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  • Reflective discovery of an inner class in an API

    - by wassup
    Let me ask you, as this bothers me for quite a while but appears to be subjectively the best solution for my problem, if reflective discovery of an inner class for API purposes is that bad idea? First, let me explain what I mean by saying "reflective discovery" and all that stuff. I am sketching an API for a Java database system, that'll be centered around block-based entities (don't ask me what that means - that's a long story), and those entities can be read and returned to the Java code as objects subclassed from the Entity class. I have an Entity.Factory class, that, by means of fluent interfaces, takes a Class<? extends Entity> argument and then, uses an instance of Section.Builder, Property.Builder, or whatever builder the entity has, to put it into the back-end storage. The idea about registering all entity types and their builders just doesn't appeal to me, so I thought that the closest solution to the problem that'd suffice my design needs would be to discover, using reflection, all inner classes of Entity classes and find one that's called Builder. Looking for some expert insight :) And if I missed some important design details (which could happen as I tried to make this question as concise as possible), just tell me and I'll add them.

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  • What's the proper term for a function inverse to a constructor - to unwrap a value from a data type?

    - by Petr Pudlák
    Edit: I'm rephrasing the question a bit. Apparently I caused some confusion because I didn't realize that the term destructor is used in OOP for something quite different - it's a function invoked when an object is being destroyed. In functional programming we (try to) avoid mutable state so there is no such equivalent to it. (I added the proper tag to the question.) Instead, I've seen that the record field for unwrapping a value (especially for single-valued data types such as newtypes) is sometimes called destructor or perhaps deconstructor. For example, let's have (in Haskell): newtype Wrap = Wrap { unwrap :: Int } Here Wrap is the constructor and unwrap is what? The questions are: How do we call unwrap in functional programming? Deconstructor? Destructor? Or by some other term? And to clarify, is this/other terminology applicable to other functional languages, or is it used just in the Haskell? Perhaps also, is there any terminology for this in general, in non-functional languages? I've seen both terms, for example: ... Most often, one supplies smart constructors and destructors for these to ease working with them. ... at Haskell wiki, or ... The general theme here is to fuse constructor - deconstructor pairs like ... at Haskell wikibook (here it's probably meant in a bit more general sense), or newtype DList a = DL { unDL :: [a] -> [a] } The unDL function is our deconstructor, which removes the DL constructor. ... in The Real World Haskell.

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  • Flash Player for IPTV

    - by Le Mystique
    Hi All, We have to design a flash player for three video sources of IPTV. Educational videos on the system that can be played on demand. (VOD or Video on Demand local) Streaming videos available on different websites that can be played on demand (VOD or Video on Demand remote) IPTV live streaming video feed Videos from three sources have to be played within single flash player that we need to design. There are 2 basic requirements: For the two VOD types, we have to provide the pause and play functionality. For IPTV, pause and play is not required, However, channel switching time is critically important here. The user should get the program behaviour as close to TV experience as possible. This means channel switching should be fast. To provide this, buffering of video is required for multiple channels. Now the questions is, is this possible? If yes, how? Secondly, what skill set (e.g. action script 3.0 , flash 10) should the flash programmer have to be able to design this? Thirdly is it as simple as making a normal FLV player? Or is it a more complex job?

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  • When to use PHP or ASP.NET? [closed]

    - by loyalpenguin
    I have worked extensively in developing web applications using PHP and ASP.NET, but one of the questions that I'm constantly asked by customers is whether to move forward with a php website or an asp.net website. So naturally the first thing that comes to mind is to answer the question like this: PHP is open-source and ASP.NET is from Microsoft. Usually after something like that is said the customer has a blank look on there face. Apparently the fact that one is open source and the other isn't doesn't really faze them. And for good reason, because when I first heard it, it really doesn't tell me much. I know from working with both that each have their + and - when it comes to developing websites. NOTE: THIS QUESTION IS NOT TO QUESTION WHICH IS BETTER TO DEVELOP WITH. THIS QUESTION IS INTENDED TO BE OBJECTIVE. My question is what are differences between ASP.NET and PHP as far as Features Security Extendability Frameworks Average Development Time And when one is generally used over the other for certain types of projects. I am trying to compile a list of facts to be able to compare with the customer what developement platform is better for there particular project. I have done a simple search on google and a ton of articles come up, but the problem is the majority are usually biased towards PHP or ASP.NET. Also if you can maybe provide examples from experience when one technology was more preferable than the other that would be awesome.

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  • Automatic Generalization

    - by Nick Harrison
    I have been interested in functional programming since college. I played around a little with LISP back then, but I have not had an opportunity since then. Now that F# ships standard with VS 2010, I figured now is my chance. So, I was reading up on it a little over the weekend when I came across a very interesting topic. F# includes a concept called "Automatic Generalization". As I understand it, the compiler will look at your method and analyze how you are using parameters. It will automatically switch to a generic parameter if it is possible based on your usage. Wow! I am looking forward to playing with this. I have long been an advocate of using the most generic types possible especially when developing library classes. Use the highest level base class that you can get away with. Use an interface instead of a specific implementation. I don't advocate passing object around, but you get the idea. Tools like resharper, fxCop, and most static code analysis tools provide guidance to help you identify when a more generalized type is possible, but this is the first time I have heard about the compiler taking matters into its own hands. I like the sound of this. We'll see if it is a good idea or not. What are your thoughts? Am I missing the mark on what Automatic Generalization does in F#? How would this work in C#? Do you see any problems with this?

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  • How to deal with data on the model specific to the technology being used?

    - by user1620696
    There are some cases where some of the data on a class of the domain model of an application seems to be dependent on the technology being used. One example of this is the following: suppose we are building one application in .NET such that there's the need of an Employee class. Suppose further that we are going to implement relational database, then the Employee has a primary key right? So that the classe would be something like public class Employee { public int EmployeeID { get; set; } public string Name { get; set; } ... } Now, that EmployeeID is dependent on the technology right? That's something that has to do with the way we've choose to persist our data. Should we write down a class independent of such things? If we do it this way, how should we work? I think I would need to map all the time between domain model and persistence specific types, but I'm not sure.

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  • "Oracle Coherence 3.5" Book - My Humble Review

    - by [email protected]
      After reviewing the book in more detail I say again that it is a great guide for sure. Lots of important concepts that sometimes can be somewhat confusing are deeply reviewed, including all types of caching schemes and backing maps, and the cache topologies with their corresponding performances and very useful "When to use it?" sections. Some functionalities that are very desirable or used a lot are reviewed with examples and best practices of implementation, including: Data affinity Querying Pagination Indexes Aggregations Event processing, listening and triggering Data persistence Security Regarding the networking and architecture topics, Coherence*Extend is exhaustively reviewed, including C++ and .NET clients, with very good tips and examples, even including source codes. Personally, I am also glad to see that the address providers (<address-provider> tag), new feature in Coherence 3.5 which is a way to programmatically provide well-known addresses in order to connect to the cluster, is mentioned on the book, because it provides new functionalities to satisfy some special configuration requirements for example: Provide a way to switch extend nodes in cases of failure Implement custom load balancing algorithms and/or dynamic discovery of TCP/IP connection acceptors Dynamically assign TCP address and port settings when binding to a server socket Another very interesting and useful section is the "Coherent Bank Sample Application", which is a great tutorial, useful to understand how Coherence interacts with third party products establishing a clear integration with them, including the use of non-Oracle products like MS Visual Studio.  

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  • SQL language drawbacks, The Third Manifesto

    - by David Portabella
    Sometime ago I read about SQL language drawbacks (the basic language specification, not vendor specific), and one of the drawbacks was that the language does not allow to create a set of tuples that don't come from a table. For instance, SELECT firstName, lastName from people; this creates a set of tuples coming from the table people. Now, if I don't have this table people, and I want to return a constant, I'd need something like this to return a set of two tuples (this would not require to have a table): SELECT VALUES('james', 'dean'), ('tom', 'cruisse'); Why I would need that? Because of the same reasons that we can define constants (not only basic types, but objects and arrays also) in any advanced programming language. Workarounds, Yes, I could create a temporal table, fill the data, and SELECT from that table. This is a hack, to overcome the drawbacks of the poor SQL language. I think that I read about this somewhere in "The Third Manifesto", but I don't find the paragraph/example talking about this concrete drawback anymore. Do you know a reference about it?

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  • Notification framework for object lifecycle

    - by rlandster
    I am looking for an application, framework, or library that would help us with "object life-cycle management". There are many things that are created for users, departments, and services that, all too often, are left unmanaged. Some examples: user accounts groups SSL certificates access rights databases software license provisionings storage list-serve accounts These objects are created and managed by a wide variety of applications and systems. Typically, a user (person) requests (either explicitly or implicitly) one of these objects. A centralized management tool would help us manage such administration chores as: What objects does user X currently own/manage? Move the ownership of object P to user X; move all objects owned by user X (who was just been fired) to user Y. For all objects of type T that have expired be sure the objects have been disabled or deleted by their provider. How many active (expired, about-to-expire) objects of type P are there? Send periodic notifications to all users who own active objects of type P reminding them of what they own. There is a security alert for objects of type P; send a notification to all users who own these types of objects to take a specific remedial action. Delete or disable a set of objects based on expiration (or some other criteria). These objects are directly managed through their own applications (Active Directory, MySql, file systems, etc.) and may even have their own notification systems, but I want to centralize this into an "object management system". The OMS should allow the association with an external identity provider that defines who the users and groups are (e.g., LDAP, Active Directory) creation of objects association of an object to a specific user and/or group association with an expiration date creation of flexible reporting including letting users know what objects they currently own and their expiration dates integration with an external object "provider" via a plug-in We could write something from scratch, but I am hoping there is something already out there that will help, either an entire application or a set of libraries that provide much of what is needed. Any ideas?

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  • Making Multilingual J! 1.5 + + Joomfish + VM 1.17 more workable

    - by rhand
    I have been working with a multilingual Joomla! 1.5.23 e-commerce website for a client for quite a while and made several customizations. But the client is still not happy he has to adjust content at at least three locations: Joomfish Virtuemart Article Manager Joomfish is nice in the way that it allows you to create multilingual content and copy and paste the source language on the same page, which makes translation work easier but it is annoying in the way you have to edit several custom fields at different locations/ content types. As Joomla! source language content still needs to be created in the article manager first this is the second location the client has to work at. The third location is Virtuemart. Here all the products and product categories are created. And here we added some custom fields as well. Now I was considering upgrading the website to Joomla 1.7 or later on to 1.8. This J! versions have better multilingual support. But I wonder if er can really make the client's life easier. We will still have to copy the source language to a new article and create content in another language. We will still have the issue of content in custom fields that needs to be translated and we will still have to create content. Should I go for another CMS such as Magento or do you think there is a way in a more recent Joomla! version to work with all content in one or max two locations?

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  • Managing products on a an ecommerce site [closed]

    - by John
    I've had a site that sells widgets for many years. I do not inventory my widgets, but the cost of adding them to the site and makings sure the site is current is becoming cost prohibitive. Here are the facts: I sell a single class of widget. I have about 50,000 widgets on my site. I have about 100 vendors that create and dropship the products when they get an order from me via email. Each vendor carries from 50 to 5000 types of widgets. Vendors all have websites with images and descriptions of their products. Each widget is produced in limited supply and usually sell out in 1-5 years. Prices of the widget often go up, sometimes more than 50% before they sell out. My vendors aren't very tech sophisticated. They have websites with their products, but most can't supply an api or database dump. Their websites usually display retail prices to the public, but I login or refer to a price list (usually excel) for wholesale prices. As it stands now, I hire local people to add and describe each widget to our website. It usually takes a person 4 minutes to add a widget to the site. This doesn't include moving to a new vendor. I feel like the upload/edit process is as good as it can get via a form/website. The problem is that it is getting very expensive to upload and keep the widget inventory current. I often get orders for something after it's sold out from the vendor or the price is wrong. This seems like it would be a problem in many industries. Can anyone suggest the cheapest way to upload inventory and ensure prices are current from my vendors? I'm assuming it will involve outsourcing, but I would like ideas on how to setup the compensation model.

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  • Preventing item duplication?

    - by PuppyKevin
    For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a state (CHANGED, UNCHANGED, NEW, REMOVED). The character ID and state is used for item saving purposes. Stackable items have one unique ID, as in the entire stack has one unique ID. For example: 5 Potions (stacked ontop of each other) has one unique ID. When dropping a nonstackable item, the state gets set to REMOVED, and the unique ID and state don't change. If picked up by another player, the state gets set to NEW, and the character ID gets changed to the new character's ID. When dropping all items in a stack of stackable items (for example, 5 potions out of 5) - it behaves just like a nonstackable item. When dropping some of a stack of stackable items (for example, 3 potions out of 5)... I really have no clue what to do. The 3 dropped potions have the state of REMOVED, but the same unique ID and character ID. If another player picks it up, it has no choice but to obtain a new unique ID, and its state gets changed to NEW and its character ID to the new one. If the dropping player picks it back up, they'd just be readded to the stack. There's two issues with that though. 1. If the player who dropped the 3 potions picks it back up, there's no way to tell if they legitimately dropped the items, or if they're duped items. 2. If another player picks up the 3 potions (assuming they're duped), there's no way to know if they're duped or not. My question is: How can I create a system that detects duplicated items for both nonstackable and stackable items?

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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • How can Highscores be more meaningful and engaging?

    - by Anselm Eickhoff
    I'm developing a casual Android game in which the player's success can very easily be represented by a number (I'm not more specific because I'm interested in the topic in general). Although I myself am not a highscore person at all, I was thinking of implementing a highscore for that game, but I see at least 2 problems in the classical leaderboard approach: very soon the highscore will be dominated by hardcore players, leaving no chance for beginners, who are then frustrated. This is very severe especially in casual games. there is no direct reward for being a loyal player who plays the game over and over again My current idea is to "reset" the highscore every 24 hours (for example) and each day nominate the "player of the day" who then gets a "star". Then there would be some kind of meta-highscore of players with the most stars. That way even beginners might have a chance to be "player of the day" once and continued or repeated play is rewarded much more. The idea is still very rough and there are many problems in the details and the technical implementation but I have a feeling it is a step in the right direction. Do you have creative and new ideas on how to implement highscores? Which games are doing this well / what types of highscores do you find most engaging?

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  • Java Components Landing Page and Documentation Updates

    - by joni g.
    The new Java Components page provides access to the documentation for tools that are available for monitoring, managing, and testing Java applications. Documentation for the new versions of the following tools is available: JavaTest Harness 4.6. The JavaTest harness is a general purpose, fully-featured, flexible, and configurable test harness that is suited for most types of unit testing. See the JavaTest tab for documentation. SigTest 3.1. SigTest is a collection of tools that can be used to compare APIs and to measure the test coverage of an API. See the SigTest tab for documentation. The following tools are part of Oracle Java SE Advanced and Oracle Java SE Suite. Java Mission Control and Java Flight Control 5.4 are supported in JDK 8u20. Java Flight Recorder and Java Mission Control together create a complete tool chain to continuously collect low level and detailed runtime information enabling after-the-fact incident analysis. See the JMC tab for documentation. Advanced Management Console 1.0 is a new tool that is now available. AMC can be used to view information about the Java applets and Java Web Start applications running in your enterprise, and create deployment rules and rule sets to manage the execution of these applications. See the AMC tab for documentation. Usage Tracker tracks how Java Runtime Environments (JREs) are being used in your systems. See the Usage Tracker tab for documentation.

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • How successful is GPL in reaching its goals?

    - by StasM
    There are, broadly, two types of FOSS licenses when it relates to commercial usage of the code - let's say the GPL-type and the BSD-type. The first is, broadly, restrictive about commercial usage (by usage I also mean modification and redistribution, as well as creating derived works, etc.) of the code under the license, and the second is much more permissive. As I understand, the idea behind GPL-type licenses is to encourage people to abandon the proprietary software model and instead convert to the FOSS code, and the license is the instrument to entice them to do so - i.e. "you can use this nice software, but only if you agree to come to our camp and play by our rules". What I want to ask is - was this strategy successful so far? I.e. are there any major achievements in the form of some big project going from closed to open because of GPL or some software being developed in the open only because GPL made it so? How big is the impact of this strategy - compared, say, to the world where everybody would have BSD-type licenses or release all open-source code under public domain? Note that I am not asking if FOSS model is successful - this is beyond question. What I am asking is if the specific way of enticing people to convert from proprietary to FOSS used by GPL-type and not used by BSD-type licenses was successful. I also don't ask about the merits of GPL itself as the license - just about the fact of its effectiveness.

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  • JCP 2012 Award Nominations Announced

    - by heathervc
      The 10th Annual JCP Program Award Nominations have been posted on JCP.org.  The community gets together every year during JavaOne to congratulate the winners and nominees at the JCP Community Party held in San Francisco. This year there are three awards: JCP Member/Participant of the Year, Outstanding Spec Lead, and Most Significant JSR. Member of the Year: Stephen Colebourne Markus Eisele Google JUG Chennai Werner Keil London Java Community and SouJava Antoine Sabot-Durand Outstanding Spec Lead Michael Ernst, JSR 308, Annotations on Java Types Victor Grazi, Credit Suisse, JSR 354, Money and Currency API Nigel Deakin, Oracle, JSR 343, Java Message Service 2.0 Pete Muir, Red Hat, JSR 346, Contexts and Dependency Injection for Java EE 1.1 Most Significant JSR API for JSON Processing, JSR 353 Money and Currency API, JSR  354 Java State Management, JSR 350 Java Message Service 2, JSR 343 JCP.Next, JSR 348, JSR 355, and JSR 358 Congratulations to the nominees; you can read the nomination text and more information about the awards here.  And remember to join us on Tuesday, 2 October at the Infusion Lounge to celebrate with the winners and nominees!

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  • Should I use a config file or database for storing business rules?

    - by foiseworth
    I have recently been reading The Pragmatic Programmer which states that: Details mess up our pristine code—especially if they change frequently. Every time we have to go in and change the code to accommodate some change in business logic, or in the law, or in management's personal tastes of the day, we run the risk of breaking the system—of introducing a new bug. Hunt, Andrew; Thomas, David (1999-10-20). The Pragmatic Programmer: From Journeyman to Master (Kindle Locations 2651-2653). Pearson Education (USA). Kindle Edition. I am currently programming a web app that has some models that have properties that can only be from a set of values, e.g. (not actual example as the web app data confidential): light-type = sphere / cube / cylinder The light type can only be the above three values but according to TPP I should always code as if they could change and place their values in a config file. As there are several incidents of this throughout the app, my question is: Should I store possibly values like these in: a config file: 'light-types' = array(sphere, cube, cylinder), 'other-type' = value, 'etc = etc-value a single table in a database with one line for each config item a database with a table for each config item (e.g. table: light_types; columns: id, name) some other way? Many thanks for any assistance / expertise offered.

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  • Hexagonal Tiles

    - by PATRY
    i'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use an hexagonal map, but i'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to différenciate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • CodeStock 2012 Review: Eric Landes( @ericlandes ) - Automated Tests in to automated Builds! How to put the right type of automated tests in to the right automated builds.

    Automated Tests in to automated Builds! How to put the right type of automated tests in to the right automated builds.Speaker: Eric LandesTwitter: @ericlandesBlog: http://ericlandes.com/ This was one of the first sessions I attended during CodeStock 2012. Eric’s talk focused mostly on unit testing, and that the lack of proper unit testing can be compared to stealing from an employer. His point was that if you’re not doing proper unit testing then all of the time wasted on fixing issues that could have been detected with unit tests is like stealing money from employer. He makes the assumption that that time spent on fixing these issues could have been better spent developing new features that drive the business. To a point I can agree with Eric’s argument regarding unit testing and stealing from a company’s perspective. I can see how he relates resources being shifted from new development to bug fixes as stealing based on the fact that the resources used to fix bugs are directly taken from other projects. He also states that Boring/Redundant and Build/Test tasks should be automated because it reduces the changes of errors and frees up developer to do what they do best, DEVELOP! When he refers to testing, he breaks testing down in to four distinct types. Unit Test Acceptance Test (This also includes Integration Tests) Performance Test UI Test With this he also recommends that developers should not go buck wild striving for 100% code coverage because some test my not provide a great return on investment. In his experience he recommends that 70% test coverage was a very acceptable rate.

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  • Discovery methods

    - by Owen Allen
    In Ops Center, asset discovery is a process in which the software determines what assets exist in your environment. You can't monitor an asset, or do anything to it through Ops Center, until it's discovered. I've seen a couple of questions about how to discover various types of asset, so I thought I'd explain the discovery methods and what they each do. Find Assets - This discovery method searches for service tags on all known networks. Service tags are small files on some hardware and operating systems that provide basic identification info. Once a service tag has been found, you provide credentials to manage the asset. This method can discover assets quickly, but only if the target assets have service tags. Add Assets with discovery profile - This method lets you specify targets by providing IP addresses, IP ranges, or hostnames, as well as the credentials needed to connect to and manage these assets. You can create discovery profiles for any type of asset. Declare asset - This method lets you specify the details of a server, with or without a configured service processor. You can then use Ops Center to install a new operating system or configure the SP. This method works well for new hardware. These methods are all discussed in more detail in the Asset Management chapter of the Feature Reference guide.

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  • What is a 'good number' of exceptions to implement for my library?

    - by Fuzz
    I've always wondered how many different exception classes I should implement and throw for various pieces of my software. My particular development is usually C++/C#/Java related, but I believe this is a question for all languages. I want to understand what is a good number of different exceptions to throw, and what the developer community expect of a good library. The trade-offs I see include: More exception classes can allow very fine grain levels of error handling for API users (prone to user configuration or data errors, or files not being found) More exception classes allows error specific information to be embedded in the exception, rather than just a string message or error code More exception classes can mean more code maintenance More exception classes can mean the API is less approachable to users The scenarios I wish to understand exception usage in include: During 'configuration' stage, which might include loading files or setting parameters During an 'operation' type phase where the library might be running tasks and doing some work, perhaps in another thread Other patterns of error reporting without using exceptions, or less exceptions (as a comparison) might include: Less exceptions, but embedding an error code that can be used as a lookup Returning error codes and flags directly from functions (sometimes not possible from threads) Implemented an event or callback system upon error (avoids stack unwinding) As developers, what do you prefer to see? If there are MANY exceptions, do you bother error handling them separately anyway? Do you have a preference for error handling types depending on the stage of operation?

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  • Java enum pairs / "subenum" or what exactly?

    - by vemalsar
    I have an RPG-style Item class and I stored the type of the item in enum (itemType.sword). I want to store subtype too (itemSubtype.long), but I want to express the relation between two data type (sword can be long, short etc. but shield can't be long or short, only round, tower etc). I know this is wrong source code but similar what I want: enum type { sword; } //not valid code! enum swordSubtype extends type.sword { short, long } Question: How can I define this connection between two data type (or more exactly: two value of the data types), what is the most simple and standard way? Array-like data with all valid (itemType,itemSubtype) enum pairs or (itemType,itemSubtype[]) so more subtype for one type, it would be the best. OK but how can I construct this simplest way? Special enum with "subenum" set or second level enum or anything else if it does exists 2 dimensional "canBePairs" array, itemType and itemSubtype dimensions with all type and subtype and boolean elements, "true" means itemType (first dimension) and itemSubtype (second dimension) are okay, "false" means not okay Other better idea Thank you very much!

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  • Views : ViewControllers, many to one, or one to one?

    - by conor
    I have developed an Android application where, typically, each view (layout.xml) displayed on the screen has it's own corresponding fragment (for the purpose of this question I may refer to this as a ViewController). These views and Fragments/ViewControllers are appropriately named to reflect what they display. So this has the effect of allowing the programmer to easily pinpoint the files associated with what they see on any given screen. The above refers to the one to one part of my question. Please note that with the above there are a few exceptions where very similar is displayed on two views so the ViewController is used for two views. (Using a simple switch (type) to determine what layout.xml file to load) On the flip side. I am currently working on the iOS version of the same app, which I didn't develop. It seems that they are adopting more of a one-to-many (ViewController:View) approach. There appears to be one ViewController that handles the display logic for many different types of views. In the ViewController are an assortment of boolean flags and arrays of data (to be displayed) that are used to determine what view to load and how to display it. This seems very cumbersome to me and coupled with no comments/ambiguous variable names I am finding it very difficult to implement changes into the project. What do you guys think of the two approaches? Which one would you prefer? I'm really considering putting in some extra time at work to refactor the iOS into a more 1:1 oriented approach. My reasoning for 1:1 over M:1 is that of modularity and legibility. After all, don't some people measure the quality of code based on how easy it is for another developer to pick up the reigns or how easy it is to pull a piece of code and use it somewhere else?

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