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  • EMEA OTN Virtual Technology Summit - Hands-On Learning

    - by Thanos Terentes Printzios
    The Oracle Technology Network (OTN) is excited to invite you to our first Virtual Technology Summit. EMEA – Thursday July 10th / 9am to 1pm BST / 10am – 2pm CET / 12pm to 4pm MSK / GST - Register Now Learn first hand from Oracle ACEs, Java Champions, and Oracle product experts, as they share their insight and expertise on using Oracle technologies to meet today’s IT challenges. This interactive, online event offers four technical tracks, each with a unique focus on specific tools, technologies, and tips in these focus areas. Java – Big Trends and Technologies – Java lets you mine Big Data, build robust apps with HTML5, JavaScript and Java EE, and expand into the Internet of Things. Experts will present and you’ll be able to chat with them live online. Don’t miss out on this great opportunity to learn from some of the best minds in the Java community. Systems – OS Tips and Tricks for Sysadmins – Learn first hand how to configure Oracle Linux to run Oracle Database 11g and 12c, how to use the latest networking capabilities in Oracle Solaris 11, and how to troubleshoot networking problems in Unix and Linux systems. Database – Mastering Oracle Database Management & Development Techniques – Experts will present advanced features and management methods that will help you master your Oracle Database capabilities and drive greater performance, agility and manageability of your IT implementation. This track will build upon your skills with data management, migration, and performance. Middleware – The Architecture of Analytics: Big Time Big Data and Business Intelligence – This track will present a solution architect’s perspective on how business intelligence products in Oracle’s Fusion Middleware family and beyond fit into an effective big data architecture, and present insight and expertise from Oracle ACEs specializing in business Intelligence to help you meet your big data business intelligence challenges. This same content is being offered at 3 different dates listed below, at times convenient for all regions Americas - Wednesday July 9th EMEA – Thursday July 10th APAC English - July 16th 9am to 1pm PST12pm to 4pm  EST1 to 5 pm BRTRegister 9am to 1pm BST10am – 2pm CET12pm to 4pm MSK / GSTRegister IST – 10:00amSG – 12:30pmAEST – 2:30pmRegister The full event agenda is available at https://wikis.oracle.com/display/OTNVirtualTechSummit/Home

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • which style of member-access is preferable

    - by itwasntpete
    the purpose of oop using classes is to encapsulate members from the outer space. i always read that accessing members should be done by methods. for example: template<typename T> class foo_1 { T state_; public: // following below }; the most common doing that by my professor was to have a get and set method. // variant 1 T const& getState() { return state_; } void setState(T const& v) { state_ = v; } or like this: // variant 2 // in my opinion it is easier to read T const& state() { return state_; } void state(T const& v) { state_ = v; } assume the state_ is a variable, which is checked periodically and there is no need to ensure the value (state) is consistent. Is there any disadvantage of accessing the state by reference? for example: // variant 3 // do it by reference T& state() { return state_; } or even directly, if I declare the variable as public. template<typename T> class foo { public: // variant 4 T state; }; In variant 4 I could even ensure consistence by using c++11 atomic. So my question is, which one should I prefer?, Is there any coding standard which would decline one of these pattern? for some code see here

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  • Which Graphics/Geometry abstraction to choose?

    - by Robz
    I've been thinking about the design for a browser app on the HTML5 canvas that simulates a 2D robot zooming around, sensing the world around it. I decided to do this from scratch just for fun. I need shapes, like polygons, circles, and lines in order to model the robot and the world it lives in. These shapes need to be drawn with different appearance attributes, like border/fill style/width/color. I also need to have geometry functions to detect intersections and containment for the robot's sensors and so that the robot doesn't go inside stuff. One idea for functions is to have two totally separate libraries, one to implement graphics (like drawShape(context, shape)) and one for geometry operations (like shapeIntersectsShape(shape1, shape2)). Or, in a more object-oriented approach, the shape objects themselves could implement methods to do their own graphics (shape.draw(context)) and geometry operations (shape1.intersects(shape2)). Then there is the data itself: whether the data to draw a shape and the data to do geometric operations on that shape should be encapsulated within the same object, or be separate structures (where one would contain the other, or both be contained inside another structure). How do existing applications that do graphics/geometry stuff deal with this? Is there one model that is best, or is each good for certain applications? Should the fact that I'm using Javascript instead of a more classical language change how I approach the design?

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  • Introducing Code Map for Visual Studio 2012 September CTP

    - by krislankford
    As part of the Visual Studio 2012 CTP for September, Visual Studio got a little sexier at helping you discover and visualize your code. The introduction of the Code Map feature helps compliment the variety of other tools that are included with Visual Studio to help you analyze and visualize your projects and solutions. Code Map leverages the dgml format within Visual Studio that is currently used b the Architecture and Modeling tools. This is a nice addition that gets us from point A to point B a little faster. The great thing about Code Map is that you can gain access to the functionality from directly within your code from the context menu. This Code Map functionality is also context specific based on your cursor. You can evaluate and add items such as methods and variables directly to the Code Map window. As you add items the Code Map surface is updated to show your new item plus any relationships and dependencies that have been introduced in your code. Something that is also very nice is that the Code Map surface is interactive and allows you to use the F12 button (Go To Definition) which can help you navigate your code especially is you are adding items that span multiple files or projects. To get started all you have to do is go out and download the September CTP for Visual Studio 2012 located here. Happy Coding!   Code Map Window

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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 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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  • Mocking concrete class - Not recommended

    - by Mik378
    I've just read an excerpt of "Growing Object-Oriented Software" book which explains some reasons why mocking concrete class is not recommended. Here some sample code of a unit-test for the MusicCentre class: public class MusicCentreTest { @Test public void startsCdPlayerAtTimeRequested() { final MutableTime scheduledTime = new MutableTime(); CdPlayer player = new CdPlayer() { @Override public void scheduleToStartAt(Time startTime) { scheduledTime.set(startTime); } } MusicCentre centre = new MusicCentre(player); centre.startMediaAt(LATER); assertEquals(LATER, scheduledTime.get()); } } And his first explanation: The problem with this approach is that it leaves the relationship between the objects implicit. I hope we've made clear by now that the intention of Test-Driven Development with Mock Objects is to discover relationships between objects. If I subclass, there's nothing in the domain code to make such a relationship visible, just methods on an object. This makes it harder to see if the service that supports this relationship might be relevant elsewhere and I'll have to do the analysis again next time I work with the class. I can't figure out exactly what he means when he says: This makes it harder to see if the service that supports this relationship might be relevant elsewhere and I'll have to do the analysis again next time I work with the class. I understand that the service corresponds to MusicCentre's method called startMediaAt. What does he mean by "elsewhere"? The complete excerpt is here: http://www.mockobjects.com/2007/04/test-smell-mocking-concrete-classes.html

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  • Book Review: Professional ASP.Net MVC4

    - by Sam Abraham
    The past few weeks have been particularly busy as I continue to dedicate a bigger portion of my free time to refreshing my memory and enhancing my knowledge of best practices pertaining to technologies we plan on using for a major upcoming project. In this blog post, I will be providing a brief overview of my latest reading “Professional ASP.Net MVC4” by Jon Galloway, Phil Haack, Brad Wilson and K. Scott Allen. This book is a must read for web developers looking to enhance their MVC expertise with best practices and tips shared from recognized industry experts. This book takes the reader on a 16-chapter long journey towards being a better ASP.NET MVC developer with chapter 16 putting all information covered in practical context by dissecting the implementation of Nuget.org, a real-life open-source, ASP.NET MVC project.  All code samples referenced in this book are conveniently accessible via NuGet, a free, open-source Library package manager that installs as a Visual Studio Extension. Chapters 2, 3 and 4 thoroughly cover MVC’s various components: Controllers “C”, Views “V” and Models “M” respectively. Chapter 5 covers additional extension methods (Helpers) provided to speed and ease the use of common HTML elements such as forms, textboxes, grids, to name a few… Chapter 6 tackles built-in validation while providing examples and use cases on implementing custom validation that plugs into the MVC framework. Chapters 7 thru 13 discusses the latest on Membership, Ajax, Routing, NuGet and the ASP.Net Web API. Chapters 12 (Dependency Injection) and 13 (Unit Testing) demonstrate a big competitive advantage of MVC with its ease of test-ability and plug-ability. Chapters 14 and 15 targets the advanced developer showcasing how to extend MVC to customize and replace every piece in the framework.In conclusion, I strongly recommend Professional ASP.NET MVC 4 as an excellent read for both developers already using MVC as well as those getting started with the framework.   Many thanks to the Wiley/Wrox User Group Program for their support of our West Palm Beach Developers’ Group.  You can access my reviews of books I recently read: Professional ASP.NET Design Patterns Professional WCF 4.0 Inside Windows Communication Foundation Inside Microsoft SQL Server 2008 series

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • Abstract Factory Method and Polymorphism

    - by Scotty C.
    Being a PHP programmer for the last couple of years, I'm just starting to get into advanced programming styles and using polymorphic patterns. I was watching a video on polymorphism the other day, and the guy giving the lecture said that if at all possible, you should get rid of if statements in your code, and that a switch is almost always a sign that polymorphism is needed. At this point I was quite inspired and immediately went off to try out these new concepts, so I decided to make a small caching module using a factory method. Of course the very first thing I have to do is create a switch to decide what file encoding to choose. DANG! class Main { public static function methodA($parameter='') { switch ($parameter) { case 'a': $object = new \name\space\object1(); break; case 'b': $object = new \name\space\object2(); break; case 'c': $object = new \name\space\object3(); break; default: $object = new \name\space\object1(); } return (sekretInterface $object); } } At this point I'm not really sure what to do. As far as I can tell, I either have to use a different pattern and have separate methods for each object instance, or accept that a switch is necessary to "switch" between them. What do you guys think?

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  • Is this method of writing Unit Tests correct?

    - by aspdotnetuser
    I have created a small C# project to help me learn how to write good unit tests. I know that one important rule of unit testing is to test the smallest 'unit' of code possible so that if it fails you know exactly what part of the code needs to fixed. I need help with the following before I continue to implement more unit tests for the project: If I have a Car class, for example, that creates a new Car object which has various attributes that are calculated when its' constructor method is called, would the two following tests be considered as overkill? Should there be one test that tests all calculated attributes of the Car object instead? [Test] public void CarEngineCalculatedValue() { BusinessObjects.Car car= new BusinessObjects.Car(); Assert.GreaterOrEqual(car.Engine, 1); } [Test] public void CarNameCalculatedValue() { BusinessObjects.Car car= new BusinessObjects.Car(); Assert.IsNotNull(car.Name); } Should I have the above two test methods to test these things or should I have one test method that asserts the Car object has first been created and then test these things in the same test method?

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  • LOD in modern games

    - by Firas Assaad
    I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about how LOD is being used in modern games. I know many games use some sort of dynamic LOD for terrain, but what about elsewhere? Level of Detail for 3D Graphics for example points out that discrete LOD (where artists prepare several models in advance) is widely used because of the performance overhead of continuous LOD. That book was published in 2002 however, and I'm wondering if things are different now. There has been some research in performing dynamic LOD using the geometry shader (this paper for example, with its implementation in ShaderX6), would that be used in a modern game? To summarize, my question is about the state of LOD in modern video games, what algorithms are used and why? In particular, is view dependent continuous simplification used or does the runtime overhead make using discrete models with proper blending and impostors a more attractive solution? If discrete models are used, is an algorithm used (e.g. vertex clustering) to generate them offline, do artists manually create the models, or perhaps a combination of both methods is used?

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  • I've been told that Exceptions should only be used in exceptional cases. How do I know if my case is exceptional?

    - by tieTYT
    My specific case here is that the user can pass in a string into the application, the application parses it and assigns it to structured objects. Sometimes the user may type in something invalid. For example, their input may describe a person but they may say their age is "apple". Correct behavior in that case is roll back the transaction and to tell the user an error occurred and they'll have to try again. There may be a requirement to report on every error we can find in the input, not just the first. In this case, I argued we should throw an exception. He disagreed, saying, "Exceptions should be exceptional: It's expected that the user may input invalid data, so this isn't an exceptional case" I didn't really know how to argue that point, because by definition of the word, he seems to be right. But, it's my understanding that this is why Exceptions were invented in the first place. It used to be you had to inspect the result to see if an error occurred. If you failed to check, bad things could happen without you noticing. Without exceptions every level of the stack needs to check the result of the methods they call and if a programmer forgets to check in one of these levels, the code could accidentally proceed and save invalid data (for example). Seems more error prone that way. Anyway, feel free to correct anything I've said here. My main question is if someone says Exceptions should be exceptional, how do I know if my case is exceptional?

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  • Modular Database Structures

    - by John D
    I have been examining the code base we use in work and I am worried about the size the packages have grown to. The actual code is modular, procedures have been broken down into small functional (and testable) parts. The issue I see is that we have 100 procedures in a single package - almost an entire domain model. I had thought of breaking these packages down - to create sub domains that are centered around the procedure relationships to other objects. Group a bunch of procedures that have 80% of their relationships to three tables etc. The end result would be a lot more packages, but the packages would be smaller and I feel the entire code base would be more readable - when procedures cross between two domain models it is less of a struggle to figure which package it belongs to. The problem I now have is what the actual benefit of all this would really be. I looked at the general advantages of modularity: 1. Re-usability 2. Asynchronous Development 3. Maintainability Yet when I consider our latest development, the procedures within the packages are already reusable. At this advanced stage we rarely require asynchronous development - and when it is required we simply ladder the stories across iterations. So I guess my question is if people know of reasons why you would break down classes rather than just the methods inside of classes? Right now I do believe there is an issue with these mega packages forming but the only benefit I can really pin down to break them down is readability - something that experience gained from working with them would solve.

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  • Versioning APIs

    - by Sharon
    Suppose that you have a large project supported by an API base. The project also ships a public API that end(ish) users can use. Sometimes you need to make changes to the API base that supports your project. For example, you need to add a feature that needs an API change, a new method, or requires altering of one of the objects, or the format of one of those objects, passed to or from the API. Assuming that you are also using these objects in your public API, the public objects will also change any time you do this, which is undesirable as your clients may rely on the API objects remaining identical for their parsing code to work. (cough C++ WSDL clients...) So one potential solution is to version the API. But when we say "version" the API, it sounds like this also must mean to version the API objects as well as well as providing duplicate method calls for each changed method signature. So I would then have a plain old clr object for each version of my api, which again seems undesirable. And even if I do this, I surely won't be building each object from scratch as that would end up with vast amounts of duplicated code. Rather, the API is likely to extend the private objects we are using for our base API, but then we run into the same problem because added properties would also be available in the public API when they are not supposed to be. So what is some sanity that is usually applied to this situation? I know many public services such as Git for Windows maintains a versioned API, but I'm having trouble imagining an architecture that supports this without vast amounts of duplicate code covering the various versioned methods and input/output objects. I'm aware that processes such as semantic versioning attempt to put some sanity on when public API breaks should occur. The problem is more that it seems like many or most changes require breaking the public API if the objects aren't more separated, but I don't see a good way to do that without duplicating code.

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  • How to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • How to retrieve the value of querystring from url using Javascript

    - by ybbest
    The following is a Javascript function I found on the internet , I keep here just in case I need to use it again. function getParameterByName(name) { name = name.replace(/[\[]/, "\\\[").replace(/[\]]/, "\\\]"); var regexS = "[\\?&]" + name + "=([^&#]*)"; var regex = new RegExp(regexS); var results = regex.exec(window.location.search); if(results == null) return ""; else return decodeURIComponent(results[1].replace(/\+/g, " ")); } You can also add this method to jquery as below. $.getParameterByName = function (name) { name = name.replace( /[\[]/ , "\\\[").replace( /[\]]/ , "\\\]"); var regexS = "[\\?&]" + name + "=([^&#]*)"; var regex = new RegExp(regexS); var results = regex.exec(window.location.search); if (results == null) return ""; else return decodeURIComponent(results[1].replace( /\+/g , " ")); }; $(document).ready(function () { alert($.getParameterByName("id")); }); References: http://stackoverflow.com/questions/901115/get-query-string-values-in-javascript http://blog.jeremymartin.name/2008/02/building-your-first-jquery-plugin-that.html http://stackoverflow.com/questions/7541218/writing-jquery-static-util-methods http://api.jquery.com/category/utilities/

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  • How to tell your boss that he's a bad programmer? [closed]

    - by Doe
    Possible Duplicate: How to tell your boss that his programming style is really bad? There was a question about the boss having a bad programming style (weird booleans, empty loops, etc.) Having a bad/weird style does not imply being a bad programmer, but my situation is different. My boss outputs some really nasty code for the project, on which we are working together (just two of us). Examples: functions that span over several screens (big screens - 1900 x 1200) Deeply nested Conditional and Loop statements (up to 10 levels!!) Too much static variables, singletons, and both (singleton class with all the methods and members also static) Sometimes the code committed to the version control system does not even compile! Copy-Paste code instead of separating it into an independent function. Fail all the deadlines. "This's [C#|Java|Python] it shouldn't be efficient, that's why we loop all over the haystack to find the needle." "This's C/C++, it's fast enough to loop all over the haystack to find the needle." There is much more to mention... But the worst is that I have to redo much of the stuff he does, my code, which I try to keep clean is often polluted with above-mentioned atrocities. He's reaching 30 soon, so all his skills are established, and I don't even know if it's possible to change something. I like the project, but sometimes I just want to quit...

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  • Object construction design

    - by James
    I recently started to use c# to interface with a database, and there was one part of the process that appeared odd to me. When creating a SqlCommand, the method I was lead to took the form: SqlCommand myCommand = new SqlCommand("Command String", myConnection); Coming from a Java background, I was expecting something more similar to SqlCommand myCommand = myConnection.createCommand("Command String"); I am asking, in terms of design, what is the difference between the two? The phrase "single responsibility" has been used to suggest that a connection should not be responsible for creating SqlCommands, but I would also say that, in my mind, the difference between the two is partly a mental one of the difference between a connection executing a command and a command acting on a connection, the latter of which seems less like what I have been lead to believe OOP should be. There is also a part of me wondering if the two should be completely separate, and should only come together in some sort of connection.execute(command) method. Can anyone help clear up these differences? Are any of these methods "more correct" than the others from an OO point of view? (P.S. the fact that c# is used is completely irrelevant. It just highlighted to me that different approaches were used)

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  • What is the best approach to solve a factory method problem which has to be an instance?

    - by Iago
    I have to add new funcionality in a web service legacy project and I'm thinking what is the best approach for a concrete situation. The web service is simple: It receives a XML file, unmarshalling, generates response's objects, marshalling and finally it sends the response as a XML file. For every XML files received, the web service always responds with the same XML structure. What I have to do is to generate a different XML file according to the XML received. So I have a controller class which has all marshalling/unmarshalling operations, but this controller class has to be an instance. Depending on XML received I need some marshalling methods or others. Trying to make few changes on legacy source, what is the best approach? My first approach was to do a factory method pattern with the controller class, but this class has to be an instance. I want to keep, as far as it goes, this structure: classController.doMarshalling(); I think this one is a bit smelly: if(XMLReceived.isTypeOne()) classController.doMarshallingOne(); else if(XMLReceived.isTypeTwo()) classController.doMarshallingTwo(); else if(XMLReceived.isTypeThree()) classController.doMarshallingThree(); else if ... I hope my question is well understood

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  • Will having multiple domains improve my seo?

    - by Anonymous12345
    Lets say I have a domain already, for example www.automobile4u.com (not mine), with a website fully running and all. The title of my "Website" says: <title>Used cars - buy and sell your used cars here</title> Also, lets say I have fully SEO the website so when people searching for the term buy used cars, I end up on the second or first page. Now, I want to end up higher, so I go to the google adwords page where you can check how many searches are made on specific terms. Lets say the term "used cars" has 20 million searches each month. Here comes the question, could I just go and buy that domain with the search terms adress, in this case www.usedcars.com and make a redirect to my original page, and this way when people search for "used cars", my newly bought domain name comes up redirecting people to my original website (www.automobile4u.com)? The reason I believe this benefits me is because it seems search engines first of all check website adresses matching the search, so the query "used cars" would automatically bring www.usedcars.com to the first result right? What are the downsides for this? I already know about google spiders not liking redirects, but there are many methods of redirecting... Is this a good idea generally?

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  • How to handle key in PhP array if the key contains japanese characters [migrated]

    - by Jim Thio
    I have this array: [ID] => ????????-???????????__35.79_139.72 [Email] => [InBuildingAddress] => [Price] => [Street] => [Title] => ???????? ??????????? [Website] => [Zip] => [Rating Star] => 0 [Rating Weight] => 0 [Latitude] => 35.7865334803033 [Longitude] => 139.716800710514 [Building] => [City] => Unknown_Japan [OpeningHour] => [TimeStamp] => 0000-00-00 00:00:00 [CountViews] => 0 Then I do something like this: $output[$info['ID']]=$info; //mess up here $tes=$info['ID']['Title']; Well guess what it messes up. Basically even though the content of an array in PhP can be Japanese. Is this true? What's wrong. The error I got is: Debug Warning: /sdfdsfdf/api/test2.php line 36 - Cannot find element ????????-???????????__35.79_139.72 in variable Debug Warning: /sdfdsfdf/api/test2.php line 36 - main() [function.main]: It is not safe to rely on the system's timezone settings. You are required to use the date.timezone setting or the date_default_timezone_set() function. In case you used any of those methods and you are still getting this warning, you most likely misspelled the timezone identifier. We selected 'Asia/Krasnoyarsk' for '7.0/no DST' instead So many question mark Why is this happening. What's really going on inside PhP? Where can I learn more of such things. Most importantly, what would be the best way to handle this situation. Should I tell PhP to internally always use UTF-8? Does PhP array inherenty cannot use non ascii id?

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  • Optimal communication pattern to update subscribers

    - by hpc
    What is the optimal way to update the subscriber's local model on changes C on a central model M? ( M + C - M_c) The update can be done by the following methods: Publish the updated model M_c to all subscribers. Drawback: if the model is big in contrast to the change it results in much more data to be communicated. Publish change C to all subscribes. The subscribers will then update their local model in the same way as the server does. Drawback: The client needs to know the business logic to update the model in the same way as the server. It must be assured that the subscribed model stays equal to the central model. Calculate the delta (or patch) of the change (M_c - M = D_c) and transfer the delta. Drawback: This requires that calculating and applying the delta (M + D_c = M_c) is an cheap/easy operation. If a client newly subscribes it must be initialized. This involves sending the current model M. So method 1 is always required. Think of playing chess as a concrete example: Subscribers send moves and want to see the latest chess board state. The server checks validity of the move and applies it to the chess board. The server can then send the updated chessboard (method 1) or just send the move (method 2) or send the delta (method 3): remove piece on field D4, put tower on field D8.

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