![]() ![]() I have a story about certification of fluids. ![]() ![]() That smarted, although my manager was quite OK with that particular finding. and they then wrote me another black-mark for not having adequate change control! (even though at the time, I was the only sysadmin, so only had to agree it with myself, and I had actually put the changes through our source code control system so that it was tracked and recorded). When they came out of the office, they asked how long it would take to address, and I said I had done it already. They came up with something relatively trivial that I was already aware of (something to do with certain services being allowed through one of the firewalls from our DMZ IIRC ), so I fixed the rule while they were relaying their initial verbal findings to my manager. My first IT security healthcheck (back in the days when these things were new - I also think it was the first one done by that particular security team, we were the guinea pig) was a bit like that. I'm retired now, but that first one still annoys me. I've had plenty of "very good but." reports since then, there's always something, but even so. It was still a really good report, but the offending paragraph made the whole thing turn to ashes. That passing comment in the verbal feedback was turned into a whole paragraph in the written report. The inspector mentioned though that my desk was very messy and I needed to keep my resources more organised on it. the families had all been moved out of previous council housing for assorted reasons, I received amazingly good feedback, and was allowed to complete my probationary period early. In my first year of teaching, in a tough high school taking most of its kids from a "second line estate" i.e. This still rankles with me a whole career after the first time I got hit by it. It appears that every inspection requires something negative to say, or they feel they haven't done their job. ![]() This is the rule with all inspectors/inspections. The kind where a player posts a solution online and the developers say "Wow, we never thought of solving it that way". The kind where it's possible to arrive at a neat solution to a problem and wonder if that's how you were supposed to have done it (and then realise that it actually doesn't matter). I'm much more of a fan of the physics-engine based puzzles that games like Portal (and, to some extent, Zelda TOTK) have. Or, failing that, the brick that's sitting right next to the thing on the game screen but that you're not allowed to pick up. The kind of puzzle where you have to hit the thing with the specific type of hammer that you have to get half the map away kinda chafes when you already have a heavy wrench in your pocket that would have done just as well. I'm usually a pretty good problem solver and can see the utility in an awful lot of stuff that's just lying around. It's that you have to figure out what someone else thought the solution was. The key problem that I have with adventure games isn't that you have to solve the problem presented to you. At least with normal books, there wasn't much chance of the book simply stopping you on page 94 and not allowing you to read any more of it. I enjoyed some text adventures, but I had some others reach the point of frustration such that playing a new one was more of a gamble than I wanted. Sure, you can wander around a lot of places and get information, but it's not going to let you complete any other tasks until you get past this block, so you're just wasting your time trying to go around it. The other problem with a lot of these games is that there is one path you're supposed to take, but the game doesn't block you. You can never be sure if the game needs a specific wording of the command before it will accept that you know what you're doing or whether you're really not supposed to do the obvious thing, but either way, you're stuck. That's bad, and I'll also add the situation where there appears that there's an obvious solution, but you can't get the game to let you do it. ![]()
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