AS3 action listener unresponsive - actionscript

In a mini game I made, I wanted to add a simple restart level button. All goes well during the first run of the game, but after hitting the restart button (which essentially just unpauses it by flipping a few booleans and such) the action listener to move the character in the game isn't responding. I put a trace() of a boolean switch for the action before and after hitting reset, and prior the value is correctly being displayed, but after the value is not.
Any ideas? I know I'm probably going to be asked to post my code, but it's quite long and unorganized, so I'm curious if there is a known issue relating to this.
Thanks.

If this action listener is tied to your resetting the game, my first guess is that your game is not loosely coupled, in which case the answer is no, there are no known related issues apart from the fact you're probably experiencing problems due to a bad structure.
If you admit that the code is long and unorganized, you may just have defined the place you need to start from.
It would probably be worth your while to look at the game structure and do some refactoring.
For instance , your game character, should be fairly independent from the rest of the game's code. You should almost be able to take it and import it in another game if you wanted.
Look into OOP, and see how by separating concerns and reducing dependencies, your game will be easier to debug, upgrade and improve.
That's about as much as I can say without looking at any code!

Related

Recommendation for Filter slider [iOS]

I would like to achieve something like this:
This image comes from this app.
My question is, should I rely on something like this, do it by own, or even if there is some other 3rd pary libary, that I am not aware of, that could be recommended.
I am trying to get more of an opinion, than an actually technical question.
My suggestion is:
go with the github class you linked;
check your UI concept in your running app;
if the UI works well, then either stick with that given implementation, or improve it or look for another one, or build your own.
I think the most important point, when dealing with UI, is (2): you need as soon as possible to be able to test your UI design. Possibly including other people's feedback.
The github control will do wonders to that aim. Then you can also judge better if it is fit for you you or you want something different.
You might even discover that the UI concept is not good for your app, once you see it running, and you will have saved a bunch of time.
I'd build my own. It's pretty simple: overriding touch events and moving "indicator" view frame in TouchesMoved selector.

Explicit opposite of UIViewAnimationOptionOverrideInheritedDuration?

just writing some iOS code. Getting rid of those dusty old non-block-based animations, and I've come across a bit of an annoyance. Hopefully it's just me running into my second left foot again.
Here's the scoop:
The default behavior for an animation block enclosed within another animation block is for the inner block to inherit the outer block's duration. I haven't pushed that assumption around too hard, but I'm willing to accept the apple docs at their word on that one. BUT, those same docs also say that we shouldn't depend upon that inheritance always working the same way in the future, and that furthermore, in the future, we might have to explicitly pass a flag to ensure that it does so.
So, my thought was, "surely there's a flag I can pass right now that will provide some future proofing." But I'll but durned if I've been able to find it.
Have any of you heard of something that's explicitly the opposite of UIViewAnimationOptionOverrideInheritedDuration?
...a UIViewAnimationOptionInheritDuration, perhaps?
If you find one, lmk! It'll set my nerves at ease to have that in there.
Given that there's no flag for that behavior right now, it's very likely that if this change is ever made, it will only apply to applications compiled after the change is introduced. In other words, existing apps will behave as they do right now, and you'll only have to change your code if you need to rebuild your application.

How do you convince your manager that your project needs a huge refactoring? [closed]

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I have joined a rails project as a contractor. The project has been going for more than a year. The code is written by about 10 different developers and most of them are contractors as well. They have different code style. Some of them came from Java. The code has horrible scores with metric_fu. Many functions are very long (100 - 300 lines). Some functions have insane amount of logical branches, loops, and recursions. Each request generates a ton of sql queries. Performance is very bad. Many obsolete code that are never used but never got the chance to be cleaned up. The core architecture is plain wrong or over engineered. Code coverage is only about 25%. Views and partials are chaotic and terrible to read and understand.
The manager is in a position trying to satisfy the CEO by continuously adding new features, however newer features are increasingly hard to get implemented correctly without breaking something else. He knows the code is bad, but doesn't want to put too much effort in fixing them as refactoring will take too long.
As a contractor / developer, what is a good way to clear this situation and convenience the Manager or CEO to partition some time for refactoring?
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In my limited experiance:
It's impossible to convince a manager that it's necessary to set aside time to refactor. You can make him aware of it, and reinforce the point every time that you run into an issue because of bad code. Then just move on. Hopefully your boss will figure it out.
It's quite common to get in on a running project and think "this is total junk". Give it some time. You might begin to see a pattern in the madness.
I've been in similar situation. There are basically only two options:
You get some relaxed time and you may be granted time to refactor something
Due to the bad code further development of some component comes to a stall. You can't proceed to add anything because every little change causes everything else to stop functioning. In this emergency case you will get a "go" with refactoring.
I have just answered in some other question, my horror story:
https://stackoverflow.com/questions/1333077/dirty-coding-tricks-to-deliver-project-on-time/1333095#1333095
I have worked on a project where dirty tricks were the main driving principle of the development. Needlees to say, after some time these tricks have started to conflict with each other. In one analytics component, we had to implement the other very dirty trick - to hide away those calculated values which due to the conflicting tricks were not calculated properly. Afterward, the second level tricks started to conflict and we had to create tricks to deal with those. Ever since, even the mentioning of this component makes me feel horror that I may have to work on it again.
It's exactly the second situation where refactoring is the only way out.
In general, many managers without a technical background (actually, those who come from bad programmers as well) neither care nor understand the value of quality code and good architecture. You can't make them listen until something interrupts their plans, like a blow of "non-implementable" features, increasing and reoccurring bugs, customer requests that cannot be satisfied and so on. Only then understanding of the code problems may come for the first time. Usually, it's too late by then.
Refactoring code that sucks is part of coding, so you don't need to get anybody's approval unless your manager is watching your code and or hours VERY closely. The time I save refactoring today is time that I don't have to bill doing mad tricks to get normal code to work tomorrow (so it works out, in the end).
Busting up methods into smaller methods and deleting methods that are not used is part of your job. Reducing DB calls, in code that you call, is also necessary so that your code doesn't suck. Again, not really refactoring, just normal coding.
Convincing your manager depends on other factors, including (but not limited to) their willingness to be convinced, and your ability to convince.
Anyway, what is massive refactoring in RoR? Even if the "core architecture is just plain wrong," it can usually be straightened out a bit at a time. Make sure you break it into chunks /use branches so you don't break anything while you're busy fixing.
If this is impossible, then you come back to the social question of how to convince your manager. That's a simple question of figuring out what his/her buttons are, and pushing them without getting fired nor arrested. Shaming, withholding food, giving prizes, being a friend, anonymous kidnapping threats where you step in and save the day... It's pretty simple, really: creativity is the key!
Everyone is missing a point here:
Refactoring is part of the software development life cycle.
this is not only a RoR or any specific project but any other software development project.
If somehow you could convince your PM why it is important to refactor the existing code base before adding any new feature, you're done. You should clearly tell your PM that any further addition of new feature without any refactoring will take more time than required. And even if the feature is added, somehow, bug resolving sessions will take even more time since the code is very bloat and unmaintainable.
I really don't understand why people forget the principle of optimise later. Optimising later also includes refactor later IMHO.
One more thing, when taking design decisions, you should tell the consequences, good or bad, to your PM very very clearly.
You can create a different branch(I assume you are using git) for refactoring and start adding new feature in some other branch if your PM insist on adding new feature along with refactoring.
A tricky one, i have recently worked in such a company... they were always pushing for new things, again they knew it was bad, but no matter how hard I pushed it - i even got external consultants in to verify my findings - they seen it as a waste of time.
Eventually they seen the light... it only took multiple server crashes and at one point almost a full 8 days of no website to convince them.
Even at that they insisted it 'must' be the hosting service.
The key is to try and quantify how long their site will last before it crunches, and get some external verification to back you up - 'they' always trust outsiders who know nothing about your app! Also, try - if you can - to give a plan that involves gradual replacement at worst, and a plan for how long it would take to do that way. Also a plan for if 1 or 2 bodies were working on a complete rewrite hwo long it might take - but be realistic too or it will bit you in the bum! If you go that route (which is what we done) you can still have some work on the existing site as long as you incorporate it into the new.
I would suggest that you put focus on things that they can see for themselves, that is, they will surely notice that the application is slow in some functionalities, so pick up one of them and say something like "I can reduce the waiting time here, can I take some time to improve this specific thing?" (more well said, but you got the point :P).
Also consider that 10 developers before you did not refactor the code base, this may mean that it is a monstruos task, likely to make the situation worse, in this situation if something will go wrong after the refactoring it will be your fault if the program does not work properly anymore.
Just a though, but worth considering.
I'd take one small chunk of application and refactored and optimized it 'till it shines (and I'd do it in my personal time in order not to annoy my manager). Then you'll be able to show your manager/CEO the good results of refactoring and SQL optimizations.
If there is a need to refactor then the code will speak for itself. Minor refactoring can continue in during development. If you cant convince the manager then probably you should rethink if its necessary at all.
However if it is absolutely necessary then constructing metrics of development activities and the benefits should convince the manager.
I think one of options would be to highlight to the manager how re-factoring the code base now will save time (i.e. money) in the long-run. If the project is expecting to be running long term then making the changes now will clearly save you and other developers time in the future.
Best to use an example of a feature you've worked on estimating how long it would have taken if you had the cleaner code to work from in the first place. Good luck!
I am in same position right now, but with an agreement with the manager that, when the new feature should be implemented in some existing module to re-factor the module too (if it needs re-factoring), we are struggling now with the code created 4-5 years ago and definitely I find out that the re-factoring someone else s code is not trivial nor amusing to do, but very very helpful for the future re-use.

How Long Do You Keep Your Code?

I took a data structures class in C++ last year, and consequently implemented all the major data structures in templated code. I saved it all on a flash drive because I have a feeling that at some point in my life, I'll use it again. I imagine something I end up programming will need a B-Tree, or is that just delusional? How long do you typically save the code you write for possible reuse?
Forever (or as close as I can get). That's the whole point of a source control system.
-1 to saving everything that's ever produced. I liken that to a proud parent saving every single used nappy ever to grace the cheeks of their little nipper. It's shitty and the world doesn't benefit from it's existence.
How many people here go past the first page in google on a regular basis? Having so much crap around only seems to make it difficult to find anything useful.
+1 to keeping code forever. In this day and age, there's just no reason to delete data which could possibly be of value in the future. Even if you don't use the B-Tree as a useful structure, you may want to look at the code to see how you did something. Or even better, you may wish to come back to the code someday for instructional purposes. You'll never know when you might want to look at that one particular sniblet of code that accomplished a task in a certain way.
If I use it, it gets stuck in a Bazaar repository and uploaded to Launchpad. If it's a little side project that pitters out, I usually move it to a junk/ subdirectory.
I'll use it again. I imagine something I end up programming will need a B-Tree, or is that just delusional?
Something you write will need a B-tree, but you'll be able to use a library for it because the real world values working solutions over extra code.
I keep backups of all of my code for as long as possible. The important things are backed up on my web server and external hdd. You can always delete things later, but if you think you might find a use for it, why not keep it?
I still have (some) code I wrote as far back as college, and that would be 18 years ago :-). As is often the case, it is better to have it and never want it, than to want it and not have it.
Source control, keep it offsite and keep it for life! You'll never have to worry about it.
I have code from many, many years ago. In fact, I think I still have my first php script. If nothing else, it's a good way to see how much you have changed over time.
I agree with the other posters. I've kept my code from school in a personal source code repository. What harm does hanging on to it really do?
I would just put it on a disk for historical sake. Use the
Standard Template Library - one mistake people make is assuming that thier implementation of moderate to complex data structures are the best. I can't tell you how many times I have found a bug in a home grown B-tree implementation.
Keep everything! You never know when it will save you some work. About a year ago I needed some c code to parse an expression, tokenize it for storage, and evaluate the results latter. Ugly little piece of code.. But is seemed familiar, as it should have- I had to do a post-fix evaluator in college (30 years ago)- and still had the code. Admittedly it needed a little clean-up, but saved me a couple of days of work.
I implemented a red black tree in Java while in in college. I have always wanted to find that code again and cannot.
Now I do not have the time to recreate it from scratch since I have three kids and do not develop in Java.
I now keep everything so that I can relearn much faster. I also find it fascinating to see how I did something 1, 5, 10 years ago. It makes me feel good because I either did it right or I am better now and would do it differently
If I ever go back to college to give a lecture to future students it in on the list of things to do:
Save everything...
I'm a code packrat, for better or worse, but I guard it, because sometimes it's client-confidential.
On occasion, this has been really useful, like if a client lost their stuff, or their documentation.
I lost a lot of old code (from 10 years ago) because of computer failure that wasn't backed up but in fact I do not really care because I do not really want to see code that is programmed in very old language. Most of this code was written in VB5...
I agree that now it's easy to keep everything but I think sometime it's good to clean up our backup/computer storage because it's like in the real world, we do not need to keep everything forever.
Forever is the beauty of the electronic medium. That's one of the most attractive aspects for me.
But, the keeping of it depends on your coding style, and what you do with it.
I'd suggest tossing your code if you're the type that...
Never looks back.
Would rather re-write from your memory to improve your craft.
Isn't very organized.
Is bothered by latent storage to no end.
Likes to live on the edge.
Worships efficiency of memory.
Logical reasons for tossing could would be...
It bothers you.
It disrupts your workflow by getting in your way.
You're ashamed of it.
It confuses you and distracts you.
Like anything that takes up physical space in life, it's value is weighed against it's usefulness.
All my code is kept indefinitely, with plans to return to it at some point, reflect, and refactor. I do that because it's fun to see my progress, and provides very accessible learning experiences. Furthermore, the incorporation of all my code into a consolidated framework is something I work towards all the time.
Forever...
Good code never dies. ;)
I don't own most of the code I develop: my employer does. So I don't keep that code (my employer does - or should).
Since I discovered computing, I wrote code for devices that no longer exist in languages that are no longer worth. Maybe there is some emulator but keeping that code and running it would be nostalgia.
You can find B-tree information (and many other subjects) on Wikipedia (and many other places). There is no need to keep that code.
In the end I keep only code that I own and maintain.

What is the difference between a bug and a change request in MSF for CMMI?

I'm currently evaluating the MSF for CMMI process template under TFS for use on my development team, and I'm having trouble understanding the need for separate bug and change request work item types.
I understand that it is beneficial to be able to differentiate between bugs (errors) and change requests (changing requirements) when generating reports.
In our current system, however, we only have a single type of change request and just use a field to indicate whether it is a bug, requirement change, etc (this field can be used to build report queries).
What are the benefits of having a separate workflow for bugs?
I'm also confused by the fact that developers can submit work against a bug or a change request, I thought the intended workflow was for bugs to generate change requests which are what the developer references when making changes.
#Luke
I don't disagree with you, but this difference is typically the explanation given for why there is two different processes available for handling the two types of issues.
I'd say that if the color of the home page was originally designed to be red, and for some reason it is blue, that's easily a quick fix and doesn't need to involve many people or man-hours to do the change. Just check out the file, change the color, check it back in and update the bug.
However, if the color of the home page was designed to be red, and is red, but someone thinks it needs to be blue, that is, to me anyway, a different type of change. For instance, have someone thought about the impact this might have on other parts of the page, like images and logos overlaying the blue background? Could there be borders of things that looks bad? Link underlining is blue, will that show up?
As an example, I am red/green color blind, changing the color of something is, for me, not something I take lightly. There are enough webpages on the web that gives me problems. Just to make a point that even the most trivial change can be nontrivial if you consider everything.
The actual end implementation change is probably much of the same, but to me a change request is a different beast, precisely because it needs to be thought about more to make sure it will work as expected.
A bug, however, is that someone said this is how we're going to do it and then someone did it differently.
A change request is more like but we need to consider this other thing as well... hmm....
There are exceptions of course, but let me take your examples apart.
If the server was designed to handle more than 300,000,000,000 pageviews, then yes, it is a bug that it doesn't. But designing a server to handle that many pageviews is more than just saying our server should handle 300,000,000,000 pageviews, it should contain a very detailed specification for how it can do that, right down to processing time guarantees and disk access average times. If the code is then implemented exactly as designed, and unable to perform as expected, then the question becomes: did we design it incorrectly or did we implement it incorrectly?.
I agree that in this case, wether it is to be considered a design flaw or a implementation flaw depends on the actual reason for why it fails to live up to expectations. For instance, if someone assumed disks were 100x times as fast as they actually are, and this is deemed to be the reason for why the server fails to perform as expected, I'd say this is a design bug, and someone needs to redesign. If the original requirement of that many pageviews is still to be held, a major redesign with more in-memory data and similar might have to be undertaken.
However, if someone has just failed to take into account how raid disks operate and how to correctly benefit from striped media, that's a bug and might not need that big of a change to fix.
Again, there will of course be exceptions.
In any case, the original difference I stated is the one I have found to be true in most cases.
Keep in mind that a part of a Work Item Type definition for TFS is the definition of it's "Workflow" meaning the states the work item can be and the transitions between the states. This can be secured by security role.
So - generally speaking - a "Change Request" would be initiated and approved by someone relatively high up in an organization (someone with "Sponsorship" rights related to spending the resources to make a (possibly very large) change to the system. Ultimately this person would be the one to approve that the change was made successfully.
For a "Bug" however, ANY user of the application should be able to initiate a Bug.
At an organization I implemented TFS at, only Department Heads can be the originators of a "Change Request" - but "Bugs" were created from "Help Desk" tickets (not automated, just through process...)
Generally, though I can't speak for CMM, change requests and bugs are handled and considered differently because they typically refer to different pieces of your application lifecycle.
A bug is a defect in your program implementation. For instance, if you design your program to be able to add two numbers and give the user the sum, a defect would be that it does not handle negative numbers correctly, and thus a bug.
A change request is when you have a design defect. For instance, you might have specifically said that your program should not handle negative numbers. A change request is then filed in order to redesign and thus reimplement that part. The design defect might not be intentional, but could easily be because you just didn't consider that part when you originally designed your program, or new cases that didn't exist at the time when the original design was created have been invented or discovered since.
In other words, a program might operate exactly as designed, but need to be changed. This is a change request.
Typically, fixing a bug is considered a much cheaper action than executing a change request, as the bug was never intended to be part of your program. The design, however, was.
And thus a different workflow might be necessary to handle the two different scenarios. For instance, you might have a different way of confirming and filing bugs than you have for change requests, which might require more work to lay out the consequences of the change.
A bug is something that is broken in a requirement which has already been approved for implementation.
A change request needs to go through a cycle in which the impact and effort has to be estimated for that change, and then it has to be approved for implementation before work on it can begin.
The two are fundamentally different under CMM.
Is my assumption incorrect then that change requests should be generated from bugs? I'm confused because I don't think all bugs should be automatically approved for implementation -- they may be trivial and at least in our case will go through the same review process as a change request before being assigned to a developer.
Implementation always comes from requirement. It may be from product manager, it may be from some of you random thought. It may be documented, it may be from some conversation. In the end of the day, even something as simple as a := a + 1, the "real" implementation would be based on compiler, linker, CPU, etc. which depends on the physical law of real life.
A bug is something that is implemented against the ORIGINAL requirement. Other than that, it is a change request.
If the requirement is changed and the implementation need to be changed as well, it's a change request.
If the dependency has been changed, for example web browser stopped supporting some tags and you need to make some change, it's a change request.
In real word, anything that is not properly documented should be treated as change request. Product manager forgot to put something in the story? Sorry, that's a change request.
All change requests should be properly estimated and pointed. Developers get paid for making change requests, not for making bugs and fixing those made by them.

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