciest slices of Sydney for price per square metre, just behind the preferred postcode of the mega-rich, Point Piper.
''There are clearly other factors at play other than how much dirt you are buying,'' APM's senior economist, Dr Andrew Wilson, said.
The Sydney University economist and housing authority Stephen Whelan said while land values typically move in concentric circles away from the centre, certain factors had underpinned the gentrification and rapid price growth of some inner-city enclaves.
''There is certainly no doubt that the issue of transport would be an important determinant of the price of these suburbs,'' he said.
Demand for inner-city suburbs increasingly include well-to-do families.
'In general families are smaller than they use to be . . .that has provided opportunities for people who might have shied away from smaller blocks in inner-city areas in the past,'' said Dr Whelan.
There is little doubt that the cost of houses in the inner suburbs of Sydney are expensive, but that's not surprising.
That's the way it is in all large coastal capital cities around the world.
But times are changing and how we live is changing and although demand for houses will continue strongly in the future, there is definitely a shift towards apartment living in Sydney.
If you think about it, the number of people living in each household is shrinking, we're working longer, starting families later in life and we're increasingly time poor.
This means proximity to cafes, shops transport and lifestyle amenities is becoming more important than owning a piece of land with a front and back yard.
At the same time, Baby Boomers who were previously content with living in their family home after the kids had moved out, are increasingly seeking to sell their big, high maintenance four-bedroom homes so they can live in smaller, lower maintenance, lock and leave abodes again near to amenities, shops and café strips.
And the good news is that there are still plenty of well located, established apartments with spacious floor plans for sale at a price point many home buyers and investors can afford.
Sure some people will remain motivated to move to the outer suburbs in order to buy a house, but more and more are choosing to live close to work and that means living in an apartment.
This solid and increasing demand means apartments make great investments with stronger capital and rental growth than houses out in the sticks.
And this trend is only likely to accelerate in the future.


School holidays approaching, and we'll be running the fantastic value Holiday Special again – play all weekday afternoon from 1pm to 4pm for just $15 juniors (aged 15 and below) or $22 adults. No bookings, just roll on up any afternoon in the holidays.
August high scores are now on the web. First was Rambo (Ethan), followed closely by Sergeant1069 (Marco-Fabian) and Yamada (Jimmy). You can see the full list here. Congratulations to everyone.


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Why 'Agile Project Management Controls' Isn't an Oxymoron
George Carlin made phrases like 'jumbo shrimp' famous. But the need to control agile projects is no joke. Ask the right questions along the way, though, and you'll bring order to a process than can easily turn chaotic.
By David Taber
Everybody knows I'm a shameless Agile zealot. Let's face it, though. Read the Agile manifesto with a cynical eye and the message seems an awful lot like, "We're artists, and if you want a great outcome, you can't manage our art projects the old fashioned way."
Cynicism aside, it's true that agile projects can't be managed with conventional waterfall techniques. But that doesn't mean they can't be managed. They need to be budgeted for and controlled, or else they'll never get approved. In other words, they need adult supervision.
Agile Isn't a Marathon, It's Many, Many Sprints
The tricky part is that the adult supervision for agile projects requires more continuous effort and, yes, more subtle attention than the classic waterfall techniques. In a typical waterfall project, the executives approve a budget and a calendar at the outset; after that, it's just the occasional black-and-white review meeting. The project managers can simply "check the boxes" as each requirement in the spec passes its acceptance criteria.
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Analysis: Who Says Agile Development Can't Be Faster?
While creating that spec and the acceptance criteria may take a lot of up-front work, once you've kicked off the project waterfall monitoring and controls are pretty easy. Except they're not. All too often, the check box items aren't precise or all that relevant.
In the course of the project, discoveries can invalidate some of the details of the spec—and nobody has time to go back and bring the spec and test criteria up to date. So the twin enemies of every software project--scope creep and vague acceptance criteria--rot away the credibility of the budget, the schedule and the controls of waterfall projects.
In contrast, agile projects require much less up-front work; the specification and controls are developed and enforced every day of the project. Agile projects have no detailed specs—sometimes not even when they're completed.
[ Beware the 9 warning signs of bad IT architecture and see why these 10 old-school IT principles still rule. | Sign up for CIO newsletters. ]
Instead, the team must be entrusted with prioritizing the tasks by business value, and coming up with the "defining stories" for each release. The team runs its sprint within a defined schedule and budget. Since the sprint is typically short, there's little issue of overruns, and scope creep is counteracted by team decisions that "throw things overboard" to make the sprint deployable.
Tips: How to Deal With Software Development Schedule Pressure
The only thing you know about a sprint, then, is exactly when will it be over, not exactly what will be delivered. While there are tools to help with the mechanics of cards, stories and units of work, the fundamental control mechanism for agile is the team and its interactions. This feels—and probably is—qualitative. It must drive the numbers guys crazy.
Making Agile Manageable: 18 Key Questions
I like the adage, "You can't fix what you can't measure." I also like the metaphor that agile sprints are like a train system; the credibility of the system comes from the frequency and reliability of train arrivals. Users won't be all that upset if a feature misses the original train as long as they can set their watch by the next train's arrival.
So, how do you make agile measureable in a consistent and defensible way? Actually, describing how to get hard measurements isn't that hard. Here are several metrics you'll want to consider and the questions you should ask in order to get your answers.
Sprint variances from stated schedule:
Did feature development stop on time?
Was integration done every night?
Did the final tests start on time?
Did the sprint complete on schedule?
Sprint compliance with coding standards:
What percent of new variables has data definitions?
What percent of the classes or modules have unit tests?
What percent of lines of code were covered by tests?
How many test records did their tests use?
How many outcomes, or variations on expected results, were evaluated by the tests?
How-to: 6 Ways the Cloud Enhances Agile Software Development
Sprint variances for stated budget (or level of effort):
Did the sprint consume unbudgeted resources such as staff developers, contractors or test resources?
Did it not consume budgeted resources that could or should have been allocated elsewhere?
Sprint compliance:
Did the sprint break any deployment or security rules?
Did the release go through the required audits and reviews?
Did the release generate any items that need to be remediated in future sprints?
Sprint business value:
How many "value points" were supposed to have been delivered by the sprint, and how many actually were? (Note that value points are purposely subjective. That way, the business unit can prioritize functionality by whatever has the most impact to the way they run their operation.)
How much of the sprint effort was infrastructure and refactoring to keep the code flexible to accommodate business needs in an upcoming sprint?
Sprint repeatability:
Can the team continue to do sprints in this way without team burnout or other side effects of "heroic effort"?
Has the team created a brief postmortem document and lessons learned on personnel, organizational and technical issues?
Soft Measurement: Get Users (Including Executives) Involved
One key success factor in agile is user engagement throughout the sprint. The only way you get real quality, usability and user adoption is by having users involved.
Measuring the number of hours during the sprint that users were actively involved is a good start. Here's the best part, though: It can't just be worker-bees from the business unit.
Case Studies: How Hotels.com, Lotus F1 Racing and Zappos Use Agile
Why does an executive need to be actively engaged in agile? Of course, sponsorship and championing are important to motivating the organization, pulling them into the change management that is inevitable with significant IT projects.
But there's more we need from the execs, too. They need to articulate the priorities and rationales at a level of detail below platitudes and bullet points. The sprint teams need execs to help make the tough priority calls, providing the users with enough guidance and decision-making authority so that the worker bees can make decisions without being over-ridden.
When it comes to a measurement of executive participation, perhaps the best is "number of decisions that were overridden or had to be escalated to a VP to be resolved." Lower is better here.
Agile Makes Bean Counters Happy After All
The reality here is that agile doesn't give you beans to count the way waterfall projects do. Surprise! Here's an MBA who says, "Good." Beans aren't going to make your business any more profitable.
If you want more profitability, the key success factors are working on the things that matter, avoiding the stuff that's just make-work and ensuring users actually use what you produce. If you relentlessly focus on business value, you'll be able to edge the savvy CFO toward agile even though it looks "uncontrolled."
David Taber is the author of the new Prentice Hall book, "Salesforce.com Secrets of Success" and is the CEO of SalesLogistix, a certified Salesforce.com consultancy focused on business process improvement through use of CRM systems. SalesLogistix clients are in North America, Europe, Israel and India. Taber has more than 25 years of experience in high tech, including 10 years at the VP level or above.
Follow everything from CIO.com on Twitter @CIOonline, Facebook, Google + and LinkedIn.
Methodology and Frameworks
David Taber is the author of the Prentice Hall book, "Salesforce.com Secrets of Success," now in its second edition, and is the CEO of SalesLogistix, a certified Salesforce.com consultancy focused on business process improvement through use of CRM systems. SalesLogistix clients are in North America, Europe, Israel and India. Taber has more than 25 years of experience in high tech, including 10 years at the VP level or above.


I have read an interesting paper by Dr. Patchayappan et al. "Three stitch hernioplasty: A novel technique for beginners," so I would like to extend my thanks to the authors for the interesting idea. Besides the favorable opinion, I would like to express some comments on this article.
First comment: Table 4 and Table 5 are completely the same. I think the inclusion of the same table twice is a mechanical error, but it would be better to avoid such errors.
Fourth comment: In the results, the authors mentioned the operative time to be 95 ± 32 min while later in the discussion it was stated that the average time of the entire operation was similar to that of Stoppa repair and laparoscopic approach and appeared to be 1 h. Perhaps for large operations such as Whipple procedure 95 min and 1 h are not of vital importance as these time intervals make a fifth part of the entire operation. In case of hernioplasty, it is crucial to know exactly the mean time to understand whether three stitch techniques allow to reduce operative time.
Fifth comment: In the materials and methods, the authors mentioned that postoperatively the patients were treated with antibiotics and analgesics. However, they did not notice the cases when antibiotics are used. For example, incarcerated hernia could be an indication for antibiotic therapy. I think it would be better to separate this group because maybe demonstrated complications were mostly encountered in this group.
Sixth comment is regarding the three stitch technique itself. Without any doubt, the aim of stitches is fixation, not hemostasis, aerostasis, or hermetic closure. From this viewpoint, regardless the number and the type of stitches, the hernia mesh should be adequately and safely fixed to avoid such complications as mesh migration or recurrence of hernia. The question is how adequate the fixation in given three points is. Another point is what to do with mesh tails. The authors did not notice whether they fixed the tails and if yes, how they fixed them. I think crossed and fixed (probably stitched to the inguinal ligament) tails thus forming deep inguinal ring is an important point in open inguinal hernioplasty. If the authors fix them, probably the technique is four stitch rather than three stitch technique.
Overall, the work by Dr. Patchayappan et al. is an interesting idea requiring further research for what I would like to express my gratitude to the authors.
Patchayappan M, Narayanasamy SN, Duraisamy N. Three stitch hernioplasty: A novel technique for beginners. Avicenna J Med 2015;5:106-9.
Agrawal A, Avill R. Mesh migration following repair of inguinal hernia: A case report and review of literature. Hernia 2006;10:79-82.


Hillmark ScalexPlus keeps hot-water appliances clean & fresh. Grease & food deposits, as well as detergent residue, limescale deposits and calcium build-up can quickly affect the performance of your washing machine & dishwasher. This looks unsightly, leaves a stale odour, decreases efficiency & shortens the appliance's life!


text:
Kerry Katona shares worrying update as she admits covid left her feeling 'worse'
Kerry Katona has given her social media followers an update on her health saying she's feeling 'worse' days after contracting coronavirus.
The former Atomic Kitten singer, her fiancé Ryan and daughter Molly all tested positive for the virus just a few days before Christmas, putting their festive celebrations on hold.
The 41-year-old took to her Instagram Stories to reveal she's in 'a bad way' after first feeling ill over a week ago.
"Why do I feel like i'm getting worse and not better???" she wrote over a shadowy picture of herself in her bathrobe. "F**k off Covid!"
In another post, she wrote over a black screen: "Not good!!! I'm in a bad way. I pushed through Christmas for the kids but my god this isn't good! Just want to be well now! Physically and emotionally exhausted! Merry f**king Christmas!
(Image: kerrykatona7/Instagram)
"Started feeling really poorly on the Sunday! LAST WEEK!!!!! How much longer???? It's been over a week!!"
On December 21, Kerry revealed that her daughter Molly couldn't fly home due to a positive test.
"You really couldn't make this s**t up!" she wrote over a picture of two lateral flow tests.
"So my molly was just about to fly over to come for Xmas but she's tested positive and then my Ryan is really poorly and he's now tested positive!!! Mine is negative but feel like s**t. I hate Boris!"
She went on to share a selfie where she looked exasperated over the situation and added: "Anyone any wiser on the restrictions?? What the actual f**k is going on??"
The very next day, her fiancé Ryan Mahoney, 32, also began suffering from Covid symptoms and tested positive.
"I am devastated. I'm hanging on by the skin of my teeth. I can't believe it. We're isolating Ryan right now. It's an absolute nightmare," the OnlyFans star shared with OK! magazine.
Detailing how her partner had been struggling, she added: "Ryan can't even lift his head off the pillow he's so unwell and he's really fit and healthy."
The star said that all the positive tests meant her mother couldn't visit to celebrate the day.
Kerry, who was also supposed to be performing in panto, has to take a break from performances until she's feeling better.
Kerry's string of bad luck comes as cases have been soaring across the UK with the new Omicron variant.
According to statistics, over 700,000 people had to isolate during the Christmas period after contracting the virus.
Get the latest celebrity gossip and telly news sent straight to your inbox. Sign up to our weekly Showbiz newsletterhere.
Tags:Celebrity News
Aberdeen News, Celebrity News
Katie Price's fury as designer flogs masks featuring Harvey's sweary catchphrase
Lorraine Kelly speechless after Good Morning Britain's Adil Ray makes comment about her age
Rod Stewart buys son hamster to join pygmy goats, chickens and dogs on estate
This Morning fans stunned after realising Ruth Langsford's age


text:
Q: AdminLTE Expand or Fullscreen boxes AdminLTE an Admin template based on Bootstrap.
I'm wondering if I can make box-widget to expand to a full screen mode (second button).

I'm looking if there is any CSS class or JavaScript tip to make this to work.
I didn't find such thing in AdminLTE docs.

A: I also ran into the same problem today.
I did it this way.
HTML
<button type="button" class="toggle-expand-btn btn bg-yellow btn-sm"></button>

CSS

JS
$(".toggle-expand-btn").click(function (e) {
  $(this).closest('.box.box-warning').toggleClass('panel-fullscreen');
});

Change the box and the button class according to your need and it will be fixed.
Hope it will works.

A: An open box:

A collapsed box:

And then ofcourse change the icon on the button

A: You can use Bootstrap Class for getting full screen mode.

redpajama_set_name: RedPajamaStackExchange


The somewhat surreal landscape of Bagatelles is an exotic litter of fragments of familiar-sounding musical objects in an overgrown garden. Vines, ramblers and tree roots resume concrete and marble.
Is the piece made up of eight short bagatelles (nine if we count the movement for clarinet which accompanies number seven)? Or is it a single movement made up in the manner of a mosaic in which no matter what path we take, like Alice in the Garden of Live Flowers, we continually find ourselves approaching that same door by which we went out (in?)?
Whatever way you hear it, the musical texture is made up of different combinations of solos, duos, trios and quartets. Only for a moment in the middle and again at the end does the sextet come together in a tutti, yet players who are listening have to play just as hard as the players who are making a noise.
Bagatelles was composed in Sydney early in 1985. It was commissioned by the Australia Ensemble and first performed by them at the University of New South Wales in June of that year. It lasts just over twenty minutes and is dedicated to Robin Walker.


text:
Home » News » European price of the G Watch R found to be €299, thanks to LG Germany
NewsWearables
European price of the G Watch R found to be €299, thanks to LG Germany
As you guys may already know, LG announced their newest smartwatch the G Watch R last night. The letter "R" stands for round which is what the watch is. This LG's attempt at competing with the ever-popular-unreleased Moto 360. Both watches are pretty similar in terms of specs but not really on design – except for the circle shape. What will really set them apart would be the price (maybe).
In last 24 hours, LG issued a press release about the G Watch R in Germany. Their PR department left us all with a good hint. The LG wearable will cost 299 Euros, that is 400 U.S. Dollars. The European price does however include VAT (Value-Added-Tax) and other fees. If LG is really looking to compete with the Moto 360 ($249), we think that the G Watch R will be around the same price here in the United States Of America.
The European release date is set for sometimes in October.
Last night, we started a poll asking you guys which one out of the Moto 360 and the G Watch R you're going to get. Have you changed your mind now that you have an idea about pricing? Let us know.
via AP I LG
Xbox One SmartGlass app receives update, brings activity sharing, gameplay recording
Yo Motorola, you goofed up with your Moto 360 contest
Tags: G Watch RLG


text:
#include "app.h"
/*start adv*/

#define UPDATE_INTERVAL 100

static void read_temperature(void* arg);
static void read_humidity(void* arg);
static void read_pressure(void* arg);
static void read_mag(void* arg);
static void read_acc(void* arg);
static void read_gyro(void* arg);
static void led_on(void* arg);
static void led_off(void* arg);

#if defined(CANNON_V2)
const char* board_name = "CANNON V2";
#elif defined(CANNON_V1)
const char* board_name = "CANNON V1";
#endif
static uint8_t running;

void jsensor_app_set_sensors(void)
{
    jsensor_app_set_sensor(JSENSOR_TYPE_HUMITY_TEMP);
    jsensor_app_set_sensor(JSENSOR_TYPE_PRESSURE);
    jsensor_app_set_sensor(JSENSOR_TYPE_MOTION_6AXIS);
    jsensor_app_set_sensor(JSENSOR_TYPE_MAGNET);
}

void on_ready(void)
{
    uint8_t tx_power_level = 7;
    uint16_t adv_interval = 100;
    uint8_t bdAddr[6];
    char name[32];

    running = 0;

    BSP_LED_On(LED0);
    HCI_get_bdAddr(bdAddr);
    sprintf(name, "%s %01x%01x", board_name, bdAddr[0], bdAddr[1]);
    /*Config Adv Parameter And Ready to Adv*/
    ble_set_adv_param(name, bdAddr, tx_power_level, adv_interval);
    ble_device_start_advertising();
}

static void read_temperature(void* arg)
// sensor read temperature
{
    int16_t humidity;
    int16_t temperature;
    JSensor_HUM_TEMP_Typedef tdef;

    if (!running) return;

    tdef.humidity = &humidity;
    tdef.temperature = &temperature;

    if (JSENSOR_OK == jsensor_app_read_sensor(JSENSOR_TYPE_HUMITY_TEMP, (void *)&tdef)) {
        ble_device_send(0x00, 2, (uint8_t *)&temperature);
    }

    run_after_delay(read_humidity, NULL, UPDATE_INTERVAL);
}

static void read_humidity(void* arg)
// sensor read humidity
{
    int16_t humidity;
    int16_t temperature;
    JSensor_HUM_TEMP_Typedef tdef;

    if (!running) return;

    tdef.humidity = &humidity;
    tdef.temperature = &temperature;

    if (JSENSOR_OK == jsensor_app_read_sensor(JSENSOR_TYPE_HUMITY_TEMP, (void *)&tdef)) {
        ble_device_send(0x01, 2, (uint8_t *)&humidity);
    }

    run_after_delay(read_pressure, NULL, UPDATE_INTERVAL);
}

static void read_pressure(void* arg)
// sensor read pressure
{
    JSensor_Press_Typedef tdef;
    int32_t pressure;

    if (!running) return;

    tdef.pressure = &pressure;

    if (JSENSOR_OK == jsensor_app_read_sensor(JSENSOR_TYPE_PRESSURE, (void *)&tdef)) {
        ble_device_send(0x02, 3, (uint8_t *)&pressure);
    }

    run_after_delay(read_mag, NULL, UPDATE_INTERVAL);
}

static void read_mag(void* arg)
// sensor read magenetometer
{
    JSensor_MAG_Typedef tdef;
    int8_t  MAG[6];

    if (!running) return;

    tdef.MAG = MAG;

//    if(JSENSOR_OK == jsensor_app_read_sensor(JSENSOR_TYPE_MAGNET, (void *)&tdef)) {
//        ble_device_send(0x03, 6, (uint8_t*)MAG);
//        //printf("%x,%x,%x,%x,%x,%x\n\r", MAG[0],MAG[1],MAG[2],MAG[3],MAG[4],MAG[5]);
//    }

    run_after_delay(read_acc, NULL, UPDATE_INTERVAL);
}

static void read_acc(void* arg)
// sensor read accelerometer
{
    JSensor_AXIS_Typedef tdef;
    int8_t ACC[6], GRO[6];

    if (!running) return;

    tdef.ACC = ACC;
    tdef.GRO = GRO;

    if (JSENSOR_OK == jsensor_app_read_sensor(JSENSOR_TYPE_MOTION_6AXIS, (void *)&tdef)) {
        ble_device_send(0x04, 6, (uint8_t*)ACC);
    }

    run_after_delay(read_gyro, NULL, UPDATE_INTERVAL);
}

static void read_gyro(void* arg)
// sensor read gyroscopic
{
    JSensor_AXIS_Typedef tdef;
    int8_t ACC[6], GRO[6];

    if (!running) return;

    tdef.ACC = ACC;
    tdef.GRO = GRO;

    if (JSENSOR_OK == jsensor_app_read_sensor(JSENSOR_TYPE_MOTION_6AXIS, (void *)&tdef)) {
        ble_device_send(0x05, 6, (uint8_t*)GRO);
    }

    run_after_delay(read_temperature, NULL, UPDATE_INTERVAL);
}

/* Device On Message */
void ble_device_on_message(uint8_t type, uint16_t length, uint8_t* value)
{
}

/* Device on connect */
void ble_device_on_connect(void)
{
    running = 1;

    run_after_delay(led_off, NULL, 150);
    run_after_delay(read_temperature, NULL, UPDATE_INTERVAL);
}

static void led_on(void* arg)
{
    BSP_LED_On(LED0);

    run_after_delay(led_off, NULL, 100);
}

static void led_off(void* arg)
{
    if (!running) return;

    BSP_LED_Off(LED0);

    run_after_delay(led_on, NULL, 150);
}

/* Device on disconnect */
void ble_device_on_disconnect(uint8_t reason)
{
    running = 0;
    /* Make the device connectable again. */
    Ble_conn_state = BLE_CONNECTABLE;
    ble_device_start_advertising();
}

redpajama_set_name: RedPajamaGithub


Congratulations to all of our HS girls teams that participated in the CASL Showcase in NC this weekend- 04 Red - 03 Red- 03 Black- 02 Red- 02 Blue- 01 Red- 00 Red. A special congrats to the following teams: 03 Red- champions 03 Black- champions 02 Red- champions 04 Red- 2nd place Well done ladies!
Good weekend for our 05 Red team. They took 2nd place at the Boys Junior Showcase in North Carolina. Great job boys!!
Congratulations to Inter Teams Participated in Our 6th Annual College Showcase Tournament!!!!
2005 Girls Opened MRL Season With 2 Wins in Premier 1 Blue Division.
Puma College Showcase Champions 99/00, 01/02 and 06 Girls Teams - Conratulations!
Congratulations to all teams participated in Puma College Showcase April 6-8 in Rockford!


text:
Eduardo Gambra Sanz (Madrid, 14 de diciembre de 1878 - íd., 5 de noviembre de 1964) fue un notable arquitecto cuyas obras más destacables son el Círculo de la Gran Peña a lo largo de la Gran Vía y la remodelación del Palacio del Marqués de Miraflores, marcada por el intento de volver a capturar el esplendor de la arquitectura histórica española.

Biografía

Los antepasados paternos de Eduardo Gambra procedían del Valle del Roncal. Actualmente las casas solares de Gambra y la de Sanz son edificios emblemáticos de la zona. Los Gambra se destacaron en la guerra contra los franceses en 1809. El padre de Eduardo, Pedro Francisco Gambra Barrena, era natural de Roncal y alto funcionario de Hacienda, mientras que su madre, Josefa Sanz y Escartín, era natural de Elizondo, hermana del político conservador Eduardo Sanz y Escartín y prima del general carlista Cesáreo Sanz y Escartín.

En 1915 Eduardo Gambra se casó con Rafaela Ciudad Orioles, hija del Presidente del Tribunal Supremo José Ciudad Aurioles. El matrimonio tuvo un hijo, Rafael Gambra Ciudad, pensador tradicionalista y profesor.

Eduardo Gambra fue uno de los representantes de la arquitectura española que surge tras el desastre colonial de 1898. Para esta escuela el regeneracionismo pasaba por recuperar aquellos elementos arquitectónicos que estuvieron presentes en los momentos más esplendorosos de la historia de España, tales como la época de los Reyes Católicos, la época de la hegemonía imperial, etc.

Eduardo Gambra Sanz participó en el diseño y construcción de su edificio más conocido en Madrid, para la Sociedad Gran Peña, en la Gran Vía, 2 (1914-1916); en el proyecto hizo referencia expresa a la utilización de elementos arquitectónicos de la España del Siglo de Oro. Se trata de uno de los primeros edificios construidos en la Gran Vía. Fue proyectado en 1914. La sede de la Sociedad Gran Peña ocuparía los sótanos, el ático, y las plantas baja y primera; mientras que el resto del edificio se destinaría a viviendas para alquiler. Las obras empezaron en 1915, prolongándose hasta el año siguiente. Desde el punto de vista arquitectónico, está construido sobre un solar en esquina, destacando en el exterior la fachada, que podríamos inscribirla dentro del barroco clasicista.

Otra de sus actuaciones destacadas consistió en la reforma y ampliación del Palacio del Marqués de Miraflores sobre una puerta antigua 1920 en la Carrera de San Jerónimo. También destacan el edificio Omnia (hoy Crédit Agricole), en la Plaza de Colón, un edificio en la Calle del General Oraá n.º 9, donde residió Juan Ramón Del Valle Inclán y Marqués de Lozoya, y dos edificios gemelos en la Plaza de Jesús n.º 5 y 6.

En 1924 el pueblo soriano de Quintana Redonda le encargaría la construcción ex novo de su iglesia parroquial de Ntra. Sra. de la Asunción, arrasada la anterior por un incendio ocurrido en 1918. En la «Justificación del estilo adoptado» (1919), expone el artista:

Durante la guerra civil española su hijo Rafael Gambra se alistó al Requeté. Eduardo Gambra, que era funcionario del Catastro en Madrid, fue trasladado a Valencia por orden del gobierno. De allí recibió un nuevo traslado a Barcelona. Sin embargo, quedó cesante en octubre de 1937 por no haber cumplido esta segunda orden de traslado. En junio de 1938 un Tribunal Popular de la República en Barcelona inició un procedimiento contra Eduardo Gambra Sanz como «desafecto al Régimen» por haber sido encontrado un documento en el Control de Nóminas de la Dirección de Seguridad en el que figuraba su nombre junto a las siglas TYRE (un centro electoral constituido por los carlistas y el partido Renovación Española). Los Tribunales Populares de Madrid ordenaron entonces su búsqueda y detención, pero en septiembre se archivó su expediente, pues no lograron dar con su paradero.

Referencias

Enlaces externos

Arquitectos de España del siglo XX
Arquitectos del modernismo madrileño
Nacidos en Madrid
Fallecidos en Madrid

redpajama_set_name: RedPajamaWikipedia


Day… 5? 31 Days of NaNoWriMo Prep!
Today is day 5 of Write 31 Days, but we've been sick, so I skipped a couple of days. Only post 3 for me. I'll just call it day 5.
I have an idea that's starting to develop I might turn into my novel. I had the idea a couple of years ago to do a series of different Christmastime stories relating to Secret Santas, so I'm considering starting on that. I'm liking this idea, though I don't have a whole lot yet. The other ideas I've had so far are for stories I don't want to use for NaNoWriMo.
I think some of my best writing has been when I just write, but for NaNoWriMo, I need to do more deliberate planning. I've kind of tried a variety of methods, though haven't stuck with much for long or figured out what works best for me yet. I do like Bullet Journaling, so I'm reading through the NaNoWriMo Bullet Journaling group on Facebook for some ideas. I have a DIY traveler's journal with Moleskine notebooks I like to use for notes, as well as Scrivener. I do most of my writing in Scrivener, though I also use Google Drive and Notes to write on my phone when trying to get word count up.
I keep getting overwhelmed by not knowing what I'm going to write, or just the crazy idea of actually writing a WHOLE NOVEL in just one month. So I remind myself it's fine to write a bad novel. In fact, I'm going to plan on it! It's not going to be amazing the first time around, and that's fine. I'm not going to write an amazing novel in a month, but I can manage a bad one. It can be made amazing later. And really, even if it isn't, that's fine too. It's a good experience, and writing a novel is good for me even if I don't ever do more with it. Having actually done it once before is great for my confidence. I know I can do it now.
So the big advice for today: Write a bad novel! Don't let fear of writing a bad novel stop you. Write it anyway. It can be made better. Just get the story out.
I find that unless I start doing SOMETHING I can't think of anything… if that makes sense 😉 Can't wait to write along side you this November!
I think it makes sense! 😉 I don't think the super detailed plan-every-moment thing works well for me. I can't wait to read your story! It sounds cool.
Coming over via the Write 31 Days Facebook page. So glad to know you are doing this series. I've wanted to do NaNoWriMo for years, but only ever get as far as signing up. I'll be following your series for some pointers. Maybe this will be the year.
Great advice! I always tell my students that getting a rough draft out is like vomiting all over the page. They can do pretty later ;).
I think you'll have a fabulous NaNo! Thanks for sharing this with us at Booknificent Thursday at Mommynificent.com!
Subscribe for updates and the occasional short story or flash fiction!
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wall26 - Closeup of Succulent Plants Gallery - Canvas Art Wall Decor - 24"x36"
Perfect piece for my succulent themed bathroom. Get lots of components!
I love this picture! I'm really impressed with the quality for the price.


text:
Le Parti pour le Sandžak (en serbe cyrillique :  ; en serbe latin :  ; en abrégé : SZS) est un parti politique serbe fondé en 2001. Il a son siège à Novi Pazar et est présidé par Fevzija Murić.

Il s'est donné comme mission la défense de la minorité bosniaque du Sandžak.

Historique

Activités électorales
Aux élections législatives du , le Parti pour le Sandžak (SZS) fait partie de la coalition « Ensemble pour la tolérance », un vaste rassemblement de 15 partis ou organisations emmené par Nenad Čanak de la Ligue des sociaux-démocrates de Voïvodine (LSV), József Kasza de l'Alliance des Magyars de Voïvodine (SVM) et Rasim Ljajić du Parti démocratique du Sandžak (SDP). L'alliance obtient  voix, soit 4,22 % des suffrages, ce qui ne lui permet pas d'obtenir de siège à l'Assemblée nationale de la République de Serbie.

Sur le plan local, le parti est représenté dans la région du Sandžak. À la suite des élections locales de 2012, il participe à la coalition de gouvernement dans la ville de Novi Pazar ; son président, Fevzija Murić, est maire adjoint de la ville

Programme

Organisation

Notes et références

Articles connexes
 Partis politiques de Serbie
 Politique en Serbie

Parti politique régionaliste en Serbie
Parti politique fondé en 2001


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A proposed Senate bill would establish a commission to craft a performance-based funding model for doling out state funding for higher education.
The days of doling out state funding for public higher education in Pennsylvania with little thought beyond looking at what the schools received one year and how much money is available to spend in the next may be nearing an end.
A proposal being circulated in the state Senate seeks to form an 11-member commission to craft a higher education funding formula that factors in the college and universities' performance on key measures.
Senate Appropriations Committee Chairman Pat Browne, R-Lehigh County, is authoring the proposed legislation along with Senate Education Committee Chairman Ryan Aument, R-Lancaster County. Both of them would be members of the commission along with their counterparts in the House.
Joining them on the commission would be two legislators appointed by each the House speaker and Senate president pro tempore, a legislator chosen by each of the House and Senate Democratic leaders, and the state education secretary.
Browne began circulating a memo to his Senate colleagues on Monday seeking support for the proposal. In it, he offers examples of factors that could be used as performance measures including affordability, graduation and retention rates, student debt, student financial aid, and job placement and wages, among others.
Browne and Senate Education Committee Chairman Ryan Aument, R-Lancaster County, previewed their desire to establish a commission with higher education leaders during the recent budget hearings.
Some institutions may get more than others and the schools will have to accept that for the formula to be successful, he said. That's why getting state policymakers and higher education leaders to agree on the factors used to drive out dollars is key.
What's more, Browne said it could lead to a bigger investment in higher education than the $1.8 billion that the state currently makes if lawmakers can see the money is being spent where it's needed.
"If there's more confidence in the model, there's more confidence in the money," Browne said.
Higher education leaders expressed an interest in working with the commission in crafting the formula.
Penn State President Eric Barron said he worked in Florida and Texas with performance funding models and voiced a willingness to help lawmakers identify a menu of possible performance measures to consider.
Pitt Chancellor Patrick Gallagher went so far as to applaud the state moving in this direction with its higher education funding.
Lawmakers created similar panels in recent years to create formulas for distributing new basic education funding as well as special education and school transportation dollars.
Browne's proposal gives the proposed higher education funding commission a year from the bill's enactment to come up with a recommended formula that would be subject to the General Assembly's approval.


We are looking for an intern!
Are you a feminist interested in digital rights? Have you been dreaming of doing more to fight gendered online abuse? Are you keen on developing your skills in a range of areas, from social media advocacy to research?
Then the Internet Democracy Project wants to hear from you! We are expanding our work on online abuse, and are looking for an intern to join our small team.
You will be involved in a campaign around a new website we are launching to fight online abuse, a new research study we are initiating, and the organisation of a related national meeting.
• You identify as a feminist.
• You are able to work independently or with minimal supervision and are flexible and highly organised.
Ideally you are based in Delhi or Bangalore, though, since we don't have an office, we will accept applications from anywhere in the country. Seeing that we don't have an office, you will also need a laptop and an Internet connection that you can use for work, and a space to work from.
To apply, please send us an email explain why you would be the perfect intern for us as well as a short cv and, if possible, a sample illustrating your research and/or communication skills, to Anja Kovacs (anja@internetdemocracy.in). We will start evaluating applications immediately and will do so until the position is filled. We would like the candidate to start as soon as possible.
The Internet Democracy Project is an initiative at Point of View.


text:
Ask Naughty Nonna
Current Issue: Volume 50, Issue 1
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Basement Medicine
Read our print edition… online!
Words of Wellness
Wiseman to go on paid leave after fall semester
Tom Benton, Editor-in-Chief|September 17, 2012
Policy 311.
JSC Humanities Professor Fred Wiseman will stop teaching classes at Johnson State College at the end of the fall 2012 semester, according to information released by JSC Dean of Administration Sharron Scott on Friday, Sept. 14.
Responding to a Basement Medicine request under Vermont's Public Records Law for release of documents pertaining to any severance agreement between the college and Wiseman, who has been at the center of a controversy involving allegations of sexual harassment, the College provided a copy of an agreement signed prior to the beginning of the fall semester.
Requests for three other documents filed at the same time, including the complete Policy 311 report delivered to President Murphy's office in May, were denied, citing permitted exemptions under the Public Records Law.
An official separation agreement between Wiseman, JSC, the VSC and the VSC Faculty Federation was dated Aug. 1 "as a resolution of the disciplinary process" related to Policy 311 complaints against Professor Wiseman.
According to the agreement, Wiseman will continue to teach full-time for the fall 2012 semester, during which he will be paid full salary, but he will no longer be the Humanities Department Chair. During this time, Wiseman "will be subject to all JSC and VSC academic standards in teaching, academic advising, scholarship, and service to College and community."
Wiseman will then be on paid leave during the spring 2013, fall 2013 and spring 2014 semesters, per the agreement, during which time he will receive half of the base pay salary he would have received for full-time service.
The agreement states Wiseman will retire at the conclusion of the 2013-2014 academic year.
Additionally, the agreement stipulates "The college will not impose any discipline on Professor Wiseman as a result of the Policy 311 complaints filed in the Spring 2012 semester. Professor Wiseman shall not retaliate in any way against any individual who initiated, investigated, cooperated with the investigation into, or deliberated on the Policy 311 complaints against him."
The agreement was signed by Wiseman, Murphy and VSC Vice President and General Counselor William J. Reedy.
In March 2012, then-JSC student Nicole Daigneault filed a formal complaint against Wiseman alleging a violation of the Vermont State Colleges' Policy 311, which among other things prohibits sexual harassment.
An official summary of those findings from the Office of the (JSC) President, provided by Daigneault's attorney, David Sleigh, noted, "While the investigators did not find that Ms. Daigneault's overall academic environment at the college was objectively intimidating, hostile or offensive, the Investigators arrived at the conclusion that harassment based on sex as a protected category occurred. Further, they concluded that there is ample evidence of 'Related Unprofessional Conduct.'"
In a subsequent letter from JSC President Barbara Murphy to Daigneault, also provided by Sleigh, a part-time instructor at Lyndon State College, Murphy said she "accepted" their findings, and that administrators would "initiate the next steps set forth in that Policy." (See https://www.basementmedicine.org/top-stories/2012/09/10/questions-surround-allegations-of-sexual-harassment/)
In an email interview with Basement Medicine last week, Wiseman said, "I cannot make any comments about the student who made a complaint against me. That could be construed as retaliation under governing College policies. I may, however,disclose that all allegations against me were investigated and I was not disciplined in any way. I expect that if I had acted in violation of College expectations, there would have been discipline."
In a letter to Basement Medicine accompanying the release of the August1 agreement, JSC Dean of Administration Sharron Scott noted that " For reasons that President Murphy has discussed, we will not be able to speak about the details of the agreement. However, President Murphy offers the following general statement on the way we approach such matters:
"As the President of Johnson, as an educator and as a person, I want to be clear that I have always taken allegations of harassment and unprofessional conduct, very, very seriously. That includes conducting a thorough, objective and fair investigation when an issue arises. What matters to us in terms of resolving any particular dispute is the result. My chief goal as President is to provide a safe campus and a safe teaching and learning environment for all students, faculty and staff, while minimizing the risk of undue disruption and conflict for the community."
Tom Benton, Editor-in-Chief
Tom Benton joined the Basement Medicine staff in spring 2011, assuming the position of editor-in-chief in spring 2012. He continues in that capacity...
Fried chicken with Julia, Taylor, and Stephen
O'Shea joins business dept.
The first-gen journey of Parwinder Grewal
Democrats dominate local house elections
New cafe opening soon in Johnson
Dorm to house Smugglers' Notch Employees
Research librarian hired
Whitmore named executive director of VTSU-Johnson campus
Library hours expanded
Tuition freeze/reductions should bring some relief
The student-run community news site of Northern Vermont University- Johnson


text:
Pope pens pastor of Argentine shrine dedicated to saint for the unborn
By Elise Ann Allen
|Senior Correspondent
(Credit: Pixabay.)
ROME – In a new letter sent to the pastor of an Argentine shrine dedicated to Saint Ramon Nonato, widely revered by locals as a patron of the unborn, Pope Francis said he tells newlyweds hoping to have children to put Nonato on the task.
In his letter, dated Aug. 6 and addressed to Father Rubén Ceraci, pastor of the Shine of Saint Ramon Nonato in Buenos Aires, Francis offered his "cordial greeting and my closeness" as the local community prepares for the Nonato's feast day, celebrated Aug. 31.
Recalling his time visiting the shrine while still archbishop of Buenos Aires, Francis said he remembered all "the blessings of mothers, of children, of married couples who are asking for a child" while attending festivities, calling the experience, "A true hymn for the life to come."
Now that he is in Rome, Francis said that when he meets newlyweds during his weekly general audiences who ask for a blessing or a prayer so that they can have children, "I tell them to pray to Saint Ramón Nonato."
If they are from Argentina, "I recommend that they pass by the shrine on the street of Cervantes," he said, referring to street on which the shrine is located. "As you can see, I have you present," he added.
The letter was posted to the shrine's Facebook page, which shows photos of Francis celebrating Mass there while still archbishop of Buenos Aires.
Invoked as the protector of unborn children, Nonato (according to tradition) was born in Catalonia in 1200 and got his name from his birth by Caesarean section, as his mother died while giving birth. His name was coined from the fact that he was, non-nato, the direct translation of which is "not born," or "unborn."
As the story goes, Nonato's mother collapsed after praying in front of an image of St. Nicolas of Bari for the intentions of her unborn son. The man who came to assist was Ramon Folch, the vice-count of Cardona, who had been hunting and who, upon seeing Nonato's mother fall and finding that she had died, cut Nonato from her womb and saved his life. Nonato was then named after Folch, who became his godfather.
Nonato spent his early childhood years tending sheep and praying in that same chapel near his home. He later entered the Mercedarian order in Barcelona, which at the time had the task of ransoming Christian captives from North African Moors. He was trained by the founder of the order, St. Peter Nolasco, and was ordained in 1222.
He later became the master general of the order, and spent his life fulfilling its goals, at times enduring captivity himself in place of other hostages. It is believed that he died Aug. 31, in 1240.
Tradition holds that once Nonato died, there was disagreement over where to bury his remains. To resolve the dispute, his body was place on a blind mule which, when let loose, went unguided to the small chapel where Nonato had prayed as a child.
He was buried there and was canonized by Pope Alexander VII in 1657. Given his roots, Nonato has become a prime intercessor for motherhood and commitment to the promotion of life at every stage.
Nonato's Aug. 31 feast is widely celebrated in Buenos Aires, and festivities at the shrine typically draw thousands. However, this year the events will be more modest, given restrictions in place due to the COVID-19 coronavirus.
In the lead up to the feast, the shrine will launch a novena beginning Saturday, Aug. 22, and concluding Sunday, Aug. 30, the day before Nonato's feast. The novena will be prayed at 7 p.m. local time and will include testimonies from pilgrims and the local community.
Mass will be celebrated Aug. 31 by the archbishop of Buenos Aires, Cardinal Mario Poli. Given current social distancing restrictions in place due to the coronavirus, the Mass will be livestreamed on the parish's social media channels for those who cannot attend but who wish to watch online.
The theme of this year's celebrations, which was voted on by the parish community, is "Together with Saint Raymond, we embrace hope."
In his letter, Pope Francis noted that the events surrounding Nonato's feast this year will be "somewhat atypical" given the COVID outbreak, but he said he is confident that despite the scaled-down festivities, "there will be abundant grace, peace, health, and fertility."
As he typically does, Francis closed the letter saying he is praying for the community at the shrine and asked for prayers in return.
Follow Elise Ann Allen on Twitter: @eliseannallen


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text:
Az óriásvöcsök (Podilymbus gigas) a vöcsökalakúak (Podicipediformes) rendjébe, ezen belül a vöcsökfélék (Podicipedidae) családjába tartozó faj volt. 1989-ben kihalt.

Életmódja és kihalásának folyamata jól ismert Anne LaBastille amerikai biológusnőnek köszönhetően, aki több mint 25 éven át tanulmányozta a fajt.

Előfordulása
Guatemalában, az 1700 méter feletti magasságban található Atitlan-tavon élt.

Megjelenése
Közeli rokonságban állt az Észak- és Dél-Amerika szerte általánosan elterjedt gyűrűscsőrű vöcsökkel. Megjelenése nagyon hasonlított arra, csak nagyjából kétszer akkora volt. A fajra a 46-50 centiméteres átlagos testhossz volt a jellemző.

Szaporodása
Fészekalja 4-5 fehér tojásból állt.

Kihalása
Mivel csak egyetlen hegyvidéki tóban élt, valószínűleg sosem voltak nagy állományai, ám egészen a 20. század közepéig egyáltalán nem volt ritka faj. Megritkulásának folyamata 1958-ban kezdődött, amikor a horgászturizmus fellendítése érdekében és a helyi fehérjeszükséglet fedezésének okán idegen halfajokat telepítettek a tóba. Ezek, ragadozók lévén, elfogyasztották a vöcsök táplálékát jelentő apró vízi szervezeteket, sőt a fiatal vöcskökre is veszélyt jelentettek. Emellett intenzíven irtották a tavat szegélyező nádast, a vöcskök szaporodó helyét is. 1983-ra már csak 32 egyedük élt, de aztán még tovább csökkent a számuk. 1989-re már csak kettő egyed maradt életben, de még ebben az évben ezek is eltűntek. Ekkortól számítják a fajt a kihalt élőlények közé.

Források

EUR-Lex - magyar neve

Podilymbus
Madárfajok
Guatemala kihalt madarai


text:
Q: Can't put column name into GetString I have got this code:
public void chyt_data()
    {
        try
        {

            SqlCommand novyprikaz = new SqlCommand("SELECT * FROM zajezd WHERE akce=" + currentrowstring, spojeni);
            spojeni.Open();
            SqlDataReader precti = novyprikaz.ExecuteReader();

            if (precti.Read())
            {

                zakce.Text = precti.GetString(0);
                zname.Text = precti.GetString(2);

         }

     }
     catch (Exception ex)
     {
         MessageBox.Show("Chybové hlášení2: " + ex.Message.ToString());
     }

     spojeni.Close();
   }

if i insert column name in it it like this:
    zakce.Text = precti.GetString("akce");

it wouldn't work.
May someone please help me solve this out ?
Thank you so much
it gives two errors:
1:Error 1   The best overloaded method match for 'System.Data.Common.DbDataReader.GetString(int)' has some invalid arguments
2: Error    2   Argument 1: cannot convert from 'string' to 'int'

A: You need the GetOrdinal function
zakce.Text = precti.GetString(precti.GetOrdinal("akce"));
zname.Text = precti.GetString(precti.GetOrdinal("name"));

A: For things like:
zakce.Text = precti.GetString("akce");

there are several options:
zakce.Text = (string)precti["akce"];

or if you aren't sure that it is a string:
zakce.Text = Convert.ToString(precti["akce"]);

or:
int idx = precti.GetOrdinal("akce");
zakce.Text = precti.GetString(idx);

A: SqlDataReader.GetString() method accepts only parameter with int type. So you have to pass column number instead of column name to get the value.
See MSDN for more info.

A: Do like this
  if (precti.Read())
        {

            zakce.Text = precti[0].ToString();
            zname.Text = precti[2].ToString();

        }


text:
package akkatemplate.messages;

import java.util.LinkedList;

public class GetLockReply {
    public final static int out_columns_num = 1;
    public final boolean got_lock;

    public GetLockReply(LinkedList<Object> values) {
        if (values.size() > 0)
            got_lock = ((Long) values.getFirst()) > 0;
        else
            got_lock = false;
    }
}


text:
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Souls Anime Summer 2019 Anime Movie Summer 2019 Level-5 Ni No Kuni Olm
Ni no Kuni, the new trailer and poster for the animated film
The official web site of Ni no Kuni, has released the new trailer and poster for the animated movie taken from the series of rpg games Ni no Kuni, Level 5, out in japanese cinemas on the 23rd of August next.In the top of the movie, accompanied by the notes of the song Moil of Keina Sweats; below is the...
Souls Level-5 Ni No Kuni
Ni no Kuni, the first teaser trailer of the film
Warner Bros. has released the first teaser trailer of the animated movie inspired by the videogame of the series, Ni no Kuni, Level-5, exit in the cinema of Japan this Summer:Yoshiyuki Momose (character designer de Legend of the Heroes of the Galaxy, storyboarder in the Rain of Memories and Pom Poko)...
Reviews Videogames Bandai Namco Dlc Frank The Fate Of A Kingdom Level-5 Ni No Kuni Ii
Ni No Kuni II: The Fate of a Kingdom – The Legendary the Book of the Sorcerer (DLC) | Review
That you have already played as me in Ni No Kuni: wrath of the white Witch or less, in addition to items such as the Abbecedabra and the strange rabbit, Frank (who has said: "Donnie Darko"?) traits from this wonderful weblog title Studio Ghibli, your gaming experience with The Legendary Book of the Magician...
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Ni no Kuni, announced the manga
The number 4 of the magazine Bessatsu Shonen Magazine published by Kodansha announced that the saga of the videogame Ni no Kuni, Level 5 will be an adaptation of the manga, the launch of which is scheduled for the 9th of April, on the number 5 of the monthly magazine.It will be edited by Ran Kuze (Tenshin...
Souls Level-5 Ni No Kuni Olm
Ni no Kuni, announced the film
In the course of a press conference dedicated to Warner Bros Japan has announced that the series of games Ni no Kuni, Level 5 will be an animated film scheduled for release in the course of the Summer.Yoshiyuki Momose (character designer de Legend of the Heroes of the Galaxy, storyboarder in the Rain...
Reviews Videogames Bandai Namco Dlc The Labyrinth Of The King Ghost Level-5 Ni No Kuni Ii Studio Ghibli
Ni No Kuni II: The Fate of a Kingdom – The Maze of the Sovereign Ghost (DLC) | Review
We enjoyed Ni No Kuni II: The Fate of a Kingdom will be happy to return to the magical world in which the game is set to take part in new challenges and grab the pieces of equipment of all respect. However, how varied is the gameplay of the title, also for this second DLC has chosen to move in the direction...
Videogames Bandai Namco Dlc The Fate Of A Kingdom The Labyrinth Of The King Ghost Level-5 Ni No Kuni Ii The Lair Of The Lost Lord
Ni No Kuni II: The Fate of a Kingdom, the release date of the DLC The Labyrinth of the king Ghost
Finally, the many fans of Ni No Kuni II: The Fate of a Kingdom will be able to enjoy the first of the DLC included in the Season Pass of the game (previously, it was already released another add-on content for FREE, the Adventure Pack, which you can find here our review). Already announced in the month...
Souls Eiga Yōkai Watch: Forever Friends Level-5 Nintendo In The Manga Yo-Kai Watch
Yo-kai Watch: new trailer and teaser video of the new movie Forever Friends
The videos reveal a preview of the theme song of the movie "Daisuki Datta" (I Loved You) by Tohoshinki. Here is the teaser video no. 2:and the trailer no. 2:The film debuts in Japan on December 14.The tagline on the image below says: "I Thought that we were always together."The film tells the story of...
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Yo-kai Watch Medal Wars: the new mobile game from Level 5
The new role-playing game franchise Yo-kai will present an original story and will be included in the game in-game purchases.Netmarble Monsters, a subsidiary of Netmarble, is developing the game. The story of the game revolves around the "Medal Oja". Players will be able to customize their avatars to...
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Inazuma Eleven: announced the new anime Orion no Kokuin
The title of the new series Inazuma Eleven: Orion no Kokuin (Inazuma Eleven: The seal of Orion). The anime will premiere in October and will be aired on Friday at 17:55 on TV Tokyo and its affiliates.The new series will focus on a team consisting of various characters of the series Inazuma Eleven. The...
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Ni No Kuni II: The Fate of a Kingdom – Adventure Pack (FREE DLC) | Review
The world of Ni No Kuni is again in danger, and it will be up once again to the young king Evan thwart this latest threat, which threatens to put an end to the world itself.This Adventure Pack is really full, especially if you take into consideration that has been deployed, unexpectedly, totally free...
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After Ni No Kuni 2, Level-5 make games for Nintendo Switch, one in 2018
The article After Ni No Kuni 2, Level-5 make games for Nintendo Switch, one in 2018 comes from Optimagazine - webzine of Optima Italy.
Anime Kaze Layton''s Mystery Journey: Katrielle And The Conspiracy Of Millionaires Level-5 Nintendo Professor Layton
Professor Layton: the second promo of the anime dedicated to Kat
In the video, Katrielle introduces the story and the main characters. The video also features the opening song of Kana Adachi "Change!".The anime will premiere on April 8 and will air every Sunday at 8:30 on Fuji TV and other channels.The anime will be based on the game of Level 5 LAYTON''S MYSTERY JOURNEY:...
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Professor Layton: the first promo video of the anime dedicated to Kat
The anime television show inspired by the franchise of Professor Layton has released a first promotional video of the anime. The video reveals the premiere, scheduled for April 8 on Fuji TV and other channels. The anime will air every Sunday at 8:30.The site has also revealed a visual for the character...
Professor Layton: all the details on anime dedicated to Kat
The site has also revealed the first broadcast, scheduled for April: the anime will premiere on Fuji TV and will air on Sunday at 8:30:Kana Hanazawa (Beautiful Lynn Infini-T Force) will give you the item to Katrielle (Kasumi Arimura has voiced the character in the game). Juurouta Kosugi give voice to...


text:
package io.reactivecqrs.core.saga

import io.reactivecqrs.api.id.UserId

object SagaPhase {
  def byName(name: String) = name match {
    case CONTINUES.name => CONTINUES
    case REVERTING.name => REVERTING
    case ERROR.name => ERROR
  }
}
abstract class SagaPhase(val name: String)
case object CONTINUES extends SagaPhase("continues")
case object REVERTING extends SagaPhase("reverting")
case object ERROR extends SagaPhase("error")

trait SagaInternalOrder {
  val userId: UserId
}

trait SagaOrder extends SagaInternalOrder

trait SagaResponse
case class SagaFailureResponse(exceptions: List[String]) extends SagaResponse

sealed trait SagaHandlingStatus

case class SagaContinues(order: SagaInternalOrder) extends SagaHandlingStatus

case class SagaSucceded(response: SagaResponse) extends SagaHandlingStatus

case class SagaFailed(response: SagaResponse) extends SagaHandlingStatus

sealed trait SagaRevertHandlingStatus

case class SagaRevertContinues(order: SagaInternalOrder) extends SagaRevertHandlingStatus

case object SagaRevertSucceded extends SagaRevertHandlingStatus

case class SagaRevertFailed(exceptions: List[String]) extends SagaRevertHandlingStatus


In this free printable agreement, the secured party concerning a debt releases and discharges any lien created by the security deposit or interest of the lender. Personal information and signatures can be filled out by both parties.
The undersigned Secured Party does hereby release and discharge any lien created by the security interest of the aforementioned Debtor.
This document completely releases any financial obligations or security interest granted.