Search Results

Search found 14376 results on 576 pages for 'interaction design'.

Page 139/576 | < Previous Page | 135 136 137 138 139 140 141 142 143 144 145 146  | Next Page >

  • Implementing Command Pattern in Web Application

    - by KingOfHypocrites
    I'm looking to implement the command pattern in a web application (asp.net c#)... Since the commands come in text format from the client, what is the best way to translate the string to a command object? Should I use reflection? Currently I just assume the command that comes in matches the file name of a user control. This is a bit of a hack. Rather than have a select case statement that says if string = "Dashboard" then call Dashboard.Execute(), is there a pattern for working with commands that originate as strings?

    Read the article

  • Is there a standard for machine-readable descriptions of RESTful services?

    - by ecmendenhall
    I've interacted with a few RESTful APIs that provided excellent documentation for humans and descriptive URIs, but none of them seem to return machine-readable descriptions of themselves. It's not too tough to write methods of my own that assemble the right paths, and many language-specific API libraries are already just wrappers around RESTful requests. But the next level of abstraction seems really useful: a library that could read in an API's own machine readable documentation and generate the wrappers automatically, perhaps with a call to some standard URI like base_url + '/documentation' Are there any standards for machine-readable API documentation? Am I doing REST wrong? I am a relatively new programmer, but this seems like a good idea.

    Read the article

  • Designing a user-defined list to be stored in a relational database - Should I include user index?

    - by Zaemz
    By index, I mean, as the user creates the list, each item receives an integer index for its place in that particular list. Since there will be a table of ListItems, I'd prefer to avoid using the name "Index" for the field. Then I was thinking - should I even include the list index in the database? I figured I would because the list would be created in the same fashion every time, then. Or I could order the list for the user based on its actual primary key, since the list items are created in succession anyway... What should I do?

    Read the article

  • Integrating with a payment provider; Proper and robust OOP approach

    - by ExternalUse
    History We are currently using a so called redirect model for our online payments (where you send the payer to a payment gateway, where he inputs his payment details - the gateway will then return him to a success/failure callback page). That's easy and straight-forward, but unfortunately quite inconvenient and at times confusing for our customers (leaving the site, changing their credit card details with an additional login on another site etc). Intention & Problem description We are now intending to switch to an integrated approach using an exchange of XML requests and responses. My problem is on how to cater with all (or rather most) of the things that may happen during processing - bearing in mind that normally simplicity is robust whereas complexity is fragile. Examples User abort: The user inputs Credit Card details and hits submit. An XML message to the provider's gateway is sent and waiting for response. The user hits "stop" in his browser or closes the window. ignore_user_abort() in PHP may be an option - but is that reliable? might it be better to redirect the user to a "please wait"-page, that in turn opens an AJAX or other request to the actual processor that does not rely on the connection? Database goes away sounds over-complicated, but with e.g. a webserver in the States and a DB in the UK, it has happened and will happen again: User clicks together his order, payment request has been sent to the provider but the response cannot be stored in the database. What approach could I use, using PHP to sort of start an SQL like "Transaction" that only at the very end gets committed or rolled back, depending on the individual steps? Should then neither commit or roll back have happened, I could sort of "lock" the user to prevent him from paying again or to improperly account for payments - but how? And what else do I need to consider technically? None of the integration examples of e.g. Worldpay, Realex or SagePay offer any insight, and neither Google or my search terms were good enough to find somebody else's thoughts on this. Thank you very much for any insight on how you would approach this!

    Read the article

  • Should single purpose utility app use a class

    - by jmoreno
    When writing a small utility app, that does just one thing, should that one thing be encapsulated in a seperate class, or just let it be part of whatever class/module is used to start the application? I.e. Main would consist of 2 or three lines calling the constructor and then the DoIt methods, nothing else. Or should Main be the DoIt method, with whatever functions it needs added to the main class? Asking because I want to get some alternative perspective, but couldn't find a similar question. If my google-fu is bad and there's a dup, please close.

    Read the article

  • I know of three ways in which SRP helps reduce coupling. Are there even more? [closed]

    - by user1483278
    I'd like to figure all the possible ways SRP helps us reduce coupling. Thus far I can think of three: 1) If class A has more than one responsibility, these responsibilities become coupled and as such changes to one of these responsibilities may require changes to other of A's responsibilities. 2) Related functionality usually needs to be changed for the same reason and by grouping it togerther in a single class, the changes can be made in as few places as possible ( at best changes only need be made to the class which groups together these functionalities) 3) Assuming class A performs two tasks ( thus may change for two reasons ), then number of classes utilising A will be greater than if A performed just a single task ( reason being that some classes will need A to perform first task, other will need A for second task, and still others will utilise it for both tasks ).This also means that when A breaks, the number of classes ( utilising A ) being impaired will be greater than if A performed just a single task. Can SRP also help reduce coupling in any other way, not described above? Thank you

    Read the article

  • Pending and Approval process

    - by zen
    So let's say I have a DB table with 8 columns, one is a unique auto-incrementing used as ID. So I have a page that pulls in the info for each row based on query string ID. I want to give my users the ability to propose changes. Kinda like a wiki setup. So I was thinking I should just have another duplicate table or maybe database altogether (without the auto-incrementing column and maybe with a date edited column) that keeps all proposed changes in queue and then when I approve them, the script can move the row from the proposed DB to the real DB. Does this sound good or is there a better process for this?

    Read the article

  • Implenting ActiveRecord with inheritance?

    - by King
    I recently converted an old application that was using XML files as the data store to use SQL instead. To avoid a lot of changes I basically created ActiveRecord style classes that inherited from the original business objects. For example SomeClassRecord :SomeClass //ID Property //Save method I then used this new class in place of the other one, because of polymorphism I didn't need to change any methods that took SomeClass as a parameter. Would this be considered 'Bad'? What would be a better alternative?

    Read the article

  • Do functional generics exist or what is the correct name for them if they do?

    - by voroninp
    Consider the following generic class public class EntityChangeInfo<EntityType,TEntityKey> { ChangeTypeEnum ChangeType {get;} TEntityKeyType EntityKey {get;} } Here EntityType unambiguously defines TEntityKeyType. So it would be nice to have some kind of types' map public class EntityChangeInfo<EntityType,TEntityKey> with map < [ EntityType : Person -> TEntityKeyType : int] [ EntityType : Car -> TEntityKeyType : CarIdType ]> { ChangeTypeEnum ChangeType {get;} TEntityKeyType EntityKey {get;} } Another one example is: public class Foo<TIn> with map < [TIn : Person -> TOut1 : string, TOut2 : int, ..., TOutN : double ] [TIn : Car -> TOut1 : int, TOut2 :int, ..., TOutN : Price ] > { TOut1 Prop1 {get;set;} TOut2 Prop2 {get;set;} ... TOutN PropN {get;set;} } The reasonable question how this can be interpreted by the compiler? Well, for me it is just the sortcut for two structurally similar classes: public sealed class Foo<Person> { string Prop1 {get;set;} int Prop2 {get;set;} ... double PropN {get;set;} } public sealed class Foo<Car> { int Prop1 {get;set;} int Prop2 {get;set;} ... Price PropN {get;set;} } But besides this we could imaging some update of the Foo<: public class Foo<TIn> with map < [TIn : Person -> TOut1 : string, TOut2 : int, ..., TOutN : double ] [TIn : Car -> TOut1 : int, TOut2 :int, ..., TOutN : Price ] > { TOut1 Prop1 {get;set;} TOut2 Prop2 {get;set;} ... TOutN PropN {get;set;} public override string ToString() { return string.Format("prop1={0}, prop2={1},...propN={N-1}, Prop1, Prop2,...,PropN); } } This all can seem quite superficial but the idea came when I was designing the messages for our system. The very first class. Many messages with the same structrue should be discriminated by the EntityType. So the question is whether such construct exist in any programming language?

    Read the article

  • What is the most concise, unambiguous syntax for operator associated methods (for overloading etc.) that doesn't pollute the namespace?

    - by Doug Treadwell
    Python tends to add double underscores before its built-in or overloadable operator methods, like __add(), whereas C++ requires declaring overloaded operators as operator + (Thing& thing) { /* code */ } for example. Personally I like the operator syntax because it seems to be more explicit and keeps these operator overloading methods separated from other methods without introducing weird prefix notation. What are your thoughts? Also, what about the case of built-in methods that are needed for the programming language to work properly? Is name mangling (like adding __ prefix or sys or something) the best solution here? What do you think about having another type of method declaration, like ... "system method" for lack of creativity at the moment. So there would be two kinds of declarations: int method_name() { ... } system int method_name() { ... } ... and the call would need to be different to distinguish between them. obj.method_name(); vs obj:method_name(); perhaps, assuming a language where : can be unambiguously used in this situation. obj.method_name() vs obj.(system method_name)() Sure, the latter is ugly, but the idea is to make the common case simple and system stuff should be kept out of the way. Maybe the Objective-C notation of method calls? [obj method_name]? Are there more alternatives? Please make suggestions.

    Read the article

  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

    Read the article

  • Does an inventory limit in an MMORPG make sense?

    - by Philipp
    I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of a maximum weight, a limited number of inventory slots, or a combination of both. Almost every MMORPG I ever played limits inventory space. But plausibility aside, is this really necessary from a gameplay point of view? Maybe it would in fact improve the game experience when I just let the players carry as much stuff as they want. tl;dr: What is the game development rationale behind limiting carrying capacity of player characters?

    Read the article

  • Are null references really a bad thing?

    - by Tim Goodman
    I've heard it said that the inclusion of null references in programming languages is the "billion dollar mistake". But why? Sure, they can cause NullReferenceExceptions, but so what? Any element of the language can be a source of errors if used improperly. And what's the alternative? I suppose instead of saying this: Customer c = Customer.GetByLastName("Goodman"); // returns null if not found if (c != null) { Console.WriteLine(c.FirstName + " " + c.LastName + " is awesome!"); } else { Console.WriteLine("There was no customer named Goodman. How lame!"); } You could say this: if (Customer.ExistsWithLastName("Goodman")) { Customer c = Customer.GetByLastName("Goodman") // throws error if not found Console.WriteLine(c.FirstName + " " + c.LastName + " is awesome!"); } else { Console.WriteLine("There was no customer named Goodman. How lame!"); } But how is that better? Either way, if you forget to check that the customer exists, you get an exception. I suppose that a CustomerNotFoundException is a bit easier to debug than a NullReferenceException by virtue of being more descriptive. Is that all there is to it?

    Read the article

  • Set modified date = created date or null on record creation?

    - by User
    I've been following the convention of adding created and modified columns to most of my database tables. I also have been leaving the modified column as null on record creation and only setting a value on actual modification. The other alternative is to set the modified date to be equal to created date on record creation. I've been doing it the former way but I recent ran into one con which is seriously making me think of switching. I needed to set a database cache dependency to find out if any existing data has been changed or new data added. Instead of being able to do the following: SELECT MAX(modified) FROM customer I have to do this: SELECT GREATEST(MAX(created), MAX(modified)) FROM customer The negative being that it's a more complicated query and slower. Another thing is in file systems I believe they usually use the second convention of setting modified date = created date on creation. What are the pros and cons of the different methods? That is, what are the issues to consider?

    Read the article

  • What to do if I hate C++ header files?

    - by BlaXpirit
    I was always confused about header files. They are so strange: you include .h file which doesn't include .cpp but .cpp are somehow compiled too. NOTE: I UNDERSTAND EVERYTHING ABOUT THE HEADERS, PLEASE DON'T TELL ME I'M STUPID OR SHOULD USE OTHER LANGUAGE Recently I joined a team project, and of course, both .h and .cpp are used. I understand that this is very important, but I can't live with copy-pasting every function declaration in each of multiple classes we have. How do I handle the 2-file convention efficiently? Are there any tools to help with that, or automatically change one file that looks like example below to .h and .cpp? (specifically for MS VC++ 2010) class A { ... Type f(Type a,Type b) { //implementation here, not in another file! } ... }; Type f(Type a) { //implementation here } ...

    Read the article

  • How is it possible to write the compiler of a programming language with that language itself [closed]

    - by tugberk
    Possible Duplicate: How could the first C++ compiler be written in C++? You probably heard that Microsoft released a new language called TypeScript which is a the typed superset of JavaScript. The most interesting thing that makes me wonder is the fact that its compiler writen in TypeScript itself. Call me ignorant but I really couldn't figure out in my head how that is possible. This is just like chicken and egg problem in my head because there is no compiler to compile TypeScript's compiler in the first place. How is it possible to write a compiler of the compiler of a programming language with that language?

    Read the article

  • Using Copyrighted Images

    - by TMP
    I was thinking about developing a sidescrolling platformer very similar to an old Mario and Luigi game for NES. To start out I was thinking about taking the images from a site like this: http://www.mariouniverse.com/sprites/nes/smb3 Which clearly states a copyright. I was wondering how far I am allowed to take these images. I figure I'm probably allowed to use it for personal development, but what if I publish the game as an exe file and send it to some friends? I figured a definite no-no would be selling the game with the copyrighted images included. A secondary question would be whether or not I would be allowed to modify them slightly and then call them my own.

    Read the article

  • Should I always encapsulate an internal data structure entirely?

    - by Prog
    Please consider this class: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThings(){ return things; } } This class exposes the array it uses to store data, to any client code interested. I did this in an app I'm working on. I had a ChordProgression class that stores a sequence of Chords (and does some other things). It had a Chord[] getChords() method that returned the array of chords. When the data structure had to change (from an array to an ArrayList), all client code broke. This made me think - maybe the following approach is better: class ClassA{ private Thing[] things; // stores data // stuff omitted public Thing[] getThing(int index){ return things[index]; } public int getDataSize(){ return things.length; } public void setThing(int index, Thing thing){ things[index] = thing; } } Instead of exposing the data structure itself, all of the operations offered by the data structure are now offered directly by the class enclosing it, using public methods that delegate to the data structure. When the data structure changes, only these methods have to change - but after they do, all client code still works. Note that collections more complex than arrays might require the enclosing class to implement even more than three methods just to access the internal data structure. Is this approach common? What do you think of this? What downsides does it have other? Is it reasonable to have the enclosing class implement at least three public methods just to delegate to the inner data structure?

    Read the article

  • Identifying which pattern fits better.

    - by Daniel Grillo
    I'm developing a software to program a device. I have some commands like Reset, Read_Version, Read_memory, Write_memory, Erase_memory. Reset and Read_Version are fixed. They don't need parameters. Read_memory and Erase_memory need the same parameters that are Length and Address. Write_memory needs Lenght, Address and Data. For each command, I have the same steps in sequence, that are something like this sendCommand, waitForResponse, treatResponse. I'm having difficulty to identify which pattern should I use. Factory, Template Method, Strategy or other pattern. Edit I'll try to explain better taking in count the given comments and answers. I've already done this software and now I'm trying to refactoring it. I'm trying to use patterns, even if it is not necessary because I'm taking advantage of this little software to learn about some patterns. Despite I think that one (or more) pattern fits here and it could improve my code. When I want to read version of the software of my device, I don't have to assembly the command with parameters. It is fixed. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To read a portion of the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len and Address. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To write a portion in the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len, Address and Data. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. I think that I could use Template Method because I have almost the same algorithm for all. But the problem is some commands are fixes, others have 2 or 3 parameters. I think that parameters should be passed on the constructor of the class. But each class will have a constructor overriding the abstract class constructor. Is this a problem for the template method? Should I use other pattern?

    Read the article

  • Do functional generics exist and what is the correct name for them if they do?

    - by voroninp
    Consider the following generic class: public class EntityChangeInfo<EntityType,TEntityKey> { ChangeTypeEnum ChangeType {get;} TEntityKeyType EntityKey {get;} } Here EntityType unambiguously defines TEntityKeyType. So it would be nice to have some kind of types' map: public class EntityChangeInfo<EntityType,TEntityKey> with map < [ EntityType : Person -> TEntityKeyType : int] [ EntityType : Car -> TEntityKeyType : CarIdType ]> { ChangeTypeEnum ChangeType {get;} TEntityKeyType EntityKey {get;} } Another one example is: public class Foo<TIn> with map < [TIn : Person -> TOut1 : string, TOut2 : int, ..., TOutN : double ] [TIn : Car -> TOut1 : int, TOut2 :int, ..., TOutN : Price ] > { TOut1 Prop1 {get;set;} TOut2 Prop2 {get;set;} ... TOutN PropN {get;set;} } The reasonable question: how can this be interpreted by the compiler? Well, for me it is just the shortcut for two structurally similar classes: public sealed class Foo<Person> { string Prop1 {get;set;} int Prop2 {get;set;} ... double PropN {get;set;} } public sealed class Foo<Car> { int Prop1 {get;set;} int Prop2 {get;set;} ... Price PropN {get;set;} } But besides this we could imaging some update of the Foo<>: public class Foo<TIn> with map < [TIn : Person -> TOut1 : string, TOut2 : int, ..., TOutN : double ] [TIn : Car -> TOut1 : int, TOut2 :int, ..., TOutN : Price ] > { TOut1 Prop1 {get;set;} TOut2 Prop2 {get;set;} ... TOutN PropN {get;set;} public override string ToString() { return string.Format("prop1={0}, prop2={1},...propN={N-1}, Prop1, Prop2,...,PropN); } } This all can seem quite superficial but the idea came when I was designing the messages for our system. The very first class. Many messages with the same structure should be discriminated by the EntityType. So the question is whether such construct exists in any programming language?

    Read the article

  • Architecting persistence (and other internal systems). Interfaces, composition, pure inheritance or centralization?

    - by Vandell
    Suppose that you need to implement persistence, I think that you're generally limited to four options (correct me if I'm wrong, please) Each persistant class: Should implement an interface (IPersistent) Contains a 'persist-me' object that is a specialized object (or class) that's made only to be used the class that contains it. Inherit from Persistent (a base class) Or you can create a gigantic class (or package) called Database and make your persistence logic there. What are the advantages and problems that can come from each of one? In a small (5kloc) and algorithmically (or organisationally) simple app what is probably the best option?

    Read the article

  • Is this a pattern? Should it be?

    - by Arkadiy
    The following is more of a statement than a question - it describes something that may be a pattern. The question is: is this a known pattern? Or, if it's not, should it be? I've had a situation where I had to iterate over two dissimilar multi-layer data structures and copy information from one to the other. Depending on particular use case, I had around eight different kinds of layers, combined in about eight different combinations: A-B-C B-C A-C D-E A-D-E and so on After a few unsuccessful attempts to factor out the repetition of per-layer iteration code, I realized that the key difficulty in this refactoring was the fact that the bottom level needed access to data gathered at higher levels. To explicitly accommodate this requirement, I introduced IterationContext class with a number of get() and set() methods for accumulating the necessary information. In the end, I had the following class structure: class Iterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const = 0; }; class RecursingIterator : public Iterator { RecursingIterator(const Iterator &below); }; class IterateOverA : public RecursingIterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // Iterate over members in dataStructure1 // locate corresponding item in dataStructure2 (passed via context) // and set it in the context // invoke the sub-iterator }; class IterateOverB : public RecursingIterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // iterate over members dataStructure2 (form context) // set dataStructure2's item in the context // locate corresponding item in dataStructure2 (passed via context) // invoke the sub-iterator }; void main() { class FinalCopy : public Iterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // copy data from structure 1 to structure 2 in the context, // using some data from higher levels as needed } } IterationContext ctx(dateStructure2); IterateOverA(IterateOverB(FinalCopy())).iterate(dataStructure1, ctx); } It so happens that dataStructure1 is a uniform data structure, similar to XML DOM in that respect, while dataStructure2 is a legacy data structure made of various structs and arrays. This allows me to pass dataStructure1 outside of the context for convenience. In general, either side of the iteration or both sides may be passed via context, as convenient. The key situation points are: complicated code that needs to be invoked in "layers", with multiple combinations of layer types possible at the bottom layer, the information from top layers needs to be visible. The key implementation points are: use of context class to access the data from all levels of iteration complicated iteration code encapsulated in implementation of pure virtual function two interfaces - one aware of underlying iterator, one not aware of it. use of const & to simplify the usage syntax.

    Read the article

  • Should static parameters in an API be part of each method?

    - by jschoen
    I am currently creating a library that is a wrapper for an online API. The obvious end goal is to make it as easy for others to use as possible. As such I am trying to determine the best approach when it comes to common parameters for the API. In my current situation there are 3 (consumer key, consumer secret, and and authorization token). They are essentially needed in every API call. My question is should I make these 3 parameters required for each method or is there a better way. I see my current options as being: Place the parameters in each method call public ApiObject callMethod(String consumerKey, String consumerSecret, String token, ...) This one seems reasonable, but seems awfully repetitive to me. Create a singleton class that the user must initialize before calling any api methods. This seems wrong, and would essentially limit them to accessing one account at a time via the API (which may be reasonable, I dunno). Make them place them in a properties file in their project. That way I can load the properties that way and store them. This seems similar to the singleton to me, but they would not have to explicitly call something to initialize these values. Is there another option I am not seeing, or a more common practice in this situation that I should be following?

    Read the article

  • Should I make up my own HTTP status codes? (a la Twitter 420: Enhance Your Calm)

    - by Max Bucknell
    I'm currently implementing an HTTP API, my first ever. I've been spending a lot of time looking at the Wikipedia page for HTTP status codes, because I'm determined to implement the right codes for the right situations. Listed on that page is a code with number 420, which is a custom code that Twitter used to use for rate limiting. There is already a code for rate limiting, though. It's 429. This led me to wonder why they would set a custom one, when there is already a use case. Is that just being cute? And if so, then which circumstances would make it acceptable to return a different status code, and what, if any problems may clients have with it? I read somewhere that Mozilla doesn't implement the joke 418: I’m a teapot response, which makes me think that clients choose which status codes they implement. If that's true, then I can imagine Twitter's funny little enhance your calm code being problematic. Unless I'm mistaken, and we can appropriate any code number to mean whatever we like, and that only convention dictates that 404 means not found, and 429 means take it easy.

    Read the article

  • Repository query conditions, dependencies and DRY

    - by vFragosop
    To keep it simple, let's suppose an application which has Accounts and Users. Each account may have any number of users. There's also 3 consumers of UserRepository: An admin interface which may list all users Public front-end which may list all users An account authenticated API which should only list it's own users Assuming UserRepository is something like this: class UsersRepository extends DatabaseAbstraction { private function query() { return $this->database()->select('users.*'); } public function getAll() { return $this->query()->exec(); } // IMPORTANT: // Tons of other methods for searching, filtering, // joining of other tables, ordering and such... } Keeping in mind the comment above, and the necessity to abstract user querying conditions, How should I handle querying of users filtering by account_id? I can picture three possible roads: 1. Should I create an AccountUsersRepository? class AccountUsersRepository extends UserRepository { public function __construct(Account $account) { $this->account = $account; } private function query() { return parent::query() ->where('account_id', '=', $this->account->id); } } This has the advantage of reducing the duplication of UsersRepository methods, but doesn't quite fit into anything I've read about DDD so far (I'm rookie by the way) 2. Should I put it as a method on AccountsRepository? class AccountsRepository extends DatabaseAbstraction { public function getAccountUsers(Account $account) { return $this->database() ->select('users.*') ->where('account_id', '=', $account->id) ->exec(); } } This requires the duplication of all UserRepository methods and may need another UserQuery layer, that implements those querying logic on chainable way. 3. Should I query UserRepository from within my account entity? class Account extends Entity { public function getUsers() { return UserRepository::findByAccountId($this->id); } } This feels more like an aggregate root for me, but introduces dependency of UserRepository on Account entity, which may violate a few principles. 4. Or am I missing the point completely? Maybe there's an even better solution? Footnotes: Besides permissions being a Service concern, in my understanding, they shouldn't implement SQL query but leave that to repositories since those may not even be SQL driven.

    Read the article

< Previous Page | 135 136 137 138 139 140 141 142 143 144 145 146  | Next Page >