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  • Class Design and Structure Online Web Store

    - by Phorce
    I hope I have asked this in the right forum. Basically, we're designing an Online Store and I am designing the class structure for ordering a product and want some clarification on what I have so far: So a customer comes, selects their product, chooses the quantity and selects 'Purchase' (I am using the Facade Pattern - So subsystems execute when this action is performed). My class structure: < Order > < Product > <Customer > There is no inheritance, more Association < Order has < Product , < Customer has < Order . Does this structure look ok? I've noticed that I don't handle the "Quantity" separately, I was just going to add this into the "Product" class, but, do you think it should be a class of it's own? Hope someone can help.

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  • Is it appropriate for a class to only be a collection of information with no logic?

    - by qegal
    Say I have a class Person that has instance variables age, weight, and height, and another class Fruit that has instance variables sugarContent and texture. The Person class has no methods save setters and getters, while the Fruit class has both setters and getters and logic methods like calculateSweetness. Is the Fruit class the type of class that is better practice than the Person class. What I mean by this is that the Person class seems like it doesn't have much purpose; it exists solely to organize data, while the Fruit class organizes data and actually contains methods for logic.

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  • Am I missing a pattern?

    - by Ryan Pedersen
    I have a class that is a singleton and off of the singleton are properties that hold the instances of all the performance counters in my application. public interface IPerformanceCounters { IPerformanceCounter AccountServiceCallRate { get; } IPerformanceCounter AccountServiceCallDuration { get; } Above is an incomplete snippet of the interface for the class "PerformanceCounters" that is the singleton. I really don't like the plural part of the name and thought about changing it to "PerformanceCounterCollection" but stopped because it really isn't a collection. I also thought about "PerformanceCounterFactory" but it is really a factory either. After failing with these two names and a couple more that aren't worth mentioning I thought that I might be missing a pattern. Is there a name that make sense or a change that I could make towards a standardized pattern that would help me put some polish on this object and get rid of the plural name? I understand that I might be splitting hairs here but that is why I thought that the "Programmers" exchange was the place for this kind of thing. If it is not... I am sorry and I will not make that mistake again. Thanks!

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  • .NET - refactoring code

    - by w0051977
    I have inherited and now further develop a large application consisting of an ASP.NET application, VB6 and VB.NET application. The software was poorly written. I am trying to refactor the code as I go along. The changes I am making are not live (they are contained in a folder on my development machine). This is proving to be time consuming and I am doing this along side other work which is the prioritiy. My question is: is this a practical approach or is there a better methodology for refactoring code? I don't have any experience with version control software or source control software and I am wandering if this is what I am missing. I am a sole developer.

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  • Should I add parameters to instance methods that use those instance fields as parameters?

    - by john smith optional
    I have an instance method that uses instance fields in its work. I can leave the method without that parameters as they're available to me, or I can add them to the parameter list, thus making my method more "generic" and not reliable on the class. On the other hand, additional parameters will be in parameters list. Which approach is preferable and why? Edit: at the moment I don't know if my method will be public or private. Edit2: clarification: both method and fields are instance level.

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  • How do you think about an Application Generator? [closed]

    - by Mehdi Sheyda
    I'm designing an application-generating application. It is an application that takes the requirements of customer as inputs , analyzes the requirements, creates classes and produces program files in C#. I am at the beginning of this project and have a long way to go with this application. Do you have an experience with designing similar kinds of projects? What risks might I encounter with this project?

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  • What is the rationale behind Apache Jena's *everything is an interface if possible* design philosophy?

    - by David Cowden
    If you are familiar with the Java RDF and OWL engine Jena, then you have run across their philosophy that everything should be specified as an interface when possible. This means that a Resource, Statement, RDFNode, Property, and even the RDF Model, etc., are, contrary to what you might first think, Interfaces instead of concrete classes. This leads to the use of Factories quite often. Since you can't instantiate a Property or Model, you must have something else do it for you --the Factory design pattern. My question, then, is, what is the reasoning behind using this pattern as opposed to a traditional class hierarchy system? It is often perfectly viable to use either one. For example, if I want a memory backed Model instead of a database-backed Model I could just instantiate those classes, I don't need ask a Factory to give me one. As an aside, I'm in the process of writing a library for manipulating Pearltrees data, which is exported from their website in the form of an RDF/XML document. As I write this library, I have many options for defining the relationships present in the Peartrees data. What is nice about the Pearltrees data is that it has a very logical class system: A tree is made up of pearls, which can be either Page, Reference, Alias, or Root pearls. My question comes from trying to figure out if I should adopt the Jena philosophy in my library which uses Jena, or if I should disregard it, pick my own design philosophy, and stick with it.

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  • Constructs for wrapping a hardware state machine

    - by Henry Gomersall
    I am using a piece of hardware with a well defined C API. The hardware is stateful, with the relevant API calls needing to be in the correct order for the hardware to work properly. The API calls themselves will always return, passing back a flag that advises whether the call was successful, or if not, why not. The hardware will not be left in some ill defined state. In effect, the API calls advise indirectly of the current state of the hardware if the state is not correct to perform a given operation. It seems to be a pretty common hardware API style. My question is this: Is there a well established design pattern for wrapping such a hardware state machine in a high level language, such that consistency is maintained? My development is in Python. I ideally wish the hardware state machine to be abstracted to a much simpler state machine and wrapped in an object that represents the hardware. I'm not sure what should happen if an attempt is made to create multiple objects representing the same piece of hardware. I apologies for the slight vagueness, I'm not very knowledgeable in this area and so am fishing for assistance of the description as well!

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  • Developing a feature which sole purpose to be taken out?

    - by adib
    What is the name of the pattern in which individual contributors (programmers/designers) developed an artifact for the sole purpose is to serve as a diversion so that management can remove that feature in the final product? This is a folklore I heard from an ex-colleague who used to work at a large game development company. At that company, it is well known that middle management is pressurized to "give inputs" and "make changes" to the product otherwise they risk being seen as not contributing to the project. This situation have delayed many projects because of these superfluous "management inputs". In one project at the above company, the artists and developers created a supernumerary animated character that appears in every cutscene and sticks out like a sore thumb. They designed it in such a way that it can be easily removed before the game is shipped (this was when games were still sold in physical media and not a downloadable product). Obviously the management then voted to remove the animation. On the positive side, management didn't introduced any unnecessary changes that would have delayed the project because they have shown that they provided constructive inputs to the product. This process pattern has a name among game programmers that work in corporates, but I forgot what was the actual name. I believe it's duck-something. Anybody can help pointing out the name and perhaps some rather credible reference to how the pattern develops?.

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  • How do I overcome paralysis by analysis when coding?

    - by LuxuryMode
    When I start a new project, I often times immediately start thinking about the details of implementation. "Where am I gonna put the DataBaseHandler? How should I use it? Should classes that want to use it extend from some Abstract superclass..? Should I an interface? What level of abstraction am I going to use in my class that contains methods for sending requests and parsing data?" I end up stalling for a long time because I want to code for extensibility and reusability. But I feel it almost impossible to get past thinking about how to implement perfectly. And then, if I try to just say "screw it, just get it done!", I hit a brick wall pretty quickly because my code isn't organized, I mixed levels of abstractions, etc. What are some techniques/methods you have for launching into a new project while also setting up a logical/modular structure that will scale well?

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • Is there a design pattern for chained observers?

    - by sharakan
    Several times, I've found myself in a situation where I want to add functionality to an existing Observer-Observable relationship. For example, let's say I have an Observable class called PriceFeed, instances of which are created by a variety of PriceSources. Observers on this are notified whenever the underlying PriceSource updates the PriceFeed with a new price. Now I want to add a feature that allows a (temporary) override to be set on the PriceFeed. The PriceSource should still update prices on the PriceFeed, but for as long as the override is set, whenever a consumer asks PriceFeed for it's current value, it should get the override. The way I did this was to introduce a new OverrideablePriceFeed that is itself both an Observer and an Observable, and that decorates the actual PriceFeed. It's implementation of .getPrice() is straight from Chain of Responsibility, but how about the handling of Observable events? When an override is set or cleared, it should issue it's own event to Observers, as well as forwarding events from the underlying PriceFeed. I think of this as some kind of a chained observer, and was curious if there's a more definitive description of a similar pattern.

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  • What are the advantages of the delegate pattern over the observer pattern?

    - by JoJo
    In the delegate pattern, only one object can directly listen to another object's events. In the observer pattern, any number of objects can listen to a particular object's events. When designing a class that needs to notify other object(s) of events, why would you ever use the delegate pattern over the observer pattern? I see the observer pattern as more flexible. You may only have one observer now, but a future design may require multiple observers.

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  • Design pattern for an ASP.NET project using Entity Framework

    - by MPelletier
    I'm building a website in ASP.NET (Web Forms) on top of an engine with business rules (which basically resides in a separate DLL), connected to a database mapped with Entity Framework (in a 3rd, separate project). I designed the Engine first, which has an Entity Framework context, and then went on to work on the website, which presents various reports. I believe I made a terrible design mistake in that the website has its own context (which sounded normal at first). I present this mockup of the engine and a report page's code behind: Engine (in separate DLL): public Engine { DatabaseEntities _engineContext; public Engine() { // Connection string and procedure managed in DB layer _engineContext = DatabaseEntities.Connect(); } public ChangeSomeEntity(SomeEntity someEntity, int newValue) { //Suppose there's some validation too, non trivial stuff SomeEntity.Value = newValue; _engineContext.SaveChanges(); } } And report: public partial class MyReport : Page { Engine _engine; DatabaseEntities _webpageContext; public MyReport() { _engine = new Engine(); _databaseContext = DatabaseEntities.Connect(); } public void ChangeSomeEntityButton_Clicked(object sender, EventArgs e) { SomeEntity someEntity; //Wrong way: //Get the entity from the webpage context someEntity = _webpageContext.SomeEntities.Single(s => s.Id == SomeEntityId); //Send the entity from _webpageContext to the engine _engine.ChangeSomeEntity(someEntity, SomeEntityNewValue); // <- oops, conflict of context //Right(?) way: //Get the entity from the engine context someEntity = _engine.GetSomeEntity(SomeEntityId); //undefined above //Send the entity from the engine's context to the engine _engine.ChangeSomeEntity(someEntity, SomeEntityNewValue); // <- oops, conflict of context } } Because the webpage has its own context, giving the Engine an entity from a different context will cause an error. I happen to know not to do that, to only give the Engine entities from its own context. But this is a very error-prone design. I see the error of my ways now. I just don't know the right path. I'm considering: Creating the connection in the Engine and passing it off to the webpage. Always instantiate an Engine, make its context accessible from a property, sharing it. Possible problems: other conflicts? Slow? Concurrency issues if I want to expand to AJAX? Creating the connection from the webpage and passing it off to the Engine (I believe that's dependency injection?) Only talking through ID's. Creates redundancy, not always practical, sounds archaic. But at the same time, I already recuperate stuff from the page as ID's that I need to fetch anyways. What would be best compromise here for safety, ease-of-use and understanding, stability, and speed?

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  • Approach on Software Development Architecture

    - by john ryan
    Hi i am planning to standardize our way of creating project for our new projects. Currently we are using 3tier architecture where we have our ClassLibrary Project where it includes our Data Access Layer and Business Layer Something like: Solution ClassLibrary >ClassLibrary Project : >DAL(folder) > DAL Classes >BAL(folder) > BAL Classes And this Class Library dll was reference on our presentation Layer Project which are the Application(web/desktop) Something like: Solution WebUniversitySystem >Libraries(folder) > ClassLibrary.dll >WebUniversitySystem(Project): >Reference ClassLibrary.dll >Pages etc... Now i am planning to do is something like: Solution WebUniversitySystem >DataAccess(Project) >BusinesLayer(Project) >Reference DAL >WebUniversitySystem(Project): >Reference BAL >Pages etc... Is this Ok ? Or there is a good Approach that we can follow? Thanks In Regards

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  • How to avoid big and clumsy UITableViewController on iOS?

    - by Johan Karlsson
    I have a problem when implementing the MVC-pattern on iOS. I have searched the Internet but seems not to find any nice solution to this problem. Many UITableViewController implementations seems to be rather big. Most examples I have seen lets the UITableViewController implement <UITableViewDelegate> and <UITableViewDataSource>. These implementations are a big reason why UITableViewControlleris getting big. One solution would be to create separate classes that implements <UITableViewDelegate> and <UITableViewDataSource>. Of course these classes would have to have a reference to the UITableViewController. Are there any drawbacks using this solution? In general I think you should delegate the functionality to other "Helper" classes or similar, using the delegate pattern. Are there any well established ways of solving this problem? I do not want the model to contain too much functionality, nor the view. I believe that the logic should really be in the controller class, since this is one of the cornerstones of the MVC-pattern. But the big question is: How should you divide the controller of a MVC-implementation into smaller manageable pieces? (Applies to MVC in iOS in this case) There might be a general pattern for solving this, although I am specifically looking for a solution for iOS. Please give an example of a good pattern for solving this issue. Please provide an argument why your solution is awesome.

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  • Best approach for utility class library using Visual Studio

    - by gregsdennis
    I have a collection of classes that I commonly (but not always) use when developing WPF applications. The trouble I have is that if I want to use only a subset of the classes, I have three options: Distribute the entire DLL. While this approach makes code maintenance easier, it does require distributing a large DLL for minimal code functionality. Copy the classes I need to the current application. This approach solves the problem of not distributing unused code, but completely eliminates code maintenance. Maintain each class/feature in a separate project. This solves both problems from above, but then I have dramatically increased the number of files that need to be distributed, and it bloats my VS solution with tiny projects. Ideally, I'd like a combination of 1 & 3: A single project that contains all of my utility classes but builds to a DLL containing only the classes that are used in the current application. Are there any other common approaches that I haven't considered? Is there any way to do what I want? Thank you.

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  • Email Content creation | Proper design

    - by Umesh Awasthi
    Working on an E commerce application where we need to send so many email to customer like Registration email Forget Password Order placed There are many other emails that can be sent, I already have emailService in place which is responsible for sending email and It needs an Email object, Everything is working find, but I am struck at one point and not sure how best this can be done. We need to create content so as it can be passed to emailService and not sure how to design this. For example, in Customer registration, I have a customerFacade which is working between Controller and ServiceLayer, I just want to delegate this Email Content creation work away from Facade layer and to make it more flexible. Currently I am creating Registration email content inside customerFacade and some how I am not liking this way, since that means for each email, I need to create content in respective Facade. What is best way to go or current approach is fine enough?

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  • Questioning the motivation for dependency injection: Why is creating an object graph hard?

    - by oberlies
    Dependency injection frameworks like Google Guice give the following motivation for their usage (source): To construct an object, you first build its dependencies. But to build each dependency, you need its dependencies, and so on. So when you build an object, you really need to build an object graph. Building object graphs by hand is labour intensive (...) and makes testing difficult. But I don't buy this argument: Even without dependency injection, I can write classes which are both easy to instantiate and convenient to test. E.g. the example from the Guice motivation page could be rewritten in the following way: class BillingService { private final CreditCardProcessor processor; private final TransactionLog transactionLog; // constructor for tests, taking all collaborators as parameters BillingService(CreditCardProcessor processor, TransactionLog transactionLog) { this.processor = processor; this.transactionLog = transactionLog; } // constructor for production, calling the (productive) constructors of the collaborators public BillingService() { this(new PaypalCreditCardProcessor(), new DatabaseTransactionLog()); } public Receipt chargeOrder(PizzaOrder order, CreditCard creditCard) { ... } } So dependency injection may really be an advantage in advanced use cases, but I don't need it for easy construction and testability, do I?

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • Which are the cons of using only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • How can one manage thousands of IF...THEN...ELSE rules?

    - by David
    I am considering building an application, which, at its core, would consist of thousands of if...then...else statements. The purpose of the application is to be able to predict how cows move around in any landscape. They are affected by things like the sun, wind, food source, sudden events etc. How can such an application be managed? I imagine that after a few hundred IF-statements, it would be as good as unpredictable how the program would react and debugging what lead to a certain reaction would mean that one would have to traverse the whole IF-statement tree every time. I have read a bit about rules engines, but I do not see how they would get around this complexity.

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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • Help me classify this type of software architecture

    - by Alex Burtsev
    I read some books about software architecture as we are using it in our project but I can't classify the architecture properly. It's some kind of Enterprise Architecture, but what exactly... SOA, ESB (Enterprise Service Bus), Message Bus, Event Driven SOA, there are so many terms in Enterprise software.... The system is based on custom XML messages exchanges between services. (it's not SOAP, nor any other XML based standard, just plain XML). These messages represent notifications (state changes) that are applied to the Domain model, (it's not like CRUD when you serialize the whole domain object, and pass it to service for persistence). The system is centralized, and system participants use different programming languages and frameworks (c++, c#, java). Also, messages are not processed at the moment they are received as they are stored first and the treatment begins on demand. It's called SOA+EDA -:)

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