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  • BDD: Getting started

    - by thom
    I'm starting with BDD and this is my story: Feature: Months and days to days In order to see months and days as days As a date conversion fan I need a webpage where users can enter days and months and convert them to days. I have some doubts ... Should I write my scenarios before coding anything or should I first write a scenario and then write code, write a scenario again and then write code, and so on ... ? If I should write my scenarios before, can my steps be approved and production code still does not get done? When should I do refactoring on my code? After the feature is done or after each scenario implementation?

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  • What is the philosophy/reasoning behind C#'s Pascal-casing method names?

    - by Nocturne
    I'm just starting to learn C#. Coming from a background in Java, C++ and Objective-C, I find C#'s Pascal-casing its method-names rather unique, and a tad difficult to get used to at first. What is the reasoning and philosophy behind this? I'm guessing it is because of C# properties. Unlike in Objective-C, where method names can be exactly the same as an instance variables, this is not the case with C#. I would guess one of the goals with properties (as it is with most of the languages that support it) is to make properties truly indistinguishable from variables and methods. So, one can have an "int x" in C#, and the corresponding property becomes X. To ensure that properties and methods are indistinguishable, all method names I'm guessing are also therefore expected to start with an uppercase letter. (This is just my hypothesis based on what I know of C# so far—I'm still learning). I'm very curious to know how this curious guideline came into being (given that it's not something one sees in most other languages where method names are expected to start with a lowercase letter) (EDIT: By Pascal-casing, I mean PascalCase (which is basically camelCase but starting with a capital letter). Method names typically start with a lowercase letter in most languages)

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  • What is the difference between industrial development and open source development?

    - by Ida
    Intuitively, I think open source development should be much more "casual" than industrial development process (like in Microsoft). Because for OSS development: Duty separation is not that strict than in big companies (maybe developers == testers in open source development?) People come in and out of the open source community, much more frequently than in big companies However, above are just my guesses. I really want to know more about the major difference between the open source and industrial development. Is their division of duty totally different (e.g., is there a leader/manager-like role in open source development?)? Maybe it is their communication style that differs a lot? Or their workflow? Please share your opinions. Thanks a lot!

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • How should bots be recognised in a game?

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Which is a better practice - helper methods as instance or static?

    - by Ilian Pinzon
    This question is subjective but I was just curious how most programmers approach this. The sample below is in pseudo-C# but this should apply to Java, C++, and other OOP languages as well. Anyway, when writing helper methods in my classes, I tend to declare them as static and just pass the fields if the helper method needs them. For example, given the code below, I prefer to use Method Call #2. class Foo { Bar _bar; public void DoSomethingWithBar() { // Method Call #1. DoSomethingWithBarImpl(); // Method Call #2. DoSomethingWithBarImpl(_bar); } private void DoSomethingWithBarImpl() { _bar.DoSomething(); } private static void DoSomethingWithBarImpl(Bar bar) { bar.DoSomething(); } } My reason for doing this is that it makes it clear (to my eyes at least) that the helper method has a possible side-effect on other objects - even without reading its implementation. I find that I can quickly grok methods that use this practice and thus help me in debugging things. Which do you prefer to do in your own code and what are your reasons for doing so?

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • Attributes of an Ethical Programmer?

    - by ahmed
    Software that we write has ramifications in the real world. If not, it wouldn't be very useful. Thus, it has the potential to sweep across the world faster than a deadly manmade virus or to affect society every bit as much as genetic manipulation. Maybe we can't see how right now, but in the future our code will have ever-greater potential for harm or good. Of course, there's the issue of hacking. That's clearly a crime. Or is it that clear? Isn't hacking acceptable for our government in the event of national security? What about for other governments? Cases of life-and-death emergency? Tracking down deadbeat parents? Screening the genetic profile of job candidates? Where is the line drawn? Who decides? Do programmers have responsibility for how their code is used? What if a programmer writes code to pry into confidential information or copy-protected material? Does he bear responsibility along with the person who used the program? What about a programmer who knowingly or unknowingly writes code to "fix the books?" Should he be liable?

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  • What's a good starting point to learn about JIT compilers?

    - by davidk01
    I've spent the past few months learning about stack based virtual machines, parsers, compilers, and some elementary things about hardware architecture. I've also written a few parsers and compilers for C like languages to understand the generic parser/compiler pipeline. Now I'd like to take my understanding further by learning about optimizing compilers and JIT compilers but I'm having a hard time finding material at the right level. I don't yet understand enough to dive into a code base like PyPy or LuaJIT but I also know more than what most introductory compiler books have to offer. So what are some good books for an intermediate beginner like to me to look into?

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  • Should I forward the a call to .Equals onto .Equals<T>?

    - by Jaimal Chohan
    So, I've got you bog standard c# object, overriding Equalsand implementing IEquatable public override int GetHashCode() { return _name.GetHashCode(); } public override bool Equals(object obj) { return Equals(obj as Tag) } #region IEquatable<Tag> Members public bool Equals(Tag other) { if (other == null) return false; else return _name == other._name; } #endregion Now, for some reason, I used to think that forwarding the calls from Equals into Equals was bad, no idea why, perhaps I read it a long time ago, anyway I'd write separate (but logically same) code for each method. Now I think forwarding Equals to Equals is okay, for obvious reasons, but for the life me I can't remember why I thought it wasn't before. Any thoughts?

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  • How can i manage my personal notes , code snippets files in one place online [closed]

    - by user1758043
    Whenever i work on any project , then i have so much notes , diagrams files , image s, brainstorming ideas which i want to keep. i want to put them in one place so that i can see the history of my work. Is there any toll whichere i can store this online. my company is using confluence but thats costly for me. I want something for single user but online in clou where i can store Notes Code snippets Diagrams , flowchart Attah files , images Books marks , sites

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  • What are your worst experiences with whitespace?

    - by CheeseConQueso
    What are some good examples of whitespace being the cause of any type of error and/or total disruption of scripts and/or markups? I am more interested in any accounts related to languages that are used commonly today, but I would like to hear about any cases in general. PS - This should be a wiki, but I don't know what happened to the "make this a wiki" check box. If someone comes across this with the rights to set it as a "wiki", please do so. If SO decided they wanted to keep away from wiki's altogether, please comment me about that. Thanks

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  • Dealing with curly brace soup

    - by Cyborgx37
    I've programmed in both C# and VB.NET for years, but primarily in VB. I'm making a career shift toward C# and, overall, I like C# better. One issue I'm having, though, is curly brace soup. In VB, each structure keyword has a matching close keyword, for example: Namespace ... Class ... Function ... For ... Using ... If ... ... End If If ... ... End If End Using Next End Function End Class End Namespace The same code written in C# ends up very hard to read: namespace ... { class ... { function ... { for ... { using ... { if ... { ... } if ... { ... } } } // wait... what level is this? } } } Being so used to VB, I'm wondering if there's a technique employed by c-style programmers to improve readability and to ensure that your code ends up in the correct "block". The above example is relatively easy to read, but sometimes at the end of a piece of code I'll have 8 or more levels of curly braces, requiring me to scroll up several pages to figure out which brace ends the block I'm interested in.

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  • What is So Unique About Node.js?

    - by Adrian Shum
    Recently there has been a lot of praise for Node.js. I am not a developer that has had much exposure to network application. From my bare understanding of Nodes.js, its strength is: we have only one thread handling multiple connections, providing an event-based architecture. However, for example in Java, I can create only one thread using NIO/AIO (which is non-blocking APIs from my bare understanding), and handle multiple connections using that thread, and I provide an event-based architecture to implement the data handling logic (shouldn't be that difficult by providing some callback etc) ? Given JVM being a even more mature VM than V8 (I expect it to run faster too), and event-based handling architecture seems to be something not difficult to create, I am not sure why Node.js is attracting so much attention. Did I miss some important points?

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  • How to organize a Coding Dojo?

    - by Stephan
    Over on stack overflow it was asked how to organize a coding dojo (http://stackoverflow.com/questions/4338567/how-to-organize-a-coding-dojo-event). I believe that may have been the wrong forum... I wonder the same thing: how is a Codeing Dojo organized? What is the structure of a meeting? How would one pick Katas? What do you plan ahead of time? I am interested in any ideas on this as well as links to any resource that may be outlining this.

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  • How to be a zero-bug programmer?

    - by Elaine
    My boss ever told me that as a good programmer, who should be able to ensure the code he/she changed must be reliable, correct, thoroughly self-verified, who should completely understand what all the results and impacts that he/she did or revised will cause. I did try my best to be as this kind of programmer, test again and again. But.. bugs are still there. How could I be a zero-bug programmer? know every char of my code will cause and effect?

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  • Parallel Class/Interface Hierarchy with the Facade Design Pattern?

    - by Mike G
    About a third of my code is wrapped inside a Facade class. Note that this isn't a "God" class, but actually represents a single thing (called a Line). Naturally, it delegates responsibilities to the subsystem behind it. What ends up happening is that two of the subsystem classes (Output and Timeline) have all of their methods duplicated in the Line class, which effectively makes Line both an Output and a Timeline. It seems to make sense to make Output and Timeline interfaces, so that the Line class can implement them both. At the same time, I'm worried about creating parallel class and interface structures. You see, there are different types of lines AudioLine, VideoLine, which all use the same type of Timeline, but different types of Output (AudioOutput and VideoOutput, respectively). So that would mean that I'd have to create an AudioOutputInterface and VideoOutputInterface as well. So not only would I have to have parallel class hierarchy, but there would be a parallel interface hierarchy as well. Is there any solution to this design flaw? Here's an image of the basic structure (minus the Timeline class, though know that each Line has-a Timeline): NOTE: I just realized that the word 'line' in Timeline might make is sound like is does a similar function as the Line class. They don't, just to clarify.

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  • How to implement child-parent aggregation link in C++?

    - by Giorgio
    Suppose that I have three classes P, C1, C2, composition (strong aggregation) relations between P <>- C1 and P <>- C2, i.e. every instance of P contains an instance of C1 and an instance of C2, which are destroyed when the parent P instance is destroyed. an association relation between instances of C1 and C2 (not necessarily between children of the same P). To implement this, in C++ I normally define three classes P, C1, C2, define two member variables of P of type boost::shared_ptr<C1>, boost::shared_ptr<C2>, and initialize them with newly created objects in P's constructor, implement the relation between C1 and C2 using a boost::weak_ptr<C2> member variable in C1 and a boost::weak_ptr<C1> member variable in C2 that can be set later via appropriate methods, when the relation is established. Now, I also would like to have a link from each C1 and C2 object to its P parent object. What is a good way to implement this? My current idea is to use a simple constant raw pointer (P * const) that is set from the constructor of P (which, in turn, calls the constructors of C1 and C2), i.e. something like: class C1 { public: C1(P * const p, ...) : paren(p) { ... } private: P * const parent; ... }; class P { public: P(...) : childC1(new C1(this, ...)) ... { ... } private: boost::shared_ptr<C1> childC1; ... }; Honestly I see no risk in using a private constant raw pointer in this way but I know that raw pointers are often frowned upon in C++ so I was wondering if there is an alternative solution.

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  • I want to be a programmer! [closed]

    - by Mohamed Abd El Maged
    I am a doctor. I have a bachelor of medicine and general surgery. I want to change my career and work as a programmer in big companies such as Microsoft, Oracle, ... this is my dream ! I haven't got any degree in IT or Computer science. The question here is: Is it possible to achieve my dream and work as professional programmer in the future? Another question: if applicable, which certifications should I strive to get?

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  • Is it bad to be the only person supporting software you have developed?

    - by trpt4him
    My employer has a need for a web-based application to manage and share data within the department, with approximately 50-75 possible users. I feel I have the ability to write it for them. I would likely use Python/Django with a MySQL database, so it would be open source. However, I'm the only IT person in my department (our larger organization has a separate IT support staff with which I often work, but not for web development). I want to develop this application, but if I leave in 1-2 years, and someone else has to come in after me and support it, will this be seen as a bad decision? This is assuming all the obvious points -- I will write documentation, I will comment my code, and I will strive to follow good application design principles. But will that be enough? In principle, is it acceptable for one person to develop and support an entire web application? Is this a "do first, then show and ask" kind of situation, or should I be certain it will be adopted by everyone involved first?

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  • Everything has an Interface [closed]

    - by Shane
    Possible Duplicate: Do I need to use an interface when only one class will ever implement it? I am taking over a project where every single real class is implementing an Interface. The vast majority of these interfaces are implemented by a single class that share a similar name and the exact same methods (ex: MyCar and MyCarImpl). Almost no 2 classes in the project implement more than the interface that shares its name. I know the general recommendation is to code to an interface rather than an implementation, but isn't this taking it a bit too far? The system might be more flexible in that it is easier to add a new class that behaves very much like an existing class. However, it is significantly harder to parse through the code and method changes now require 2 edits instead of 1. Personally, I normally only create interfaces when there is a need for multiple classes to have the same behavior. I subscribe to YAGNI, so I don't create something unless I see a real need for it. Am I doing it all wrong or is this project going way overboard?

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  • How to process large files in NetLogo? [closed]

    - by user65597
    I am running into problems in NetLogo with large *.csv / *.txt files. The documents can consist of about 1 million data sets and I need to read them (to eventually create a diagram based on the data). With the most straightforward source code, my program needs about 2 minutes to process these files. How should I approach reading such large data files faster in NetLogo? Is NetLogo even suitable for such tasks (as it seems to be designed more for teaching and learning)?

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