I think I’ve been as productive as I’m likely to be with the bug fixing for the short term. I’m not asserting that there are no more bugs in my sword, nor am I saying there are no more improvements that can be made, rather I’m observing that sometimes the best way to tackle a difficult problem is to take a step back. Research in cognitive psychology has repeatedly demonstrated that sometimes you need to let the less consciously active parts of the brain munch away at a problem “in the background”, and I’m only to happy to switch to that mode now, since I’m kind of “wrapped around the axle” at the moment.
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Recently I’ve noticed an increasing trend among my in-world friends and some others in the C:SI community, and although practically nobody reads this blog I do feel like it’s important to make a somewhat public statement about it.
There have been several people who have recently made comments to the effect that the other C:SI devs have assigned me the bug-fix or difficult technical tasks, with the implication that these tasks are unpleasant and that it’s somewhat unfair for them to do that.
This is actually not at all true. To date, the other C:SI devs have not “assigned” me any tasks at all, and really have been fairly laid back with regard to what it is I’m doing and what they expect of me.
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One of my favorite recent blog posts describes the process of developing software as a game of inches. If you like such links, be sure to also check out Dave Winer’s (very old) post about the same thing, which has this fabulous quote:
So when I say “inch by inch” — that’s what I mean. To create a usable piece of software, you have to fight for every fix, every feature, every little accomodation that will get one more person up the curve. There are no shortcuts. Luck is involved, but you don’t win by being lucky, it happens because you fought for every inch.
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Many people have been reporting since yesterday that they are occasionally having problems drawing their swords. This problem is not limited to the Wave Katana, it exists in all of the C:SI swords, and is caused by last Wednesday’s Second Life server-side update.
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