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sammyjojo

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About sammyjojo

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  1. Well it turns out the grand sounding raises are infact, not grand. It's actually only the first raise is in 6 months with a minimum 10% and from there evaluations are every 6 months and raises are annually and are based off performance. This definitely lessens the deal to me, because it doesn't make up the $30k. I'm just going to ignore the bonuses since they just seem to be whenever they feel like. Hmm, now that you mention that 30k is about $15/hr, that's really not that much more then I'm making now, which is roughly $11/hr. I heard back from the California company and they moved the interview date up from next week to tomorrow! :) I think I'll try and see if I can negotiate the salary with the other job or see if I can extend my "deadline" at least until I have a better picture of the California job.
  2. Quote:Original post by Palidine The decision you are faced with is the classic bird in hand v. 2 birds in bush. 30k is crazy low, in my opinion, for a programming job. It's reasonable for a starting tester (not sure you said what the job was). You're right I never did say what position it was for, silly me I didn't notice. It's for a programming position, their offical title I think is Junior Software Engineer. My initial reaction to the pay was the same, but that's roughtly 50k in California money and probably nearly the same on the other coast. If you don't mind me asking, what was your stating pay for you CA job? Do you think what they propose for raises makes up for starting at 30k? Quote:Original post by Palidine Try and get the company to wait a couple weeks so you can get in a position where you are at least choosing between a couple places. My main problem with my situation is that I don't have a "2nd opinion" offer that I can compare this one to. I just felt like asking a company to wait that long wasn't a good thing to do, but then again I've never asked and that's only because they wanted an answer by the end of the week. Wouldn't asking, "Hey, I'm close to possibly getting an offer from another company, but it might take a couple of weeks, would you mind waiting that long?" sound kinda bad?
  3. Thanks for all the help and suggestions :) I'll try and find out more information on the pay and at the same try to get the California company to move up their interview process, if that doesn't work out at least I tried. Will email count as getting it in writing?
  4. Okay, so I did the interview today and got a job offer out of it :) As cool as that is, I'm at a delima for a couple of reasons. Here's the offer essentially: Start at 30k Raises every 6 months with a minimum of 10% Bonuses every now and then on projects completed on time. Stake in the company. A week or two crunch time at the end of every couple of months, due to smaller projects. 2 Week paid vacations Some other stuff that I can't remember right now :( What are anyone's thoughts on this? I have till the end of the week to give them an answer. Other then the starting pay, I didn't think it was all that bad. I think rasies every 6 months with a minimum of 10% makes up for that in that your pay would go up fairly quickly. So here's my problem, there's another company in California that I would like to hear back from, that just now emailed back asking me to provide possible times for an interview next week. The problem is that the California company is bigger so they take longer to do things. If I have an interview next week and then maybe fly out there for a face-to-face interview the week after, that could possibly be 2 weeks from now and I may not even get a job out of it. I doubt that I could make the company that gave me an offer to wait 2 weeks or possible longer. Moneywise, 30k here would be about 50k in California, which would be around what I would expect to get, so they're pretty much the same. I'm not sure how the other benefits would be though. I think it would come down to how the companies are. I think I have a few choices: 1. I can take my current offer and give up the California one 2. I can refuse my current offer and take my chances with the California one 3. I can find way of delaying my response and see what both offers might be (possibly hard to do) Any suggestions?
  5. Well I'm not sure since I've never been in a interview yet :) I would think that they would have looked at my stuff since it's linked off my resume (not sure what else would have gotten me an interview, since i just graduated), but since there's probably going to be more then one person that I'm talking too, this might not be the case. Okay, so say I'm talking to somebody that hasn't seen my little demos and they look over my resume and ask me questions about my projects and whatnot. At this point I would most definitely have my demo disk, but are they going to want to see a demonstration? If yes, I could say, "look'y here I've got a demo disc" and they would reply "amazing! lets fire it up!" which would lead to me giving them my disk and then putting into their machine which is hopefully nearby and we would look at my wonderfully crafted demos. Do they really want me to demonstrate live during the interview? I'll admit that the demonstration would probably go a lot smoother if I brought my laptop, but do interviewers expect you to demo your stuff during the interview regardless of if you have a laptop or not?
  6. Quote:Original post by tsloper Portfolio/Demo Disc - YES. You should bring a copy of this with you. If you have a computer disc, and if you have a laptop, bring a couple copies to leave, and have it already installed on your laptop (you'll be taking the laptop home after the interview). If you have a paper portfolio, bring a copy that you can leave behind forever (it's common sense to make several copies of a paper portfolio, if you use a paper portfolio, that you can give away - read http://www.sloperama.com/advice/lesson12.htm for more about portfolios and demos). I know that I should definitely take a copy of my demos, but should I really take a laptop with the demos on there too? I haven't really seen anyone else mention that they took one in other threads. Would interviewers rather see the demos demonstrated on laptop rather then getting a disc? I'm only asking because I don't want to take unnecessary things if I don't half to.
  7. Thanks for the tips. Looking through the other threads on the same subjects, sometimes I people mention to bring things such as your resume and whatnot, should I bring that and anything else?
  8. So I have a job interview coming up and I was wondering about a couple of things. If they decide that they would like to hire you, do they make you decide on the spot? There's a couple of other companies that I waiting to hear back on and I really would like to know my options with them, so if I have to decide on the spot, what would be a good way of saying that I would like to take a little bit of time to see what my other options are? Should I just go all out corporate formal for the dress code during the interview? I hear of game companies being a little more laid back, but does that not matter? I tried looking around for the average salary for a <1 year experience programming job and it's seems to be about $50k (latest that i could find), so is it a good idea to just shoot for the average (maybe adjusted a little to the area) if they ask? Finally are there any particular things that i should do/watch out for? General tips?
  9. Quote:Original post by Brother Bob Would probably be easier to search glext.h. Functions and constants are nicely listed in groups of corresponding extension name or version. I've looked through glext.h and didn't quite notice that before (didn't look hard enough), but just to continue with my example. I see that glGenBuffers is defined near GL_VERSION_1.5 in glext.h, is that an extension name? Can I just assume that if the version number that I get from glGetString(GL_VERSION) is 1.5 or higher that I can use glGenBuffers after I get a function pointer to it? I guess the thing that I'm trying to get at is, if I'm using OpenGL on windows, which doesn't have header support for anything higher then 1.1, how am I supposed add support for 1.2 and higher functions. I read the article in the FAQ and it says to treat everything else like and extension, but the way they talk about about makes it seem like I should use glGenBuffersARB by checking to see if the GL_ARB_vertex_buffer_object extension is available. According to you though, the normal gl version and the ARB version of the functions may not be the same, so what am I supposed to do to check to see if the normal gl function exists, just the opengl version on the machine?
  10. Okay so I learned about no OpenGL functions past 1.1 being defined in the Windows gl.h and how I have to load everything else with the extension hooey, but one thing that doesn't really get explained is how I'm supposed to figure out what extension name the functions I want to use belong to. For example I want to use glGenBuffers() which my book says is defined in OpenGL 1.5, but that doesn't tell me what string to look for when I search though the string returned from glGetString(GL_VERSION). I kinda figured out what extension that one belongs to because in my book it's under the buffer object section of using vertex arrays. So I went to the OpenGL Extension Registry and looked for "buffer object" and found GL_ARB_vertex_buffer_object. After clicking on that I found that the function was defined under that extention, but the name is a little different (genBuffersARB). So my question is, how am I supposed to figure out the extension name that the functions I want to use belong to? Is it by doing what I did? Also can I assume that if GL_ARB_vertex_buffer_object is available that glGenBuffers() is also available since genBuffersARB() is? Just so you know, I know there are libriaries where people have already taken care of the extensions (I read the FAQ), so please don't tell me to just download that. I'm just trying to understand how all this stuff works and when I do and if I still think it's a pain... I'll use it :)
  11. Well I switched tempBuffer from unsigned int* to unsigned char* and modified everything else accordingly and it works now! No more heap corruption :) I really need to not assume things while programming because it looks like that's what got me trouble this time. As you probably already know, I was reading in more then I allocated memory for. Enigma, my bitmap is uncompressed according to biCompression which is zero, so the byte size of the image should have been divisble by 4, but I was wrong to assume so. I honestly don't know why my image has 2 extra bytes, because it's 80x80 and 32-bit so it should take up 25600 bytes, but instead it takes up 25602 according to biSizeImage in my BITMAPINFOHEADER. Well, thanks for the help everyone. These forums are always a great help :)
  12. Quote:Original post by Enigma Additionally the bitmap format is stored as BGR, not BGRA, so it's only three bytes per pixel. Note that each scanline is padded to a multiple of four bytes though. Since it's a 32-bit bitmap wouldn't that make it BGRA because the alpha channel needs to be stored in there too, right?
  13. Okay, so I tested the size of bitmapPtr->infoHeader.biSizeImage and it's 25602 bytes, which is not divisble by 4. It winds up being 6400.5, which I guess makes it 6400 in the allocation line. Then in the read line it reading 6400.5, which I guess is a problem. Would this cause heap corruption? In this part of the code I'm reading in a 32-bit bitmap's pixels, so I was assuming the size of the image should be divisible by 4, which is not. Should I just treat the tempBuffer as a char* to avoid this problem? Here's the function code so you can see what's going on struct Bitmap32 { BITMAPFILEHEADER fileHeader; BITMAPINFOHEADER infoHeader; unsigned int *buffer; }; int MyLoadBitmap( char *fileName, Bitmap32 *bitmapPtr ) { // - loads a bitmap with the specified filename and saves the image in a 32-bit buffer // R [1] success // R [0] failure ifstream bitmapFile; bitmapFile.open( fileName, ios::binary | ios::in ); if( bitmapFile.is_open() ) { // read in the file header bitmapFile.read( (char *)&(bitmapPtr->fileHeader), sizeof(BITMAPFILEHEADER) ); // make sure it's a bitmap file if( bitmapPtr->fileHeader.bfType != 0x4D42 ) { bitmapFile.close(); return 0; // file was not a bitmap } // read in the info header bitmapFile.read( (char *)&(bitmapPtr->infoHeader), sizeof(BITMAPINFOHEADER) ); // make sure the bitmap is 32-bit if( bitmapPtr->infoHeader.biBitCount != 32 ) { bitmapFile.close(); return 0; // bitmap was not 32-bit } // allocate a temporary buffer int bufferSize = bitmapPtr->infoHeader.biSizeImage / 4; unsigned int *tempBuffer = new unsigned int[ bufferSize ]; // read in the buffer bitmapFile.read( (char *)tempBuffer, bitmapPtr->infoHeader.biSizeImage ); delete [] tempBuffer; // this is just to test the delete problem // flip the buffer because windows stores the colors are BGRA and opengl wants RGBA unsigned char red = 0; unsigned char green = 0; unsigned char blue = 0; unsigned char alpha = 0; unsigned int *curPos = tempBuffer; for( int i = 0; i < bufferSize; i++ ) { blue = *curPos; green = *curPos >> 8; red = *curPos >> 16; alpha = *curPos >> 24; *curPos = ((alpha << 24) + ((blue) << 16) + ((green) << 8) + (red)); curPos++; } // delete any previous bitmap buffer data if( bitmapPtr->buffer != NULL ) { delete [] bitmapPtr->buffer; bitmapPtr->buffer = NULL; } // assign the buffer to point to the new buffer bitmapPtr->buffer = tempBuffer; return 1; } else return 0; // file could not be opened } // end of MyLoadBitmap
  14. Quote:Original post by Fruny Why don't you directly do new char[whatever] ? I could just have the pointer be char* instead of unsigned int*, but I'm just wondering what I'm doing wrong. In my mind the code that I posted that doesn't work... should work, but it for some reason it doesn't and I don't understand why. The main reason I'm using unsigned ints is because I'm working with a 32-bit pixels.
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