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Blotch3d User Manual with Just a Few Lines Code You Can Create Real-Time 3D Apps for Multiple Platforms
Blotch3D User Manual With just a few lines code you can create real-time 3D apps for multiple platforms. QUICK START INTRODUCTION PROJECT STRUCTURE DEVELOPMENT MAKING 3D MODELS DYNAMICALLY CHANGING A SPRITE’S ORIENTATION AND POSITION MATRIX INTERNALS A SHORT GLOSSARY OF 3D GRAPHICS TERMS TROUBLESHOOTING RIGHTS Quick start (This quick start section is for Windows. See below for other platforms, like Android, etc.) 1. Get the installer for the latest release of MonoGame from http://www.monogame.net/downloads/ and run it. (Do NOT get the current development version nor the NuGet package.) 2. Get the Blotch3D repository zip from https://github.com/Blotch3D/Blotch3D and unzip it. 3. Open the Visual Studio solution file. 4. Build and run the example projects. 5. See IntelliSense comments for reference documentation. Introduction Blotch3D is a C# library that vastly simplifies many of the fundamental tasks in development of 3D applications and games. Examples are provided that show how with just a few lines of code you can… • Load standard file types of 3D models as “sprites” and display and move them in 3D with real- time performance. • Set a model’s material, texture, and how it responds to lighting. • Load textures from standard image files. • Show 2D and in-world (as a texture) text in any font, size, color, etc. at any 2D or 3D position, and make text follow a sprite in 2D or 3D. • Attach sprites to other sprites to create associated structures of sprite trees as large as you want. Child sprite orientation and position is relative to its parent sprite’s orientation and position, and can be changed dynamically. -
Gitmate Let's Write Good Code!
GitMate Let's Write Good Code! Artwork by Ankit, published under CC0. Vision Today's world is driven by software. We are able to solve increasingly complex problems with only a few lines of code. However, with increasing complexity, code quality becomes an issue that needs to be dealt with to ensure that the software works as intended. Code reviews have become a popular tool to keep the quality up and problems solvable. They make out at least 30% of the amount of time spent on the development of a software product. Static code analysis and code reviews are converging areas. Still, they are still treated seperately and thus their full synergetic potential remains unused. With GitMate, we want to reinvent the code review process. Our product will integrate static code analysis directly into the code review process to reduce the number of bugs while leaving more time for the development of your favorite features. Our product, the interactive code review bot "GitMate", is not only an easily usable static code analyser, but also actively supports the development process without any overhead for the developer. GitMate is as easy to use and interact with as a collegue next door and unique in its capabilities to even fix bugs by itself. It thereby reduces the amount of work of the reviewer, allowing him to focus on semantic problems that cannot be solved automatically. Product GitMate is a code review bot. It uses coala [1] to perform static code analysis on GitHub Pull Requests [2]. It searches committed changes for possible problems and drops comments right in the GitHub review user interface, effectively following the same workflow of a human reviewer. -
Mining DEV for Social and Technical Insights About Software Development
Mining DEV for social and technical insights about software development Maria Papoutsoglou∗y, Johannes Wachszx, Georgia M. Kapitsakiy ∗Aristotle University of Thessaloniki, Greece yUniversity of Cyprus, Cyprus zVienna University of Economics and Business, Austria xComplexity Science Hub Vienna, Austria [email protected]; [email protected]; [email protected] Abstract—Software developers are social creatures: they com- On more socially oriented platforms like Twitter, which limits municate, collaborate, and promote their work in a variety of post lengths to 280 characters, discussions about software mix channels. Twitter, GitHub, Stack Overflow, and other platforms with an endless variety of other content. offer developers opportunities to network and exchange ideas. Researchers analyze content on these sites to learn about trends To address this gap we present a novel source of long-form and topics in software engineering. However, insight mined text data created by people working in software called DEV from the text of Stack Overflow questions or GitHub issues (https://dev.to). DEV is “a community of software developers is highly focused on detailed and technical aspects of software getting together to help one another out,” focused especially development. In this paper, we present a relatively new online on facilitating cooperation and learning. Content on DEV community for software developers called DEV. On DEV users write long-form posts about their experiences, preferences, and resembles blog and Medium posts and, at a glance, covers working life in software, zooming out from specific issues and files everything from programming language choice to technical to reflect on broader topics. -
DRAGEN V3.2 EULA and Readme
Software Copyright Notice Software: DRAGEN v3.2 © Illumina, Inc. 2018 This Software is licensed for use under an End User Software License Agreement: ILLUMINA END-USER SOFTWARE LICENSE AGREEMENT IMPORTANT-READ CAREFULLY. THIS IS A LICENSE AGREEMENT THAT YOU ARE REQUIRED TO ACCEPT BEFORE INSTALLING AND USING ILLUMINA, INC. SOFTWARE. CAREFULLY READ ALL THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT BEFORE PROCEEDING WITH THE DOWNLOADING AND/OR INSTALLATION OF THIS SOFTWARE. YOU ARE NOT PERMITTED TO DOWNLOAD AND/OR INSTALL THIS SOFTWARE UNTIL YOU HAVE AGREED TO BE BOUND BY ALL OF THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT. BY DOWNLOADING, INSTALLING, OR OTHERWISE ACCESING OR USING THE SOFTWARE, YOU ACKNOWLEDGE THAT YOU HAVE REVIEWED AND ACCEPTED THIS LICENSE AGREEMENT, AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE AGREEMENT. YOU ALSO REPRESENT AND WARRANT THAT YOU ARE DULY AUTHORIZED TO ACCEPT THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT ON BEHALF OF YOUR EMPLOYER. This End User License Agreement (“Agreement”) is made and entered into by and between Illumina, Inc., a Delaware corporation, having offices at 5200 Illumina Way, San Diego, CA 92122 (“Illumina”) and you as the end-user of the Software (hereinafter, “Licensee” or “you”). All computer programs identified above, software, firmware, and associated media, printed materials and online and electronic documentation, including any updates or upgrades thereof (collectively, “Software”) provided to Licensee are for use solely by Licensee and the provisions herein shall apply with respect to such Software. By using the Software, you indicate your acceptance of these terms and conditions, at which point this Agreement will become a legally binding agreement between you and Illumina. -
Open Source in the Enterprise
Open Source in the Enterprise Andy Oram and Zaheda Bhorat Beijing Boston Farnham Sebastopol Tokyo Open Source in the Enterprise by Andy Oram and Zaheda Bhorat Copyright © 2018 O’Reilly Media. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online edi‐ tions are also available for most titles (http://oreilly.com/safari). For more information, contact our corporate/institutional sales department: 800-998-9938 or [email protected]. Editor: Michele Cronin Interior Designer: David Futato Production Editor: Kristen Brown Cover Designer: Karen Montgomery Copyeditor: Octal Publishing Services, Inc. July 2018: First Edition Revision History for the First Edition 2018-06-18: First Release The O’Reilly logo is a registered trademark of O’Reilly Media, Inc. Open Source in the Enterprise, the cover image, and related trade dress are trademarks of O’Reilly Media, Inc. The views expressed in this work are those of the authors, and do not represent the publisher’s views. While the publisher and the authors have used good faith efforts to ensure that the informa‐ tion and instructions contained in this work are accurate, the publisher and the authors disclaim all responsibility for errors or omissions, including without limitation responsibility for damages resulting from the use of or reliance on this work. Use of the information and instructions contained in this work is at your own risk. If any code samples or other technology this work contains or describes is subject to open source licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights. -
CI/CD Pipelines Evolution and Restructuring: a Qualitative and Quantitative Study
CI/CD Pipelines Evolution and Restructuring: A Qualitative and Quantitative Study Fiorella Zampetti,Salvatore Geremia Gabriele Bavota Massimiliano Di Penta University of Sannio, Italy Università della Svizzera Italiana, University of Sannio, Italy {name.surname}@unisannio.it Switzerland [email protected] [email protected] Abstract—Continuous Integration and Delivery (CI/CD) • some parts of the pipelines become unnecessary and can pipelines entail the build process automation on dedicated ma- be removed, or some others (e.g., testing environments) chines, and have been demonstrated to produce several advan- become obsolete and should be upgraded/replaced; tages including early defect discovery, increased productivity, and faster release cycles. The effectiveness of CI/CD may depend on • performance bottlenecks need to be resolved, e.g., by the extent to which such pipelines are properly maintained to parallelizing or restructuring some pipeline jobs; or cope with the system and its underlying technology evolution, • in general, the pipeline needs to be adapted to cope with as well as to limit bad practices. This paper reports the results the evolution of the underlying software and systems, of a study combining a qualitative and quantitative evaluation including technological changes (e.g., changes of archi- on CI/CD pipeline restructuring actions. First, by manually analyzing and coding 615 pipeline configuration change commits, tectures, operating systems, or library upgrades). we have crafted a taxonomy of 34 CI/CD pipeline restructuring We report the results of an empirical qualitative and quanti- actions, either improving extra-functional properties or changing tative study investigating how CI/CD pipelines of open source the pipeline’s behavior. -
The Open Source Way 2.0
THE OPEN SOURCE WAY 2.0 Contributors Version 2.0, 2020-12-16: This release contains opinions Table of Contents Presenting the Open Source Way . 2 The Shape of Things (I.e., Assumptions We Are Making) . 2 Structure of This Guide. 4 A Community of Practice Always Rebuilding Itself . 5 Getting Started. 6 Community 101: Understanding, Joining, or Forming a New Community . 6 New Project Checklist . 14 Creating an Open Source Product Strategy . 16 Attracting Users . 19 Communication Norms in Open Source Software Projects . 20 To Build Diverse Open Source Communities, Make Them Inclusive First . 36 Guiding Participants . 48 Why Do People Participate in Open Source Communities?. 48 Growing Contributors . 52 From Users to Contributors. 52 What Is a Contribution? . 58 Essentials of Building a Community . 59 Onboarding . 66 Creating a Culture of Mentorship . 71 Project and Community Governance . 78 Community Roles . 97 Community Manager Self-Care . 103 Measuring Success . 122 Defining Healthy Communities . 123 Understanding Community Metrics . 136 Announcing Software Releases . 144 Contributors . 148 Chapters writers. 148 Project teams. 149 This guidebook is available in HTML single page and PDF. Bugs (mistakes, comments, etc.) with this release may be filed as an issue in our repo on GitHub. You are also welcome to bring it as a discussion to our forum/mailing list. 1 Presenting the Open Source Way An English idiom says, "There is a method to my madness."[1] Most of the time, the things we do make absolutely no sense to outside observers. Out of context, they look like sheer madness. But for those inside that messiness—inside that whirlwind of activity—there’s a certain regularity, a certain predictability, and a certain motive. -
Game-Based Learning
Game-based Learning Motion-based Educational Game Per Olav Flaten Henrik Reitan Master of Science in Informatics Submission date: June 2016 Supervisor: Alf Inge Wang, IDI Norwegian University of Science and Technology Department of Computer and Information Science Problem Description Title: Game-based Learning Sub-title: Motion-based Educational Game This project focuses on the development, testing and experimentation with motion-based educational games. The games will use body movement as input to provide a natural user interface and will provide learning through gesture based movement. The project consists of a state-of the-art study, prototyping and develop- ment, testing and experimentation with real users, and analysis of the ex- perimental data. The project will utilize technology like Kinect or similar. Assignment given: 13:01.2015 Supervisor: Alf Inge Wang Abstract This master's project is dedicated to investigate the potential for educa- tional games with a motion controller based interface. Through professor Alf Inge Wang at NTNU we were assigned the task of brainstorming and developing a concept that would utilize motion controllers, more speci- cally the Microsoft Kinect, and investigate if it could be useful outside of a traditional game setting. Additionally it was expressed a desire to have em- phasis on reusable software that would benet future projects investigating the same area or using the same technology. Throughout our research period we have discovered several interesting things. We found that although the Kinect failed to gain any traction on its in- tended area of use, it is a very impressive piece of aordable technology that is worth investigating further. -
Studying and Enabling Reuse in Android Mobile Apps Andrew Steven Holtzhauer College of William & Mary - Arts & Sciences
W&M ScholarWorks Dissertations, Theses, and Masters Projects Theses, Dissertations, & Master Projects 2014 Studying and Enabling Reuse in android Mobile Apps andrew Steven Holtzhauer College of William & Mary - Arts & Sciences Follow this and additional works at: https://scholarworks.wm.edu/etd Part of the Computer Sciences Commons Recommended Citation Holtzhauer, andrew Steven, "Studying and Enabling Reuse in android Mobile Apps" (2014). Dissertations, Theses, and Masters Projects. Paper 1539626959. https://dx.doi.org/doi:10.21220/s2-0fsx-bc44 This Thesis is brought to you for free and open access by the Theses, Dissertations, & Master Projects at W&M ScholarWorks. It has been accepted for inclusion in Dissertations, Theses, and Masters Projects by an authorized administrator of W&M ScholarWorks. For more information, please contact [email protected]. Studying and Enabling Reuse in Android Mobile Apps Andrew Steven Holtzhauer Stafford, VA Bachelor of Science, College of William and Mary, 2012 A Thesis presented to the Graduate Faculty of the College of William and Mary in Candidacy for the Degree of Master of Science Department of Computer Science The College of William and Mary August 2014 COMPLIANCE PAGE Research approved by Protection of Human Subjects Committee Protocol number(s): PHSC-2013-06-07-8782 Date(s) of approval: 2013-06-14 APPROVAL PAGE This Thesis is submitted in partial fulfillment of the requirements for the degree of Master of Science Andrew Steven Holtzhauer Approved by the Committee, August 20T4 littefe Cfiair Assistant Professor Denys feoshyvanyk, Computer Science The College of William and Mary Associate Professor Peter Kemper, Computer Science The College of William and Mary fessor Collin McM+tfar/Computer Science University of Notre Dame ABSTRACT In the recent years, studies of design and programming practices in mobile development are gaining more attention from researchers. -
A First Look at Developers' Live Chat on Gitter
A First Look at Developers’ Live Chat on Gitter Lin Shi Xiao Chen Ye Yang [email protected] [email protected] [email protected] Institute of Software Chinese Institute of Software Chinese School of Systems and Enterprises, Academy of Sciences, University of Academy of Sciences, University of Stevens Institute of Technology Chinese Academy of Sciences, China Chinese Academy of Sciences, China Hoboken, NJ, USA Hanzhi Jiang Nan Niu Qing Wang∗ Ziyou Jiang [email protected] [email protected] {hanzhi2021,ziyou2019}@iscas.ac.cn Department of EECS, University of State Key Laboratory of Computer Institute of Software Chinese Cincinnati, Cincinnati, OH Science, Institute of Software Chinese Academy of Sciences, University of USA Academy of Sciences, University of Chinese Academy of Sciences, China Chinese Academy of Sciences, China ABSTRACT KEYWORDS Modern communication platforms such as Gitter and Slack play an Live chat, Team communication, Open source, Empirical Study increasingly critical role in supporting software teamwork, espe- ACM Reference Format: cially in open source development. Conversations on such platforms Lin Shi, Xiao Chen, Ye Yang, Hanzhi Jiang, Ziyou Jiang, Nan Niu, and Qing often contain intensive, valuable information that may be used for Wang. 2021. A First Look at Developers’ Live Chat on Gitter. In Proceed- better understanding OSS developer communication and collabora- ings of the 29th ACM Joint European Software Engineering Conference and tion. However, little work has been done in this regard. To bridge Symposium on the Foundations of Software Engineering (ESEC/FSE ’21), Au- the gap, this paper reports a first comprehensive empirical study gust 23–28, 2021, Athens, Greece. -
Protobuild Documentation Release Latest
Protobuild Documentation Release latest June Rhodes Aug 24, 2017 General Information 1 User Documentation 3 1.1 Frequently Asked Questions.......................................3 1.2 GitHub..................................................6 1.3 Twitter..................................................6 1.4 Contributing...............................................6 1.5 Getting Started..............................................8 1.6 Getting Started..............................................8 1.7 Defining Application Projects...................................... 11 1.8 Defining Console Projects........................................ 14 1.9 Defining Library Projects........................................ 15 1.10 Defining Content Projects........................................ 16 1.11 Defining Include Projects........................................ 18 1.12 Defining External Projects........................................ 20 1.13 Migrating Existing C# Projects..................................... 24 1.14 Customizing Projects with Properties.................................. 25 1.15 Changing Module Properties....................................... 34 1.16 Including Submodules.......................................... 36 1.17 Package Management with Protobuild.................................. 37 1.18 Package Management with NuGet.................................... 40 1.19 Creating Packages for Protobuild.................................... 42 1.20 Code Signing for iOS.......................................... 46 1.21 Targeting the Web -
The Pisharp IDE for Raspberry PI
http://researchcommons.waikato.ac.nz/ Research Commons at the University of Waikato Copyright Statement: The digital copy of this thesis is protected by the Copyright Act 1994 (New Zealand). The thesis may be consulted by you, provided you comply with the provisions of the Act and the following conditions of use: Any use you make of these documents or images must be for research or private study purposes only, and you may not make them available to any other person. Authors control the copyright of their thesis. You will recognise the author’s right to be identified as the author of the thesis, and due acknowledgement will be made to the author where appropriate. You will obtain the author’s permission before publishing any material from the thesis. The PiSharp IDE for Raspberry PI Bo Si This thesis is submitted in partial fulfillment of the requirements for the Degree of Master of Science at the University of Waikato. August 2017 © 2017 Bo Si Abstract The purpose of the PiSharp project was to build an IDE that is usable for beginners developing XNA-like programs on a Raspberry-Pi. The system developed is capable of 1. Managing and navigating a directory of source files 2. Display a file in a code text editor 3. Display code with syntax highlight 4. Automatically discovering program library structure from code namespaces 5. Compiling libraries and programs automatically with recompilation avoided if source code has not been updated 6. Compiling and running from the IDE 7. Editing more than one file at a time 8.