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  • How to layer if statements when order of logic is irrelevant?

    - by jimmyjimmy
    Basically I have a series of logic in my website that can lead to 5 total outcomes. Basically two different if tests and then a catch all else statement. For example: if cond1: if mod1: #do things elif mod2: #do things elif cond2: if mod1: #do things elif mod2 #do things else: #do things I was thinking about rewriting it like this: if cond1 and mod1: #do things elif cond1 and mod2: #do things elif cond2 and mod1: #do things elif cond2 and mod2: #do things else: #do things Is there any real difference in these two coding options/a better choice for this kind of logic testing?

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  • Should this code/logic be included in Business Objects class or a separate class?

    - by aspdotnetuser
    I have created a small application which has a three tier architecture and I have business object classes to represent entities such as User, Orders, UserType etc. In these classes I have methods that are executed when the Constuctor method of, for example, User is called. These methods perform calculations and generate details that setup data for attributes that are part of each User object. Here is the structure for the project in Visual Studio: Here is some code from the business object class User.cs: Public Class User { public string Name { get; set; } public int RandomNumber { get; set; } etc public User { Name = GetName(); RandomNumber = GetRandomNumber(); } public string GetName() { .... return name; } public int GetRandomNumber() { ... return randomNumber; } } Should this logic be included in the Business Object classes or should it be included in a Utilities class of some kind? Or in the business rules?

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  • Is this a pattern? Should it be?

    - by Arkadiy
    The following is more of a statement than a question - it describes something that may be a pattern. The question is: is this a known pattern? Or, if it's not, should it be? I've had a situation where I had to iterate over two dissimilar multi-layer data structures and copy information from one to the other. Depending on particular use case, I had around eight different kinds of layers, combined in about eight different combinations: A-B-C B-C A-C D-E A-D-E and so on After a few unsuccessful attempts to factor out the repetition of per-layer iteration code, I realized that the key difficulty in this refactoring was the fact that the bottom level needed access to data gathered at higher levels. To explicitly accommodate this requirement, I introduced IterationContext class with a number of get() and set() methods for accumulating the necessary information. In the end, I had the following class structure: class Iterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const = 0; }; class RecursingIterator : public Iterator { RecursingIterator(const Iterator &below); }; class IterateOverA : public RecursingIterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // Iterate over members in dataStructure1 // locate corresponding item in dataStructure2 (passed via context) // and set it in the context // invoke the sub-iterator }; class IterateOverB : public RecursingIterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // iterate over members dataStructure2 (form context) // set dataStructure2's item in the context // locate corresponding item in dataStructure2 (passed via context) // invoke the sub-iterator }; void main() { class FinalCopy : public Iterator { virtual void iterateOver(const Structure &dataStructure1, IterationContext &ctx) const { // copy data from structure 1 to structure 2 in the context, // using some data from higher levels as needed } } IterationContext ctx(dateStructure2); IterateOverA(IterateOverB(FinalCopy())).iterate(dataStructure1, ctx); } It so happens that dataStructure1 is a uniform data structure, similar to XML DOM in that respect, while dataStructure2 is a legacy data structure made of various structs and arrays. This allows me to pass dataStructure1 outside of the context for convenience. In general, either side of the iteration or both sides may be passed via context, as convenient. The key situation points are: complicated code that needs to be invoked in "layers", with multiple combinations of layer types possible at the bottom layer, the information from top layers needs to be visible. The key implementation points are: use of context class to access the data from all levels of iteration complicated iteration code encapsulated in implementation of pure virtual function two interfaces - one aware of underlying iterator, one not aware of it. use of const & to simplify the usage syntax.

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  • How to control messages to the same port from different emitters?

    - by Alex In Paris
    Scene: A company has many factories X, each emits a message to the same receive port in a Biztalk server Y; if all messages are processed without much delay, each will trigger an outgoing message to another system Z. Problem: Sometimes a factory loses its connection for a half-day or more and, when the connection is reestablished, thousands of messages get emitted. Now, the messages still get processed well by Y (Biztalk can easily handle the load) but system Z can't handle the flood and may lock up and severely delay the processing of all other messages from the other X. What is the solution? Creating multiple receive locations that permits us to pause one X or another would lose us information if the factory isn't smart enough to know whether the message was received or not. What is the basic pattern to apply in Biztalk for this problem? Would some throttling parameters help to limit the flow from any one X? Or are their techniques on the end part of Y which I should use instead ? I would prefer this last one since I can be confident that the message box will remember any failures, which could then be resumed.

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  • How to choose between using a Domain Event, or letting the application layer orchestrate everything

    - by Mr Happy
    I'm setting my first steps into domain driven design, bought the blue book and all, and I find myself seeing three ways to implement a certain solution. For the record: I'm not using CQRS or Event Sourcing. Let's say a user request comes into the application service layer. The business logic for that request is (for whatever reason) separated into a method on an entity, and a method on a domain service. How should I go about calling those methods? The options I have gathered so far are: Let the application service call both methods Use method injection/double dispatch to inject the domain service into the entity, letting the entity do it's thing and then let it call the method of the domain service (or the other way around, letting the domain service call the method on the entity) Raise a domain event in the entity method, a handler of which calls the domain service. (The kind of domain events I'm talking about are: http://www.udidahan.com/2009/06/14/domain-events-salvation/) I think these are all viable, but I'm unable to choose between them. I've been thinking about this a long time and I've come to a point where I no longer see the semantic differences between the three. Do you know of some guidelines when to use what?

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  • Create many similar classes, or just one

    - by soandos
    The goal is to create an application that has objects that can represent some operations (add, subtract, etc). All of those objects will have common functions and members, and thus will either implement an interface or inherit from an abstract class (Which would be better practice, this will be in C# if that matters?). As far as I can see, there are two different ways of organizing all of these classes. I could create an addition class, a subtraction class, etc. This has the upside of being highly modular but the difference between classes is so minimal. I could create one class, and have a member that will say what type of operation is being represented. This means lots of switch statements, and losing some modularity, in addition to being harder to maintain. Which is is better practice? Is there a better way of doing that is not listed above? If it matters, the list of functions that should be supported is long.

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  • When decomposing a large function, how can I avoid the complexity from the extra subfunctions?

    - by missingno
    Say I have a large function like the following: function do_lots_of_stuff(){ { //subpart 1 ... } ... { //subpart N ... } } a common pattern is to decompose it into subfunctions function do_lots_of_stuff(){ subpart_1(...) subpart_2(...) ... subpart_N(...) } I usually find that decomposition has two main advantages: The decomposed function becomes much smaller. This can help people read it without getting lost in the details. Parameters have to be explicitly passed to the underlying subfunctions, instead of being implicitly available by just being in scope. This can help readability and modularity in some situations. However, I also find that decomposition has some disadvantages: There are no guarantees that the subfunctions "belong" to do_lots_of_stuff so there is nothing stopping someone from accidentally calling them from a wrong place. A module's complexity grows quadratically with the number of functions we add to it. (There are more possible ways for things to call each other) Therefore: Are there useful convention or coding styles that help me balance the pros and cons of function decomposition or should I just use an editor with code folding and call it a day? EDIT: This problem also applies to functional code (although in a less pressing manner). For example, in a functional setting we would have the subparts be returning values that are combined in the end and the decomposition problem of having lots of subfunctions being able to use each other is still present. We can't always assume that the problem domain will be able to be modeled on just some small simple types with just a few highly orthogonal functions. There will always be complicated algorithms or long lists of business rules that we still want to correctly be able to deal with. function do_lots_of_stuff(){ p1 = subpart_1() p2 = subpart_2() pN = subpart_N() return assembleStuff(p1, p2, ..., pN) }

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  • Correct way to inject dependencies in Business logic service?

    - by Sri Harsha Velicheti
    Currently the structure of my application is as below Web App -- WCF Service (just a facade) -- Business Logic Services -- Repository - Entity Framework Datacontext Now each of my Business logic service is dependent on more than 5 repositories ( I have interfaces defined for all the repos) and I am doing a Constructor injection right now(poor mans DI instead of using a proper IOC as it was determined that it would be a overkill for our project). Repositories have references to EF datacontexts. Now some of the methods in the Business logic service require only one of the 5 repositories, so If I need to call that method I would end up instantiating a Service which will instatiate all 5 repositories which is a waste. An example: public class SomeService : ISomeService { public(IFirstRepository repo1, ISecondRepository repo2, IThirdRepository repo3) {} // My DoSomething method depends only on repo1 and doesn't use repo2 and repo3 public DoSomething() { //uses repo1 to do some stuff, doesn't use repo2 and repo3 } public DoSomething2() { //uses repo2 and repo3 to do something, doesn't require repo1 } public DoSomething3() { //uses repo3 to do something, doesn't require repo1 and repo2 } } Now if my I have to use DoSomething method on SomeService I end up creating both IFirstRepository,ISecondRepository and IThirdRepository but using only IFirstRepository, now this is bugging me, I can seem to accept that I am un-necessarily creating repositories and not using them. Is this a correct design? Are there any better alternatives? Should I be looking at Lazy instantiation Lazy<T> ?

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  • Flags with deferred use

    - by Trenton Maki
    Let's say I have a system. In this system I have a number of operations I can do but all of these operations have to happen as a batch at a certain time, while calls to activate and deactivate these operations can come in at any time. To implement this, I could use flags like doOperation1 and doOperation2 but this seems like it would become difficult to maintain. Is there a design pattern, or something similar, that addresses this situation?

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  • Best practice to collect information from child objects

    - by Markus
    I'm regularly seeing the following pattern: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) c.AddRequiredStuff(collection); // do something with the collection ... } public abstract void AddRequiredStuff(StuffCollection collection); } public class ConcreteItem : BaseItem { // ... public override void AddRequiredStuff(StuffCollection collection) { Stuff stuff; // ... collection.Add(stuff); } } Where I would use something like this, for better information hiding: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) collection.AddRange(c.RequiredStuff()); // do something with the collection ... } public abstract StuffCollection RequiredStuff(); } public class ConcreteItem : BaseItem { // ... public override StuffCollection RequiredStuff() { StuffCollection stuffCollection; Stuff stuff; // ... stuffCollection.Add(stuff); return stuffCollection; } } What are pros and cons of each solution? For me, giving the implementation access to parent's information is some how disconcerting. On the other hand, initializing a new list, just to collect the items is a useless overhead ... What is the better design? How would it change, if DoSomethingWithStuff wouldn't be part of BaseItem but a third class? PS: there might be missing semicolons, or typos; sorry for that! The above code is not meant to be executed, but just for illustration.

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • I know of three ways in which SRP helps reduce coupling. Are there even more? [closed]

    - by user1483278
    I'd like to figure all the possible ways SRP helps us reduce coupling. Thus far I can think of three: 1) If class A has more than one responsibility, these responsibilities become coupled and as such changes to one of these responsibilities may require changes to other of A's responsibilities. 2) Related functionality usually needs to be changed for the same reason and by grouping it togerther in a single class, the changes can be made in as few places as possible ( at best changes only need be made to the class which groups together these functionalities) 3) Assuming class A performs two tasks ( thus may change for two reasons ), then number of classes utilising A will be greater than if A performed just a single task ( reason being that some classes will need A to perform first task, other will need A for second task, and still others will utilise it for both tasks ).This also means that when A breaks, the number of classes ( utilising A ) being impaired will be greater than if A performed just a single task. Can SRP also help reduce coupling in any other way, not described above? Thank you

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  • How can you tell whether to use Composite Pattern or a Tree Structure, or a third implementation?

    - by Aske B.
    I have two client types, an "Observer"-type and a "Subject"-type. They're both associated with a hierarchy of groups. The Observer will receive (calendar) data from the groups it is associated with throughout the different hierarchies. This data is calculated by combining data from 'parent' groups of the group trying to collect data (each group can have only one parent). The Subject will be able to create the data (that the Observers will receive) in the groups they're associated with. When data is created in a group, all 'children' of the group will have the data as well, and they will be able to make their own version of a specific area of the data, but still linked to the original data created (in my specific implementation, the original data will contain time-period(s) and headline, while the subgroups specify the rest of the data for the receivers directly linked to their respective groups). However, when the Subject creates data, it has to check if all affected Observers have any data that conflicts with this, which means a huge recursive function, as far as I can understand. So I think this can be summed up to the fact that I need to be able to have a hierarchy that you can go up and down in, and some places be able to treat them as a whole (recursion, basically). Also, I'm not just aiming at a solution that works. I'm hoping to find a solution that is relatively easy to understand (architecture-wise at least) and also flexible enough to be able to easily receive additional functionality in the future. Is there a design pattern, or a good practice to go by, to solve this problem or similar hierarchy problems? EDIT: Here's the design I have: The "Phoenix"-class is named that way because I didn't think of an appropriate name yet. But besides this I need to be able to hide specific activities for specific observers, even though they are attached to them through the groups. A little Off-topic: Personally, I feel that I should be able to chop this problem down to smaller problems, but it escapes me how. I think it's because it involves multiple recursive functionalities that aren't associated with each other and different client types that needs to get information in different ways. I can't really wrap my head around it. If anyone can guide me in a direction of how to become better at encapsulating hierarchy problems, I'd be very glad to receive that as well.

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  • Motivation for service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such case. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - well, why not just import the BL.dll (and the DAL.dll) to the other UI, and whenever making a change re-copy the dll files, it might not be so 'neat', but is the all purpose of the service layer to prevent this? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

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  • What are the caveats of the event system built on Messenger rather than on classic .NET events?

    - by voroninp
    MVVM Light and PRISM offer messenger to implement event system. the approximate interface looks like the following one: interface Messanger { void Subscribe<TMessageParam>(Action<TMessageParam> action); void Unsubscribe<TMessageParam>(Action<TMessageParam> action); void Unsubscribe<TMessageParam>(objec actionOwner); void Notify<TMessageParam>(TMessageParam param); } Now this model seems beneficial comparing to classic .net events. It works well with Dependency Injection. Actions are stored as weak references so memory leaks are avioded and unsubscribe is not a must. The only annoyance is the need to declare new TMessageParam for each specific message. But everything comes at a cost. And what I'm really worried about is that I see no shortcomings of this approach. Has anoyne the experience of some troubles with this design pattern?

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  • What Design Pattern is seperating transform converters

    - by RevMoon
    For converting a Java object model into XML I am using the following design: For different types of objects (e.g. primitive types, collections, null, etc.) I define each its own converter, which acts appropriate with respect to the given type. This way it can easily extended without adding code to a huge if-else-then construct. The converters are chosen by a method which tests whether the object is convertable at all and by using a priority ordering. The priority ordering is important so let's say a List is not converted by the POJO converter, even though it is convertable as such it would be more appropriate to use the collection converter. What design pattern is that? I can only think of a similarity to the command pattern.

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  • Interfaces on an abstract class

    - by insta
    My coworker and I have different opinions on the relationship between base classes and interfaces. I'm of the belief that a class should not implement an interface unless that class can be used when an implementation of the interface is required. In other words, I like to see code like this: interface IFooWorker { void Work(); } abstract class BaseWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker, IFooWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } The DbWorker is what gets the IFooWorker interface, because it is an instantiatable implementation of the interface. It completely fulfills the contract. My coworker prefers the nearly identical: interface IFooWorker { void Work(); } abstract class BaseWorker : IFooWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } Where the base class gets the interface, and by virtue of this all inheritors of the base class are of that interface as well. This bugs me but I can't come up with concrete reasons why, outside of "the base class cannot stand on its own as an implementation of the interface". What are the pros & cons of his method vs. mine, and why should one be used over another?

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  • Is it dangerous for me to give some of my Model classes Control-like methods?

    - by Pureferret
    In my personal project I have tried to stick to MVC, but I've also been made aware that sticking to MVC too tightly can be a bad thing as it makes writing awkward and forces the flow of the program in odd ways (i.e. some simple functions can be performed by something that normally wouldn't, and avoid MVC related overheads). So I'm beginning to feel justified in this compromise: I have some 'manager programs' that 'own' data and have some way to manipulate it, as such I think they'd count as both part of the model, and part of the control, and to me this feels more natural than keepingthem separate. For instance: One of my Managers is the PlayerCharacterManager that has these methods: void buySkill(PlayerCharacter playerCharacter, Skill skill); void changeName(); void changeRole(); void restatCharacter(); void addCharacterToGame(); void createNewCharacter(); PlayerCharacter getPlayerCharacter(); List<PlayerCharacter> getPlayersCharacter(Player player); List<PlayerCharacter> getAllCharacters(); I hope the mothod names are transparent enough that they don't all need explaining. I've called it a manager because it will help manage all of the PlayerCharacter 'model' objects the code creates, and create and keep a map of these. I may also get it to store other information in the future. I plan to have another two similar classes for this sort of control, but I will orchestrate when and how this happens, and what to do with the returned data via a pure controller class. This splitting up control between informed managers and the controller, as opposed to operating just through a controller seems like it will simplify my code and make it flow more. My question is, is this a dangerous choice, in terms of making the code harder to follow/test/fix? Is this somethign established as good or bad or neutral? I oculdn't find anything similar except the idea of Actors but that's not quite why I'm trying to do. Edit: Perhaps an example is needed; I'm using the Controller to update the view and access the data, so when I click the 'Add new character to a player button' it'll call methods in the controller that then go and tell the PlayerCharacterManager class to create a new character instance, it'll call the PlayerManager class to add that new character to the player-character map, and then it'll add this information to the database, and tell the view to update any GUIs effected. That is the sort of 'control sequence' I'm hoping to create with these manager classes.

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  • Lazy Processing of Streams

    - by Giorgio
    I have the following problem scenario: I have a text file and I have to read it and split it into lines. Some lines might need to be dropped (according to criteria that are not fixed). The lines that are not dropped must be parsed into some predefined records. Records that are not valid must be dropped. Duplicate records may exist and, in such a case, they are consecutive. If duplicate / multiple records exist, only one item should be kept. The remaining records should be grouped according to the value contained in one field; all records belonging to the same group appear one after another (e.g. AAAABBBBCCDEEEFF and so on). The records of each group should be numbered (1, 2, 3, 4, ...). For each group the numbering starts from 1. The records must then be saved somewhere / consumed in the same order as they were produced. I have to implement this in Java or C++. My first idea was to define functions / methods like: One method to get all the lines from the file. One method to filter out the unwanted lines. One method to parse the filtered lines into valid records. One method to remove duplicate records. One method to group records and number them. The problem is that the data I am going to read can be too big and might not fit into main memory: so I cannot just construct all these lists and apply my functions one after the other. On the other hand, I think I do not need to fit all the data in main memory at once because once a record has been consumed all its underlying data (basically the lines of text between the previous record and the current record, and the record itself) can be disposed of. With the little knowledge I have of Haskell I have immediately thought about some kind of lazy evaluation, in which instead of applying functions to lists that have been completely computed, I have different streams of data that are built on top of each other and, at each moment, only the needed portion of each stream is materialized in main memory. But I have to implement this in Java or C++. So my question is which design pattern or other technique can allow me to implement this lazy processing of streams in one of these languages.

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  • What is the good way of sharing specific data between ViewModels

    - by voroninp
    We have IAppContext which is injected into ViewModel. This service contains shared data: global filters and other application wide properties. But there are cases when data is very specific. For example one VM implements Master and the second one - Details of selected tree item. Thus DetailsVm must know about the selected item and its changes. We can store this information either in IAppContext or inside each concerned VM. In both cases update notifications are sent via Messenger. I see pros and cons for any of the approaches and can not decide which one is better. 1st: + explicitly exposed shared proerties, easy to follow dependencies - IAppContxt becomes cluttered with very specific data. 2nd: the exact opposite of the first and more memory load due to data duplication. May be someone can offer design alternatives or tell that one of the variants is objectively superior to the other cause I miss something important?

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  • Many ui panels needs interaction with same object

    - by user877329
    I am developing a tool for simulating systems like the Gray-Scott model (That is systems where spatial distribution depends on time). The actual model is loaded from a DLL or shared object and the simulation is performed by a Simulation object. There are at least two situations when the simulation needs to be destroyed: The user loads a new model The user changes the size of the domain To make sure nothing goes wrong, the current Model, Simulation, and rendering Thread are all managed by an ApplicationState object. But the two cases above are initiated from two different UI objects. Is it then ok to distribute a reference to the ApplicationState object to all panels that need to access at least one method on the ApplicationState object? Another solution would be to use aggregation so that the panel from which the user chooses model knows the simulation parameter panel. Also, the ApplicationState class seems somewhat clumsy, so I would like to have something else

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  • Any recommended books/resources on component-based design?

    - by user1163640
    I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited to get started using it However, one aspect that have sparked my interested, and which I think will become a very important part of our future development, is Unity's approach to component-based design with scripting; with less focus on typical hierarchical aspect. Question I was wondering if anyone could recommend any good books on this subject? I have had trouble finding any books or books with reliable reviews, and was wondering if anyone more experienced here had something to say on the issue? Any other kind of resource would be excellent too, I'm just interested in getting to learn everything I can about it. This is not meant as a discussion about best books or resources on the topic, but simply a question regarding any resources that any of you find useful. Thank you all for your time!

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  • Main class passes dbConn obj to all its services, I need to change the dbConn for one of its services. - suggestion for design pattern

    - by tech_learner
    There is this main class and there are several services ( which uses db connection to retrieve data ) These services are initialized in the main class db properties are obtained from the property file and then dbconnection is opened by calling a method dbOpen() written in the main class and the resultant connection object is set to the service objects by iterating through the list of services and by calling setConnection method on the service note: that the services are instantiated in the main class and the main class is not a superclass for services. I also need to mention that there is this recycle db connection scenario only main class is aware of. /** connects to DB, optionally recycling existing connection), * throws RuntimeException if unable to connect */ private void connectDb(boolean recycle) { try { if (recycle) { log.status( log.getSB().append("Recycling DB Connection") ); closeDb(); } openDb(); for ( int i = 0 ; i < service.length ; i++ ) { service[i].setConnection(db); } } One of the service needs to use a different database, what is the best design pattern to use?

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  • Motivation for a service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such scenario. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - why not just import the BL.DLL (and the dal.dll) to the other UI, and whenever making a change re-copy the dlls, it might not be so 'neat', but still less hassle than one more layer? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

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  • Structuring Access Control In Hierarchical Object Graph

    - by SB2055
    I have a Folder entity that can be Moderated by users. Folders can contain other folders. So I may have a structure like this: Folder 1 Folder 2 Folder 3 Folder 4 I have to decide how to implement Moderation for this entity. I've come up with two options: Option 1 When the user is given moderation privileges to Folder 1, define a moderator relationship between Folder 1 and User 1. No other relationships are added to the db. To determine if the user can moderate Folder 3, I check and see if User 1 is the moderator of any parent folders. This seems to alleviate some of the complexity of handling updates / moved entities / additions under Folder 1 after the relationship has been defined, and reverting the relationship means I only have to deal with one entity. Option 2 When the user is given moderation privileges to Folder 1, define a new relationship between User 1 and Folder 1, and all child entities down to the grandest of grandchildren when the relationship is created, and if it's ever removed, iterate back down the graph to remove the relationship. If I add something under Folder 2 after this relationship has been made, I just copy all Moderators into the new Entity. But when I need to show only the top-level Folders that a user is Moderating, I need to query all folders that have a parent folder that the user does not moderate, as opposed to option 1, where I just query any items that the user is moderating. Thoughts I think it comes down to determining if users will be querying for all parent items more than they'll be querying child items... if so, then option 1 seems better. But I'm not sure. Is either approach better than the other? Why? Or is there another approach that's better than both? I'm using Entity Framework in case it matters.

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