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#scope in software testing
seoperfectqa · 3 months
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In the dynamic and ever-evolving world of software development, ensuring the quality and reliability of applications is paramount. This necessity underscores the significance of software testing, which has grown into a critical component of the development lifecycle. With the increasing demand for high-quality software, the scope of software testing has expanded, offering numerous career opportunities. This comprehensive guide explores the career options after software testing training, delving into the various roles, required skills, and the promising future of a career in software testing.
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testersacademy · 3 months
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In today's technology-driven world, ensuring the quality and reliability of software applications is more critical than ever. With the increasing complexity of software systems, the need for thorough testing has never been greater. This demand has led to a significant rise in the importance and scope of software testing as a profession. But is a career in software testing a good choice? This comprehensive guide delves into the scope of software testing, the opportunities available, and the potential career paths, helping you make an informed decision.
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marketpattern · 4 months
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Test Information Management Software Market Strategies for Growth, Segmentation, and Market Overview by 2024-2031
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The "Test Information Management Software Market" is a dynamic and rapidly evolving sector, with significant advancements and growth anticipated by 2031. Comprehensive market research reveals a detailed analysis of market size, share, and trends, providing valuable insights into its expansion. This report delves into segmentation and definition, offering a clear understanding of market components and drivers. Employing SWOT and PESTEL analyses, the study evaluates the market's strengths, weaknesses, opportunities, and threats, alongside political, economic, social, technological, environmental, and legal factors. Expert opinions and recent developments highlight the geographical distribution and forecast the market's trajectory, ensuring a robust foundation for strategic planning and investment.
What is the projected market size & growth rate of the Test Information Management Software Market?
Market Analysis and Size
Test management tools enables the team to manage requirements, test cases, test execution, defect tracking, reporting, monitor metrics, and integration with third-party test data management and bug tracking tools. These testing tools are extremely useful and allows to focus more on developing better software.
Data Bridge Market Research analyses that the test information management software market which was USD 1.1 billion in 2021, would rocket up to USD 2.57 billion by 2029, and is expected to undergo a CAGR of 11.2% during the forecast period 2022 to 2029. In addition to the insights on market scenarios such as market value, growth rate, segmentation, geographical coverage, and major players, the market reports curated by the Data Bridge Market Research also include depth expert analysis, patient epidemiology, pipeline analysis, pricing analysis, and regulatory framework.
Browse Detailed TOC, Tables and Figures with Charts which is spread across 350 Pages that provides exclusive data, information, vital statistics, trends, and competitive landscape details in this niche sector.
This research report is the result of an extensive primary and secondary research effort into the Test Information Management Software market. It provides a thorough overview of the market's current and future objectives, along with a competitive analysis of the industry, broken down by application, type and regional trends. It also provides a dashboard overview of the past and present performance of leading companies. A variety of methodologies and analyses are used in the research to ensure accurate and comprehensive information about the Test Information Management Software Market.
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Which are the driving factors of the Test Information Management Software market?
The driving factors of the Test Information Management Software market include technological advancements that enhance product efficiency and user experience, increasing consumer demand driven by changing lifestyle preferences, and favorable government regulations and policies that support market growth. Additionally, rising investment in research and development and the expanding application scope of Test Information Management Software across various industries further propel market expansion.
Test Information Management Software Market - Competitive and Segmentation Analysis:
Global Test Information Management Software Market, By Type (Cloud Based and Web Based), Application (Data Subsetting, Data Masking, Data Profiling and Analysis, Data Compliance and Security, Synthetic Test Data Generation), Pricing (Monthly, Yearly, and One-Time License), Vertical (BFSI, IT and Telecom, Manufacturing, Energy and Utilities, Healthcare and Life Sciences, Education, Aerospace and Defense, and Others), Organization Size (Small and Medium-sized Enterprises (SMEs), Large enterprises) – Industry Trends and Forecast to 2031.
How do you determine the list of the key players included in the report?
With the aim of clearly revealing the competitive situation of the industry, we concretely analyze not only the leading enterprises that have a voice on a global scale, but also the regional small and medium-sized companies that play key roles and have plenty of potential growth.
Which are the top companies operating in the Test Information Management Software market?
Some of the major players operating in the test information management software market are:
IBM (U.S.)
NATIONAL INSTRUMENTS CORP. (U.S.)
SmartBear Software (U.S.)
Micro Focus (U.K.)
Jama Software (U.S.)
XQual (France)
Adaptavist (U.K.)
Tricentis (U.S.)
H.S. PractiTest (Israel)
Plutora (U.S.)
Inflectra Corporation (U.S.)
Test Collab (Canada)
OCCYGEN, LLC. (U.S.)
Meliora Ltd. (Finland)
Short Description About Test Information Management Software Market:
The Global Test Information Management Software market is anticipated to rise at a considerable rate during the forecast period, between 2024 and 2031. In 2023, the market is growing at a steady rate and with the rising adoption of strategies by key players, the market is expected to rise over the projected horizon.
North America, especially The United States, will still play an important role which can not be ignored. Any changes from United States might affect the development trend of Test Information Management Software. The market in North America is expected to grow considerably during the forecast period. The high adoption of advanced technology and the presence of large players in this region are likely to create ample growth opportunities for the market.
Europe also play important roles in global market, with a magnificent growth in CAGR During the Forecast period 2024-2031.
Test Information Management Software Market size is projected to reach Multimillion USD by 2031, In comparison to 2024, at unexpected CAGR during 2024-2031.
Despite the presence of intense competition, due to the global recovery trend is clear, investors are still optimistic about this area, and it will still be more new investments entering the field in the future.
This report focuses on the Test Information Management Software in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Get a Sample Copy of the Test Information Management Software Report 2024
What are your main data sources?
Both Primary and Secondary data sources are being used while compiling the report. Primary sources include extensive interviews of key opinion leaders and industry experts (such as experienced front-line staff, directors, CEOs, and marketing executives), downstream distributors, as well as end-users. Secondary sources include the research of the annual and financial reports of the top companies, public files, new journals, etc. We also cooperate with some third-party databases.
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historical data and forecast (2024-2031) of the following regions are covered in Chapters
What are the key regions in the global Test Information Management Software market?
North America (United States, Canada and Mexico)
Europe (Germany, UK, France, Italy, Russia and Turkey etc.)
Asia-Pacific (China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Malaysia and Vietnam)
South America (Brazil, Argentina, Columbia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
This Test Information Management Software Market Research/Analysis Report Contains Answers to your following Questions
What are the global trends in the Test Information Management Software market?
Would the market witness an increase or decline in the demand in the coming years?
What is the estimated demand for different types of products in Test Information Management Software?
What are the upcoming industry applications and trends for Test Information Management Software market?
What Are Projections of Global Test Information Management Software Industry Considering Capacity, Production and Production Value? What Will Be the Estimation of Cost and Profit? What Will Be Market Share, Supply and Consumption? What about Import and Export?
Where will the strategic developments take the industry in the mid to long-term?
What are the factors contributing to the final price of Test Information Management Software?
What are the raw materials used for Test Information Management Software manufacturing?
How big is the opportunity for the Test Information Management Software market?
How will the increasing adoption of Test Information Management Software for mining impact the growth rate of the overall market?
How much is the global Test Information Management Software market worth? What was the value of the market In 2020?
Who are the major players operating in the Test Information Management Software market? Which companies are the front runners?
Which are the recent industry trends that can be implemented to generate additional revenue streams?
What Should Be Entry Strategies, Countermeasures to Economic Impact, and Marketing Channels for Test Information Management Software Industry?
Customization of the Report
Can I modify the scope of the report and customize it to suit my requirements? Yes. Customized requirements of multi-dimensional, deep-level and high-quality can help our customers precisely grasp market opportunities, effortlessly confront market challenges, properly formulate market strategies and act promptly, thus to win them sufficient time and space for market competition.
Inquire more and share questions if any before the purchase on this report at - https://www.databridgemarketresearch.com/inquire-before-buying/?dbmr=global-test-information-management-software-market
Detailed TOC of Global Test Information Management Software Market Insights and Forecast to 2031
Introduction
Market Segmentation
Executive Summary
Premium Insights
Market Overview
Test Information Management Software Market By Type
Test Information Management Software Market By Function
Test Information Management Software Market By Material
Test Information Management Software Market By End User
Test Information Management Software Market By Region
Test Information Management Software Market: Company Landscape
SWOT Analysis
Company Profiles
Continued...
Purchase this report – https://www.databridgemarketresearch.com/checkout/buy/singleuser/global-test-information-management-software-market
Data Bridge Market Research:
Today's trends are a great way to predict future events!
Data Bridge Market Research is a market research and consulting company that stands out for its innovative and distinctive approach, as well as its unmatched resilience and integrated methods. We are dedicated to identifying the best market opportunities, and providing insightful information that will help your business thrive in the marketplace. Data Bridge offers tailored solutions to complex business challenges. This facilitates a smooth decision-making process. Data Bridge was founded in Pune in 2015. It is the product of deep wisdom and experience.
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antoniosvivaldi · 8 months
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Neural Filters Tutorial for Gifmakers by @antoniosvivaldi
Hi everyone! In light of my blog’s 10th birthday, I’m delighted to reveal my highly anticipated gifmaking tutorial using Neural Filters - a very powerful collection of filters that really broadened my scope in gifmaking over the past 12 months.
Before I get into this tutorial, I want to thank @laurabenanti, @maines , @cobbbvanth, and @cal-kestis for their unconditional support over the course of my journey of investigating the Neural Filters & their valuable inputs on the rendering performance!
In this tutorial, I will outline what the Photoshop Neural Filters do and how I use them in my workflow - multiple examples will be provided for better clarity. Finally, I will talk about some known performance issues with the filters & some feasible workarounds.
Tutorial Structure:
Meet the Neural Filters: What they are and what they do
Why I use Neural Filters? How I use Neural Filters in my giffing workflow
Getting started: The giffing workflow in a nutshell and installing the Neural Filters
Applying Neural Filters onto your gif: Making use of the Neural Filters settings; with multiple examples
Testing your system: recommended if you’re using Neural Filters for the first time
Rendering performance: Common Neural Filters performance issues & workarounds
For quick reference, here are the examples that I will show in this tutorial:
Example 1: Image Enhancement | improving the image quality of gifs prepared from highly compressed video files
Example 2: Facial Enhancement | enhancing an individual's facial features
Example 3: Colour Manipulation | colourising B&W gifs for a colourful gifset
Example 4: Artistic effects | transforming landscapes & adding artistic effects onto your gifs
Example 5: Putting it all together | my usual giffing workflow using Neural Filters
What you need & need to know:
Software: Photoshop 2021 or later (recommended: 2023 or later)*
Hardware: 8GB of RAM; having a supported GPU is highly recommended*
Difficulty: Advanced (requires a lot of patience); knowledge in gifmaking and using video timeline assumed
Key concepts: Smart Layer / Smart Filters
Benchmarking your system: Neural Filters test files**
Supplementary materials: Tutorial Resources / Detailed findings on rendering gifs with Neural Filters + known issues***
*I primarily gif on an M2 Max MacBook Pro that's running Photoshop 2024, but I also have experiences gifmaking on few other Mac models from 2012 ~ 2023.
**Using Neural Filters can be resource intensive, so it’s helpful to run the test files yourself. I’ll outline some known performance issues with Neural Filters and workarounds later in the tutorial.
***This supplementary page contains additional Neural Filters benchmark tests and instructions, as well as more information on the rendering performance (for Apple Silicon-based devices) when subject to heavy Neural Filters gifmaking workflows
Tutorial under the cut. Like / Reblog this post if you find this tutorial helpful. Linking this post as an inspo link will also be greatly appreciated!
1. Meet the Neural Filters!
Neural Filters are powered by Adobe's machine learning engine known as Adobe Sensei. It is a non-destructive method to help streamline workflows that would've been difficult and/or tedious to do manually.
Here are the Neural Filters available in Photoshop 2024:
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Skin Smoothing: Removes blemishes on the skin
Smart Portrait: This a cloud-based filter that allows you to change the mood, facial age, hair, etc using the sliders+
Makeup Transfer: Applies the makeup (from a reference image) to the eyes & mouth area of your image
Landscape Mixer: Transforms the landscape of your image (e.g. seasons & time of the day, etc), based on the landscape features of a reference image
Style Transfer: Applies artistic styles e.g. texturings (from a reference image) onto your image
Harmonisation: Applies the colour balance of your image based on the lighting of the background image+
Colour Transfer: Applies the colour scheme (of a reference image) onto your image
Colourise: Adds colours onto a B&W image
Super Zoom: Zoom / crop an image without losing resolution+
Depth Blur: Blurs the background of the image
JPEG Artefacts Removal: Removes artefacts caused by JPEG compression
Photo Restoration: Enhances image quality & facial details
+These three filters aren't used in my giffing workflow. The cloud-based nature of Smart Portrait leads to disjointed looking frames. For Harmonisation, applying this on a gif causes Neural Filter timeout error. Finally, Super Zoom does not currently support output as a Smart Filter
If you're running Photoshop 2021 or earlier version of Photoshop 2022, you will see a smaller selection of Neural Filters:
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Things to be aware of:
You can apply up to six Neural Filters at the same time
Filters where you can use your own reference images: Makeup Transfer (portraits only), Landscape Mixer, Style Transfer (not available in Photoshop 2021), and Colour Transfer
Later iterations of Photoshop 2023 & newer: The first three default presets for Landscape Mixer and Colour Transfer are currently broken.
2. Why I use Neural Filters?
Here are my four main Neural Filters use cases in my gifmaking process. In each use case I'll list out the filters that I use:
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Enhancing Image Quality:
Common wisdom is to find the highest quality video to gif from for a media release & avoid YouTube whenever possible. However for smaller / niche media (e.g. new & upcoming musical artists), prepping gifs from highly compressed YouTube videos is inevitable.
So how do I get around with this? I have found Neural Filters pretty handy when it comes to both correcting issues from video compression & enhancing details in gifs prepared from these highly compressed video files.
Filters used: JPEG Artefacts Removal / Photo Restoration
Facial Enhancement:
When I prepare gifs from highly compressed videos, something I like to do is to enhance the facial features. This is again useful when I make gifsets from compressed videos & want to fill up my final panel with a close-up shot.
Filters used: Skin Smoothing / Makeup Transfer / Photo Restoration (Facial Enhancement slider)
Colour Manipulation:
Neural Filters is a powerful way to do advanced colour manipulation - whether I want to quickly transform the colour scheme of a gif or transform a B&W clip into something colourful.
Filters used: Colourise / Colour Transfer
Artistic Effects:
This is one of my favourite things to do with Neural Filters! I enjoy using the filters to create artistic effects by feeding textures that I've downloaded as reference images. I also enjoy using these filters to transform the overall the atmosphere of my composite gifs. The gifsets where I've leveraged Neural Filters for artistic effects could be found under this tag on usergif.
Filters used: Landscape Mixer / Style Transfer / Depth Blur
How I use Neural Filters over different stages of my gifmaking workflow:
I want to outline how I use different Neural Filters throughout my gifmaking process. This can be roughly divided into two stages:
Stage I: Enhancement and/or Colourising | Takes place early in my gifmaking process. I process a large amount of component gifs by applying Neural Filters for enhancement purposes and adding some base colourings.++
Stage II: Artistic Effects & more Colour Manipulation | Takes place when I'm assembling my component gifs in the big PSD / PSB composition file that will be my final gif panel.
I will walk through this in more detail later in the tutorial.
++I personally like to keep the size of the component gifs in their original resolution (a mixture of 1080p & 4K), to get best possible results from the Neural Filters and have more flexibility later on in my workflow. I resize & sharpen these gifs after they're placed into my final PSD composition files in Tumblr dimensions.
3. Getting started
The essence is to output Neural Filters as a Smart Filter on the smart object when working with the Video Timeline interface. Your workflow will contain the following steps:
Prepare your gif
In the frame animation interface, set the frame delay to 0.03s and convert your gif to the Video Timeline
In the Video Timeline interface, go to Filter > Neural Filters and output to a Smart Filter
Flatten or render your gif (either approach is fine). To flatten your gif, play the "flatten" action from the gif prep action pack. To render your gif as a .mov file, go to File > Export > Render Video & use the following settings.
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Setting up:
o.) To get started, prepare your gifs the usual way - whether you screencap or clip videos. You should see your prepared gif in the frame animation interface as follows:
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Note: As mentioned earlier, I keep the gifs in their original resolution right now because working with a larger dimension document allows more flexibility later on in my workflow. I have also found that I get higher quality results working with more pixels. I eventually do my final sharpening & resizing when I fit all of my component gifs to a main PSD composition file (that's of Tumblr dimension).
i.) To use Smart Filters, convert your gif to a Smart Video Layer.
As an aside, I like to work with everything in 0.03s until I finish everything (then correct the frame delay to 0.05s when I upload my panels onto Tumblr).
For convenience, I use my own action pack to first set the frame delay to 0.03s (highlighted in yellow) and then convert to timeline (highlighted in red) to access the Video Timeline interface. To play an action, press the play button highlighted in green.
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Once you've converted this gif to a Smart Video Layer, you'll see the Video Timeline interface as follows:
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ii.) Select your gif (now as a Smart Layer) and go to Filter > Neural Filters
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Installing Neural Filters:
Install the individual Neural Filters that you want to use. If the filter isn't installed, it will show a cloud symbol (highlighted in yellow). If the filter is already installed, it will show a toggle button (highlighted in green)
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When you toggle this button, the Neural Filters preview window will look like this (where the toggle button next to the filter that you use turns blue)
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4. Using Neural Filters
Once you have installed the Neural Filters that you want to use in your gif, you can toggle on a filter and play around with the sliders until you're satisfied. Here I'll walkthrough multiple concrete examples of how I use Neural Filters in my giffing process.
Example 1: Image enhancement | sample gifset
This is my typical Stage I Neural Filters gifmaking workflow. When giffing older or more niche media releases, my main concern is the video compression that leads to a lot of artefacts in the screencapped / video clipped gifs.
To fix the artefacts from compression, I go to Filter > Neural Filters, and toggle JPEG Artefacts Removal filter. Then I choose the strength of the filter (boxed in green), output this as a Smart Filter (boxed in yellow), and press OK (boxed in red).
Note: The filter has to be fully processed before you could press the OK button!
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After applying the Neural Filters, you'll see "Neural Filters" under the Smart Filters property of the smart layer
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Flatten / render your gif
Example 2: Facial enhancement | sample gifset
This is my routine use case during my Stage I Neural Filters gifmaking workflow. For musical artists (e.g. Maisie Peters), YouTube is often the only place where I'm able to find some videos to prepare gifs from. However even the highest resolution video available on YouTube is highly compressed.
Go to Filter > Neural Filters and toggle on Photo Restoration. If Photoshop recognises faces in the image, there will be a "Facial Enhancement" slider under the filter settings.
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Play around with the Photo Enhancement & Facial Enhancement sliders. You can also expand the "Adjustment" menu make additional adjustments e.g. remove noises and reducing different types of artefacts.
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Once you're happy with the results, press OK and then flatten / render your gif.
Example 3: Colour Manipulation | sample gifset
Want to make a colourful gifset but the source video is in B&W? This is where Colourise from Neural Filters comes in handy! This same colourising approach is also very helpful for colouring poor-lit scenes as detailed in this tutorial.
Here's a B&W gif that we want to colourise:
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Highly recommended: add some adjustment layers onto the B&W gif to improve the contrast & depth. This will give you higher quality results when you colourise your gif.
Go to Filter > Neural Filters and toggle on Colourise.
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Make sure "Auto colour image" is enabled.
Play around with further adjustments e.g. colour balance, until you're satisfied then press OK.
Important: When you colourise a gif, you need to double check that the resulting skin tone is accurate to real life. I personally go to Google Images and search up photoshoots of the individual / character that I'm giffing for quick reference.
Add additional adjustment layers until you're happy with the colouring of the skin tone.
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Once you're happy with the additional adjustments, flatten / render your gif. And voila!
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Note: For Colour Manipulation, I use Colourise in my Stage I workflow and Colour Transfer in my Stage II workflow to do other types of colour manipulations (e.g. transforming the colour scheme of the component gifs)
Example 4: Artistic Effects | sample gifset
This is where I use Neural Filters for the bulk of my Stage II workflow: the most enjoyable stage in my editing process!
Normally I would be working with my big composition files with multiple component gifs inside it. To begin the fun, drag a component gif (in PSD file) to the main PSD composition file.
Resize this gif in the composition file until you're happy with the placement
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Duplicate this gif. Sharpen the bottom layer (highlighted in yellow), and then select the top layer (highlighted in green) & go to Filter > Neural Filters
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I like to use Style Transfer and Landscape Mixer to create artistic effects from Neural Filters. In this particular example, I've chosen Landscape Mixer
Select a preset or feed a custom image to the filter (here I chose a texture that I've on my computer)
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Play around with the different sliders e.g. time of the day / seasons
Important: uncheck "Harmonise Subject" & "Preserve Subject" - these two settings are known to cause performance issues when you render a multiframe smart object (e.g. for a gif)
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Once you're happy with the artistic effect, press OK
To ensure you preserve the actual subject you want to gif (bc Preserve Subject is unchecked), add a layer mask onto the top layer (with Neural Filters) and mask out the facial region. You might need to play around with the Layer Mask Position keyframes or Rotoscope your subject in the process.
After you're happy with the masking, flatten / render this composition file and voila!
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Example 5: Putting it all together | sample gifset
Let's recap on the Neural Filters gifmaking workflow and where Stage I and Stage II fit in my gifmaking process:
i. Preparing & enhancing the component gifs
Prepare all component gifs and convert them to smart layers
Stage I: Add base colourings & apply Photo Restoration / JPEG Artefacts Removal to enhance the gif's image quality
Flatten all of these component gifs and convert them back to Smart Video Layers (this process can take a lot of time)
Some of these enhanced gifs will be Rotoscoped so this is done before adding the gifs to the big PSD composition file
ii. Setting up the big PSD composition file
Make a separate PSD composition file (Ctrl / Cmmd + N) that's of Tumblr dimension (e.g. 540px in width)
Drag all of the component gifs used into this PSD composition file
Enable Video Timeline and trim the work area
In the composition file, resize / move the component gifs until you're happy with the placement & sharpen these gifs if you haven't already done so
Duplicate the layers that you want to use Neural Filters on
iii. Working with Neural Filters in the PSD composition file
Stage II: Neural Filters to create artistic effects / more colour manipulations!
Mask the smart layers with Neural Filters to both preserve the subject and avoid colouring issues from the filters
Flatten / render the PSD composition file: the more component gifs in your composition file, the longer the exporting will take. (I prefer to render the composition file into a .mov clip to prevent overriding a file that I've spent effort putting together.)
Note: In some of my layout gifsets (where I've heavily used Neural Filters in Stage II), the rendering time for the panel took more than 20 minutes. This is one of the rare instances where I was maxing out my computer's memory.
Useful things to take note of:
Important: If you're using Neural Filters for Colour Manipulation or Artistic Effects, you need to take a lot of care ensuring that the skin tone of nonwhite characters / individuals is accurately coloured
Use the Facial Enhancement slider from Photo Restoration in moderation, if you max out the slider value you risk oversharpening your gif later on in your gifmaking workflow
You will get higher quality results from Neural Filters by working with larger image dimensions: This gives Neural Filters more pixels to work with. You also get better quality results by feeding higher resolution reference images to the Neural Filters.
Makeup Transfer is more stable when the person / character has minimal motion in your gif
You might get unexpected results from Landscape Mixer if you feed a reference image that don't feature a distinctive landscape. This is not always a bad thing: for instance, I have used this texture as a reference image for Landscape Mixer, to create the shimmery effects as seen in this gifset
5. Testing your system
If this is the first time you're applying Neural Filters directly onto a gif, it will be helpful to test out your system yourself. This will help:
Gauge the expected rendering time that you'll need to wait for your gif to export, given specific Neural Filters that you've used
Identify potential performance issues when you render the gif: this is important and will determine whether you will need to fully playback your gif before flattening / rendering the file.
Understand how your system's resources are being utilised: Inputs from Windows PC users & Mac users alike are welcome!
About the Neural Filters test files:
Contains six distinct files, each using different Neural Filters
Two sizes of test files: one copy in full HD (1080p) and another copy downsized to 540px
One folder containing the flattened / rendered test files
How to use the Neural Filters test files:
What you need:
Photoshop 2022 or newer (recommended: 2023 or later)
Install the following Neural Filters: Landscape Mixer / Style Transfer / Colour Transfer / Colourise / Photo Restoration / Depth Blur
Recommended for some Apple Silicon-based MacBook Pro models: Enable High Power Mode
How to use the test files:
For optimal performance, close all background apps
Open a test file
Flatten the test file into frames (load this action pack & play the “flatten” action)
Take note of the time it takes until you’re directed to the frame animation interface 
Compare the rendered frames to the expected results in this folder: check that all of the frames look the same. If they don't, you will need to fully playback the test file in full before flattening the file.†
Re-run the test file without the Neural Filters and take note of how long it takes before you're directed to the frame animation interface
Recommended: Take note of how your system is utilised during the rendering process (more info here for MacOS users)
†This is a performance issue known as flickering that I will discuss in the next section. If you come across this, you'll have to playback a gif where you've used Neural Filters (on the video timeline) in full, prior to flattening / rendering it.
Factors that could affect the rendering performance / time (more info):
The number of frames, dimension, and colour bit depth of your gif
If you use Neural Filters with facial recognition features, the rendering time will be affected by the number of characters / individuals in your gif
Most resource intensive filters (powered by largest machine learning models): Landscape Mixer / Photo Restoration (with Facial Enhancement) / and JPEG Artefacts Removal
Least resource intensive filters (smallest machine learning models): Colour Transfer / Colourise
The number of Neural Filters that you apply at once / The number of component gifs with Neural Filters in your PSD file
Your system: system memory, the GPU, and the architecture of the system's CPU+++
+++ Rendering a gif with Neural Filters demands a lot of system memory & GPU horsepower. Rendering will be faster & more reliable on newer computers, as these systems have CPU & GPU with more modern instruction sets that are geared towards machine learning-based tasks.
Additionally, the unified memory architecture of Apple Silicon M-series chips are found to be quite efficient at processing Neural Filters.
6. Performance issues & workarounds
Common Performance issues:
I will discuss several common issues related to rendering or exporting a multi-frame smart object (e.g. your composite gif) that uses Neural Filters below. This is commonly caused by insufficient system memory and/or the GPU.
Flickering frames: in the flattened / rendered file, Neural Filters aren't applied to some of the frames+-+
Scrambled frames: the frames in the flattened / rendered file isn't in order
Neural Filters exceeded the timeout limit error: this is normally a software related issue
Long export / rendering time: long rendering time is expected in heavy workflows
Laggy Photoshop / system interface: having to wait quite a long time to preview the next frame on the timeline
Issues with Landscape Mixer: Using the filter gives ill-defined defined results (Common in older systems)--
Workarounds:
Workarounds that could reduce unreliable rendering performance & long rendering time:
Close other apps running in the background
Work with smaller colour bit depth (i.e. 8-bit rather than 16-bit)
Downsize your gif before converting to the video timeline-+-
Try to keep the number of frames as low as possible
Avoid stacking multiple Neural Filters at once. Try applying & rendering the filters that you want one by one
Specific workarounds for specific issues:
How to resolve flickering frames: If you come across flickering, you will need to playback your gif on the video timeline in full to find the frames where the filter isn't applied. You will need to select all of the frames to allow Photoshop to reprocess these, before you render your gif.+-+
What to do if you come across Neural Filters timeout error? This is caused by several incompatible Neural Filters e.g. Harmonisation (both the filter itself and as a setting in Landscape Mixer), Scratch Reduction in Photo Restoration, and trying to stack multiple Neural Filters with facial recognition features.
If the timeout error is caused by stacking multiple filters, a feasible workaround is to apply the Neural Filters that you want to use one by one over multiple rendering sessions, rather all of them in one go.
+-+This is a very common issue for Apple Silicon-based Macs. Flickering happens when a gif with Neural Filters is rendered without being previously played back in the timeline.
This issue is likely related to the memory bandwidth & the GPU cores of the chips, because not all Apple Silicon-based Macs exhibit this behaviour (i.e. devices equipped with Max / Ultra M-series chips are mostly unaffected).
-- As mentioned in the supplementary page, Landscape Mixer requires a lot of GPU horsepower to be fully rendered. For older systems (pre-2017 builds), there are no workarounds other than to avoid using this filter.
-+- For smaller dimensions, the size of the machine learning models powering the filters play an outsized role in the rendering time (i.e. marginal reduction in rendering time when downsizing 1080p file to Tumblr dimensions). If you use filters powered by larger models e.g. Landscape Mixer and Photo Restoration, you will need to be very patient when exporting your gif.
7. More useful resources on using Neural Filters
Creating animations with Neural Filters effects | Max Novak
Using Neural Filters to colour correct by @edteachs
I hope this is helpful! If you have any questions or need any help related to the tutorial, feel free to send me an ask 💖
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ginger-fitzgeralld · 1 month
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A transgender woman who sued a women-only social media app for alleged gender discrimination has been awarded $10,000 plus costs after a judge found she had been indirectly discriminated against in a landmark decision that tested the meaning and scope of the Sex Discrimination Act.
Roxanne Tickle, a transgender woman from regional New South Wales, sued the women-only social media platform Giggle for Girls and its CEO, Sall Grover, claiming she was unlawfully barred from using the app in 2021 after the firm and Grover said she was a man.
On Friday morning, federal court justice Robert Bromwich said the respondents considered “sex” to mean the unchangeable sex of a person at birth.
“These arguments failed because the view propounded by the respondents conflicted with a long history of cases decided by courts going back over 30 years. Those … cases established that on its ordinary meaning sex is changeable,” he said.
Onboarding to the app required the user to upload a selfie verified as female by KairosAI gender detection software and then by Grover. Tickle was barred after initially being allowed to join the platform – which was shut down in August 2022.
The judge said the evidence did not establish Tickle was excluded from Giggle directly “by reason of her gender identity although it remains possible that this was the real but unproven reason”.  Rather, the indirect discrimination case succeeded because Tickle was excluded from the use of the social media app “because she did not look sufficiently female”.
Bromwich disagreed with Grover and Giggle’s arguments about the constitutionality of the protections for gender identity in the Act – in line with the position of the sex discrimination commissioner.
Tickle had sought damages and aggravated damages amounting to $200,000, claiming that persistent misgendering by Grover resulted in constant anxiety and occasional suicidal thoughts.
In his written decision, Bromwich drew attention to the behaviour of Grover, including laughing at a caricature of Tickle during the trial.
“[Grover’s] explanation, that it was funny in the context of the courtroom, was obviously disingenuous. It was offensive and belittling and had no legitimate place in the respondents prosecuting their case.”
Tickle said Friday’s decision showed transgender people could stand up for themselves.
“I’m pleased by the outcome of my case and I hope it is healing for trans and gender diverse people. The ruling shows that all women are protected from discrimination,” she said outside court.
“I brought my case to show trans people that you can be brave and you can stand up for yourself. I can now get on with the rest of my life and have a coffee down the road with my friends, play hockey with my team and put this horribleness behind me.”
Changes to the Sex Discrimination Act in 2013 made it unlawful under federal law to discriminate against a person on the basis of sexual orientation, gender identity or intersex status.
It is the first time alleged gender identity discrimination has been heard by Australia’s federal court and goes to the heart of how gender identity – and being a woman - is interpreted. The outcome is likely to have wide-reaching implications for male and female spaces and activities and is being watched around the world.
Over the course of a three-day hearing in April, the court heard that Tickle had lived as a woman since 2017, had a female birth certificate and gender affirmation surgery and “feels in her mind that psychologically she is a woman”.
Tickle’s barrister Georgina Costello KC said that “Ms Tickle is a woman” but that “the respondents flatly deny that fact”.
Giggle and Grover’s team asserted that the case must focus on biological sex.
“Sex is discriminatory, it always has been and always will be … biological sex must prevail,” barrister Bridie Nolan said.
Grover told the court that she would not address Tickle as “Ms” and that, even if a transgender woman presented as female, had gender affirmation surgery, lived as a female and held female identity documents, Grover would still see her as a “biological male”.
The court heard that Grover started the app, intended as an “online refuge”, after receiving trauma therapy for social media abuse while living in the US.
The Australian Human Rights Commission acted as a friend of the court. Barrister Zelie Heger told the court that sex was no longer defined in the Sex Discrimination Act but that “importantly the Act recognises that a person’s sex is not limited to [being a man or a woman]”.
The case has been closely followed by both women’s and trans rights supporters, with Bromwich admitting “this was never going to be an easy case for anybody”.
Tickle received support from the Grata Fund, while a crowdfunding campaign set up to cover Giggle for Girls’ legal costs raised over $520,000.
Ignoring the tone of the article because I haven’t found a non-biased one yet, I’m so fucking over this shit. I’m disappointed in our court systems and what this precedent will mean for the rights of girls and women across the country.
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coochiequeens · 1 month
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Great now transbians can force their way into lesbian dating apps
Daisy Dumas Thu 22 Aug 2024 20.18 EDT
A transgender woman who sued a women-only social media app for alleged gender discrimination has been awarded $10,000 plus costs after a judge found she had been indirectly discriminated against in a landmark decision that tested the meaning and scope of the Sex Discrimination Act.
Roxanne Tickle, a transgender woman from regional New South Wales, sued the social media platform Giggle for Girls and its CEO, Sall Grover, claiming she was unlawfully barred from using the app in 2021 after the firm and Grover said she was a man.
On Friday morning, the federal court justice Robert Bromwich said the respondents had considered “sex” to mean an unchangeable sex of a person at birth.
“These arguments failed because the view propounded by the respondents conflicted with a long history of cases decided by courts going back over 30 years. Those … cases established that on its ordinary meaning sex is changeable,” he said.
Onboarding to the app required the user to upload a selfie verified as female by KairosAI gender detection software and then by Grover.
Tickle was barred after initially being allowed to join the platform – which was shut down in August 2022.
The judge said the evidence did not establish Tickle was excluded from Giggle directly “by reason of her gender identity although it remains possible that this was the real but unproven reason”.
Rather, the indirect discrimination case succeeded because Tickle was excluded from the use of the social media app “because she did not look sufficiently female”.
Bromwich disagreed with Grover and Giggle’s arguments about the constitutionality of the protections for gender identity in the act – in line with the position of the sex discrimination commissioner.
Tickle had sought damages and aggravated damages amounting to $200,000, claiming that persistent misgendering by Grover resulted in constant anxiety and occasional suicidal thoughts.
See rest of article
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my thoughts on how to do Basically Kinda cel animation but cheap as fuck. strap in this is a long post and there are many swears PART 1
Really long intro
ok so I was animating my thing the other month right, and I was going to infodump on how I do cel animation without the right training from the comfort of my chaotic mess of an office. But I got into it and I was like "my god, I'm going to have surgery in a few months and my gofundme has accumulated dust, I can't be buying fucking $1/each cels and more paint". that got me thinking like....MOST people are probably like "wow I'm broke as shit I can't do this" even if they want to, but I think you can, so I took a couple weekends to hurl myself face first into seeing if I could do this - the version for if you're broke as fuck or don't want to spend money.
Obviously if you want something good quality AND you don't want to make this a struggle, splurge on good supplies like real cels and paint if you have the money. But if you don't or you just want to fuck around, this info dump is for you.
Disclaimer: I'm not a professional (if you can't already tell lol 👀👀👀) and I have no idea if this is what cal arts would approve of or whatever the shit but to be brutally honest, I also don't give a fuck, they're too busy fulfilling their role as the gatekeepers of the human-expression-to-corporate-tax-write-off pipeline to watch your heartfelt if low res artistic expression so come join me in this pit and let's just do whatever the fuck we want with whatever we got.
My goal is to give you ideas so you too can do the fucking thing. It's not gonna be Snow White. It's not gonna even be Steamboat Willie. That's fine. The point is to do the thing anyway and make some shit you wouldn't have tried otherwise. (And share it with me here on the internet bc I'm bored and depressed. If you feel like it) because sure you can go and pull up your 2d animation software and rig some shit up and blow anything I can do by hand out of the water in about 3 min flat but THATS NOT THE POINT IS IT THE POINT IS THAT YOU TOO WANT TO EXPERIENCE ART AS SUFFERING AND MAYBE ALSO UNDERSTAND THAT SOFTWARE DOESNT MAKE ART FORMS OBSOLETE.
Anyway let me just stow this soap box under the counter real quick.
There.
K So I'm gonna go through how I tackled this challenge - cheap ass cel animation - starting with prep, then the drawing steps, then getting the shit into some form where you can put all the frames together.
Prerequisite suggestion
This ramble assumes that you at least vaguely understand how drawing works and understand the basic idea of how animation works. How to animate overall - like the principals of animation- is a wee bit outside the scope of this post, in no small part because I know there are a BILLION people out there who understand those principles and execute them better than I do. I think I followed some of Aaron Blaise's videos to learn, but there are also other tutorials on YouTube. I also just learned from watching pencil tests and filming references of my long suffering friend in which i gave her instructions like "ok NOW put your hands on your hips dramatically in the direction of that rock". But yeah like I said the principals of animation themselves are better off taught by someone who isn't me (and I'm honestly still practicing).
Alright that's enough intro. Let's start with setup
FINALLY THE INGREDIENTS LIST
Most of the stuff in this ?tutorial? is really probably honestly laying around your house right now, especially if you live with any 50+ people who have ever had an office job. But I will talk about costs anyway in case you're starting from scratch. I found pretty much all of the stuff at Dollar Tree, and yeah, it's not an ideal place to go, but also this is a tutorial for if you're broke. And also unlike things that you have to repeatedly buy that cost you more per unit in the long run, most things you are using here are one time necessities, so you really are saving money. ....Now I'm in the US. If you're not in the US, I think there are also similar stores in other places....It'll be similar to something like if there's a shop that sells stuff for 1-2 euro or whatever. Things at dollar tree range from about 1-5 bucks, but I managed this with the $1.25 items (some were actually less than that but I lost track of my receipt).
You will need the following shit for part 1 of this vaguely educational series:
The smallest cheapest strand of fairy lights you can get. Mine were battery powered, doesn't really matter either way. If you can get white ones get white ones. (I could Not find white ones :/)*
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Batteries if they need batteries *
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An 8.5x11 drawing pad (at the dollar store I got the 64 pg one)
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A translucent container with a flat bottom. I got a little 8x12 storage basket for this. You probably can't get anything big at the dollar store but try to get something with a bottom as close to the drawing pad size as possible (it's ok if it's a little smaller) *
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Scissors (or a knife/craft knife you don't mind destroying. You may want safety goggles if you don't have them. These also exist in dollar tree)**
Clear tape**
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Something small and tube like. Maybe plastic straws. I actually used flagpoles from those tiny flags, you know the ones (ok these in the picture are NOT from dollar tree and i will provide excuses later on in this document. You could also use straws i think)
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Hole punch
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Super glue (or the strongest adhesive you can otherwise get if this isn't available to you)**
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pencils (I don't know why I didn't take a picture of them but you're on the gay art website I feel like you've probably seen a pencil in your life)
sharpie (you'll use it more later but you might as well get it now)
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A pack of sheet protectors (you may or may not need more depending on how many frames you're doing but for now one will do but for this first part you only need one)
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* this is part of an optional component but you WANT TO HAVE IT TRUST ME
**if you are REALLY not in the mood to buy these things and you don't need the tape/scissors for the above optional item, you can technically just go to FedEx and like make a cheap b/w self serve photocopy of something to avoid the employees yelling at you and then quickly go use their choppy thing and the tape and scissors they have laying around in the self serve area. They may have a hole punch too idk
And now FOR THE MAKING PART
First thing to make: substitute peg bar
Some things I'm doing here are optional, but the one that really isn't is the peg bar. That's the thing that keeps all your stuff lined up. Without this your frames are going to be moving all over the place and movements won't register the right way. It's got (if you couldn't guess) pegs on it. And these match up with the holes in your paper or cels.
This is a real peg bar
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I think this is like 16-20 bucks if you buy it on Amazon, maybe a smidge cheaper if you go through someone else (I will discuss traditional animation supplies for when you're NOT broke as shit in another post). The problem is that this is for acme punched paper (notice how two of the holes are long). Yes it helps things register better, but we're going to be punching our own paper and a 700 dollar acme punch is NOT in our budget today.
There is a version of a peg bar you can get that fits normal hole punch holes. But this isn't the buy things the easy way tutorial, this is the broke as fuck tutorial. So we're going to be making this shit.
Steps to make the thing (I'm sorry about this list not being numbered apparently even when you fuck with the html directly you can't put images in a numbered list on this webbed site):
Ok first we need some cardboard or cardstock. Something sturdier than regular paper. OH GUESS WHAT WE HAVE THAT. If you don't have other stuff to use laying around, take all the backing cardstock off the drawing pad. Be careful to keep as much of the adhesive stuff left on the actual paper as possible.
We're going to cut that into strips. Keep them as straight as possible. They should be like 1/2-3/4 in wide.
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(You may want to skip ahead in the steps a bit to see how we're using this so when we use tape in this step you can avoid putting it where the pegs go. You don't have to but things will stick better) Stack them and tape them together as tightly as possible. This will be the bar part of the bar.
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Take one of your page protectors and place it on the bar and try to center the middle hole on the bar. Trace that hole onto the bar and pick two others to trace (pick circle ones that fit entirely onto the bar).
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Now we make the pegs. You will use the flags for this (or straws, see flags and note in the Ingredients TM list) So I actually had these pride flags from Walmart (please remember we are trying to stay dirt fucking cheap here, I promise I don't usually go to Walmart at all.) Bc my dollar tree doesn't have them yet, HOWEVER I KNOW THEY WILL BECAUSE IVE GOTTEN THEM BEFORE so technically by the time I finish writing this you will be able to get them there most likely. Now the great thing about cheap flags is they're cheap. That means they use shitty hollow plastic tubes as poles. That's great for us because we are going to snip off the ends and use them as pegs. You want to measure up a 1/2 inch from the bottom and cut them. Do this on 3 SEPARATE flags, because you want at least one perfectly flat end for each (that's likely the factory end, so keep track of which end that is). You can also use plastic straws for this probably, or paper sticks for thick lolly pops. The idea is whatever you use needs to fit the page protector holes.
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Take your super glue or other adhesive and put a little on the "pegs" and attach them (factory side down) to the bar where you marked the holes in step 4. (note that the pic shows that I taped both this and the thing you're making next to the leftover cardstock to keep it all together, which is an option but you don't have to if you like to suffer)
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Let this dry while we work on the next part.
Second thing to make: "light box" (I use this term COMICALLY loosely. Optional but you will have an easier life if you have one)
This is the LED Light pad I use for animating. If you can afford like 30 bucks, just splurge and get one. It helps you cheat and see your previous pencil drawings under the current one so you can better draw the current frame. (And before you ask yes I know it looks like I dug it out of apocalypse aftermath rubble I will not be taking criticism at this time,,,,)
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If you can't afford that, we're going to MacGyver together a little apparatus that works basically the same way. The "we have LED light box at home" if you will.
(I mean you can also just tape a peg bar to a window and go at it which is free but your arms are going to hurt drawing like that. You can also just get really good at page flipping while drawing. I am NOT good at that )
Steps to make the thing:
Remember how I made you get a plastic container with as flat of a bottom as possible? (It can be flat on the inside or outside bottom doesn't matter) We're going to mutilate that. Put on your safety glasses if you have them and you're scissor-cutting something that tends to crack rather than bend because the occasional plastic shard will fly off. Cut the sides off the container. It's probably easier with a knife but I was all about suffering. Try to get as much of the sides off as possible. It's ok to leave some of them if that's the side you'll have facing down. (For me my container had an annoying hard to cut rim on the bottom so I just decided to cut the sides off entirely and have that side down).
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Take your fairy lights out and unwind them. If you have battery powered ones... Pry the cheap little battery compartment open (you can see there's a screw driver there so use one if you have it but this plastic is so cheap you'll probably be able to just bend the cover and pry it open and rotate it out of the way tbh) and stick the batteries in. We do this first to make sure the lights work before we waste time using them.
Cut a little notch in the side of your plastic piece where the wires can go.
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Flip your plastic piece so that the side facing you is the side you want facing down the rest of the time when you're actually drawing on this thing.
Feed the wire from the battery box (or coming off the plug if no battery box) through the little notch , with the battery box OUTSIDE the plastic area, and tape the wire in place.
Now arrange the strand so you have as even as possible a distribution of lights all over the plastic, and tape the wires down to hold the arrangement in place.
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Flip it back over and switch it on. Voila shitty light box. Now you can't put a lot of PRESSURE on this but it'll do the job. You can see like 1-2 previous images through it too believe it or not. And this is with these horrible yellow lights I found, if you have brighter ones it should be more effective. (Now switch it off so you don't eat battery life)
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Now let's get the paper ready
Now that the first part of your setup is done you need shit to do your pencil tests/preliminary animation on. (The thing you'll eventually trace onto the cel)
Take the paper you removed the backing from. We're going to mark and punch it. We'll be punching from the ADHESIVE/PERFORATED SIDE. This is important because it will help keep the pages and therefore holes aligned when we take the hole punch after it.
Here's how you go about it for the best result in my humble opinion:
If you made your peg bar as above, you've already removed the cardstock cover of your cheap drawing pad so go to step 2. If you haven't, then remove the cardstock cover/backing from your pad now. Try to keep the adhesive intact as much as you possibly can (basically you want to keep the pages from slipping when you eventually punch them so they need to stay in a neat little stack. If you're having trouble or you're having to use a different type of paper such as ink jet paper, you can probably also achieve this with binder clips in a pinch- is that what they're called? the black things? look like 90s butterfly hair things if you squint? Just make sure the paper is stacked evenly and the stack is held firmly together. )
Still trying to keep the adhesive holding the stack together as much as possible, carefully separate the paper into 2 or 3 smaller stacks. (ignore the hole markings in this picture I took it after I realized I needed to demonstrate this step)
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Take one stack and put one of the sheet protectors over it, lining the side with the holes up so that that edge is along the perforation in the drawing paper (if you're using a different type of paper than the dollar store pad, line the edge of the sheet protector up with the edge of the paper, but move it about 1/8th to 1/4th inch away from the edge. basically you don't want the holes right on the edge of the paper). Trace the holes onto the paper with a pen or pencil. (Note: if you're using a manufactured peg bar, use that to determine the hole placement instead of a sheet protector - it'll be easier to modify the holes in sheet protectors if necessary later).
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Carefully, keeping the stack of paper all lined up and together, punch each of your three holes with the hole punch. (The reason you made stacks is that do you really want to do this with each individual page? I didn't think so)
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Ok Let's Try It Out!!
Alright here's a shot of me using this to draw some frames from my animation about some creepy deer (coming soon to a feature envy productions official tumblr near you). You take some paper and carefully place it on the pegs, sketch a key frame, and then place another sheet over that on the pegs, switch on the "light box" and sketch the next key frame, referencing the first one. (Oh and of course make sure you're drawing on the smooth side - not the side you taped the lights to). Like I said, this is definitely like. If you have no other options you might as well try it - You generally can see through about 3 sheets of paper in a dark room. At least the key areas. So you should be able to in between with this setup as well. Not great but hey! If you're on a strict budget, you can still do this, and it beats buying a bunch of expensive shit on Amazon. I'm pretty confident that most people have almost all of these items laying around their house like I said, but let's break it down - If you're like me and you animate at 24 fps but on 3s, that's an average of 8 frames per second. So for each pad of dollar store paper, you're getting about 8 seconds of animation (maybe more, maybe less). You can factor that in when deciding how many drawing pads to purchase (keep in mind if your backgrounds are very simple, you may be able to use the additional cardstock for this purpose as well instead of using up sheets of paper).
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Stay tuned because we're not done yet!
Part 2 will be Inking and painting. (Note: on the day I'm writing this I have a placeholder post there, but if it's still a placeholder when you look, please keep checking, I will add the second part, I just didn't want someone to have to HUNT for it if you're looking at this from like a year from now) Yes ink and paint. You didn't think I was getting you all excited for a vine's worth of pencil tests were you? no we're doing the whole expensive process from pencils to final product. And I'm going to show you the cheapest way I could figure out.
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vegasolari · 1 year
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V2 is an Ultrakill character and I have many feelings about them: here's why
I think we can all agree that Ultrakill didn’t exactly explore V2 as a character much. Sure, we have some basic information about them, but we’re pretty much left to fill in the blanks ourselves. And, oh boy, are there a lot of blanks. Well, here’s my ridiculous essay filling in those blanks for myself in a way that (hopefully) makes sense in the scope of Ultrakill canon. TL;DR: here are my V2 headcanons because I’m insane.
During my first playthrough of Ultrakill, I didn't think much about V2. They seemed like the classic “evil twin” and not much more, testing your skills as a player in a unique way. I’m the good guy and I have to beat up the evil version of me, y’know? But, as I got more into the lore of Ultrakill, I couldn’t stop thinking about V2.
V1 was built with a clear purpose in mind: war. I’m certain anyone can agree with that. But, when the whole war business fell apart with the New Peace, V1 quickly became obsolete. If whatever entity developing V1 wanted any chance of recouping the cash dumped into V1, they had to pivot. But we have this great war robot just lying around! Alright, how about this: we’ll make a new version of this robot with decreased combat capabilities, but increased human interfacing capabilities. So, a new model was made. It was very similar to the previous one, switching out the fancy plating for regular tough stuff, plus installing some friendlier software. Despite the rush job, it was a pretty damn good android. But, with all that high-end tech came a big price tag that the market deemed unreasonable.
Now, this leads to an interesting idea: if V2 is sentient (observing their behavior in-game, they likely are), how would that make them feel? Certainly, they would know that they were essentially the living embodiment of a hollow gesture; being nothing more than an attempt to recuperate funds, being a commercial failure, being what most would consider a weak imitation of their predecessor. I wouldn’t be surprised if V2 went after V1 based on sheer jealousy alone. Their creation was underdeveloped and sloppily done. V2 wasn’t wanted for whatever skillset a highly advanced security bot could offer. V2 wasn't wanted… V1 was. The second iteration is supposed to be better than the first, and V2's existence is defined by being a cheap copy.
Regardless, V2 is here and they can still serve some function. While V1 and V2's hardware may be nearly identical, I have to imagine their software is very different. Remember, V1 was made for war. Their software is probably highly specialized for efficient killing. In terms of a highly advanced society dependent on specialized androids filled with precision AI, that must be pretty simple. Just boot up good old “shooty_mcshooting.exe” and we’ve got ourselves an AI that can quickly identify a target and attack its weak points. V2, on the other hand, was made for peacetime efforts. Sure, security was kept in mind during their development, but overall they were made for human cooperation. A peacetime machine would certainly have been developed with a natural affinity toward humanity, right? This leads me to believe that V2 was made with an innate affinity toward humans. Hell, maybe they were programmed with a desire to socialize that matched the strength of our own innate socialization needs. It would certainly make their job much easier.
Despite this, I feel they still had to do some warming up to humans. After all, humanity did them quite a disservice. Whether they made peace with the circumstances surrounding their creation and loved humans despite it or simply ignored the troubled emotions surrounding their creation, I’m not certain. Regardless, their core programming spurred them on. V2 learned to cooperate with humans, with their reward system to guide them. Eventually, their reward system must have led them to feel something that could be best described as affection towards humans, forever being driven to be curious and friendly towards humanity. I love imagining them joking around and laughing with their coworkers on whatever security job they were assigned to. Maybe they'd even have fun chatting up the scientists working on their development, learning more and more about how humans interacted and communicated with one another.
Speaking of which… what if V2’s job expanded past security? Say a building were to collapse with people trapped inside; what better tool than an extremely durable, strong, highly intelligent robot to dig through the rubble, locate survivors quicker with specialized software, and even administer first aid?
Just as V2 adored humans, one must imagine V2 being adored by humans.
As V2’s software spurred them on to learn more and more about humans, they would come to appreciate the things humans appreciated. Perhaps V2 came to appreciate the beauty of art or the marvel of science in the same way humans did, or perhaps they simply liked these things because they were human. Imagine V2 learning everything they could about cooking despite never needing those skills, just to be able to bond with humans. They’d even surprise the scientists developing them with delicious treats that V2 themself could never eat, all to fulfill their role as a friend to humanity.
Humanity's extinction must have been devastating for V2.
I imagine after humanity died, V2 simply tried to make do with what they had. In my mind, it’d make sense that they'd try to avoid using blood from animals at all costs (humans loved animals, after all). Instead, they'd take fuel from other machines. That fuel was already taken from its rightful owner, and there's nothing that can be done about it now. May as well put it to good use, right? Considering V2’s love for humanity (and by extension, all living creatures), they must have come to loathe their fellow machines. Machines sustain themselves off of harming humans and other living creatures, after all. Of course, there is the irony of V2 being just like every other machine, reliant on blood to survive.. I'll try not to get sidetracked with that one though -
I lied. I'm getting sidetracked.
V2's love of humans combined with their reliance on their blood as fuel would have been difficult for them to accept at best, and devastating at worst. I was going to put a comparison here but it made me genuinely sad, which goes to show how this likely made V2 feel. Sure, taking blood from humans doesn't necessarily require violence, considering blood donations exist, but it still couldn’t have felt great. Besides, it seems very possible that not all machines were interested in taking that fuel peacefully.
During their time in Hell, seeing their fellow machines happily and greedily tear through husks in Hell (which, I'd like to point out, are human souls) must have enraged V2. Considering their love for humans, I can't imagine them using husks as fuel. Instead, it would make sense for them to kill machines only. In fact, V2's terminal entry explicitly mentions killing machines (...V2 dove deeper into Hell, killing other machines for their blood to help its recovery…) but doesn't say anything about killing husks. I will note that the Ultrakill Fandom Wiki entry for V2 does allude to them killing husks, but there wasn't a source so I'm disregarding it (yes I am so Ultrakill brain-rotted that I am asking for sources on Ultrakill lore).
This leads to a stark contrast between V1 and V2, despite seeming so similar on the surface. V1 was made with the sole purpose of killing, and I do not doubt that humans were well within their scope. V1 is an especially efficient killing machine, with their rampage in Hell enough to draw the attention of Heaven. We know V2 tried to fight V1. What if the reasons for stopping V1 went beyond preserving fuel resources or getting revenge? V2 wanted to save the remnants of humankind. V2 didn't fight for themself; they fought for humanity.
Despite this, one could indeed make a very reasonable argument that V1 is doing the denizens of Hell a favor. Ceasing to exist does sound much more appealing than eternal torture. But, seeing as it's implied V2 has only been in Hell for a few hours, it's likely that they just haven't thought about this. Think of it this way: they've just rediscovered the one thing that gave them purpose... it's unlikely they'd be willing to let that go easily. Or perhaps V2 did think about this. Maybe V2 wanted to build a better life for the people of Hell. We know they made it to Greed, so they almost certainly heard of Minos' and Sisyphus' attempts to rebel against Heaven. I think it's likely that V2 wanted to follow in their footsteps; they wanted to build a haven for humanity.
But unfortunately, we all know how their story ends.
V2's existence was one defined by failure. V2's life was one riddled with "what ifs?" and "could have beens." An overwhelming theme of Ultrakill is tragedy, and I'd argue that this take on V2 is just about as tragic as one can get.
Also V2 isn't dead because they live on in my heart and I will not accept any attempts at convincing me otherwise.
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askagamedev · 6 months
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How is the process of learning In-house game engines once you get into an AAA studio? Do they immediately put you in production to learn as you go, or does it take some weeks before allocating you to a project?
The onboarding process is a little of everything you say. Whenever I start a new job, there's the new hire administrative tasks I need to get done like signing paperwork and doing harassment/DEI/office safety training and there's the actual "this is what they hired me to do" learning process where I learn how the workflow works so that I can start being productive. We'll ignore the administrative stuff and focus on the productivity onboarding.
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The first thing that any new hire has to do is get the project synced to the latest safe build and get the game running. Without being able to run the game, we can't make or test any of the changes we will inevitably need to make. This often entails fiddling with a bunch of workstation and network settings in order to make sure all of the files are where the game expects them to be, all of the necessary software is installed and ready, and so on. Getting an in-development game running can take quite some time (I've seen whole days lost in some cases) given how much disk space these games can take (and therefore how long it takes to download all of those files from the depot) and how complex the workflow can be.
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Once the new hire has the game up and running and has familiarized herself with the game's controls and such, it's time to start reading documentation for the internal tools and workflow - how the content is made, how the work is done, what the working process is, how to check your work, who to contact in case of questions. At this point, the lead usually assigns an introductory task or two to the new hire - a small task for her to get her feet wet and to provide some guidance while looking through the system and making some actual changes.
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After this initial process of learning > making changes > testing > submitting the fix, the process repeats with newer and more complicated tasks as the new hire's lead deals out new assignments. As the new hire completes more tasks, she learns more about the tools, the workflow, and the team. That knowledge and experience is then considered when increasing the scope of her tasks until she's reached the level of productivity expected of a dev in her role.
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If you think this sounds a lot like the [minimum competency for joining a team] post from a while back that I wrote, you're absolutely right. We use this exact process to bring a new hire onto our team because it's the same goal - we have someone who (we hope) is dedicated to working on the game and helping us carry it to completion.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
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Frequent Questions: The FAQ
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novelmonger · 2 months
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Congratulate me! I've gotten to 80% in the software training unit for my scoping class!
After several of the driest lessons imaginable about what all the different things in all the various toolbars do, I've lately been working through lessons about adding words to the program's dictionary, working with globals (basically: telling the program to always translate certain keystrokes from the reporter in a certain way, useful for things like if they often make the same misstrokes or to not have to keep correcting Johnson to Jonson every time in a particular case, etc.), and setting up macros (basically: setting up your own keyboard shortcuts to do things that would otherwise take a lot of navigating through menus and such).
All of these are very useful, and I can absolutely see the practical application, though I'm getting a bit worried about remembering how to do all of this stuff for the final exam D:
I think I have three lessons left before the big scary test ._.
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izicodes · 2 years
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When I first started to code, I didn’t really know what’s the real difference between programming and coding. Like, was I coding or was I programming right now? Does HTML count as coding or programming? I would even think a Programmer was this high computer science level that takes years to achieve! Programming and coding are often used interchangeably, but they are not exactly the same thing - let’s talk about it!
At a high level, programming refers to the process of creating and designing computer software or applications. This typically involves writing code, as well as planning and testing the software to ensure it functions correctly. Programming often requires a deep understanding of computer science concepts and the ability to think abstractly and solve complex problems.
Coding, on the other hand, refers specifically to the act of writing code. Code is a set of instructions that a computer can understand and execute. Coding involves writing these instructions using a programming language, such as Java or Python.
Differences
Scope: Programming involves a wider range of activities, including planning, design, and testing, while coding specifically refers to the act of writing code.
Skills: Programming requires a more comprehensive understanding of computer science concepts and the ability to think abstractly and solve complex problems, while coding involves the ability to write code using a specific programming language.
Output: The output of programming is often a finished software product or application, while the output of coding is typically just the code itself.
Similarities
Both programming and coding involve the use of computer languages to create software or applications.
Both require a certain level of technical skill and expertise.
Both are important parts of the software development process.
So, let's quickly summarise: programming involves a wide range of activities, including the planning and design of software, while coding specifically refers to the act of writing code.
Hope this clears up things for anyone confused! And don't worry, even with pure HTML, you're still coding~! Happy coding! 🤎
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blubberquark · 2 years
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When "Clean" Code is Hard to Read
Never mind that "clean" code can be slow.
Off the top of my head, I could give you several examples of software projects that were deliberately designed to be didactic examples for beginners, but are unreasonably hard to read and difficult to understand, especially for beginners.
Some projects are like that because they are the equivalent of GNU Hello World: They are using all the bells and whistles and and best practices and design patterns and architecture and software development ceremony to demonstrate how to software engineering is supposed to work in the big leagues. There is a lot of validity to that idea. Not every project needs microservices, load balancing, RDBMS and a worker queue, but a project that does need all those things might not be a good "hello, world" example. Not every project needs continuous integration, acceptance testing, unit tests, integration tests, code reviews, an official branching and merging procedure document, and test coverage metrics. Some projects can just be two people who collaborate via git and push to master, with one shell script to run the tests and one shell script to build or deploy the application.
So what about those other projects that aren't like GNU Hello World?
There are projects out there that go out of their way to make the code simple and well-factored to be easier for beginners to grasp, and they fail spectacularly. Instead of having a main() that reads input, does things, and prints the result, these projects define an object-oriented framework. The main file loads the framework, the framework calls the CLI argument parser, which then calls the interactive input reader, which then calls the business logic. All this complexity happens in the name of writing short, easy to understand functions and classes.
None of those things - the parser, the interactive part, the calculation - are in the same file, module, or even directory. They are all strewn about in a large directory hierarchy, and if you don't have an IDE configured to go to the definition of a class with a shortcut, you'll have trouble figuring out what is happening, how, and where.
The smaller you make your functions, the less they do individually. They can still do the same amount of work, but in more places. The smaller you make your classes, the more is-a and as-a relationships you have between classes and objects. The result is not Spaghetti Code, but Ravioli Code: Little enclosed bits floating in sauce, with no obvious connections.
Ravioli Code makes it hard to see what the code actually does, how it does it, and where is does stuff. This is a general problem with code documentation: Do you just document what a function does, do you document how it works, does the documentation include what it should and shouldn't be used for and how to use it? The "how it works" part should be easy to figure out by reading the code, but the more you split up things that don't need splitting up - sometimes over multiple files - the harder you make it to understand what the code actually does just by looking at it.
To put it succinctly: Information hiding and encapsulation can obscure control flow and make it harder to find out how things work.
This is not just a problem for beginner programmers. It's an invisible problem for existing developers and a barrier to entry for new developers, because the existing developers wrote the code and know where everything is. The existing developers also have knowledge about what kinds of types, subclasses, or just special cases exist, might be added in the future, or are out of scope. If there is a limited and known number of cases for a code base to handle, and no plan for downstream users to extend the functionality, then the downside to a "switch" statement is limited, and the upside is the ability to make changes that affect all special cases without the risk of missing a subclass that is hiding somewhere in the code base.
Up until now, I have focused on OOP foundations like polymorphism/encapsulation/inheritance and principles like the single responsibility principle and separation of concerns, mainly because that video by Casey Muratori on the performance cost of "Clean Code" and OOP focused on those. I think these problems can occur in the large just as they do in the small, in distributed software architectures, overly abstract types in functional programming, dependency injection, inversion of control, the model/view/controller pattern, client/server architectures, and similar abstractions.
It's not always just performance or readability/discoverability that suffer from certain abstractions and architectural patterns. Adding indirections or extracting certain functions into micro-services can also hamper debugging and error handling. If everything is polymorphic, then everything must either raise and handle the same exceptions, or failure conditions must be dealt with where they arise, and not raised. If an application is consists of a part written in a high-level interpreted language like Python, a library written in Rust, and a bunch of external utility programs that are run as child processes, the developer needs to figure out which process to attach the debugger to, and which debugger to attach. And then, the developer must manually step through a method called something like FrameWorkManager.orchestrate_objects() thirty times.
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Request for Programming/CS/Math blog recommendations:
I've been looking for more programming / computer science / software dev (and also math/probability/statistics) blogs to add to my RSS reader
(I’m not very picky about adding blogs, since I can always remove them later, and it’s tough to accurately estimate “how much will I really like having this in my RSS reader?” in advance. also, most blogs aren't updated that often anyway, so it's not like I'm going to be inundated with posts regardless)
I may as well list the ones I've liked so far, and a few of the languages/topics they post about. They all post about Software Engineering In General as well as whatever I mention explicitly
Ones I’ve been following for a little while (and/or I’ve read a bunch of their older posts):
https://buttondown.email/hillelwayne – language design, formal methods, model checking (TLA+)
https://blog.plover.com – Haskell, functional programming, math, git, CLI stuff (see "subtopics" in the sidebar for tags)
https://www.johndcook.com/blog – math, probability/statistics, numerical methods
https://blog.yossarian.net – Rust, Python, cryptography (tags listed here)
https://fasterthanli.me – Rust, profiling, Go (derogatory), networking, async
https://blog.ploeh.dk – Haskell, F#, functional programming, category theory, design patterns, testing, .NET (tags here)
https://jvns.ca – networking, servers, CLI stuff, SQL
https://wunkolo.github.io – graphics, fun with intel ISA extensions / SIMD
https://randomascii.wordpress.com – profiling, performance, windows-ecosystem things, fun posts about floating point
https://esoteric.codes – esolangs
https://www.parsonsmatt.org – Haskell
Others I’ve thrown onto my RSS reader but haven’t been following for as long, or haven’t read so much from their archives yet (not an exhaustive list):
https://thephd.dev/ – C++, C, Rust
https://fa.bianp.net – machine learning, math, probability/statistics, algorithms, optimization
https://danluu.com – added on the strength of this post, basically
https://nedbatchelder.com/blog – Python
https://martinheinz.dev – Python
https://hynek.me/articles – Python
https://www.b-list.org/weblog – Python
https://blog.demofox.org – graphics, gamedev, math, algorithms
https://utcc.utoronto.ca/~cks/space/blog – linux, sysadmin-ing, zfs, Python
For all of these blogs, I scroll past and try to ignore anything that’s not technical content (or about labor conditions / industry things)
I’m also interested in learning about things outside of the scopes / focuses of the above (e.g. I don’t really have any js blogs in there yet, but would definitely be interested!)
I would also definitely appreciate any recommendations for essays, article series, books, interesting repos, archives of blogs that are no longer active, anything along those lines
(Please no LessWronger recommendations. I’m not following any of these people for their politics, but LessWrongers will use anything and everything to plug their insufferable neo-reactionary cult shit, it’s too much to just scroll past. Unfortunately, most of the people on tumblr who post about math and/or programming are also LessWrong/SSC adherents.....Which unfortunately also means I’m unlikely to actually get any recommendations out of posting this. But you never know, worth a shot)
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Heck yeah! Got my super dirty diy audio oscilloscope probe circuit working on the first try!
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The Pi is just producing a 1kHz test signal with PWM stepping back and forth between 0-100% duty cycle.
The scope is xoscope which is GNU software I'm running on my Ubuntu machine.
The circuit itself is very simple:
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Also really noisy... I can probably do a lot better with an instrumentation amplifier, but I also feel like I need something a little more robust than the scavenged headphone cable I'm using to connect to the microphone port. Also could probably get better sample rates with a microcontroller, but there's a bunch of development I gotta do before that.
This is good enough to get started on some stuff though, and it's good to finally get my hands dirty.
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stagnate-03 · 3 months
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Key Project Management Strategies for Market Research Professionals
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In the dynamic and data-driven world of market research, effective project management is crucial for delivering insightful and actionable results. Market research professionals must navigate various stages of research projects, from initial planning to data collection, analysis, and reporting. Implementing sound project management principles can ensure these projects are completed on time, within budget, and to the highest quality standards. This article explores key project management principles tailored for market research professionals.
1. Define Clear Objectives and Scope
Setting the Stage for Success
Before diving into a market research project, it's essential to define clear objectives and scope. What are the research questions you aim to answer? What are the specific goals of the study? Establishing these parameters upfront helps to maintain focus and ensures that all stakeholders have a shared understanding of the project’s purpose.
Scope Management
Scope management involves identifying all the work required to complete the project successfully and ensuring that only the necessary tasks are included. This prevents scope creep, which can lead to project delays and cost overruns.
2. Develop a Detailed Project Plan
Roadmap to Completion
A comprehensive project plan serves as a roadmap for the entire project. It should outline key milestones, deliverables, timelines, and resources needed. For market research projects, this might include phases such as survey design, data collection, data analysis, and report generation.
Risk Management
Incorporate risk management strategies into your project plan. Identify potential risks, assess their impact, and develop mitigation plans. This proactive approach helps in managing uncertainties and ensures smoother project execution.
3. Allocate Resources Effectively
Team and Tools
Successful market research projects require the right mix of skills and tools. Assign roles and responsibilities to team members based on their expertise. Ensure that the team has access to necessary tools, such as survey software, data analysis programs, and reporting tools.
Budget Management
Keep a close eye on the project budget. Track expenditures against the budgeted amounts and adjust as necessary. Effective budget management ensures that the project remains financially viable and resources are used efficiently.
4. Implement Strong Communication Channels
Stakeholder Engagement
Regular communication with stakeholders is vital. This includes clients, team members, and other relevant parties. Set up regular meetings, updates, and feedback sessions to keep everyone informed and engaged.
Documentation
Maintain thorough documentation throughout the project. This includes meeting minutes, progress reports, and changes to the project plan. Good documentation provides a clear record of decisions and progress, aiding in transparency and accountability.
5. Monitor and Control the Project
Tracking Progress
Monitoring involves tracking the project’s progress against the plan. Use project management software to help with this. Key performance indicators (KPIs) such as completion rate, adherence to timelines, and budget status can provide insights into project health.
Quality Control
Implement quality control measures to ensure that the research outputs meet the required standards. This can involve peer reviews, data validation checks, and pilot testing survey instruments.
6. Adapt and Iterate
Flexibility in Approach
Market research projects can encounter unexpected changes, such as shifts in market conditions or new client requirements. Being adaptable and willing to iterate on your project plan is crucial. Agile project management methodologies can be particularly useful in allowing for flexibility and continuous improvement.
Feedback Loops
Establish feedback loops where team members can provide input on what’s working and what’s not. This helps in making real-time adjustments and fosters a culture of continuous improvement.
7. Deliver and Reflect
Final Delivery
Ensure that the final deliverables meet the client’s expectations and project objectives. This includes a thorough review of the final report, presentations, and any other deliverables to ensure accuracy and clarity.
Post-Project Review
Conduct a post-project review to evaluate what went well and what could be improved. Gather feedback from the team and stakeholders. Document these insights to inform future projects.
Conclusion
Market research professionals can deliver valuable insights and drive successful outcomes by defining clear objectives, developing detailed plans, allocating resources wisely, maintaining strong communication, monitoring progress, adapting as needed, and reflecting on outcomes. Embracing these principles enhances project success and fosters professional growth and organizational excellence in market research.
To know more: project management service company
survey programming company
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sohojware · 4 months
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Software Development Services For Perfect Solutions - Sohojware
Expert Software Development Services for Perfect Solutions
Professional software development services are essential to creating a seamless software solution. These professionals have the knowledge and experience to design, develop, and implement custom software to meet the specific needs of your business or organization. By leveraging our expertise in programming languages, frameworks, and technologies, we can ensure that your software is powerfully built, scalable, and easy to use. With a focus on delivering high-quality solutions that align with your business goals, our experienced software developers can help you streamline processes, improve efficiency, and drive innovation.
Confidence in one's skills and abilities leads to success and long-term success on any project.
Why Choose Sohojware for Your Software Development Needs
Enter Sohojware – a leading provider of software development services that cater to the unique needs of businesses across various sectors. With a team of highly skilled and experienced developers, Sohojware specializes in delivering seamless solutions that are tailored to meet specific business requirements.
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