I wanted to confirm quality gate behaviour for short-lived branches. It seems the short-lived branches do not adhere to the Quality Gate assigned to a project. Do the quality gate profiles only apply to long-lived branches?

I understand and this workflow is great for green field projects. We use SonarQube many years and used the issue severity to highlight important issues. This is now not possible anymore with the hard-coded quality gate for PR analysis and we disabled the external approval of PR analysis.


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Updating the quality profiles for all languages and remove certain severities is not an option. Use a derived quality profile is also not possible because an activated rule cannot be disabled or removed.

Today I can only create copies of the quality profiles and remove the rules which shall not be applied for PR analysis. The developer shall not acknowledge issue which we will fix in another refactoring task (typically info or minor issues). I am not sure whether this the right way and it creates some effort as well.

Personally we have had to turn off all quality gate checks because the zero leak policy became too detrimental to the business. It is horrible to not have an automated mechanism to hold developers accountable, but it is worse to hold them accountable to a level that loses money.

Quality-based narrative is the term invented by Failbetter Games to refer to interactive narratives structured around storylets unlocked by qualities.* A storylet is typically a paragraph or two of text followed by a choice for the user (each option is referred to as a branch in Failbetter parlance) and text describing the outcome of that choice. Qualities are numerical variables that can go up or down during play, and represent absolutely everything from inventory (how many bottles of laudanum are you carrying?) to skills (what is your Dangerous skill level?) to story progress (how far have you gotten in your relationship to your Aunt?). The StoryNexus tool implements QBN; so did Varytale, while that was still around, though in a hybrid form that allowed storylets themselves to contain CYOA-styled segments.

A storylet in one place may require you to use a resource that you got somewhere else, but the connection between resource-acquisition and resource-use is often up to the player, and you may not even remember what the chain of causality is.

Another thing I like about QBN is the way it leaves room open for later stories to introduce small, special callbacks to earlier content. Several of my stories have unique branches that open up if the player has exactly the right inventory from an earlier adventure: these generally accomplish the same goals the player would otherwise be able to accomplish, but in a special way, with some unique text, or maybe even with a small extra inventory reward.

Certainly many branching narrative systems are in practice capable of setting up a loop and variables to manage the same thing: in ChoiceScript you could keep redirecting the player into the same evidence-gathering node until all the evidence had been found, for instance. But in ChoiceScript the re-enterable node is the exceptional case, whereas in QBN this sort of thing is the norm.

Salience-based narrative is a term I just made up to refer to interactive narratives that pick a bit of content out of a large pool depending on which content element is judged to be most applicable at the moment. Like QBN, this approach is agnostic about what kind of information matters: just as a quality in Fallen London could be pretty much anything, salience narrative can be tied to pretty much any testable information in the world state.

We now have the computing power to address some of the other issues in this kind of design. Doug Sharp in his talk mentions that it was hard to test his system rigorously, but now you could run a few thousand randomized playthroughs and use some visualization tools to see whether there were sequences that never got hit and whether there were some that seemed to be overused that you might want to split out into multiple categories.

However, this is almost always a trial and error process because things are too complicated and interdependent for me always to reason from first principles about what the numbers should be. For instance: by the time they get to episode 7, what is the average GANG_MORALE that most players have? Are most of them going to be close to that number, or far away? Is it going to be common or rare for those players also to have a BOSS_REP near 50? These values are all interdependent with other values set earlier during play. If I run some random tests, I can work out the relevant player stats and move the numbers accordingly.

However, with machine learning, one could imagine allowing the system itself to tweak these values during a training phase, receiving feedback from the author about whether its salience choices were good or bad and then altering its own numbers in response to training. This might be faster and converge to better results than human iteration on the same principles; and a mature toolset that offered this functionality might make some of the more procedural types of narrative more accessible to non-technical authors. I hypothesize, anyway.

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The most critical part of any cycling shorts is the seat pad, so it's worth looking for a pair with a pad that's dense, even if it's not thick, to help protect you from the saddle on longer rides. Elastic Interface is generally considered to be the foremost seat pad maker.

Next, look at the fabric. Do you want super-lightweight shorts for hot summer rides or more insulation for spring and fall? Or maybe you're looking for extra protection for gravel rides or in case of a fall. They're all catered for across the range of available shorts.

Cycling shorts are also constructed from high-wicking, quick-drying fabrics that encourage sweat to leave the surface of the skin thus keeping the rider dry and stink-free on hot days and helping to reduce the discomfort associated with riding in the rain.

These will meet basic needs, coming with a chamois pad and will be constructed from lycra which won't flap in the wind and shouldn't bunch up when riding. These will be a marked improvement over jeans or non-padded sports shorts, but the difference between super cheap and a branded pair of shorts is like night and day. The pad and fabrics used will likely be thin, the fit won't be great and durability will be poor.

The middle ground for a pair of quality cycling shorts will likely take you into triple digits, and for that you can expect to buy a high-quality pair of bib shorts that will provide several seasons of cycling in comfort. 152ee80cbc

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