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Steve Hebert's Development Blog

Steve's Blog - From .Net to dotMath and everything in between.

August 2006 - Posts

  • Fun with O/R Mappers and the XNA Game Studio Express Beta

    I've been running through a couple of O/R Mappers to understand different features that are available- thanks to Paul Wilson's site for pointing out other O/R Mappers worth looking at.  So far, I've been impressed with both NHibernate and WilsonOR.  NHibernate seems to have the most databases supported - or least one that I'm interested in (Sybase). On the downside, it looks like NHibernate specifically does not work with byte arrays used as Ident fields (don't ask me, it's legacy).  I say specifically, because from what I can see in the source, they are throwing an exception in this particular case.

    The WilsonORHelper is great for getting off the ground quickly - I had my entire database in memory in less than an hour.  64 bit .Net, here I come!  I need to crack open CodeSmith to check out the CodeGen for these tools.

    My next stop is figuring out if I can persist the objects to a secondary process for the actual, physical database writing process.  These could be persisted through a message queue as one example. The threading issues that must be resolved to guarantee the  appropriate chronological writing pattern along with the Unit of Work pattern breakout is the more difficult problem to solve.

    I also got my XNA Game Studio Express Beta invitation today.  I downloaded the toolkit and I'll probably install it this weekend. Things are busy right now to be coding games, but I'll hopefully have some time on a business trip next week.   I'll blog more as I play around with it.

     

     

     

  • The danger of drop-dead dates and iterative cycles

    This problem is pretty typical of drop-dead dates, but it's even more blazingly obvious when pushing new software on a regular basis.

    Drop-dead dates are a huge invitation to Parkinson's Law - they always become delivery dates.

    This may seem obvious, but when running interative cycles/FDD, the problem is magnified. 

    Regardless of the people who are delivering, drop-dead dates will ultimately become the defacto ship date for dependent features - especially from dependencies that are external to your group. When one group is responsible for multiple upstream features, this may be a good idea on a per-release basis but always be aware of the precedent being set. 

    Whenever you establish new drop-dead dates, ignore past performance of the external groups.  Their schedule should always be considered fluid, especially when they are asked to service anyone but you.

    A great rule of thumb is to never establish them beyond a feature-by-feature basis regardless of how mundane the external feature is.  Go to painstaking lengths whenever establishing a drop-dead date to explain the circustances around it.

  • C#, Xbox 360 and XNA Game Studio Express

    With Microsoft releasing a  Game Developer Kit for the 360 called XNA Game Studio Express, I'm really looking forward to this. Unfortunately, it won't be publicly available until the holiday season.

    I'd love to put those 3 processor cores to work and try out the connectivity options - and interested in the feature set they expose.  I also have two games I'd love to convert (one that I wrote 6 years ago in VB to say I did it).

    I just signed up for the beta that's being released at the end of the month.  This looks like fun!





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