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  • Is it better to load up a class with methods or extend member functionality in a local subclass?

    - by Calvin Fisher
    Which is better? Class #1: public class SearchClass { public SearchClass (string ProgramName) { /* Searches LocalFile objects, handles exceptions, and puts results into m_Results. */ } DateTime TimeExecuted; bool OperationSuccessful; protected List<LocalFile> m_Results; public ReadOnlyCollection<LocalFile> Results { get { return new ReadOnlyCollection<LocalFile>(m_Results); } } #region Results Filters public DateTime OldestFileModified { get { /* Does what it says. */ } } public ReadOnlyCollection<LocalFile> ResultsWithoutProcessFiles() { return new ReadOnlyCollection<LocalFile> ((from x in m_Results where x.FileTypeID != FileTypeIDs.ProcessFile select x).ToList()); } #endregion } Or class #2: public class SearchClass { public SearchClass (string ProgramName) { /* Searches LocalFile objects, handles exceptions, and puts results into m_Results. */ } DateTime TimeExecuted; bool OperationSuccessful; protected List<LocalFile> m_Results; public ReadOnlyCollection<LocalFile> Results { get { return new ReadOnlyCollection<LocalFile>(m_Results); } } public class SearchResults : ReadOnlyCollection<LocalFile> { public SearchResults(IList<LocalFile> iList) : base(iList) { } #region Results Filters public DateTime OldestFileModified { get { /* Does what it says. */ } } public ReadOnlyCollection<LocalFile> ResultsWithoutProcessFiles() { return new ReadOnlyCollection<LocalFile> ((from x in this where x.FileTypeID != FileTypeIDs.ProcessFile select x).ToList()); } #endregion } } ...with the implication that OperationSuccessful is accompanied by a number of more interesting properties on how the operation went, and OldestFileModified and ResultsWithoutProcessFiles() also have several more siblings in the Results Filters section.

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  • How is dependency inversion related to higher order functions?

    - by Gulshan
    Today I've just seen this article which described the relevance of SOLID principle in F# development- F# and Design principles – SOLID And while addressing the last one - "Dependency inversion principle", the author said: From a functional point of view, these containers and injection concepts can be solved with a simple higher order function, or hole-in-the-middle type pattern which are built right into the language. But he didn't explain it further. So, my question is, how is the dependency inversion related to higher order functions?

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  • Is there a language or design pattern that allows the *removal* of object behavior or properties in a class hierarchy?

    - by Sebastien Diot
    A well-know shortcoming of traditional class hierarchies is that they are bad when it comes to model the real world. As an example, trying to represent animals species with classes. There are actually several problems when doing that, but one that I never saw a solution to is when a sub-class "looses" a behavior or properties that was defined in a super-class, like a penguin not being able to fly (there are probably better examples, but that's the first one that comes to my mind, having seen "Madagascar 2" recently). On the one hand, you don't want to define for every property and behavior some flag that specifies if it is at all present, and check it every time before accessing that behavior or property. You would just like to say that birds can fly, simply and clearly, in the Bird class. But then it would be nice if one could define "exceptions" afterward, without having to use some horrible hacks everywhere. This often happens when a system has been productive for a while. You suddenly find an "exception" that doesn't fit in the original design at all, and you don't want to change a large portion of your code to accommodate it. So, is there some language or design patterns that can cleanly handle this problem, without requiring major changes to the "super-class", and all the code that uses it? Even if a solution only handle a specific case, several solutions might together form a complete strategy. [EDIT] Forgot about the Liskov Substitution Principle. That is why you can't do it. Assuming you define "traits/interfaces" for all major "feature groups", you can freely implement traits in different branches of the hierarchy, like the Flying trait could be implemented by Birds, and some special kind of squirrels and fish. So my question could amount to "How could I un-implement a trait?" If your super-class is a Java Serializable, you have to be one too, even if there is no way for you to serialize your state, for example if you contained a "Socket". So one way to do it is to always define all your traits in pair from the start: Flying and NotFlying (which would throw UnsupportedOperationExceiption, if not checked against). The Not-trait would not define any new interface, and could be simply checked for. Sounds like a "cheap" solution, in particular if used from the start.

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  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

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  • Does Bing support anything like Google's First Click Free program?

    - by Dan Fabulich
    Google has a program for webmasters called First Click Free. To implement First Click Free, you need to allow all users who find a document on your site via Google search to see the full text of that document, even if they have not registered or subscribed to see that content. The user's first click to your content area is free. However, once that user clicks a link on the original page, you can require them to sign in or register to read further. The user must be able to see the full content of a multi-page article. You can allow this by displaying all content on a single page to both Googlebot and users. Alternatively, you can use cookies to make sure that a user can visit each page of a multi-page article before being asked for registration or payment. Does Bing support anything like this?

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  • what does composition example vs aggregation

    - by meWantToLearn
    Composition and aggregation both are confusion to me. Does my code sample below indicate composition or aggregation? class A { public static function getData($id) { //something } public static function checkUrl($url) { // something } class B { public function executePatch() { $data = A::getData(12); } public function readUrl() { $url = A::checkUrl('http/erere.com'); } public function storeData() { //something not related to class A at all } } } Is class B a composition of class A or is it aggregation of class A? Does composition purely mean that if class A gets deleted class B does not works at all and aggregation if class A gets deleted methods in class B that do not use class A will work?

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  • How to import or "using" a custom class in Unity script?

    - by Bobbake4
    I have downloaded the JSONObject plugin for parsing JSON in Unity but when I use it in a script I get an error indicating JSONObject cannot be found. My question is how do I use a custom object class defined inside another class. I know I need a using directive to solve this but I am not sure of the path to these custom objects I have imported. They are in the root project folder inside JSONObject folder and class is called JSONObject. Thanks

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  • How to execute a Ruby file in Java, capable of calling functions from the Java program and receiving primitive-type results?

    - by Omega
    I do not fully understand what am I asking (lol!), well, in the sense of if it is even possible, that is. If it isn't, sorry. Suppose I have a Java program. It has a Main and a JavaCalculator class. JavaCalculator has some basic functions like public int sum(int a,int b) { return a + b } Now suppose I have a ruby file. Called MyProgram.rb. MyProgram.rb may contain anything you could expect from a ruby program. Let us assume it contains the following: class RubyMain def initialize print "The sum of 5 with 3 is #{sum(5,3)}" end def sum(a,b) # <---------- Something will happen here end end rubyMain = RubyMain.new Good. Now then, you might already suspect what I want to do: I want to run my Java program I want it to execute the Ruby file MyProgram.rb When the Ruby program executes, it will create an instance of JavaCalculator, execute the sum function it has, get the value, and then print it. The ruby file has been executed successfully. The Java program closes. Note: The "create an instance of JavaCalculator" is not entirely necessary. I would be satisfied with just running a sum function from, say, the Main class. My question: is such possible? Can I run a Java program which internally executes a Ruby file which is capable of commanding the Java program to do certain things and get results? In the above example, the Ruby file asks the Java program to do a sum for it and give the result. This may sound ridiculous. I am new in this kind of thing (if it is possible, that is). WHY AM I ASKING THIS? I have a Java program, which is some kind of game engine. However, my target audience is a bunch of Ruby coders. I don't want to have them learn Java at all. So I figured that perhaps the Java program could simply offer the functionality (capacity to create windows, display sprites, play sounds...) and then, my audience can simply code with Ruby the logic, which basically justs asks my Java engine to do things like displaying sprites or playing sounds. That's when I though about asking this.

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  • Why use sealed instead of static on a class?

    - by sq33G
    Our system has several utility classes. Some people on our team use (A) a class with all-static methods and a private constructor. Others use (B) a class with all-static methods (these the juniors). On code analysis, (A) and (B) raise warning CA1052, which recommends marking the class as sealed. Included in the MSDN documentation there is the following advice: If you are targeting .NET Framework 2.0 or earlier, a better approach is to mark the type as static. Why does this make any sense? I would have thought the opposite; AFAIK, previous to 2.0 there was no way to mark a class as static.

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  • Declaring interface in the same file as the base class, is it a good practice?

    - by Louis Rhys
    To be interchangable and testable, normally services with logic needs to have interface, e.g. public class FooService: IFooService { ... } Design-wise, I agree with this, but one of the things that bothers me with this approach is that for one service you will need to declare two things (the class and the interface), and in our team, normally two files (one for the class and one for the interface). Another discomfort is the difficulty in navigation because using "Go to definition" in IDE (VS2010) will point to the interface (since other classes refer to the interface), not the actual class. I was thinking that writing IFooService in the same file as FooService will reduce the above weirdness. After all, IFooService and FooService are very related. Is this a good practice? Is there a good reason that IFooService must be located in its own file?

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  • How to use javascript functions, defined in some external *.js file in browser's javascript console?

    - by Dmytro Tsiniavsky
    I would like to know is it possible to save some, for example,simplemath.js file with function ADD(a, b) { return a + b; } simple function, run opera's or some other browser's javascript console, include somehow this (simplemath.js) file, call ADD(2, 5), and get a result in console or execute javascript code on current web page and manipulate with it's content. How can I do that? How can I use javascript functions from external files in web-browser's javascript console?

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  • Is there a class or id that will cause an ad to be blocked by most major adblockers?

    - by Moak
    Is there a general class or ID for a html element that a high majority of popular adblockers will block on a website it has no information for. My intention is to have my advertisement blocked, avoiding automatic blocking is easy enough... I was thinking of maybe lending some ids or classes from big advertisment companies that area already being fought off quite actively. right now my html <ul id=partners> <li class=advertisment><a href=# class=sponsor><img class=banner></a></li> </ul> Will this work or is there a more solid approach?

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  • Of which bad practice is require calling functions in order a sign?

    - by stijn
    Sometimes I find myself writing comments on class methods like this: class A : public Base { public: /** * Sets variable; * should be called before ImplementsInterfaceMtehod(), * else has no effect. */ void SetSomeVariable( var_type value ); virtual void ImplementsInterfaceMethod(); } The callers of Base::ImplementsInterfaceMethod obviously do not know about the variable, and should not. But the users of A should set the variable if they want it to take effect. It is not required to set the variable (else it could be a parameter for the constructor), so I cannot throw exceptions in ImplementsInterfaceMethod if it is not set. Is this a sign of some typical bad practice? Is there a better way than writing a comment as shown to deal with this?

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  • What is the disadvantage of using abstract class as a database connectivity in zend framework 2 instead of service locator

    - by arslaan ejaz
    If I use database by creating adapter with drivers, initialize it in some abstract class and extend that abstract class to required model. Then use simple query statement. Like this: namespace My-Model\Model\DB; abstract class MysqliDB { protected $adapter; public function __construct(){ $this->adapter = new \Zend\Db\Adapter\Adapter(array( 'driver' => 'Mysqli', 'database' => 'my-database', 'username' => 'root', 'password' => '' )); } } And use abstract class of database like this in my models: class States extends DB\MysqliDB{ public function __construct(){ parent::__construct(); } protected $states = array(); public function select_all_states(){ $data = $this->adapter->query('select * from states'); foreach ($data->execute() as $row){ $this->states[] = $row; } return $this->states; } } I am new to zend framework, before i have experience of working in YII and Codeigniter. I like the object oriented in zend so i want to use it like this. And don't want to use it through service locater something like this: public function getServiceConfig(){ return array( 'factories' => array( 'addserver-mysqli' => new Model\MyAdapterFactory('addserver-mysqli'), 'loginDB' => function ($sm){ $adapter = $sm->get('addserver-mysqli'); return new LoginDB($adapter); } ) ); } In module. Am i Ok with this approach?

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  • What is a good design model for my new class?

    - by user66662
    I am a beginning programmer who, after trying to manage over 2000 lines of procedural php code, now has discovered the value of OOP. I have read a few books to get me up to speed on the beginning theory, but would like some advice on practical application. So,for example, let's say there are two types of content objects - an ad and a calendar event. what my application does is scan different websites (a predefined list), and, when it finds an ad or an event, it extracts the data and saves it to a database. All of my objects will share a $title and $description. However, the Ad object will have a $price and the Event object will have $startDate. Should I have two separate classes, one for each object? Should I have a 'superclass' with the $title and $description with two other Ad and Event classes with their own properties? The latter is at least the direction I am on now. My second question about this design is how to handle the logic that extracts the data for $title, $description, $price, and $date. For each website in my predefined list, there is a specific regex that returns the desired value for each property. Currently, I have an extremely large switch statement in my constructor which determines what website I am own, sets the regex variables accordingly, and continues on. Not only that, but now I have to repeat the logic to determine what site I am on in the constructor of each class. This doesn't feel right. Should I create another class Algorithms and store the logic there for each site? Should the functions of to handle that logic be in this class? or specific to the classes whos properties they set? I want to take into account in my design two things: 1) I will add different content objects in the future that share $title and $description, but will have their own properties, so, I want to be able to easily grow these as needed. 2) I will add more websites constantly (each with their own algorithms for data extraction) so I would like to plan efficienty managing and working with these now. I thought about extending the Ad or Event class with 'websiteX' class and store its functions there. But, this didn't feel right either as now I have to manage 100s of little website specific class files. Note, I didn't know if this was the correct site or stackoverflow was the better choice. If so, let me know and I'll post there.

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  • Why do programming languages allow shadowing/hiding of variables and functions?

    - by Simon
    Many of the most popular programming languges (such as C++, Java, Python etc.) have the concept of hiding / shadowing of variables or functions. When I've encountered hiding or shadowing they have been the cause of hard to find bugs and I've never seen a case where I found it necessary to use these features of the languages. To me it would seem better to disallow hiding and shadowing. Does anybody know of a good use of these concepts?

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  • May I give a single class multiple responsibilities if only one will ever be reusable?

    - by lnluis
    To the extent that I understand the Single Responsibility Principle, a SINGLE class must only have one responsibility. We use this so that we can reuse other functionalities in other classes and not affect the whole class. My question is: what if the entity has only one purpose that really interacts with the system, and that purpose won't change? Do you have to separate the implementations of your methods into another class and just instantiate those from your entity class? Or to put it another way... Is it ok to break the SRP if you know those functions will not be reusable in the future? Or is it better to assume that we do not know if the functionalities of these methods will be reusable or not, and so just abstract them to other classes?

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  • should I create a new class for a specific piece of business logic?

    - by Riz
    I have a Request class based on the same Entity in my Domain. It currently only has property definitions. I'd like to add a method for checking a duplicate Request which I'll call from my controller. Should I add a method called CheckDuplicate in the Request class? Would I be violating the SRP? The method will need to access a database context to check already existing requests. I'm thinking creating another class altogether for this logic that accepts a datacontext as part of its constructor. But creating a whole new class for just one method seems like a waste too. Any advice?

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  • What are the functions of modern game publishers? [closed]

    - by ApoorvaJ
    According to the Wikipedia page on Video game publishers, they are responsible for "their product's manufacturing and marketing, including market research and all aspects of advertising." From what I've read, they also arrange for the development funding. In the following questions, I'm asking about AAA, indie and mobile publishers: Do today's publishers fulfill any other functions? Is there any good reading material on these topics?

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  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • "Default approach" when creating a class from scratch: getters for everything, or limited access?

    - by Prog
    Until recently I always had getters (and sometimes setters but not always) for all the fields in my class. It was my 'default': very automatic and I never doubted it. However recently some discussions on this site made me realize maybe it's not the best approach. When you create a class, you often don't know exactly how it's going to be used in the future by other classes. So in that sense, it's good to have getters and setter for all of the fields in the class. So other classes could use it in the future any way they want. Allowing this flexibility doesn't require you to over engineer anything, only to provide getters. However some would say it's better to limit the access to a class, and only allow access to certain fields, while other fields stay completely private. What is your 'default' approach when building a class from scratch? Do you make getters for all the fields? Or do you always choose selectively which fields to expose through a getter and which to keep completely private?

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  • c++ and SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • Trying to implement pre/post method code: better to use methods or a parent class?

    - by Will
    I'm finding it difficult to frame this question so ... I want to execute code both before and after a method runs in PHP. There are, as far as I know, two ways to implement this: Method One: pre and post methods class Model { function find($id) { $this->_precode(); // ... do stuff $this->post_code(); } } Add the calls to _precode() and _postcode() to each method where I need this functionality. Method Two: __call and method naming class Model extends PrePost { function prepost_find($id) { // ... do stuff ... } } class PrePost { function __call($method,$param) { $method = "prepost_$method"; // .. precode here .. $result = $this->$method($param); // .. postcode here .. } } This relies on naming a method in a specific way in the inheriting class. Is there a preferred way of doing this? The call method can be made to only handle its specific cases and even defer to a child class's call if there is one. I'm not looking for opinions; I'm looking to find out if there are valid reasons to choose one way over another.

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  • How to create a manager class without global variables nor singletons?

    - by Omega
    I would like to implement some kind of manager class in my application. It will be in charge of loading textures, processing them, distributing them etc... At first, I wanted to make a global variable that simply contains an instance of my manager class. I found this question: http://stackoverflow.com/questions/4646577/global-variables-in-java. However, the users there seem to recommend to never use global variables. Fine then, I once heard about Singletons, so I though I could use that instead. I mean, creating just one instance of my manager class sounds good. However, I found this other question: When is Singleton appropriate?, which basically tells me that Singletons are, in most scenarios, some kind of anti-pattern. Now I am a bit lost - what other approach can I take to create my manager class, whose only requirement is to be accessible from anywhere?

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