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  • Can an aggregate root hold references of members of another aggregate root?

    - by Rushino
    Hello, I know outside aggregates cant change anything inside an aggregate without passing by his root. That said i would like to know if an aggregate root can hold references of members (objects insides) of another aggregate root? (fellowing DDD rules) Example : a Calendar contain a list of phases which contain a list of sequences which contain a list of assignations Calendar is root because phases and sequences and assignations only work in context of a calendar. You also have Students and Groups of student (called groups) It is possible (fellowing DDD rules) to make Groups holding references of assignations or it need to pass by the root for accessing groups from assignations ? Thanks.

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  • What is the value in hiding the details through abstractions? Isn't there value in transparency?

    - by user606723
    Background I am not a big fan of abstraction. I will admit that one can benefit from adaptability, portability and re-usability of interfaces etc. There is real benefit there, and I don't wish to question that, so let's ignore it. There is the other major "benefit" of abstraction, which is to hide implementation logic and details from users of this abstraction. The argument is that you don't need to know the details, and that one should concentrate on their own logic at this point. Makes sense in theory. However, whenever I've been maintaining large enterprise applications, I always need to know more details. It becomes a huge hassle digging deeper and deeper into the abstraction at every turn just to find out exactly what something does; i.e. having to do "open declaration" about 12 times before finding the stored procedure used. This 'hide the details' mentality seems to just get in the way. I'm always wishing for more transparent interfaces and less abstraction. I can read high level source code and know what it does, but I'll never know how it does it, when how it does it, is what I really need to know. What's going on here? Has every system I've ever worked on just been badly designed (from this perspective at least)? My philosophy When I develop software, I feel like I try to follow a philosophy I feel is closely related to the ArchLinux philosophy: Arch Linux retains the inherent complexities of a GNU/Linux system, while keeping them well organized and transparent. Arch Linux developers and users believe that trying to hide the complexities of a system actually results in an even more complex system, and is therefore to be avoided. And therefore, I never try to hide complexity of my software behind abstraction layers. I try to abuse abstraction, not become a slave to it. Question at heart Is there real value in hiding the details? Aren't we sacrificing transparency? Isn't this transparency valuable?

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  • Practical Meta Programming System (MPS)

    - by INTPnerd
    This is in regards to Meta Programming System or MPS by JetBrains. Thus far, from my efforts to learn how to use MPS, I have only learned its basic purpose and that it is very complex. Is MPS worth learning? Is there anyone who already effectively uses MPS to create their own languages and editors for those languages and uses these created editors as their primary way of programming? If so, what types of programs have they made with this? What are the advantages and disadvantages of working with MPS? What is the best way to learn MPS?

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  • Multithreaded UI desktop application issues

    - by igor
    I am involved into development a rich UI project: desktop windows application. Application uses asynchronous invocations and in its turn it should be ready to process external messages (events). The problem is clear: at first time it was built as a simple prototype and it was not stress tested and all was fine. Then application was grown: the number of calls to server and number of events from server are high and performance is low. What is more users noticed that sometimes performance is extremal low. Asynchronous invocations based on thread pool (BeginInvoke, EndInvoke), external events are going from WCF service (.NET 3.5). My goal is synchronization of all tasks and putting priorities to every executions in desktop application. My question is: is there any practice how to reach my goal: patterns, task priority list, others? What should I do at first, second and next times? Thanks

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  • Bringing true agility to enterprise .NET: Tellago Studios announces TeleSharp

    - by gsusx
    We are happy to announce the latest addition to Tellago Studios’ product family: TeleSharp . After the success of SO-Aware and the SO-Aware Test Workbench , we decided to tackle on a bigger challenge by taking the initial steps towards simplifying enterprise .NET application development. After months of discussion with customers we decided to focus on the following challenges: Cataloging Applications What if you could keep a central catalog of the .NET applications exist on your enterprise? What...(read more)

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  • Designing javascript chart library

    - by coolscitist
    I started coding a chart library on top of d3js: My chart library. I read Javascript API reusability and Towards reusable charts. However, I am NOT really following the suggestions because I am not really convinced about them. This is how my library can be used to create a bubble chart: var chart = new XYBubbleChart(); chart.data = [{"xValue":200,"yValue":300},{"xValue":400,"yValue":200},{"xValue":100,"yValue":310}]; //set data chart.dataKey.x = "xValue"; chart.dataKey.y = "yValue"; chart.elementId = "#chart"; chart.createChart(); Here are my questions: It does not use chaining. Is it a big issue? Every property and function is exposed publicly. (Example: width, height are exposed in Chart.js). OOP is all about abstraction and hiding, but I don't really see the point right now. I think exposing everything gives flexibility to change property and functionality inside subclasses and objects without writing a lot of code. What could be pitfalls of such exposure? I have implemented functions like: zooming, "showing info boxes when data point is clicked" as "abilities". (example: XYZoomingAbility.js). Basically, such "abilities" accept "chart" object, play around with public variables of "chart" to add functionality. What this allows me to do is to add an ability by writing: activateZoomAbility(chartObject); My goal is to separate "visualization" from "interactivity". I want "interactivity" like: zooming to be plugged into the chart rather than built inside the chart. Like, I don't want my bubble chart to know anything about "zooming". However, I do want zoomable bubble chart. What is the best way to do this? How to test and what to test? I have written mixed tests: jasmine and actual html files so that I can test manually on browser.

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  • Extracting Data from a Source System to History Tables

    - by Derek D.
    This is a topic I find very little information written about, however it is very important that the method for extracting data be done in a way that does not hinder performance of the source system.  In this example, the goal is to extract data from a source system, into another database (or server) all [...]

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • What is the evidence that an API has exceeded its orthogonality in the context of types?

    - by hawkeye
    Wikipedia defines software orthogonality as: orthogonality in a programming language means that a relatively small set of primitive constructs can be combined in a relatively small number of ways to build the control and data structures of the language. The term is most-frequently used regarding assembly instruction sets, as orthogonal instruction set. Jason Coffin has defined software orthogonality as Highly cohesive components that are loosely coupled to each other produce an orthogonal system. C.Ross has defined software orthogonality as: the property that means "Changing A does not change B". An example of an orthogonal system would be a radio, where changing the station does not change the volume and vice-versa. Now there is a hypothesis published in the the ACM Queue by Tim Bray - that some have called the Bánffy Bray Type System Criteria - which he summarises as: Static typings attractiveness is a direct function (and dynamic typings an inverse function) of API surface size. Dynamic typings attractiveness is a direct function (and static typings an inverse function) of unit testing workability. Now Stuart Halloway has reformulated Banfy Bray as: the more your APIs exceed orthogonality, the better you will like static typing My question is: What is the evidence that an API has exceeded its orthogonality in the context of types? Clarification Tim Bray introduces the idea of orthogonality and APIs. Where you have one API and it is mainly dealing with Strings (ie a web server serving requests and responses), then a uni-typed language (python, ruby) is 'aligned' to that API - because the the type system of these languages isn't sophisticated, but it doesn't matter since you're dealing with Strings anyway. He then moves on to Android programming, which has a whole bunch of sensor APIs, which are all 'different' to the web server API that he was working on previously. Because you're not just dealing with Strings, but with different types, the API is non-orthogonal. Tim's point is that there is a empirical relationship between your 'liking' of types and the API you're programming against. (ie a subjective point is actually objective depending on your context).

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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  • Callback Contract in WCF

    Callback contracts are a very powerful concept that is easily implemented in WCF. Using this, it is very easy to achieve event-like behavior between a service and client (duplex operations).

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  • Using virtual functions

    - by Tucker Morgan
    I am starting to use virtual functions, and i am programming a simple text game, my question is this, if i have a virtual function called spec_abil with in a Super class called rpg_class. If you allow the player to class what class they want to play, say a mage class, a archer class, and a warrior class, which all have their own spec_abil function. How do you write it so that the program knows which one to use depending on the chosen class.

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  • C++ - Constructor or Initialize Method to Startup

    - by Bob Fincheimer
    I want to determine when to do non-trivial initialization of a class. I see two times to do initialization: constructor and other method. I want to figure out when to use each. Choice 1: Constructor does initialization MyClass::MyClass(Data const& data) : m_data() { // does non-trivial initialization here } MyClass::~MyClass() { // cleans up here } Choice 2: Defer initialization to an initialize method MyClass::MyClass() : m_data() {} MyClass::Initialize(Data const& data) { // does non-trivial initialization here } MyClass::~MyClass() { // cleans up here } So to try and remove any subjectivity I want to figure out which is better in a couple of situations: Class that encapsulates a resource (window/font/some sort of handle) Class that composites resources to do something (a control/domain object) Data structure classes (tree/list/etc.) [Anything else you can think of] Things to analyze: Performance Ease of use by other developers How error-prone/opportunities for bugs [Anything else you can think of]

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  • Multithreded UI desktop application issues

    - by igor
    I am involved into development a rich UI project: desktop windows application. Application uses asynchronous invocations and in its turn it should be ready to process external messages (events). The problem is clear: at first time it was built as a simple prototype and it was not stress tested and all was fine. Then application was grown: the number of calls to server and number of events from server are high and performance is low. What is more users noticed that sometimes performance is extremal low. Asynchronous invocations based on thread pool (BeginInvoke, EndInvoke), external events are going from WCF service (.NET 3.5). My goal is synchronization of all tasks and putting priorities to every executions in desktop application. My question is: is there any practice how to reach my goal: patterns, task priority list, others? What should I do at first, second and next times? Thanks

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  • Is it necessary to create a database with as few tables as possible

    - by Shaheer
    Should we create a database structure with a minimum number of tables? Should it be designed in a way that everything stays in one place or is it okay to have more tables? Will it in anyway affect anything? I am asking this question because a friend of mine modified some database structure in mediaWiki. In the end, instead of 20 tables he was using only 8, and it took him 8 months to do that (it was his college assignment). EDIT I am concluding the answer as: size of the tables does NOT matter, until the case is exceptional; in which case the denormalization may help. Thanks to everyone for the answers.

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  • Proper Data Structure for Commentable Comments

    - by Wesley
    Been struggling with this on an architectural level. I have an object which can be commented on, let's call it a Post. Every post has a unique ID. Now I want to comment on that Post, and I can use ID as a foreign key, and each PostComment has an ItemID field which correlates to the Post. Since each Post has a unique ID, it is very easy to assign "Top Level" comments. When I comment on a comment however, I feel like I now need a PostCommentComment, which attaches to the ID of the PostComment. Since ID's are assigned sequentially, I can no longer simply use ItemID to differentiate where in the tree the comment is assigned. I.E. both a Post and a Post Comment might have an ID of '5', so my foreign key relationship is invalid. This seems like it could go on infinitely, with PostCommentCommentComment's etc... What's the best way to solve this? Should I have a field in the comment called "IsPostComment" or something of the like to know which collection to attach the ID to? This strikes me as the best solution I've seen so far, but now I feel like I need to make recursive DataBase calls which start to get expensive. Meaning, I get a Post and get all PostComments where ItemID == Post.ID && where IsPostComment == true Then I take that as a collection, gather all the ID's of the PostComments, and do another search where ItemID == PostComment[all].ID && where IsPostComment == false, then repeat infinitely. This means I make a call for every layer, and if I'm calling 100 Posts, I might make 1000 DB calls to get 10 layers of comments each. What is the right way to do this?

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • What's wrong with JavaScript

    - by ts01
    There is a lot of buzz around Dart recently, often questioning Google motivations and utility of Dart as replacement for JavaScript. I was searching for rationale of creating Dart rather than investing more effort in ECMAScript. In well known leaked mail its author is saying that Javascript has historical baggage that cannot be solved without a clean break. But there is only one concrete example given (apart of performance concerns) of "fundamental language problems", which is an existence of a single Number primitive So, my questions are: How an existence of a single Number primitive can be a "fundamental problem"? Are there other known "fundamental problems" in JavaScript?

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  • Configuration data: single-row table vs. name-value-pair table

    - by Heinzi
    Let's say you write an application that can be configured by the user. For storing this "configuration data" into a database, two patterns are commonly used. The single-row table CompanyName | StartFullScreen | RefreshSeconds | ... ---------------+-------------------+------------------+-------- ACME Inc. | true | 20 | ... The name-value-pair table ConfigOption | Value -----------------+------------- CompanyName | ACME Inc. StartFullScreen | true (or 1, or Y, ...) RefreshSeconds | 20 ... | ... I've seen both options in the wild, and both have obvious advantages and disadvantages, for example: The single-row tables limits the number of configuration options you can have (since the number of columns in a row is usually limited). Every additional configuration option requires a DB schema change. In a name-value-pair table everything is "stringly typed" (you have to encode/decode your Boolean/Date/etc. parameters). (many more) Is there some consensus within the development community about which option is preferable?

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  • Will it hurt my website's SEO friendliness if I host a french targetted website at, let's say, godaddy.com?

    - by Suraj
    Hi guys, I have read that the server location is important for a website to be SEO friendly. I am planning to build a website from scratch which is targetted mainly to french audience (in france), but I am planning to host the web site at godaddy.com. My concern is will it hurt the website SEO friendliness? Or do you recommend me to host the website in france itself? I have also read that I need to have a static IP Address. If it's true, can anyone explain me for what reason? Can anyone suggest me some good web hosting companies, prefereable in france? Thanks in advance!

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  • How to represent a tree structure in NoSQL

    - by Vlad Nicula
    I'm new to NoSQL and have been playing around with a personal project on the MEAN stack (Mongo ExpressJs AngularJs NodeJs). I'm building a document editor of sorts that manages nodes of data. Each document is actually a tree. I have a CRUD api for documents, to create new trees and a CRUD api for nodes in a given document. Right now the documents are represented as a collection that holds everything, including nodes. The children parent relationship is done by ids. So the nodes are an map by id, and each node has references to what nodes are their children. I chose this "flat" approach because it is easier to get a node by id from a document. Being used to having a relation table between nodes and documents, a relation table between nodes and children nodes I find it a bit weird that I have to save the entire "nodes" map each time I update a node. Is there a better way to represent such a data type in NoSQL?

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  • Designing a large database with multiple sources

    - by CatchingMonkey
    I have been tasked with redesigning, or at worst optimising the structure of a database for a data warehouse. Currently, the database has 4 other source databases (which is due to expand to X number of others), all of which have their own data structures, naming conventions etc. At the moment an overnight SSIS package pulls the data from the various source and then for each source coverts the data into a standardised, usable format. These tables are then appended to each other creating a 60m row, 40 column beast!. This table is then used in a variety of ways from an OLAP cube to a web front end. The structure has been in place for a very long time, and the work I have been able to prove the advantages of normalisation, and this is the way I would like to go. The problem for me is that the overnight process takes so long I don't then want to spend additional time normalising the last table into something usable. Can anyone offer any insight or ideas into the best way to restructure or optimise the database efficiently? Edit: All the databases are MS SQL Server 2008 R2 Thanks in advance CM

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • Please recommend a patterns book for iOS development

    - by Brett Ryan
    I've read several books on iOS development and Objective-C, however what a lot of them teach is how to work with interfaces and all contain the model inside the view controller, i.e. a UITableViewController based view will simply have an NSArray as it's model. I'm interested in what the best practices are for designing the structure of an application. Specifically I'm interested in best practices for the following: How to separate a model from the view controller. I think I know how to do this by simply replacing the NSArray style example with a specific model object, however what I do not know how to do is alert the view when the model changes. For example in .NET I would solve this by conforming to INotifyPropertyChanged and databinding, and similarly with Java I would use PropertyChangeListener. How to create a service model for my domain objects. For example I want to learn the best way to create a service for a hypothetical Widget object to manage an internal DB and also services for communicating with remote endpoints. I need to learn the best ways to do this in a way that interface components can subscribe to events such as widgetUpdated. These services should be singleton classes and some how dependency injected into model/controller objects. Books I've read so far are: Programming in Objective-C (4th Edition) Beginning iOS 5 Development: Exploring the iOS SDK The iOS 5 Developer's Cookbook: Expanded Electronic Edition: Essentials and Advanced Recipes for iOS Programmers Learn Objective-C on the Mac: For OS X and iOS I've also purchased the following updated books but not yet read them. The Core iOS 6 Developer's Cookbook (4th edition Programming in Objective-C (5th Edition) I come from a Java and C# background with 15 years experience, I understand that many of the ways I would do things in these languages may not fit to the ObjC way of developing applications. Any guidance on the topic is very much appreciated.

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  • Using XML as data storage

    - by Kian Mayne
    I was thinking about the XML format and the following quote: “XML is not a database. It was never meant to be a database. It is never going to be a database. Relational databases are proven technology with more than 20 years of implementation experience. They are solid, stable, useful products. They are not going away. XML is a very useful technology for moving data between different databases or between databases and other programs. However, it is not itself a database. Don't use it like one.“ -Effective XML: 50 Specific Ways to Improve Your XML by Elliotte Rusty Harold (page 230, Part 4, Item 41, 2nd paragraph) This seems to really stress that XML should not be used for data storage and should only be used for program to program interoperability. Personally, I disagree and .NET's app.config file that's used to store a program's settings is an example of data storage in an XML file. However for databases rather than configurations etc XML should not be used. To develop my point, I will use two examples: A) Data about customers with fields that are all on one level i.e. there are a number of fields all relating to one customer with no children B) Data about configuration of an application where nested fields and properties make a lot of sense So my question is, Is this still a valid statement and is it now acceptable to store data using XML? EDIT: I've sent an email to the author of that quote to ask for his input/extra context.

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