Dan's Green Shoes

Got my green shoes on!


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Building a LOB Gamification Service Administration Website: Intro

Introduction

I received my Xbox 360 as a birthday gift from my wife in December 2005.  It has since become my all-time favorite console.  Besides Atari 2600, this is probably my most used console ever.  There are many reasons why I used this console more than any other and today I want to simply focus on just one reason referred to as Achievements.

Xbox 360 was unique to the console world at that time in that you “signed into” an account similar to how you sign into your iPhone or similar device.  The Xbox Live account had your gamer tag, an ever growing friends list and a thing called your Gamerscore.  From Wikipedia, “The Gamerscore (G) is an achievements system that measures the number of Achievement points accumulated by a user with a LIVE profile. These Achievement points are awarded for the completion of game-specific challenges, such as beating a level or amassing a specified number of wins against other players in online matches.”  “Achievements are included within games to extend the title’s longevity and provide players with the impetus to more than simply complete the game but find all of its secrets.”  (I added the bold formatting.)

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ProModel Coroutines (prior to async/await pattern)

I asked my friend of many years, Terry Foster, to guess post for me on the subject of asynchronous programming.  Terry is the primary author of what we internally call the PAF:  ProModel Application Framework.  One of the features of the PAF is coroutines.  Below you will find Terry’s guest post.

Terry Foster

Terry Foster

It has become increasingly important, and even necessary in many cases, to employ asynchronous programming to improve application responsiveness.  However, the code often required to call asynchronous methods can quickly become convoluted and unmanageable.  The problem lies mainly in the need to provide some kind of handler method to be called when the asynchronous method has completed which prevents the developer from writing code in a straightforward, sequential manner, and instead causes the execution flow to jump around in a way that is typically very difficult to read and maintain.

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