The year 1973 was so important to the success of the community that those of us that invested in its future were pleased with the way things were going.
This weekâs history lesson continues the story of the significant growth that occurred and what it meant to the new community, that it was well on its way to meeting the projected population of 78,000 people at buildout. I know that figure raises a lot of questions with those of you who moved here and enjoy living in a less dense and smaller populated community. But that will be the subject of my column for another day.
In Spanish It s Un Equipo Analysis
In Spanish It s Un Equipo Analysis
378 Words2 Pages
In the article âIn Spanish, Itâs Un Equipo,â Nadine Heintz discusses how two different companies, Xplane and Approve, created suitable organizations overseas.
Dave Gray is the founder of Xplane, a company based in Oregon, USA. The company bought a firm in Spain, but at first they faced a variety of problems because of the great distance between the two countries. They encountered a lack of communication and technological issues, which are the primary problems they experienced. Xplane also dealt with problems in transportation. Their struggles with, communication was due to a culture clash and misinterpreted emails sent with no details. However, later they learned how to send emails confidentially and with clear details.
The ‘
if‘ is one of the fundamental building blocks of all algorithms. If a condition A is met, then the algorithm does B. To add a bit more flexibility, you have ‘and’ and ‘or’ to satisfy multiple conditions or one of multiple conditions. An ‘
else‘ is often used to tell the algorithm what to do if the condition isn’t satisfied.
A decision tree of customer support. Image credits: Dave Gray.
Some algorithms are ‘recurring’, which means they do something until a condition is satisfied (or not satisfied). For instance, the Sieve of Eratosthenes continues
while you are at a number from 2 to
February 21, 2021
In the
Unity for Software Engineers
series, I give an accelerated introduction to game development in Unity.
Subscribers have been following this series over the
past few months, often suggesting areas to cover or elaborate on. A few months
ago, a reader also a software engineer reached out to me (lightly
edited, emphasis mine):
The biggest unknown for me is: How do I start? What does the process of
creating a game look like? Should I build the scenes first? Should I design
the gameplay mechanics first? With business software, it’s much more familiar.
It’s easy to think, “Well, okay, I need to write the DAO or controller, etc.”