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Flavors vs.Themes for CSS Libraries

    Colors aside there's a lot more happening in css themes that one needs to develop or maintain. So I've asked myself countless times if I should just create my own Css library but time was always against me. I think having bootstrap as a base line is a good starting point. Not only for my sake but non front-end developers. As a front-end developer organization with my teams is critical. Every application sooner or later ends up with too many developers doing their “own thing” especially with the styles if there is not standard or company brand. Don't get me wrong the freedom can sometimes be great for a creative projects. However when looking to creating a brand, my applications need to force some rules. I'm not looking to challenge other developers on their approach to new things or change the way they develop. If I can include them in my work flow and at the same time organize them then I will.     So what I'm leading up to is this idea flavors instead of t

Avoid Mixing Server Side and Client Side Code

Some Background      This article is from a time when I used primarily Asp.net 4 with razor syntax which was a love and hate relationship. I started out as a front-end developer but was limited by my peers on the technologies I could use as well as my skills. Even though I was peer reviewed much of my code was "acceptable" I however felt it lacked something. Currently      I avoid mixing MT (middle-tier) and FE (front-end) code; it goes in hand with my philosophy on how to design web applications. I strongly recommend going the extra mile. Ask yourself how will others use the code; not how will they reuse it, that's another concern. Also how will you debug it if something goes wrong? There are many reasons why I avoid doing this. Mainly cause I like to take the approach of SOC (separation of concerns).   After years of frustration trying to debug finally I made this rule for myself. Not only with my code but in my process of thought during developing. Which w

A Good Structure can say a lot

      So one of the things you got to love about developing Asp.net applications is the default folder structure. As a nou can easily pick up on the concepts and figure how to organize yourself. When starting out an unity3d project not so muc (in opinion). I look at the new Asp.net 6 as a perfect an example, ita not simple but labeled out and can teach you new concepts. Maybe is just me since I write more web apps than games. Whatever the case may be I've learned is its not easy to pickup on new concepts if the structure isn't there by example.    So a little bit of my experience and not to down play unity3d cause it is pretty simple to get. What I see as a constant problem is organization and structure. Which the two go in hand when developing. Whenever I use plugins and import other's code its doffocult to get back so some kind of structure. Everyone does it differently but it can get really annoying if you have a folder structure and you want to force it across your i

Entity Framework 6: Pull in Child Entities with Async WebAPI 2.0

    Just a quick piece of code to get all the children under a given parent. The solutions is pretty straight forward but took sometime to think about since I wanted to keep the result asynchronous. I was also thinking of how I would use scaffolds creates other apis with my models. Code: db . Product . Include(x => x . ProductChildren) . SingleOrDefaultAsync(x  =>  x . Id  ==  id); Notes:     Its late at nite (so no judging...) but I wanted to get my thoughts down and explore this code for a bit. The piece code is async but my question is does it pull the child entities after it has filter down on the parent id? Or does it pulls in all the children before it has filtered down on a particular partent id and if not wouldn't a more proper way to do it be more something like... db . Product . FindAsync(id).Include(x => x . ProductChildren); This code doesn't work of course, since the Include doesn't exist for 'FindAsync' but either way alternative

Svn Merging Dev/Prod with TortoiseSVN

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    For some of my  professional  projects I don't get to choose the environment and when that happens I'm forced to learn or re-learn in this case certain tools/technologies. I can't take complete credit for this article as it was mostly written by a previous co-worker however nothing here is secretive and it shouldn't be; since none of it is  proprietary .  Merging from Trunk to Branch   After making any change in trunk, immediately merge those changes to the branch, Make sure your working copy of your branch has no un-commited changes. Open command prompt and change into tortise bin folder. Usually: c:\Program Files\TortoiseSVN\bin\  Update your branch working copy with the following command: TortoiseProc.exe /command:update /path:C:\ Development \ YOURPROJECT Replace the path parameter with the actual path to your branch working copy Run the following command: TortoiseProc.exe /command:merge /fromurl:https:/ /subversion.com /YOURPROJECT The follo

Continuous Integration for Browser Apps/Extensions?

    As far as I know none has thought of this idea but probably have. Sometime ago I had the chance to ask this question during an interview. I think interviews are a great opportunity to bound around ideas. and What I got out of this one was a statement on whether continuous integration would be very useful with green browsers (browser that update themselves and keep only two or so versions around). I don't think this statement hurts or impacts my idea. I'm was not looking at just testing my apps and extensions but to automating pushes to production and to detect future issues with newer versions of  browsers  which is what I think the point of I thought..     That being said its just an idea and maybe in the future I will implement it. I could there even spin up a couple more ideas off this one. Again not sure if anyone has thought of this, I think a lot of people in in web developers have moved away from making plug-ins and the only reason I'm thinking about thi

Unity3D: Notes for My Next Game Part 6

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     Continuing from my last note on my game and where I've landed on a few problems. This has become one of my projects on the bottom of the list. However I've been making it number two as of lastly and couldn't be happier with the break I took from it. Some of my designs were quickly being scrapped at I was developing so I took a step back. It might seem like I'm stalling on this project and honestly I think I am but I want it to actually be fun to play and that my only concern. Local Network Multiplayer  I'm not sure how far I want to go with it but I have a basic setup. Platform based Camera I will go over this in a video in the future. Character Movement limited to walking and power ups that randomly appear on the field. Objects are random positions and different speeds. Music for splash screen is a perfect fit! I'm concern about some of my code not functioning in multiplayer mode, even if its only local. https://www.youtube.com/watch?v=

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