Role | ja | comment |
---|---|---|
Resource Investigator | 資源調査官 | 進取の気性 |
Teamworker | チームワーカー | ユーティリティプレイヤー |
Co-ordinator | 調整者 | (オーケストラの)指揮者 |
Plant | 製造工場 | 創造・問題解決 |
Monitor Evaluator | 監視者 | 観察と計測 |
Specialist | 専門家 | 専門知識 |
Shaper | 先導者 | 原動力 |
Implementer | 実現者 | 軍師(計画・戦術と実行) |
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<html> | |
<head> | |
<script> | |
class J2ToJ1 { | |
constructor() { | |
this.points = [0, 1, 3]; | |
this.results = []; | |
this.shimizu = 0; | |
this.iwata = 0; | |
this.verdy = 0; |
https://konifar-zatsu.hatenadiary.jp/entry/2023/07/12/220422
- 最後は決めるだけだという考えを持つ
- 目的や満たしたいことを明確にする
- 最終的な決め方や期日を明確にする
- 選択肢を広げて考える
- 今は意思決定しない、という意思決定も選択肢に入れる
- 意思決定の軸を明確にする
- 軸をもとに定量/定性データを集める
- 軸をもとに選択肢を評価する
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#include "stdafx.h" | |
#include "MyWnd.h" | |
static CString s_wndclazz; | |
IMPLEMENT_DYNAMIC(MyWnd, CWnd) | |
BEGIN_MESSAGE_MAP(MyWnd, CWnd) | |
ON_WM_CREATE() | |
ON_WM_PAINT() |
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#include "pch.h" | |
#include "framework.h" | |
#include "PopupDemo.h" | |
#include "MyWnd.h" | |
#include "PopupDemoDlg.h" | |
#ifdef _DEBUG | |
#define new DEBUG_NEW | |
#endif |
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#include "pch.h" | |
#include "framework.h" | |
#include "ChildProc.h" | |
#include "ChildProcDlg.h" | |
#ifdef _DEBUG | |
#define new DEBUG_NEW | |
#endif | |
BEGIN_MESSAGE_MAP(CChildProcApp, CWinApp) |
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using System; | |
using System.Timers; | |
using System.Threading; | |
public class Example | |
{ | |
private System.Timers.Timer aTimer; | |
private int count = 0; | |
private Thread thread = Thread.CurrentThread; |
ソフトウェア開発は、今まで作ったことのないソフトウェアを作る仕事なんだね。要望が変わらなければ同じソフトウェアをコピーして渡せばいい。ソフトウェアはコピーしても劣化しないからね。そこが普通の工業生産品と違うところ。コピーしてちょっと改造して渡すのはカスタマイズといって開発とはいわない。
今まで作ったことのないソフトウェア、つまり未知を相手にするのがソフトウェア開発の特徴の1つというわけ。
未知なものを作るわけだから「作ったほうが早い」じゃ上手くいかないことが多い。未知だからこそ計画を立てておかないとすぐに迷走してしまう。つまり、計画を立てるのは自分の現在位置を把握するためなんだね。
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#include "pch.h" | |
#include "StringPipe.h" | |
#define ERR_EXIT(msg) do { \ | |
OutputDebugStringA(msg); \ | |
exit(1); \ | |
} while (0); | |
CStringPipe::CStringPipe() { | |
InitSecAttr(); |
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