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On a recent project, with roughly 6,000 hours of development, a little over 1,000 hours has gone towards "debugging"/"fixes"... does this sound to be acceptable, high or low??
I also understand that this is a rather dynamic question, while also requesting a rather simply answer, however, I'm just looking for a rough estimate/average based on past project experiences : )
Grateful for any and all input~!!
Pressman (2000) gives 30-40% as the total amount of project time for integration, testing an debugging, so your figures look a little low - but it depends on how you calculate it!
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I have a question in my exam that I don't know how to answer it:
Consider that you have a machine for personal use and you are developing various programs. Before going to lunch you want to leave five large programs to compile. In this scenario justifies what / which of the following scheduling algorithms would select: First Come First Served, Shortest Job First, Round Robin or Priority scheduling.
I'd honestly chose Shortest Job First for the simple reason that when I come back from lunch I want to have as many programs available to debug and test as possible.
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I was just wondering- is there an automated way that the "report abuse" (for profane or inappropriate posts) feature works for a large website like, say, Amazon? Is it just a simple game of numbers (e.g. 100 ppl report the link so it should be taken down) or something more sophisticated?
It is a link on a website that the website-owner implemented? I don't think there is a some sort of top-down regulated method of implementing this, everyone does it's own thing. Some will be 'just simple numbers', some will be more sophisticated.
SO does both I guess: the more flags, the more a problem (spam for instance) gets attention of people who can lock, and flags of some users way heavier then others...
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I've been developing a text-based PHP/MySQL RPG Game Engine since early December last year, and have been wondering how much time is spent by others, either professionals or hobbyists, on making the underlying foundation of the game (its engine) - NOT its content, but just the engine.
With regards to the complexity of the game engine, it is about as complex as KOL's or Earth 2025 or Torn.
If anyone would like to answer, I'd appreciate it if you told me how much time was spent (in months, work-hours, any criteria you can afford to give) and how many were working on it. Any additional details would be nice, too!
Thanks in advance!
As a hobby it took me maybe 6 months to finish a game engine, definitely a lot of it was research for best things to do. But maybe no more than 10 - 15 hours a week (before starting I did already have experience with game development in another language) and I definitely had help every now and then from some friends. I would guess it would take less time if you put more time into it and if you have more experience, but this is what it was for me :) Hope that helps.
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In your experience, what phase of software development takes the most time? That is besides maintenance, of course. And which phase takes the second most time? Which methodology do you use?
The final 20% always takes the longest - roughly 80% of the total time of the project.
I don't think there is any methodology that will change this. As a project begins to take its final form and is demoed its always easier for clients to think of new ideas and improvements. I think the best way to handle it is to keep open communication with the client, be open to change suggestions, but make sure they are aware that their changes will increase the development cost.
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I am writing a server for playing the great diplomacy game online. Does anyone know an algorithm for the judge, that will calculate all moves/supports/convoys on the map at the end at each round?
For implementing the protocol I use twisted, for db-access django
Yes. DPjudge Adjudication Algorithm. Also see the DPJudge FAQ answer to the question about convoy paradoxes.
A check the njudge page that links to source code.
You might also want to look into the DAIDE project. They have a full comm protocol for create dip bot players against special servers. It's not open source (unfortunately) but there is a small community who use it to play real-time Dip games when 7 humans aren't available to play.