How to move tasks thus sprint is not always 100% completed - analytics

we use azuredevops in our team and try to understand our efficency by using analytics, especially sprint burndown.
When we come to the end of our sprint, we move tasks that are not completed in next sprint. Now, burndown chart show always 100% because tasks are in the next sprint- which I could understand.
But how is it possible to see the real %? How and when do we have to move tasks, thus it is not always 100% cause we dont finish all tasks every sprint.
I couldnt imagine that we have to copy tasks, so that the right % of completed work is shown.
Thanks for help. Best Laura

Related

Salesforce Apex CPU LImit

currently we are having issue with an CPU Limit. We do have a lot of processes that are most likely not optimized, I have already combined some processes for the same object but it is not enough. I am trying to understand logs rights now - as you can see on the screenshots, there is one process that is being called multiple times (I assume each time for created record). Even if I create, for example, 60 records in one operation/dml statement, the Process Builders still gets called 60 times? (this is what I think is happening) Is that a problem we are having right now? If so, is there a better way to do it? Because right now we need updates from PB to run, but I expected it should get bulkified or something like that. I was also thinking there might be some looping between processes. If there are more information you need, please let me know. Thank you.
Well, yes, the process builder will be invoked 60 times, 1 record at a time. But that shouldn't be your problem. The final update / create child records / email send (or whatever your action is) will be bulkified, it won't save 1 record at a time. If the process calls some apex actions - they're supposed to support passing collection of records, not just single record.
You maybe looking at wrong place. CPU time suggests code problems, not config (flow, workflow, process builder... although if you're doing updates of fields on "this" record it's possible you'd benefit from before-save flows). Try to compare timestamps related to METHOD_BEGIN, METHOD_END for triggers, code methods (including invocable action / process plugin interfaces).
Maybe there's code that doesn't need to run because key fields didn't change, there's nothing to recalculate, rollup. Hard to say without seeing the debug log.
Maybe the operation doesn't have to be immediate. Think if you can offload some stuff to "scheduled actions", "time based workflows" or in apex terms "#future, batchable, queueable". But they'd have to be relatively safe to run, if there's error - it won't display to the user because the action will be in the background, you'd need to handle the errors manually (send an email, create a record, make chatter post or bell notification).
You could try uploading the log to https://apextimeline.herokuapp.com/ and try to make sense out of that Gantt-chart-like output. Or capture the log "pro" way, with https://help.salesforce.com/s/articleView?id=sf.code_dev_console_solving_problems_using_system_log.htm&type=5 or https://marketplace.visualstudio.com/items?itemName=financialforce.lana (you'll likely need developer's help to make sense out of it).

Corona / Lua / frustrating timer multiplication

I am in the process of building a mobile game with Corona SDK, which is based on Lua. Until now i didn't need any help but this time I can't seem to find the cause, and I've been searching for it for hours.
It's one of those timer problems, where, after leaving, removing, and revisiting the scene, items that are spawned within a loop just multiply themselves every relaunch. More specificly, everytime a "forbidden" collision happens, which leads to the relaunch, according to my onCollision function.
What I already corrected after hours of strenuous research :
--the code inside the onCollision function is now inside the "began" phase,
so that can't cause the multiplication
--the scene phases are also correctly used
--transitions and timers are all canceled right before the relaunch
Since the code would be too long for you to look through, I'd rather ask for some hints :
What do you have in mind can cause such problems, besides what I already mentioned.
I appreciate every answer! Thanks alot.
The above comments are valid, it is going to be hard to diagnose the problem without being able to look at the code.
In the past, I have found it very helpful to name all my objects when dealing with collisions, so when a collision happens I know what objects caused it and it is very helpful for debugging purposes.
It looks like you have an issue with how you are starting the scene and deallocating resources when the scene ends. You may want to start/stop physics when the scene leaves and comes back, but without code I can't give a concrete answer.

Anylogic stopwatch/timer

I'm wondering if there is something in anylogic that's the opposite to an event, this is, an object that counts the lapse of time instead of the time remaining.
Example:
I have a factory simulation where I want to visualize the amount of time that a specific worker (agent that is a resource) has been working since his shift started --> I could query for a function created in worker which is what I currently do but it would be neater to have a timer with the time worked
On the other hand I want to account for the busy time of a machine in a way that it's computed life (there's also the option of querying it)
For those two examples an object like an Event that has a counter and functionality around it would be useful if it could be used with increasing time instead of decreasing
I haven't found anything of the sort...
The Time Measure Start and Time Measure End blocks in the DES palette did the trick

Mirror API latency when sending something to a timeline

It seems that sometimes timeline items (just text) arrive instantly and other times they take forever... Is there a way to send one at precisely the right time?
You can send the notification at a precise time.
timelineItem.getNotification()
.setDeliveryTime(new DateTime(oneMinuteInFuture.getTime()));
That's a java example, where oneMinuteInFuture is a Calendar object set to one minute after now.
What happens when you do this is the card is inserted in the timeline immediately, but the notification is delayed until the specified time. So the card goes in right away and one minute later I get a chime.
There is an unaccepted issue related to this at the issue tracker you might want to star and follow, it appears that this functionality might change in the future.

time to create a bot for second life using linden scripting language?

how much time does it take to create a simple dance performing bot in second life using Linden Scripting Language ?? , i have no prior knowledge of lsl , but i know various object oriented and event driven programming languages .
Well, it's pretty simple to animate avatar: you'll need a dance animation (those are pretty easy to find, or you could create your own), put it in a prim (which is basic building object in SL), and then create a simple script which first requests permission to animate desired avatar:
llRequestPermissions(agent_key, PERMISSION_TRIGGER_ANIMATION);
You receive response in run_time_permissions event and trigger your animation by name:
run_time_permissions(integer param)
{
llStartAnimation("my animation");
}
Those are the essentials; you'll probably want to request permissions when an avatar touches your object, and stop animation on second touch... or you could request for permissions for each avatar which is in certain range.
As for the "bot" part, Second Life viewer code is open source; if you don't want to build it yourself, there are several customizable bots available. Or you could simply run an official SL viewer and leave it on; there is a way to run several instances of SL viewer at the same time. It all depends on what exactly you need it for.
Official LSL portal can be found here, though I prefer slightly outdated LSL wiki.
Slight language mismatch: To make an object perform a dance is currently known as "puppetry" in a SecondLife context. The term "bot" currently means control of an avatar by an external script api.
Anyway in one instance, it took me about two hours to write, when I did one for a teddy bear a few weeks back, but that was after learning alot from taking apart some old ones, and i never did finish making the dance, it just waggles the legs or hugs with the arms, but the script is capable for however many steps and parts you can cram in memory.
Puppetry of objects has not improved much in the past decade. It is highly restricted by movement update rates and script limitations. Movement is often delayed under server load and the client doesn't always get updates, which produces pauses and skips in varying measure. Scripts have a maximum size of 64k which should be plenty but in actuality runs out fast with the convolutions necessary in lsl. Moving each linked prim in an object seperately used to need a script in each prim, until new fuctions were introduced to apply attributes by linknumber, still many objects use old scripts which may never be updated. Laggy puppets make for a pitiful show, but most users would not know how to identify a good puppetry script.
The popular way to start making a puppet script is to find an older open source puppet script online, and update it to work from one script. Some archane versions are given as 'master' and 'slave' scripts which need to be merged placing the slave actions as a function into the master, changing llMessageLinked( ) for the function name. Others use an identical script for each prim. I said popular, not the simplest or easiest, and it will never be the best.
Scripting from scratch, the active flow needs to go in a timer event with nothing else in it. Use a different state for animating if a timer is needed when waiting because it's a heavy activity and you don't need any more ifs or buts.
The most crucial task is create a loop to build parameters from a list of linknumbers, positions, and rotations into a parameter list before the llSetLinkPrimitiveParamsFast( ). Yes, that's what they called it because it's a heavy list based function, you may just call it SLPPF inworld but not in the script. Because SLPPF requires the call to have certain constants for each parameter, the parameter list for each step will need to include PRIM_LINK_TARGET, linknumber, PRIM_POS, position, PRIM_ROT, rotation for each linked part in the animation step.
Here's an example of putting a list of a single puppetry step into SLPPF.
list parameters;
integer index;
while ( index < total ) { // total number of elements in each list
parameters += [
PRIM_LINK_TARGET, llList2Integer( currentstep, index ),
PRIM_POS, llList2Vector( currentstep, index+1 ),
PRIM_ROT, llList2Rotation( currentstep, index+2 )
];
index += 3;
}
llSetLinkPrimitiveParamsFast( 0, parameters );
How you create your currentstep list is another matter but the smoothest movement over many linked parts will only be possible if the script isn't moving lists around. So if running the timer at 0.2 seconds isn't any improvement over 0.3, it's because you've told lsl to shovel too many lists. This loop with three list calls may handle about 20 links at 0.1 seconds if the weather's good.
That's actually the worst of it over, just be careful of memory if cramming too many step lists into memory at once. Oh and if your object just vanishes completely, it's going to be hanging around near <0,0,0> because a 1 landed in the PRIM_LINK_TARGET hole.

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