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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Weblog of Gopalakrishna Palem : Object Introspection</title><link>http://blogs.msdn.com/gpalem/archive/tags/Object+Introspection/default.aspx</link><description>Tags: Object Introspection</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>Tracking C++ variable state changes</title><link>http://blogs.msdn.com/gpalem/archive/2008/06/19/tracking-c-variable-state-changes.aspx</link><pubDate>Thu, 19 Jun 2008 21:56:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8622766</guid><dc:creator>P.Gopalakrishna</dc:creator><slash:comments>0</slash:comments><comments>http://blogs.msdn.com/gpalem/comments/8622766.aspx</comments><wfw:commentRss>http://blogs.msdn.com/gpalem/commentrss.aspx?PostID=8622766</wfw:commentRss><wfw:comment>http://blogs.msdn.com/gpalem/rsscomments.aspx?PostID=8622766</wfw:comment><description>Tracking class variables' state changes can be tricky, especially if we are using too many asynchronous constructs. This is especially true for game and graphic application scenarios where hundreds and perhaps even thousands of object fly around changing...(&lt;a href="http://blogs.msdn.com/gpalem/archive/2008/06/19/tracking-c-variable-state-changes.aspx"&gt;read more&lt;/a&gt;)&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=8622766" width="1" height="1"&gt;</description><enclosure url="http://blogs.msdn.com/gpalem/attachment/8622766.ashx" length="28322" type="application/oda" /><category domain="http://blogs.msdn.com/gpalem/archive/tags/C_2B002B00_+Design/default.aspx">C++ Design</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/Object+Introspection/default.aspx">Object Introspection</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/Debugging/default.aspx">Debugging</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/Data-dependencies/default.aspx">Data-dependencies</category></item><item><title>Well-designed libraries</title><link>http://blogs.msdn.com/gpalem/archive/2008/02/28/well-designed-libraries.aspx</link><pubDate>Thu, 28 Feb 2008 19:46:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:7936343</guid><dc:creator>P.Gopalakrishna</dc:creator><slash:comments>1</slash:comments><comments>http://blogs.msdn.com/gpalem/comments/7936343.aspx</comments><wfw:commentRss>http://blogs.msdn.com/gpalem/commentrss.aspx?PostID=7936343</wfw:commentRss><wfw:comment>http://blogs.msdn.com/gpalem/rsscomments.aspx?PostID=7936343</wfw:comment><description>It is very rare that we come across a well-designed library every day, and even rare that we get a chance to work on them on daily basis. While it is hard to define what makes any given library "well-designed", it is rather easy to identify what is not....(&lt;a href="http://blogs.msdn.com/gpalem/archive/2008/02/28/well-designed-libraries.aspx"&gt;read more&lt;/a&gt;)&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=7936343" width="1" height="1"&gt;</description><category domain="http://blogs.msdn.com/gpalem/archive/tags/C_2B002B00_+Design/default.aspx">C++ Design</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/Object+Introspection/default.aspx">Object Introspection</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/Interoperability/default.aspx">Interoperability</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/Maya+SDK/default.aspx">Maya SDK</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/Maya+Developers/default.aspx">Maya Developers</category><category domain="http://blogs.msdn.com/gpalem/archive/tags/OpenSceneGraph/default.aspx">OpenSceneGraph</category></item></channel></rss>