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Saturday, September 10, 2011

Steven Alter Framework

Actually I have some homework to make Steven Alter Framework for some case



The definitions of the 9 elements of a work system are as follows:

Processes and activities include everything that happens within the work system. The term processes and activities is used instead of the term business process because many work systems do not contain highly structured business processes involving a prescribed sequence of steps, each of which is triggered in a pre-defined manner. Such processes are sometimes described as “artful processes” whose sequence and content “depend on the skills, experience, and judgment of the primary actors.” (Hill et al, 2006) In effect, business process is but one of a number of different perspectives for analyzing the activities within a work system. Other perspectives with their own valuable concepts and terminology include decision-making, communication, coordination, control, and information processing.

Participants are people who perform the work. Some may use computers and IT extensively, whereas others may use little or no technology. When analyzing a work system the more encompassing role of work system participant is more important than the more limited role of technology user (whether or not particular participants happen to be technology users)

Information includes codified and non-codified information used and created as participants perform their work. Information may or may not be computerized. Data not related to the work system is not directly relevant, making the distinction between data and information secondary when describing or analyzing a work system. Knowledge can be viewed as a special case of information.

Technologies include tools (such as cell phones, projectors, spreadsheet software, and automobiles) and techniques (such as management by objectives, optimization, and remote tracking) that work system participants use while doing their work.

Products and services are the combination of physical things, information, and services that the work system produces. This may include physical products, information products, services, intangibles such as enjoyment and peace of mind, and social products such as arrangements, agreements, and organizations.

Customers are people who receive direct benefit from products and services the work system produces. They include external customers who receive the organization's products and/or services and internal customers who are employees or contractors working inside the organization.

Environment includes the organizational, cultural, competitive, technical, and regulatory environment within which the work system operates. These factors affect system performance even though the system does not rely on them directly in order to operate. The organization’s general norms of behavior are part of its culture, whereas more specific behavioral norms and expectations about specific activities within the work system are considered part of its processes and activities.

Infrastructure includes human, informational, and technical resources that the work system relies on even though these resources exist and are managed outside of it and are shared with other work systems. For example, technical infrastructure includes computer networks, programming languages, and other technologies shared by other work systems and often hidden or invisible to work system participants.

Strategies include the strategies of the work system and of the department(s) and enterprise(s) within which the work system exists. Strategies at the department and enterprise level may help in explaining why the work system operates as it does and whether it is operating properly.

How to using wxWidgets in code::blocks

Because it is too long if it become one with "How to install wxWidgets in code::blocks" so I seperate them in two posting

Create a wxWidgets project in Code::Blocks

On the Code::Blocks Start Page, select "Create a new project"; alternatively, open the File menu, highlight "New" and select "Project..."
Select "wxWidgets project"
1.The first page is an introduction, which you can choose to skip in the future.
2.Select which version of wxWidgets you will be using. If you followed the instructions above, you should select "wxWidgets 2.8.x".
3.Set your project title and location.
4.Enter author details if you wish (not required).
5.Select options for automatic code and file generation.
6.Select wxWidgets' location. It's highly recommended that you use a global variable for this: enter "$(#wx)" (without quotes). If you haven't already defined this global variable, the global variables dialog will appear; for the base path, select your wxWidgets installation location. You don't need to fill in the other paths.
7.Select debug and/or release configurations for your project. The debug configuration at least is recommended.
8.Choose your wxWidgets build options. These must match the options used when you built wxWidgets! If you followed the directions above, select all three of the options under "wxWidgets Library Settings". If you are using wxPack: wxPack includes each version, so you may select whichever options you prefer. The other settings on this page are not related to the wxWidgets build options; you may use them or not as you prefer. In order to avoid using a debug wxWidgets build (as recommended), you must select "Configure Advanced options" and then leave "Use __WXDEBUG__ and Debug wxWidgets lib" unchecked on the next page.
9.Select additional libraries if required. You should not need to select any of these for normal usage.



Build and Run


Select "Build and run" (F9) to, well, build and run. If all goes well, your wxWidgets basic program should appear.

wxWidgets Build Options Explained

What do the BUILD, SHARED, MONOLITHIC, and UNICODE options mean?

BUILD
BUILD controls whether a debug version (BUILD=debug) or release version (BUILD=release) of wxWidgets itself is built. In the vast majority of cases you will only need a release version of wxWidgets, since you won't be interesting in debugging wxWidgets itself. You can still create debug builds of your own programs that link to a release build of wxWidgets.
-> A debug build of wxWidgets creates libraries with a "d" suffix -- for example, "libwxmsw28d.a"/"wxmsw28d_gcc_custom.dll".
-> A debug build of wxWidgets creates the folder "mswd" or "mswud" in the wxWidgets library output folder.
-> A release build of wxWidgets creates libraries without the "d" suffix -- for example, "libwxmsw28.a"/"wxmsw28_gcc_custom.dll".
-> A release build of wxWidgets creates the folder "msw" or "mswu" in the wxWidgets library output folder.

SHARED
SHARED controls whether a DLL (SHARED=1) or static (SHARED=0) version of wxWidgets is built. With a DLL build, compile times are faster and the executable size is smaller. The total size of a single executable plus the wxWidgets DLL is greater, but multiple executables can use the same DLL.
-> A DLL build of wxWidgets creates import libraries (such as libwxmsw28.a) and DLLs (such as wxmsw28_gcc_custom.dll). You must include the DLL when you distribute your program.
-> A static build of wxWidgets creates static libraries only (such as libwxmsw28.a), and you do not need to distribute a wxWidgets DLL.

MONOLITHIC
MONOLITHIC controls whether a single library (MONOLITHIC=1) or multiple component libraries (MONOLITHIC=0) are built. With a monolithic build, project setup and development are much easier, and you only have one DLL to distribute if you're using a DLL build. With a non-monolithic (multilib) build, several different libraries are built and you can avoid linking with the entire wxWidgets codebase for programs that don't need it. You do have to ensure that you choose the correct component libraries.
-> A monolithic build of wxWidgets creates a single wxWidgets import library (such as libwxmsw28.a) and a single DLL (such as wxmsw28_gcc_custom.dll).
-> A multilib build of wxWidgets creates multiple import libraries (libwx28_base.a, etc.) and multiple DLLs.
-> Additional static libraries are always created with any wxWidgets build (libwxexpat.a, libwxjpeg.a, etc.). These libraries do not normally need to be used with DLL builds of wxWidgets, but they are required when using static builds.

UNICODE
UNICODE controls whether wxWidgets and your program use wide-character strings with Unicode support. Most programs for Windows 2000 and later should do so. Earlier versions of Windows don't have the necessary Unicode support. You should always use wxWidget's _("string") and _T("string") macros to ensure that your hardcoded strings are the correct type.
-> A Unicode (UNICODE=1) build of wxWidgets creates libraries with a "u" suffix -- for example, "libwxmsw28u.a"/"wxmsw28u_gcc_custom.dll".
-> A Unicode build of wxWidgets creates the folder "mswu" or "mswud" in the wxWidgets library output folder.
-> An ANSI (UNICODE=0) build of wxWidgets creates libraries without the "u" suffix -- for example, "libwxmsw28.a"/"wxmsw28_gcc_custom.dll".
-> An ANSI build of wxWidgets creates the folder "msw" or "mswd" in the wxWidgets library output folder.


source : http://wiki.codeblocks.org/index.php?title=WxWindowsQuickRef

Friday, September 9, 2011

How to install wxWidgets in code::blocks

First what is wxWidget?
wxWidgets is a C++ framework providing GUI (Graphical User Interface) and other facilities on more than one platform. Version 2 currently supports all desktop versions of MS Windows, Unix with GTK+, Unix with Motif, and MacOS. An OS/2 port is in progress.

Then how?

Download wxWidgets
You can choose to download the wxWidgets source code and compile it yourself, or download the "wxPack", a precompiled version.
The wxWidgets sources are a much smaller download, but you must also spend some time compiling them.
wxPack is a much larger download, but you don't have to spend time compiling it or worry about build options.
wxWidgets Sources
The current recommended version of wxWidgets to use is 2.8.10. Click here to download the wxWidgets 2.8.10 sources for Windows (wxMSW-2.8.10-Setup.exe; 12.2 MB). You can check the wxWidgets download page to see if a newer stable version is available. It is highly recommended that you install the sources to a path without spaces. You should choose a volume with at least 300 MB of free space.

wxPack
wxPack makes the next step of building wxWidgets unnecessary. The current stable release of wxPack is v2.8.8.04, based on wxWidgets 2.8.8. Click here to download wxPack v2.8.8.04 (wxPack_v2.8.8.04.exe, 315.9 MB). You can check the wxPack download page to see if a newer stable version is available. It is highly recommended that you install wxPack in a path without spaces. You should choose a volume with at least 700 MB of free space for MSVC, or 2.2 GB of free space for MinGW/GCC.
Build wxWidgets

This step is unnecessary if you are using wxPack
Open up a command prompt for building. If you are using MinGW/GCC, simply use the standard Windows command shell (open the Start menu, click "Run...", enter "cmd" and hit OK). If you are using MSVC, you should use the special command shell which sets up the correct environment variables for you. If you use a version of MSVC which required you to download the Platform SDK separately, ensure that whichever command environment you use includes the Platform SDK tools and paths as well as the standard compiler tools and paths.

Change to the wxWidgets build directory (where is the path you extracted the sources to; typically C:\wxWidgets-2.8.9):
cd \build\msw

Execute the build command. The recommended command to use for MinGW/GCC is:
mingw32-make -f makefile.gcc BUILD=release SHARED=1 MONOLITHIC=1 UNICODE=1
The recommended command to use for MSVC is:

nmake -f makefile.vc BUILD=release SHARED=1 MONOLITHIC=1 UNICODE=1

This step will generally take a long time; faster PCs may expect 30-minute build times, and slower PCs can take as much as several hours.

If using more recent versions of GCC, many warnings will occur during the build. This can slow the build process noticeably; you may want to redirect the warnings to a text file by appending "2>errlog.txt" to the build command, or supress them entirely by appending "2>nul".

See the section below titled "wxWidgets build options explained" for details on the meaning of the BUILD, SHARED, MONOLITHIC, and UNICODE options. These options are critically important, because they define the basic wxWidgets development environment you will be using. You must duplicate them exactly when running Code::Blocks' wxWidgets project wizard.

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source : http://wiki.codeblocks.org/index.php?title=WxWindowsQuickRef