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  • What are cons of usage 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 there 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 benefits/cons of that approach or when 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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  • Making Modular, Reusable and Loosely Coupled MVC Components

    - by Dusan
    I am building MVC3 application and need some general guidelines on how to manage complex client side interaction between my components. Here is my definition of one component in general way: Component which has it's own controller, model and view. All of the component's logic is placed inside these three parts and component is sort of "standalone", it contains it's own form, data needed for interaction, updates itself with Ajax and so on. Beside this internal logic and behavior of the component, it needs to be able to "Talk" to the outside world. By this I mean it should provide data and events (sort of) so when this component gets embedded in pages can notify other components which then can update based on the current state and data. I have an idea to use client ViewModel (in java-script) which would hookup all relevant components on page and control interaction between them. This would make components reusable, modular - independent of the context in which they are used. How would you do this, I am a bit stuck as I do not know if this is a good approach and there is a technical possibility to achieve this using java-script/jquery. The confusing part is about update via Ajax, how to ensure that component is properly linked to ViewModel when component is Ajax updated (or even worse removed or dynamically added). Also, how should this ViewModel be constructed and which technicalities to use here and in components to work as synergy??? On the web, I have found the various examples of the similar approach, but they are oversimplified (even for dummies) or over specific and do not provide valuable resource or general solution for this kind of implementation. If you have some serious examples it would be, also, very helpful. Note: My aim is to make interactions between many components on the same page simpler and more robust and elegant.

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  • What is the difference between all-static-methods and applying a singleton pattern?

    - by shahensha
    I am making a database to store information about the users of my website (I am using stuts2 and hence Java EE technology). For the database I'll be making a DBManager. Should I apply singleton pattern here or rather make all it's methods static? I will be using this DBManager for basic things like adding, deleting and updating User profiles. Along with it, I'll use for all other querying purposes, for instance to find out whether a username already exists and to get all users for administrative purposes and stuff like that. My questions What is the benefit of singleton pattern? Which thing is most apt here? All static methods or a singleton pattern? Please compare both of them. regards shahensha P.S. The database is bigger than this. Here I am talking only about the tables which I'll be using for storing User Information.

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  • Need to re-build an application - how?

    - by Tom
    For our main system, we have a small monitor application that sits outside our network and periodically tries to log in to verify the system still works. We have a problem with the monitor though in that the communications component set (Asta 3 inside Delphi applications) doesn't always connect through. Overall, I'd say it's about 95% reliable, but that other 5% kills the monitor since it will try to log in and hang on the connection attempt (no timeout in the component). This really isn't an issue on the client side of the system since the clients don't disconnect and reconnect repeatedly on the same application instance, but I need a way to make sure the monitor stays up and continues working even when the component fails on a run. I have a few ideas as to which way to have the program run, the main idea being to put the communications inside a threaded data module so that if one thread crashes then another thread can test later and the program keep going. Does this sound like a valid way to go? Any other ideas how to ensure a reliable monitoring application with a less than 100% reliable component? Thanks. P.S. Not sure these tags are the most appropriate. Tried including "system-reliability" as one, but not high enough rep to create.

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  • Clean MVC design when there is viewer latency

    - by Tony Suffolk 66
    It isn't clear if this question has already been answered, so apologies in advance if this is a duplicate : I am implementing a game and trying to design around a clean MVC pattern - so my Control plane will implement the rules of the game (but not how the game is displayed), and the View plane implements how the game is displayed, and user iteraction - i.e. what game items or controls the user has activated. The challenge that I have is this : In my game the Control Plane can move game items more or less instaneously (The decision about what item to place where - and some of the initial consequences of that placement are reasonably trivial to calculate), but I want to design the Control Plane so that the View plane can display these movements either instaneously or using movement animations. The other complication is that player interaction must be locked out while those game items are moving (similar to chess - you can't attack an opposing piece as it moves past one of your pieces) So do I : Implement all the logic in the Control Plane asynchronously - and separate the descision making from the actions - so the Control plane decides piece 'A' needs to move to a given place - tells the view plane, and but does not implement the move in data until the view plane informs the control plane that the move/animation is complete. A lot of interlock points between the two layers. Implement all the control plane logic in one place - decisions and movement (keeping track of what moved where), and pass all the movements in one go to the View plane to do with what it will. Control Plane is almost fire and forget here. A hybrid of 1 & 2 - The control plane implements all the moves in a temporary data store - but maintains a second store which reflects what is actually visible to the viewer, based on calls and feedback from the View plane. All 3 are relatively easy to implement (target language is python), but having never done a clean MVC pattern with view latency before - I am not sure which design is best

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  • Methodologies for Managing Users and Access?

    - by MadBurn
    This is something I'm having a hard time getting my head around. I think I might be making it more complicated than it is. What I'm trying to do is develop a method to store users in a database with varying levels of access, throughout different applications. I know this has been done before, but I don't know where to find how they did it. Here is an example of what I need to accomplish: UserA - Access to App1, App3, App4 & can add new users to App3, but not 4 or 1. UserB - Access to App2 only with ReadOnly access. UserC - Access to App1 & App4 and is able to access Admin settings of both apps. In the past I've just used user groups. However, I'm reaching a phase where I need a bit more control over each individual user's access to certain parts of the different applications. I wish this were as cut and dry as being able to give a user a role and let each role inherit from the last. Now, this is what I need to accomplish. But, I don't know any methods of doing this. I could easily just design something that works, but I know this has been done and I know this has been studied and I know this problem has been solved by much better minds than my own. This is for a web application and using sql server 2008. I don't need to store passwords (LDAP) and the information I need to store is actually very limited. Basically just username and access.

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  • Data Transformation Pipeline

    - by davenewza
    I have create some kind of data pipeline to transform coordinate data into more useful information. Here is the shell of pipeline: public class PositionPipeline { protected List<IPipelineComponent> components; public PositionPipeline() { components = new List<IPipelineComponent>(); } public PositionPipelineEntity Process(Position position) { foreach (var component in components) { position = component.Execute(position); } return position; } public PositionPipeline RegisterComponent(IPipelineComponent component) { components.Add(component); return this; } } Every IPipelineComponent accepts and returns the same type - a PositionPipelineEntity. Code: public interface IPipelineComponent { PositionPipelineEntity Execute(PositionPipelineEntity position); } The PositionPipelineEntity needs to have many properties, many which are unused in certain components and required in others. Some properties will also have become redundant at the end of the pipeline. For example, these components could be executed: TransformCoordinatesComponent: Parse the raw coordinate data into a Coordinate type. DetermineCountryComponent: Determine and stores country code. DetermineOnRoadComponent: Determine and store whether coordinate is on a road. Code: pipeline .RegisterComponent(new TransformCoordinatesComponent()) .RegisterComponent(new DetermineCountryComponent()) .RegisterComponent(new DetermineOnRoadComponent()); pipeline.Process(positionPipelineEntity); The PositionPipelineEntity type: public class PositionPipelineEntity { // Only relevant to the TransformCoordinatesComponent public decimal RawCoordinateLatitude { get; set; } // Only relevant to the TransformCoordinatesComponent public decimal RawCoordinateLongitude { get; set; } // Required by all components after TransformCoordinatesComponent public Coordinate CoordinateLatitude { get; set; } // Required by all components after TransformCoordinatesComponent public Coordinate CoordinateLongitude { get; set; } // Set in DetermineCountryComponent, not required anywhere. // Requires CoordinateLatitude and CoordinateLongitude (TransformCoordinatesComponent) public string CountryCode { get; set; } // Set in DetermineOnRoadComponent, not required anywhere. // Requires CoordinateLatitude and CoordinateLongitude (TransformCoordinatesComponent) public bool OnRoad { get; set; } } Problems: I'm very concerned about the dependency that a component has on properties. The way to solve this would be to create specific types for each component. The problem then is that I cannot chain them together like this. The other problem is the order of components in the pipeline matters. There is some dependency. The current structure does not provide any static or runtime checking for such a thing. Any feedback would be appreciated.

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  • Confused about implementing Single Responsibility Principle

    - by HichemSeeSharp
    Please bear with me if the question looks not well structured. To put you in the context of my issue: I am building an application that invoices vehicles stay duration in a parking. In addition to the stay service there are some other services. Each service has its own calculation logic. Here is an illustration (please correct me if the design is wrong): public abstract class Service { public int Id { get; set; } public bool IsActivated { get; set; } public string Name { get; set } public decimal Price { get; set; } } public class VehicleService : Service { //MTM : many to many public virtual ICollection<MTMVehicleService> Vehicles { get; set; } } public class StayService : VehicleService { } public class Vehicle { public int Id { get; set; } public string ChassisNumber { get; set; } public DateTime? EntryDate { get; set; } public DateTime? DeliveryDate { get; set; } //... public virtual ICollection<MTMVehicleService> Services{ get; set; } } Now, I am focusing on the stay service as an example: I would like to know at invoicing time which class(es) would be responsible for generating the invoice item for the service and for each vehicle? This should calculate the duration cost knowing that the duration could be invoiced partially so the like is as follows: not yet invoiced stay days * stay price per day. At this moment I have InvoiceItemsGenerator do everything but I am aware that there is a better design.

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  • Best Method of function parameter validation

    - by Aglystas
    I've been dabbling with the idea of creating my own CMS for the experience and because it would be fun to run my website off my own code base. One of the decisions I keep coming back to is how best to validate incoming parameters for functions. This is mostly in reference to simple data types since object validation would be quite a bit more complex. At first I debated creating a naming convention that would contain information about what the parameters should be, (int, string, bool, etc) then I also figured I could create options to validate against. But then in every function I still need to run some sort of parameter validation that parses the parameter name to determine what the value can be then validate against it, granted this would be handled by passing the list of parameters to function but that still needs to happen and one of my goals is to remove the parameter validation from the function itself so that you can only have the actual function code that accomplishes the intended task without the additional code for validation. Is there any good way of handling this, or is it so low level that typically parameter validation is just done at the start of the function call anyway, so I should stick with doing that.

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  • Building a template engine - starting point

    - by Anirudh
    We're building a Django-based project with a template component. This component will be separate from the project as such and can be Django/Python, Node, Java or whatever works. The template has to be rendered into HTML. The templates will contain references to objects with properties that are defined in the DB, say, a Bus. For eg, it could be something like [object type="vehicle" weight="heavy"] and it would have to pull a random object from the DB fulfilling the criteria : type="vehicle" weight="heavy" (bus/truck/jet) and then substitute that tag with an image, say, of a Bus. Also it would have to be able to handle some processing. Eg: What is [X type="integer" lte="10"] + [Y type="integer" lte="10"] [option X+Y correct_ans="true"] [option X-Y correct_ans="false"] [option X+y+1 correct_ans="false"] The engine would be expected to fill in a random integer value <= 10 for X and Y and show radioboxes for each of the options. Would also have to store the fact that the first option is the correct answer. Does it to make sense to write something from the scratch? Or is it better to use an existing templating system (like Django's own templating system) as a starting point? Any suggestions on how I can approach this?

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  • Decorator not calling the decorated instance - alternative design needed

    - by Daniel Hilgarth
    Assume I have a simple interface for translating text (sample code in C#): public interface ITranslationService { string GetTranslation(string key, CultureInfo targetLanguage); // some other methods... } A first simple implementation of this interface already exists and simply goes to the database for every method call. Assuming a UI that is being translated at start up this results in one database call per control. To improve this, I want to add the following behavior: As soon as a request for one language comes in, fetch all translations from this language and cache them. All translation requests are served from the cache. I thought about implementing this new behavior as a decorator, because all other methods of that interface implemented by the decorater would simple delegate to the decorated instance. However, the implementation of GetTranslation wouldn't use GetTranslation of the decorated instance at all to get all translations of a certain language. It would fire its own query against the database. This breaks the decorator pattern, because every functionality provided by the decorated instance is simply skipped. This becomes a real problem if there are other decorators involved. My understanding is that a Decorator should be additive. In this case however, the decorator is replacing the behavior of the decorated instance. I can't really think of a nice solution for this - how would you solve it? Everything is allowed, even a complete re-design of ITranslationService itself.

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  • C# WebForms and Ninject

    - by ipohfly
    I'm re-working on the design of an existing application which is build using WebForms. Currently the plan is to work it into a MVP pattern application while using Ninject as the IoC container. The reason for Ninject to be there is that the boss had wanted a certain flexibility within the system so that we can build in different flavor of business logic in the model and let the programmer to choose which to use based on the client request, either via XML configuration or database setting. I know that Ninject have no need for XML configuration, however I'm confused on how it can help to dynamically inject the dependency into the system? Imagine I have a interface IMember and I need to bind this interface to the class decided by a xml or database configuration at the launch of the application, how can I achieve that?

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  • Authorization design-pattern / practice?

    - by Lawtonfogle
    On one end, you have users. On the other end, you have activities. I was wondering if there is a best practice to relate the two. The simplest way I can think of is to have every activity have a role, and assign every user every role they need. The problem is that this gets really messy in practice as soon as you go beyond a trivial system. A way I recently designed was to have users who have roles, and roles have privileges, and activities require some combinations of privileges. For the trivial case, this is more complex, but I think it will scale better. But after I implemented it, I felt like it was overkill for the system I had. Another option would be to have users, who have roles, and activities require you to have a certain role to perform with many activities sharing roles. A more complex variant of this would given activities many possible roles, which you only needed one of. And an even more complex variant would be to allow logical statements of role ownership to use an activity (i.e. Must have A and (B exclusive or C) and must not have D). I could continue to list more, but I think this already gives a picture. And many of these have trade offs. But in software design, there are oftentimes solutions, while perhaps not perfect in every possible case, are clearly top of the pack to an extent it isn't even considered opinion based (i.e. how to store passwords, plain text is worse, hashing better, hashing and salt even better, despite the increased complexity of each level) (i.e. 2, Smart UI designs for applications are bad, even if it is subjective as to what the best design is). So, is there a best practice for authorization design that is not purely opinion based/subjective?

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • How essential is it to make a service layer?

    - by BornToCode
    I started building an app in 3 layers (DAL, BL, UI) [it mainly handles CRM, some sales reports and inventory]. A colleague told me that I must move to service layer pattern, that developers came to service pattern from their experience and it is the better approach to design most applications. He said it would be much easier to maintain the application in the future that way. Personally, I get the feeling that it's just making things more complex and I couldn't see much of a benefit from it that would justify that. This app does have an additional small partial ui that uses some (but only few) of the desktop application functions so I did find myself duplicating some code (but not much). Just because of some code duplication I wouldn't convert it to be service oriented, but he said I should use it anyway because in general it's a very good architecture, why programmers are so in love with services?? I tried to google on it but I'm still confused and can't decide what to do.

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • Handling Types for Real and Complex Matrices in a BLAS Wrapper

    - by mga
    I come from a C background and I'm now learning OOP with C++. As an exercise (so please don't just say "this already exists"), I want to implement a wrapper for BLAS that will let the user write matrix algebra in an intuitive way (e.g. similar to MATLAB) e.g.: A = B*C*D.Inverse() + E.Transpose(); My problem is how to go about dealing with real (R) and complex (C) matrices, because of C++'s "curse" of letting you do the same thing in N different ways. I do have a clear idea of what it should look like to the user: s/he should be able to define the two separately, but operations would return a type depending on the types of the operands (R*R = R, C*C = C, R*C = C*R = C). Additionally R can be cast into C and vice versa (just by setting the imaginary parts to 0). I have considered the following options: As a real number is a special case of a complex number, inherit CMatrix from RMatrix. I quickly dismissed this as the two would have to return different types for the same getter function. Inherit RMatrix and CMatrix from Matrix. However, I can't really think of any common code that would go into Matrix (because of the different return types). Templates. Declare Matrix<T> and declare the getter function as T Get(int i, int j), and operator functions as Matrix *(Matrix RHS). Then specialize Matrix<double> and Matrix<complex>, and overload the functions. Then I couldn't really see what I would gain with templates, so why not just define RMatrix and CMatrix separately from each other, and then overload functions as necessary? Although this last option makes sense to me, there's an annoying voice inside my head saying this is not elegant, because the two are clearly related. Perhaps I'm missing an appropriate design pattern? So I guess what I'm looking for is either absolution for doing this, or advice on how to do better.

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  • Parallel Class/Interface Hierarchy with the Facade Design Pattern?

    - by Mike G
    About a third of my code is wrapped inside a Facade class. Note that this isn't a "God" class, but actually represents a single thing (called a Line). Naturally, it delegates responsibilities to the subsystem behind it. What ends up happening is that two of the subsystem classes (Output and Timeline) have all of their methods duplicated in the Line class, which effectively makes Line both an Output and a Timeline. It seems to make sense to make Output and Timeline interfaces, so that the Line class can implement them both. At the same time, I'm worried about creating parallel class and interface structures. You see, there are different types of lines AudioLine, VideoLine, which all use the same type of Timeline, but different types of Output (AudioOutput and VideoOutput, respectively). So that would mean that I'd have to create an AudioOutputInterface and VideoOutputInterface as well. So not only would I have to have parallel class hierarchy, but there would be a parallel interface hierarchy as well. Is there any solution to this design flaw? Here's an image of the basic structure (minus the Timeline class, though know that each Line has-a Timeline): NOTE: I just realized that the word 'line' in Timeline might make is sound like is does a similar function as the Line class. They don't, just to clarify.

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  • What the best way to wire up Entity Framework database context (model) to ViewModel in MVVM WPF?

    - by hal9k2
    As in the question above: What the best way to wire up Entity Framework database model (context) to viewModel in MVVM (WPF)? I am learning MVVM pattern in WPF, alot of examples shows how to implement model to viewModel, but models in that examples are just simple classes, I want to use MVVM together with entity framework model (base first approach). Whats the best way to wire model to viewModel. Thanks for answers. //ctor of ViewModel public ViewModel() { db = new PackageShipmentDBEntities(); // Entity Framework generated class ListaZBazy = new ObservableCollection<Pack>(db.Packs.Where(w => w.IsSent == false)); } This is my usual ctor of ViewModel, think there is a better way, I was reading about repository pattern, not sure if I can adapt this to WPF MVVM

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  • Algorithmic Forecasting and Pattern Recognition

    - by Ryan King
    Say a user could enter project data into my software. Each project has 2 variables "size" and "work" and they're related but the relationship is not known. Is there a way to programmatically determine the relationship between the variables based on previous data and forecast the amount of work provided if only given the size of the project in the future? For Example, say the user had manually entered the following projects. Project 1 - Size:1, Work: 4 Project 2 - Size:2, Work: 7 Project 3 - Size:3, Work: 10 Project 4 - Size:4, Work: x What should I look into to be able to programmatically determine, that Work = Size*3+1 and therefor be able to say that x=13?

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  • Design pattern to handle queries using multiple models

    - by coderkane
    I am presented with a dilemma while trying to re-designing the class structure for my PHP/MySQL application to make it more elegant and conform it to the SOLID principle. The problem goes like this: Let as assume, there is an abstract class called person which has certain properties to define a generic person, such as name, age, date of birth etc. There are two classes, student, and teacher, that implements this abstract class. They add their own unique properties to it. I have designed all the three classes to include all the operational logic (details of which are not relevant in context of the question). Now, I need to create views/reports/data grids which contain details from multiple classes, for example, say, a list of all students doing projects in Chemistry mentored by a teacher whose name is the parameter to the query. This is just one example of a view, there are many different views in the application, which uses data from 3-4 tables, and each of them have multiple input parameters to generate them. Considering this particular example, I have written the relevant query using JOIN and the results are as expected and proper, now here is the dilemma: Keeping in mind the single responsibility principle, where should I keep this query? It does not belong to either Student class, or Teacher class or any other classes currently present. a) Should I create a new class, say dataView class, and design it as a MVC pattern and keep the query there? What about the other views? how do they fit in this architecture? b) Should I not keep the query in code at all, and make it DB View ? c) Am I completely wrong in the approach? If so what is the right approach? My considerations are as follows: a) should be easy to add new views later on if requirement comes, without having to copy-paste-modify code b) would like to make it as loosely coupled as possible so that if minor db structure changes happen, it does not break I did google searches on report design and OOP report generators, but all the result seem to focus on the visual design of the report rather than fetching the data. I have already taken care of the visual aspect of the report using MVC with html templates. I am sure this is a very fundamental problem with known solution, but I am somehow not able to find it (maybe searching with wrong keyword). Edit1: Modified the title to make it more relevant Edit2: The accepted answer got me thinking in the right direction and identify my design flaws, which eventually led me to find this question and the solution in Stack Overflow which gave me the detailed answer to clear the confusion.

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  • Should I limit my type name suffix vocabulary when using OOP?

    - by Den
    My co-workers tend to think that it is better to limit non-domain type suffixes to a small fixed set of OOP-pattern inspired words, e.g.: *Service *Repository *Factory *Manager *Provider I believe there is no reason to not extend that set with more names, e.g. (some "translation" to the previous vocabulary is given in brackets): *Distributor (= *DistributionManager or *SendingService) *Generator *Browser (= *ReadonlyRepositoryService) *Processor *Manipulator (= *StateMachineManager) *Enricher (= *EnrichmentService) (*) denotes some domain word, e.g. "Order", "Student", "Item" etc. The domain is probably not complex enough to use specialized approaches such as DDD which could drive the naming.

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  • Is an event loop just a for/while loop with optimized polling?

    - by Alan
    I'm trying to understand what an event loop is. Often the explanation is that in the event loop, you do something until you're notified that an event occurred. You than handle the event and continue doing what you did before. To map the above definition with an example. I have a server which 'listens' in a event loop, and when a socket connection is detected, the data from it gets read and displayed, after which the server goes to the listening it did before. However, this event happening and us getting notified 'just like that' are to much for me to handle. You can say: "It's not 'just like that' you have to register an event listener". But what's an event listener but a function which for some reason isn't returning. Is it in it's own loop, waiting to be notified when an event happens? Should the event listener also register an event listener? Where does it end? Events are a nice abstraction to work with, however just an abstraction. I believe that in the end, polling is unavoidable. Perhaps we are not doing it in our code, but the lower levels (the programming language implementation or the OS) are doing it for us. It basically comes down to the following pseudo code which is running somewhere low enough so it doesn't result in busy waiting: while(True): do stuff check if event has happened (poll) do other stuff This is my understanding of the whole idea, and i would like to hear if this is correct. I am open in accepting that the whole idea is fundamentally wrong, in which case I would like the correct explanation. Best regards

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • Implementing a ILogger interface to log data

    - by Jon
    I have a need to write data to file in one of my classes. Obviously I will pass an interface into my class to decouple it. I was thinking this interface will be used for testing and also in other projects. This is my interface: //This could be used by filesystem, webservice public interface ILogger { List<string> PreviousLogRecords {get;set;} void Log(string Data); } public interface IFileLogger : ILogger { string FilePath; bool ValidFileName; } public class MyClassUnderTest { public MyClassUnderTest(IFileLogger logger) {....} } [Test] public void TestLogger() { var mock = new Mock<IFileLogger>(); mock.Setup(x => x.Log(Is.Any<string>).AddsDataToList()); //Is this possible?? var myClass = new MyClassUnderTest(mock.Object); myClass.DoSomethingThatWillSplitThisAndLog3Times("1,2,3"); Assert.AreEqual(3,mock.PreviousLogRecords.Count); } This won't work I don't believe as nothing is storing the items so is this possible using Moq and also what do you think of the design of the interface?

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