пятница, 30 марта 2012 г.

Rubber Duck Problem Solving


Bob pointed into a corner of the office. "Over there," he said, "is a duck. I want you to ask that duck your question."
I looked at the duck. It was, in fact, stuffed, and very dead. Even if it had not been dead, it probably would not have been a good source of design information. I looked at Bob. Bob was dead serious. He was also my superior, and I wanted to keep my job.
I awkwardly went to stand next to the duck and bent my head, as if in prayer, to commune with this duck. "What," Bob demanded, "are you doing?"
"I'm asking my question of the duck," I said.
One of Bob's superintendants was in his office. He was grinning like a bastard around his toothpick. "Andy," he said, "I don't want you to pray to the duck. I want you to ask the duck your question."
I licked my lips. "Out loud?" I said.
"Out loud," Bob said firmly.
I cleared my throat. "Duck," I began.
"Its name is Bob Junior," Bob's superintendant supplied. I shot him a dirty look.
"Duck," I continued, "I want to know, when you use a clevis hanger, what keeps the sprinkler pipe from jumping out of the clevis when the head discharges, causing the pipe to..."
In the middle of asking the duck my question, the answer hit me. The clevis hanger is suspended from the structure above by a length of all-thread rod. If the pipe-fitter cuts the all-thread rod such that it butts up against the top of the pipe, it essentially will hold the pipe in the hanger and keep it from bucking.
I turned to look at Bob. Bob was nodding. "You know, don't you," he said.
"You run the all-thread rod to the top of the pipe," I said.
"That's right," said Bob. "Next time you have a question, I want you to come in here and ask the duck, not me. Ask it out loud. If you still don't know the answer, then you can ask me."
"Okay," I said, and got back to work.


Src: http://www.codinghorror.com/blog/2012/03/rubber-duck-problem-solving.html

четверг, 22 марта 2012 г.

среда, 21 марта 2012 г.

Tenderizer project goes to indiecity.com and kongregate.com

Сегодня наш проект таки был заапрувлен на indiecity.com
http://store.indiecity.com/game/Tenderizer
Версия без клиента:
http://www.kongregate.com/games/VitaliiV/tenderizer

вторник, 21 февраля 2012 г.

Unity. Multiply windows


In the "Shortcut" tab under the Target section it will read "C:\Program Files (x86)\Unity\Editor\Unity.exe".
  You will want to change that to "C:\Program Files (x86)\Unity\Editor\Unity.exe" -projectPath

воскресенье, 12 февраля 2012 г.

О завтраках

Нашел полезную статью: http://korrespondent.net/tech/health/1315644-vedesh-aktivnyj-obraz-zhizni-zavtrakaj
В начале - много о полезности правильных завтраков. В конце - 2 абзаца по теме, которые себе и запишу.

пятница, 3 февраля 2012 г.

SxS hell

Spend a day on solving this problem. Now it's solved, but i'm not satisfied, actually.
http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/f06768b8-85a0-456d-9ae3-42baa71a23e7

среда, 1 февраля 2012 г.

Unity script compilation stages


1. All scripts in "Standard Assets", "Pro Standard Assets" or "Plugins" are compiled first.
Scripts in one of these folders can't directly access scripts outside these folders.
It is not possible to reference the class or its variables directly, but it is possible to communicate with them usingGameObject.SendMessage.
2. All scripts in "Standard Assets/Editor", "Pro Standard Assets/Editor" or "Plugins/Editor" are compiled next.
If you want to use the UnityEditor namespace you have to place your scripts in these folders. For example to add menu items or write custom wizards you have to place your scripts in those folders.
These scripts can access scripts from the previous group.
3. All other scripts outside "Editor" are compiled next.
All scripts that are not in the folders above or in "Editor" are compiled next.
All scripts that are compiled in this step have access to all scripts in the first group ("Standard Assets", "Pro Standard Assets" or "Plugins"). This allows you to let different scripting languages interoperate. For example, if you want to create a Javascript that uses a C# script: place the C# script in the "Standard Assets" folder and the Javascript outside of the "Standard Assets" folder. The Javascript can now reference the C# script directly.
Scripts that are placed in the first group, will take longer to compile, since when they are compiled the third group needs to be recompiled too. Thus if you want to reduce compile times, put scripts that seldom change into group 1 and scripts that change a lot into group 3.
4. All scripts in "Editor" are compiled last.
If you want to use the UnityEditor namespace you have to place your scripts in these folders. For example to add menu items or write custom wizards you have to place your scripts in those folders.
These scripts can access all scripts in all previous groups.