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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Estimating time for planning and technical design using Evidence Based Scheduling

    - by Turgs
    I'm at the beginning of a development project in a large organization. The Functional Requirements are currently being worked out and documented with our business stakeholders by our Enterprise Design department. I'm required to produce Technical Design Documents and manage the team to actually build the solution. I'm wanting to try Evidence Based Scheduling, but as I understand, part of that is breaking the job down into small tasks that are less than 14 hours in duration, which requires me to have already done the Technical Design. Therefore, can Evidence Based Scheduling only be used after the Technical Design has been done? How do you then plan and estimate the time it may take to come up with the Technical Design?

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  • SSIS Design Patterns Training in London 8-11 Sep!

    - by andyleonard
    A few seats remain for my course SQL Server Integration Services 2012 Design Patterns to be delivered in London 8-11 Sep 2014. Register today to learn more about: New features in SSIS 2012 and 2014 Advanced patterns for loading data warehouses Error handling The (new) Project Deployment Model Scripting in SSIS The (new) SSIS Catalog Designing custom SSIS tasks Executing, managing, monitoring, and administering SSIS in the enterprise Business Intelligence Markup Language (Biml) BimlScript ETL Instrumentation...(read more)

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  • Design pattern and best practices

    - by insane-36
    I am an iphone developer. I am quite confident on developing iphone application with some minimal feature. I would consider myself as a fair application developer but the code I write is not so much structured. I make vey little use of MVC because I dont seem to find places to impose MVC. Most of the time, I create application with viewcontrollers and very few models only. How could I improve the skill for making my code more reusable, standard, easy and maintainable. I have seen few books on design patterns and tried few chapters myself but I dont seem to skip my habit. I know few of them but I am not being able to apply those patterns into my app. What is the best way to learn the design patterns and coding habit. Any kind of suggestion is warmly welcomed.

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  • Passing functions into other functions as parameters, bad practice?

    - by BlueHat
    We've been in the process of changing how our AS3 application talks to our back end and we're in the process of implementing a REST system to replace our old one. Sadly the developer who started the work is now on long term sick leave and it's been handed over to me. I've been working with it for the past week or so now and I understand the system, but there's one thing that's been worrying me. There seems to be a lot of passing of functions into functions. For example our class that makes the call to our servers takes in a function that it will then call and pass an object to when the process is complete and errors have been handled etc. It's giving me that "bad feeling" where I feel like it's horrible practice and I can think of some reasons why but I want some confirmation before I propose a re-work to system. I was wondering if anyone had any experience with this possible problem?

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  • Any tips/tricks/resources on actually TEACHING a class on OOP? [closed]

    - by Sempus
    I may slowly be getting into teaching an Object-Orientated Programming class at my school in a year or two. I just graduated and work at my school as an Application Programmer. I'd first start off as a TA/grader and then slowly move into the Professor role. The class would be in Java. I always see resources on this fine site about HOW to program, but does anyone know any tips/tricks/resources on how to TEACH a programming class? It would be full of all different skills levels(but still semi-technical) so it would have to be a little more understandable than if it was just CS kids.

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  • Plastic Clamshell Packaging Voted Worse Design Ever

    - by Jason Fitzpatrick
    We’ve all been there: frustrated and trying free a new purchase from it’s plastic clamshell jail. You’re not alone, the packaging design has been voted the worst in history. In a poll at Quora, users voted on the absolute worst piece of design work they’d encountered. Overwhelmingly, they voted the annoying-to-open clamshell design to the top. The author of the top comment/entry, Anita Shillhorn writes: “Design should help solve problems” — clamshells are supposed to make it harder to steal small products and easier for employees to arrange on display — but this packaging, she says, makes new ones, such as time wasted, frustration, and the little nicks and scrapes people incur as they just try to get their damn lightbulb out. This is a product designed for the manufacturers and the retailers, not the end users. There is even a Wikipedia page devoted to “wrap rage,” “the common name for heightened levels of anger and frustration resulting from the inability to open hard-to-remove packaging.” Hit up the link below for more entries in their worst-design poll. Before you go, if you’ve got a great tip for getting goods out of the plastic shell they ship in, make sure to share it in the comments. What Is The Worst Piece of Design Ever Done? [via The Atlantic] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • Procedural world generation oriented on gameplay features

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game (that is, not for the sake of scenery, but for the sake of gameplay) needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than the natural way cities arise, scattered on the land based on resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards? The reason I'm asking is that I'd previously pondered taking existing maps from fantasy fiction (my own and others), putting the information into the system as a base point, and then generating a good world to play in from it. This seems covered by existing technology, that is, where the designer puts in all the necessary information such as the city populations, resources, biomes, road networks and rivers, then allows the PCG fill in the gaps. But now I'm wondering if it may be possible to have a content generator generate also the overall design. Generate the cities and population centres, balancing them so that there is a natural seeming need of commerce, then generate the positions and connectivity, then from the type of city produce the list of necessary resources that must be nearby, and only then, maybe given some rules on how to make the journey between cities both believable and interesting, generate the final content including the roads, the choke points, the bridges and tunnels, ferries and the terrain including the biomes and coastline necessary. If this has been done before, I'd like to know, and would like to know what went wrong, and what went right.

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  • Which design is better (OO Design)?

    - by Tattat
    I have an "Enemy" object, that have many "gun" . Each "gun" can fire "bullet". Storing "gun" is using an array. when the "gun" is fired, the "bullet" will be created. And the enemy object will have an array to store the "bullet". So, I am thinking about the fire method. I am think making a firebulletFromGun in the "enemy". It need have a parameter: "gun". while this method is called. The "enemy" 's bullet will be added in the Array. Another design is writing the fire method in the "gun". The "enemy" use the "gun"'s fire method. And the "gun" will return a "bullet" object, and it will be added in the Array of "enemy". Both method can work, but which way is better? or they are similar the same? plx drop ur ideas/suggestions. thz.

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  • Question about design (inheritance, polymorphism)

    - by Dan
    Hi, I have a question about a problem I'm struggling with. Hope you can bear with me. Imagine I have an Object class representing the base class of a hierarchy of physical objects. Later I inherit from it to create an Object1D, Object2D and Object3D classes. Each of these derived classes will have some specific methods and attributes. For example, the 3d object might have functionality to download a 3d model to be used by a renderer. So I'd have something like this: class Object {}; class Object1D : public Object { Point mPos; }; class Object2D : public Object { ... }; class Object3D : public Object { Model mModel; }; Now I'd have a separate class called Renderer, which simply takes an Object as argument and well, renders it :-) In a similar way, I'd like to support different kinds of renderers. For instance, I could have a default one that every object could rely on, and then provide other specific renderers for some kind of objects: class Renderer {}; // Default one class Renderer3D : public Renderer {}; And here comes my problem. A renderer class needs to get an Object as an argument, for example in the constructor in order to retrieve whatever data it needs to render the object. So far so good. But a Renderer3D would need to get an Object3D argument, in order to get not only the basic attributes but also the specific attributes of a 3d object. Constructors would look like this: CRenderer(Object& object); CRenderer3D(Object3D& object); Now how do I specify this in a generic way? Or better yet, is there a better way to design this? I know I could rely on RTTI or similar but I'd like to avoid this if possible as I feel there is probably a better way to deal with this. Thanks in advance!

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  • Are there any specific workflows or design patterns that are commonly used to create large functional programming applications?

    - by Andrew
    I have been exploring Clojure for a while now, although I haven't used it on any nontrivial projects. Basically, I have just been getting comfortable with the syntax and some of the idioms. Coming from an OOP background, with Clojure being the first functional language that I have looked very much into, I'm naturally not as comfortable with the functional way of doing things. That said, are there any specific workflows or design patterns that are common with creating large functional applications? I'd really like to start using functional programming "for real", but I'm afraid that with my current lack of expertise, it would result in an epic fail. The "Gang of Four" is such a standard for OO programmers, but is there anything similar that is more directed at the functional paradigm? Most of the resources that I have found have great programming nuggets, but they don't step back to give a broader, more architectural look.

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  • The design of a generic data synchronizer, or, an [object] that does [actions] with the aid of [helpers]

    - by acheong87
    I'd like to create a generic data-source "synchronizer," where data-source "types" may include MySQL databases, Google Spreadsheets documents, CSV files, among others. I've been trying to figure out how to structure this in terms of classes and interfaces, keeping in mind (what I've read about) composition vs. inheritance and is-a vs. has-a, but each route I go down seems to violate some principle. For simplicity, assume that all data-sources have a header-row-plus-data-rows format. For example, assume that the first rows of Google Spreadsheets documents and CSV files will have column headers, a.k.a. "fields" (to parallel database fields). Also, eventually, I would like to implement this in PHP, but avoiding language-specific discussion would probably be more productive. Here's an overview of what I've tried. Part 1/4: ISyncable class CMySQL implements ISyncable GetFields() // sql query, pdo statement, whatever AddFields() RemFields() ... _dbh class CGoogleSpreadsheets implements ISyncable GetFields() // zend gdata api AddFields() RemFields() ... _spreadsheetKey _worksheetId class CCsvFile implements ISyncable GetFields() // read from buffer AddFields() RemFields() ... _buffer interface ISyncable GetFields() AddFields($field1, $field2, ...) RemFields($field1, $field2, ...) ... CanAddFields() // maybe the spreadsheet is locked for write, or CanRemFields() // maybe no permission to alter a database table ... AddRow() ModRow() RemRow() ... Open() Close() ... First Question: Does it make sense to use an interface, as above? Part 2/4: CSyncer Next, the thing that does the syncing. class CSyncer __construct(ISyncable $A, ISyncable $B) Push() // sync A to B Pull() // sync B to A Sync() // Push() and Pull() only differ in direction; factor. // Sync()'s job is to make sure that the fields on each side // match, to add fields where appropriate and possible, to // account for different column-orderings, etc., and of // course, to add and remove rows as necessary to sync. ... _A _B Second Question: Does it make sense to define such a class, or am I treading dangerously close to the "Kingdom of Nouns"? Part 3/4: CTranslator? ITranslator? Now, here's where I actually get lost, assuming the above is passable. Sometimes, two ISyncables speak different "dialects." For example, believe it or not, Google Spreadsheets (accessed through the Google Data API "list feed") returns column headers lower-cased and stripped of all spaces and symbols! That is, sys_TIMESTAMP is systimestamp, as far as my code can tell. (Yes, I am aware that the "cell feed" does not strip the name so; however cell-by-cell manipulation is too slow for what I'm doing.) One can imagine other hypothetical examples. Perhaps even the data itself can be in different "dialects." But let's take it as given for now, and not argue this if possible. Third Question: How would you implement "translation"? Note: Taking all this as an exercise, I'm more interested in the "idealized" design, rather than the practical one. (God knows that shipped sailed when I began this project.) Part 4/4: Further Thought Here's my train of thought to demonstrate I've thunk, albeit unfruitfully: First, I thought, primitively, "I'll just modify CMySQL::GetFields() to lower-case and strip field names so they're compatible with Google Spreadsheets." But of course, then my class should really be called, CMySQLForGoogleSpreadsheets, and that can't be right. So, the thing which translates must exist outside of an ISyncable implementor. And surely it can't be right to make each translation a method in CSyncer. If it exists outside of both ISyncable and CSyncer, then what is it? (Is it even an "it"?) Is it an abstract class, i.e. abstract CTranslator? Is it an interface, since a translator only does, not has, i.e. interface ITranslator? Does it even require instantiation? e.g. If it's an ITranslator, then should its translation methods be static? (I learned what "late static binding" meant, today.) And, dear God, whatever it is, how should a CSyncer use it? Does it "have" it? Is it, "it"? Who am I? ...am I, "I"? I've attempted to break up the question into sub-questions, but essentially my question is singular: How does one implement an object A that conceptually "links" (has) two objects b1 and b2 that share a common interface B, where certain pairs of b1 and b2 require a helper, e.g. a translator, to be handled by A? Something tells me that I've overcomplicated this design, or violated a principle much higher up. Thank you all very much for your time and any advice you can provide.

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  • How to design Character,Game Background.,Which Software to use?

    - by TicTech
    Yesterday i Downloaded 4 GB of Videos & ZBrush for Character design but now i realize that i want to make 2D Character and background for my Android Game. so it was a waste for me i don't want to waste my other bandwidth and my Energy on some other Tut. So i am Here for a advice my Question is. 1.Which software to draw and color Character, making Background ? 2.Is there any Video Tut or Ebook for the software to draw Character .i know Basic of Photoshop i learned from Lynda Please help me i am experienced in Android SDK so that's not a prob. for me but in designing i don't know anything any Help will be Really Appreciated Thanks.

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  • "[object Object]" passed instead of the actual object as parameter

    - by Andrew Latham
    I am using Heroku with a Ruby on Rails application, and running from Safari. I have the following Ajax call: $.ajax({ type : 'POST', url : '/test_page', data : {stuff: arr1}, dataType : 'script' }); arr1 is supposed to be an array of objects. There's a console.log right before that, and it is: [Object, Object, Object, Object, Object, ...] However, I got an error on the server side when I made this ajax call. The logs showed 2012-10-01T03:13:34+00:00 app[web.1]: Parameters: {"stuff"=>"[object Object]"} 2012-10-01T03:13:34+00:00 app[web.1]: WARNING: Can't verify CSRF token authenticity 2012-10-01T03:13:34+00:00 app[web.1]: NoMethodError (undefined method `to_hash' for "[object Object]":String): 2012-10-01T03:13:34+00:00 app[web.1]: Completed 500 Internal Server Error in 1ms I'm unable to replicate the error. It's really confusing to me - what would cause that string to sometimes be passed to the server instead of the object?

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  • Design Code Outside of an IDE (C#)?

    - by ryanzec
    Does anyone design code outside of an IDE? I think that code design is great and all but the only place I find myself actually design code (besides in my head) is in the IDE itself. I generally think about it a little before hand but when I go to type it out, it is always in the IDE; no UML or anything like that. Now I think having UML of your code is really good because you are able to see a lot more of the code on one screen however the issue I have is that once I type it in UML, I then have to type the actual code and that is just a big duplicate for me. For those who work with C# and design code outside of Visual Studio (or at least outside Visual Studio's text editor), what tools do you use? Do those tools allow you to convert your design to actual skeleton code? It is also possible to convert code to the design (when you update the code and need an updated UML diagram or whatnot)?

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  • OO Design, how to model Tonal Harmony?

    - by David
    I have started to write a program in C++ 11 that would analyse chords, scales, and harmony. The biggest problem I am having in my design phase, is that the note 'C' is a note, a type of chord (Cmaj, Cmin, C7, etc), and a type of key (the key of Cmajor, Cminor). The same issue arises with intervals (minor 3rd, major 3rd). I am using a base class, Token, that is the base class for all 'symbols' in the program. so for example: class Token { public: typedef shared_ptr<Token> pointer_type; Token() {} virtual ~Token() {} }; class Command : public Token { public: Command() {} pointer_type execute(); } class Note : public Token; class Triad : public Token; class MajorTriad : public Triad; // CMajorTriad, etc class Key : public Token; class MinorKey : public Key; // Natural Minor, Harmonic minor,etc class Scale : public Token; As you can see, to create all the derived classes (CMajorTriad, C, CMajorScale, CMajorKey, etc) would quickly become ridiculously complex including all the other notes, as well as enharmonics. multiple inheritance would not work, ie: class C : public Note, Triad, Key, Scale class C, cannot be all of these things at the same time. It is contextual, also polymorphing with this will not work (how to determine which super methods to perform? calling every super class constructors should not happen here) Are there any design ideas or suggestions that people have to offer? I have not been able to find anything on google in regards to modelling tonal harmony from an OO perspective. There are just far too many relationships between all the concepts here.

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  • REST API wrapper - class design for 'lite' object responses

    - by sasfrog
    I am writing a class library to serve as a managed .NET wrapper over a REST API. I'm very new to OOP, and this task is an ideal opportunity for me to learn some OOP concepts in a real-life situation that makes sense to me. Some of the key resources/objects that the API returns are returned with different levels of detail depending on whether the request is for a single instance, a list, or part of a "search all resources" response. This is obviously a good design for the REST API itself, so that full objects aren't returned (thus increasing the size of the response and therefore the time taken to respond) unless they're needed. So, to be clear: .../car/1234.json returns the full Car object for 1234, all its properties like colour, make, model, year, engine_size, etc. Let's call this full. .../cars.json returns a list of Car objects, but only with a subset of the properties returned by .../car/1234.json. Let's call this lite. ...search.json returns, among other things, a list of car objects, but with minimal properties (only ID, make and model). Let's call this lite-lite. I want to know what the pros and cons of each of the following possible designs are, and whether there is a better design that I haven't covered: Create a Car class that models the lite-lite properties, and then have each of the more detailed responses inherit and extend this class. Create separate CarFull, CarLite and CarLiteLite classes corresponding to each of the responses. Create a single Car class that contains (nullable?) properties for the full response, and create constructors for each of the responses which populate it to the extent possible (and maybe include a property that returns the response type from which the instance was created). I expect among other things there will be use cases for consumers of the wrapper where they will want to iterate through lists of Cars, regardless of which response type they were created from, such that the three response types can contribute to the same list. Happy to be pointed to good resources on this sort of thing, and/or even told the name of the concept I'm describing so I can better target my research.

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  • Class design issue

    - by user2865206
    I'm new to OOP and a lot of times I become stumped in situations similar to this example: Task: Generate an XML document that contains information about a person. Assume the information is readily available in a database. Here is an example of the structure: <Person> <Name>John Doe</Name> <Age>21</Age> <Address> <Street>100 Main St.</Street> <City>Sylvania</City> <State>OH</State> </Address> <Relatives> <Parents> <Mother> <Name>Jane Doe</Name> </Mother> <Father> <Name>John Doe Sr.</Name> </Father> </Parents> <Siblings> <Brother> <Name>Jeff Doe</Name> </Brother> <Brother> <Name>Steven Doe</Name> </Brother> </Siblings> </Relatives> </Person> Ok lets create a class for each tag (ie: Person, Name, Age, Address) Lets assume each class is only responsible for itself and the elements directly contained Each class will know (have defined by default) the classes that are directly contained within them Each class will have a process() function that will add itself and its childeren to the XML document we are creating When a child is drawn, as in the previous line, we will have them call process() as well Now we are in a recursive loop where each object draws their childeren until all are drawn But what if only some of the tags need to be drawn, and the rest are optional? Some are optional based on if the data exists (if we have it, we must draw it), and some are optional based on the preferences of the user generating the document How do we make sure each object has the data it needs to draw itself and it's childeren? We can pass down a massive array through every object, but that seems shitty doesnt it? We could have each object query the database for it, but thats a lot of queries, and how does it know what it's query is? What if we want to get rid of a tag later? There is no way to reference them. I've been thinking about this for 20 hours now. I feel like I am misunderstanding a design principle or am just approaching this all wrong. How would you go about programming something like this? I suppose this problem could apply to any senario where there are classes that create other classes, but the classes created need information to run. How do I get the information to them in a way that doesn't seem fucky? Thanks for all of your time, this has been kicking my ass.

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  • What's the benefit of object-oriented programming over procedural programming?

    - by niko
    I'm trying to understand the difference between procedural languages like C and object-oriented languages like C++. I've never used C++, but I've been discussing with my friends on how to differentiate the two. I've been told C++ has object-oriented concepts as well as public and private modes for definition of variables: things C does not have. I've never had to use these for while developing programs in Visual Basic.NET: what are the benefits of these? I've also been told that if a variable is public, it can be accessed anywhere, but it's not clear how that's different from a global variable in a language like C. It's also not clear how a private variable differs from a local variable. Another thing I've heard is that, for security reasons, if a function needs to be accessed it should be inherited first. The use-case is that an administrator should only have as much rights as they need and not everything, but it seems a conditional would work as well: if ( login == "admin") { // invoke the function } Why is this not ideal? Given that there seems to be a procedural way to do everything object-oriented, why should I care about object-oriented programming?

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  • Program Structure Design Tools? (Top Down Design)

    - by Lee Olayvar
    I have been looking to expand my methodologies to better involve Unit testing, and i stumbled upon Behavioral Driven Design (Namely Cucumber, and a few others). I am quite intrigued by the concept as i have never been able to properly design top down, only because keeping track of the design gets lost without a decent way to record it. So on that note, in a mostly language agnostic way, are there any useful tools out there i am (probably) unaware of? Eg, i have often been tempted to try building flow charts for my programs, but i am not sure how much that will help, and it seems a bit confusing to me how i could make a complex enough flow chart to handle the logic of a full program, and all its features.. ie, it just seems like flow charts would be limiting in the design scheme.. or possibly grow to an unmaintainable scale. BDD methods are nice, but with a system that is so tied to structure, tying into the language and unit testing seems like a must (for it to be worth it) and it seems to be hard to find something to work well with both Python and Java (my two main languages). So anyway.. on that note, any comments are much appreciated. I have searched around on here and it seems like top down design is a well discussed topic, but i haven't seen too much reference to tools themselves, eg, flow chart programs, etc. I am on Linux, if it matters (in the case of programs).

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  • Do unit tests sometimes break encapsulation?

    - by user1288851
    I very often hear the following: "If you want to test private methods, you'd better put that in another class and expose it." While sometimes that's the case and we have a hiding concept inside our class, other times you end up with classes that have the same attributes (or, worst, every attribute of one class become a argument on a method in the other class) and exposes functionality that is, in fact, implementation detail. Specially on TDD, when you refactor a class with public methods out of a previous tested class, that class is now part of your interface, but has no tests to it (since you refactored it, and is a implementation detail). Now, I may be not finding an obvious better answer, but if my answer is the "correct", that means that sometimes writting unit tests can break encapsulation, and divide the same responsibility into different classes. A simple example would be testing a setter method when a getter is not actually needed for anything in the real code. Please when aswering don't provide simple answers to specific cases I may have written. Rather, try to explain more of the generic case and theoretical approach. And this is neither language specific. Thanks in advance. EDIT: The answer given by Matthew Flynn was really insightful, but didn't quite answer the question. Altough he made the fair point that you either don't test private methods or extract them because they really are other concern and responsibility (or at least that was what I could understand from his answer), I think there are situations where unit testing private methods is useful. My primary example is when you have a class that has one responsibility but the output (or input) that it gives (takes) is just to complex. For example, a hashing function. There's no good way to break a hashing function apart and mantain cohesion and encapsulation. However, testing a hashing function can be really tough, since you would need to calculate by hand (you can't use code calculation to test code calculation!) the hashing, and test multiple cases where the hash changes. In that way (and this may be a question worth of its own topic) I think private method testing is the best way to handle it. Now, I'm not sure if I should ask another question, or ask it here, but are there any better way to test such complex output (input)? OBS: Please, if you think I should ask another question on that topic, leave a comment. :)

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  • Multiple Object Instantiation

    - by Ricky Baby
    I am trying to get my head around object oriented programming as it pertains to web development (more specifically PHP). I understand inheritance and abstraction etc, and know all the "buzz-words" like encapsulation and single purpose and why I should be doing all this. But my knowledge is falling short with actually creating objects that relate to the data I have in my database, creating a single object that a representative of a single entity makes sense, but what are the best practises when creating 100, 1,000 or 10,000 objects of the same type. for instance, when trying to display a list of the items, ideally I would like to be consistent with the objects I use, but where exactly should I run the query/get the data to populate the object(s) as running 10,000 queries seems wasteful. As an example, say I have a database of cats, and I want a list of all black cats, do I need to set up a FactoryObject which grabs the data needed for each cat from my database, then passes that data into each individual CatObject and returns the results in a array/object - or should I pass each CatObject it's identifier and let it populate itself in a separate query.

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  • Switch vs Polymorphism when dealing with model and view

    - by Raphael Oliveira
    I can't figure out a better solution to my problem. I have a view controller that presents a list of elements. Those elements are models that can be an instance of B, C, D, etc and inherit from A. So in that view controller, each item should go to a different screen of the application and pass some data when the user select one of them. The two alternatives that comes to my mind are (please ignore the syntax, it is not a specific language) 1) switch (I know that sucks) //inside the view controller void onClickItem(int index) { A a = items.get(index); switch(a.type) { case b: B b = (B)a; go to screen X; x.v1 = b.v1; // fill X with b data x.v2 = b.v2; case c: go to screen Y; etc... } } 2) polymorphism //inside the view controller void onClickItem(int index) { A a = items.get(index); Screen s = new (a.getDestinationScreen()); //ignore the syntax s.v1 = a.v1; // fill s with information about A s.v2 = a.v2; show(s); } //inside B Class getDestinationScreen(void) { return Class(X); } //inside C Class getDestinationScreen(void) { return Class(Y); } My problem with solution 2 is that since B, C, D, etc are models, they shouldn't know about view related stuff. Or should they in that case?

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  • Help migrating from VB style programming to OO programming [closed]

    - by Agent47DarkSoul
    Being a hobbyist Java developer, I quickly took on with OO programming and understood its advantages over procedural code from C, that I did in college. But I couldn't grasp VB event based code (weird, right?). Bottom-line is OOP came natural to me. Curently I work in a small development firm developing C# applications. My peers here are a bit attached to VB style programming. Most of the C# code written is VB6 event handling code in C#'s skin. I tried explaining to them OOP with its advantages but it wasn't clear to them, maybe because I have never been much of a VB programmer. So can anybody provide any resources: books, web articles on how to migrate from VB style to OO style programming ?

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