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	<title>MungoSmash &#187; Programming</title>
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		<title>Using Dashboards to Reinforce Memory Budgets</title>
		<link>http://blog.mungosmash.com/2008/12/using-dashboards-to-reinforce-memory-budgets</link>
		<comments>http://blog.mungosmash.com/2008/12/using-dashboards-to-reinforce-memory-budgets#comments</comments>
		<pubDate>Sun, 28 Dec 2008 04:47:22 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Visualization]]></category>
		<category><![CDATA[Data]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://blog.mungosmash.com/?p=132</guid>
		<description><![CDATA[Console video games run on memory restricted environments and even with half a gigabyte of space it runs out quickly. It's easy to know when you're out of memory, what...]]></description>
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		<title>Protected: Memory Metrics Pipeline</title>
		<link>http://blog.mungosmash.com/2008/12/memory-metrics-pipeline</link>
		<comments>http://blog.mungosmash.com/2008/12/memory-metrics-pipeline#comments</comments>
		<pubDate>Sat, 27 Dec 2008 20:45:03 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Visualization]]></category>
		<category><![CDATA[Data]]></category>
		<category><![CDATA[Programming]]></category>

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		<description><![CDATA[There is no excerpt because this is a protected post.]]></description>
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		<title>Backwards is Forwards, my GDC lecture</title>
		<link>http://blog.mungosmash.com/2006/03/backwards-is-forwards-my-gdc-lecture</link>
		<comments>http://blog.mungosmash.com/2006/03/backwards-is-forwards-my-gdc-lecture#comments</comments>
		<pubDate>Mon, 27 Mar 2006 18:04:11 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[TDD]]></category>
		<category><![CDATA[Unit test]]></category>

		<guid isPermaLink="false">http://blog.mungosmash.com/?p=36</guid>
		<description><![CDATA[Noel Llopis and I did a lecture at the Game Developer Conference this year about test driven development. It's a process we're using at High Moon and I use at...]]></description>
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		<title>Avoiding File I/O In Unit Tests</title>
		<link>http://blog.mungosmash.com/2005/07/avoiding-file-io-in-unit-tests</link>
		<comments>http://blog.mungosmash.com/2005/07/avoiding-file-io-in-unit-tests#comments</comments>
		<pubDate>Mon, 04 Jul 2005 21:58:40 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[TDD]]></category>
		<category><![CDATA[Unit test]]></category>

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		<description><![CDATA[Noel's article Test-Driven Game Development mentions that unit test suites should run quickly. That usually means as little file I/O as possible. However, sometimes you're dealing with middleware or legacy...]]></description>
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