Search Results

Search found 13829 results on 554 pages for 'temporary objects'.

Page 340/554 | < Previous Page | 336 337 338 339 340 341 342 343 344 345 346 347  | Next Page >

  • Strategy for backwards compatibility of persistent storage

    - by Baqueta
    In my experience, trying to ensure that new versions of an application retain compatibility with data storage from previous versions can often be a painful process. What I currently do is to save a version number for each 'unit' of data (be it a file, database row/table, or whatever) and ensure that the version number gets updated each time the data changes in some way. I also create methods to convert from v1 to v2, v2 to v3, and so on. That way, if I'm at v7 and I encounter a v3 file, I can do v3-v4-v5-v6-v7. So far this approach seems to be working out well, but I haven't had to make use of it extensively yet so there may be unforseen problems. I'm also concerned that if the objects I'm loading change significantly, I'll either have to keep around old versions of the classes or face updating all my conversion methods to handle the new class definition. Is my approach sound? Are there other/better approaches I could be using? Are there any design patterns applicable to this problem?

    Read the article

  • Strategies for managUse of types in Python

    - by dave
    I'm a long time programmer in C# but have been coding in Python for the past year. One of the big hurdles for me was the lack of type definitions for variables and parameters. Whereas I totally get the idea of duck typing, I do find it frustrating that I can't tell the type of a variable just by looking at it. This is an issue when you look at someone else's code where they've used ambiguous names for method parameters (see edit below). In a few cases, I've added asserts to ensure parameters comply with an expected type but this goes against the whole duck typing thing. On some methods, I'll document the expected type of parameters (eg: list of user objects), but even this seems to go against the idea of just using an object and let the runtime deal with exceptions. What strategies do you use to avoid typing problems in Python? Edit: Example of the parameter naming issues: If our code base we have a task object (ORM object) and a task_obj object (higher level object that embeds a task). Needless to say, many methods accept a parameter named 'task'. The method might expect a task or a task_obj or some other construct such as a dictionary of task properties - it is not clear. It is them up to be to look at how that parameter is used in order to work out what the method expects.

    Read the article

  • How would you TDD the functionality of getting the corresponding process of a running windows service?

    - by Matt Spinelli
    Purpose Over the last year or more I've been learning unit testing via books I've read recently like The Art of Unit Testing, Working Effectively with Legacy Code, and others. I've also been using unit tests, mocking frameworks, and the like, periodically at work and definitely see the value. However, I'm still having a hard time wrapping my mind around TDD (as opposed to TAD) when the situation calls for code that is gong to mostly use external API calls. Problem to solve Get the process associated with a windows service using the service name. example: Function GetProcess(ByVal serviceName As String) As Process Rules Show each major iteration in production & test code using TDD No need to see any other code or configuration that is required to get things to run. Just curious about the interfaces, concrete classes, and test methods. C# or VB.NET Must use the .Net framework regarding services/processes (i.e. System.Diagnostics.Process) Test Frameworks: Nunit or MSTest Isolation Frameworks: Moq, Rhino Mock, or Microsoft Moles Must write true unit tests (no integration tests) Additional notes As far as I can tell there are two approaches design wise. Use an Inversion of Control approach along with using the Adapter and/or Facade patterns to wrap the underlying .net framework objects dealing with processes and services. Keep the .net framework code in the class containing the Get Process method and use code detouring (interception) via Microsoft Moles to isolate the hard dependencies from the method under test.

    Read the article

  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

    Read the article

  • ArchBeat Link-o-Rama for December 14, 2012

    - by Bob Rhubart
    JMS Step 6 - How to Set Up an AQ JMS (Advanced Queueing JMS) for SOA Purposes | John-Brown Evans John Brown Evans' post continues the series of JMS articles that demonstrate how to use JMS queues in a SOA context. "This example leads you through the creation of an Oracle database Advanced Queue and the related WebLogic server objects in order to use AQ JMS in connection with a SOA composite," John explains. And if you missed the first 5 steps, don't worry – the post includes links. Cloud Deployment Models | B. R. Clouse Looking out for the cloud newbies... "As the cloud paradigm grows in depth and breadth, more readers are approaching the topic for the first time, or from a new perspective," says B. R. Clouse. "This blog is a basic review of cloud deployment models, to help orient newcomers and neophytes." Understanding the JSF Lifecycle and ADF Optimized Lifecycle | Steven Davelaar Would you call that a surprise ending? Oracle WebCenter & ADF Architecture Team (A-Team) member learned a lot more than he expected while creating a UKOUG presentation entitled "What you need to know about JSF to be succesful with ADF." Using Oracle Enterprise Manager Cloud Control 12c with Filer Snapshotting | Porus Homi Havewala This concise technical article includes a script for database backup using snapshots and cataloging in RMAN. Thought for the Day "A program which perfectly meets a lousy specification is a lousy program." — Cem Kaner Source: SoftwareQuotes.com

    Read the article

  • Do ORMs enable the creation of rich domain models?

    - by Augusto
    After using Hibernate on most of my projects for about 8 years, I've landed on a company that discourages its use and wants applications to only interact with the DB through stored procedures. After doing this for a couple of weeks, I haven't been able to create a rich domain model of the application I'm starting to build, and the application just looks like a (horrible) transactional script. Some of the issues I've found are: Cannot navigate object graph as the stored procedures just load the minimum amount of data, which means that sometimes we have similar objects with different fields. One example is: we have a stored procedure to retrieve all the data from a customer, and another to retrieve account information plus a few fields from the customer. Lots of the logic ends up in helper classes, so the code becomes more structured (with entities used as old C structs). More boring scaffolding code, as there's no framework that extracts result sets from a stored procedure and puts it in an entity. My questions are: has anyone been in a similar situation and didn't agree with the store procedure approch? what did you do? Is there an actual benefit of using stored procedures? appart from the silly point of "no one can issue a drop table". Is there a way to create a rich domain using stored procedures? I know that there's the posibility of using AOP to inject DAOs/Repositories into entities to be able to navigate the object graph. I don't like this option as it's very close to voodoo.

    Read the article

  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im stuck at making the game over/retry menu.So far I've been using new scenes as a game over menu.I used this simple script : pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu' : #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes,obscales(the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful? I've been searching the web but didn't find anything useful according to my issue. Thank you.

    Read the article

  • C++ Iterator lifetime and detecting invalidation

    - by DK.
    Based on what's considered idiomatic in C++11: should an iterator into a custom container survive the container itself being destroyed? should it be possible to detect when an iterator becomes invalidated? are the above conditional on "debug builds" in practice? Details: I've recently been brushing up on my C++ and learning my way around C++11. As part of that, I've been writing an idiomatic wrapper around the uriparser library. Part of this is wrapping the linked list representation of parsed path components. I'm looking for advice on what's idiomatic for containers. One thing that worries me, coming most recently from garbage-collected languages, is ensuring that random objects don't just go disappearing on users if they make a mistake regarding lifetimes. To account for this, both the PathList container and its iterators keep a shared_ptr to the actual internal state object. This ensures that as long as anything pointing into that data exists, so does the data. However, looking at the STL (and lots of searching), it doesn't look like C++ containers guarantee this. I have this horrible suspicion that the expectation is to just let containers be destroyed, invalidating any iterators along with it. std::vector certainly seems to let iterators get invalidated and still (incorrectly) function. What I want to know is: what is expected from "good"/idiomatic C++11 code? Given the shiny new smart pointers, it seems kind of strange that STL allows you to easily blow your legs off by accidentally leaking an iterator. Is using shared_ptr to the backing data an unnecessary inefficiency, a good idea for debugging or something expected that STL just doesn't do? (I'm hoping that grounding this to "idiomatic C++11" avoids charges of subjectivity...)

    Read the article

  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

    Read the article

  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

    Read the article

  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

    Read the article

  • Desktop Fun: Snow Covered Trees Wallpaper Collection

    - by Asian Angel
    Trees can become beautiful works of natural art when snow accumulates on them and make you feel as if you have stepped into another world when walking through them. So grab your jacket, gloves, and snowboots for a journey through this frosty scenery with our Snow Covered Trees Wallpaper Collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. For more wallpapers be certain to see our great collections in the Desktop Fun section. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Arctic Theme for Windows 7 Gives Your Desktop an Icy Touch Install LibreOffice via PPA and Receive Auto-Updates in Ubuntu Creative Portraits Peek Inside the Guts of Modern Electronics Scenic Winter Lane Wallpaper to Create a Relaxing Mood Access Your Web Apps Directly Using the Context Menu in Chrome The Deep – Awesome Use of Metal Objects as Deep Sea Creatures [Video]

    Read the article

  • Overwhelmed by complex C#/ASP.NET project in Visual Studio 2008

    - by Darren Cook
    I have been hired as a junior programmer to work on projects that extend existing functionality in a very large, complex solution. The code base consists of C#, ASP.NET, jQuery, javascript, html and xml. I have some knowledge of all these in addition to fair knowledge of object-oriented programming and its fundamental concepts of inheritance, abstraction, polymorphism and encapsulation. I can follow code up through its base classes, interfaces, abstract classes and understand a large part of the code that I read while doing this. However, this solution is so humongous and so many things get tied together whenever I navigate through the code that I feel absolutely overwhelmed. I often find myself unable to fully follow everything that is going on with objects being serialized, large amounts of C# and javascript operating on the same pages and methods being called from template files that consist mainly of markup. I love learning about code, but trying to deal with this really stresses me out. Additionally, I do know that a significant amount of unit testing has been done but I know nothing about unit testing or how to utilize it. Any advice anyone could offer me regarding dealing with a large code base while using Visual Studio 2008 would be greatly appreciated. Are there tools that I can use to help get a handle on what is going on? Perhaps there are things even in Visual Studio that I am not aware of. How can I follow the code to low level functionality in order to get a better grasp of what is going on at a high level?

    Read the article

  • The best way to have a pointer to several methods - critique requested

    - by user827992
    I'm starting with a short introduction of what i know from the C language: a pointer is a type that stores an adress or a NULL the * operator reads the left value of the variable on its right and use this value as address and reads the value of the variable at that address the & operator generate a pointer to the variable on its right so i was thinking that in C++ the pointers can work this way too, but i was wrong, to generate a pointer to a static method i have to do this: #include <iostream> class Foo{ public: static void dummy(void){ std::cout << "I'm dummy" << std::endl; }; }; int main(){ void (*p)(); p = Foo::dummy; // step 1 p(); p = &(Foo::dummy); // step 2 p(); p = Foo; // step 3 p->dummy(); return(0); } now i have several questions: why step 1 works why step 2 works too, looks like a "pointer to pointer" for p to me, very different from step 1 why step 3 is the only one that doesn't work and is the only one that makes some sort of sense to me, honestly how can i write an array of pointers or a pointer to pointers structure to store methods ( static or non-static from real objects ) what is the best syntax and coding style for generating a pointer to a method?

    Read the article

  • Design for object with optional and modifiable attributtes?

    - by Ikuzen
    I've been using the Builder pattern to create objects with a large number of attributes, where most of them are optional. But up until now, I've defined them as final, as recommended by Joshua Block and other authors, and haven't needed to change their values. I am wondering what should I do though if I need a class with a substantial number of optional but non-final (mutable) attributes? My Builder pattern code looks like this: public class Example { //All possible parameters (optional or not) private final int param1; private final int param2; //Builder class public static class Builder { private final int param1; //Required parameters private int param2 = 0; //Optional parameters - initialized to default //Builder constructor public Builder (int param1) { this.param1 = param1; } //Setter-like methods for optional parameters public Builder param2(int value) { param2 = value; return this; } //build() method public Example build() { return new Example(this); } } //Private constructor private Example(Builder builder) { param1 = builder.param1; param2 = builder.param2; } } Can I just remove the final keyword from the declaration to be able to access the attributes externally (through normal setters, for example)? Or is there a creational pattern that allows optional but non-final attributes that would be better suited in this case?

    Read the article

  • Priority Manager&ndash;Part 1- Laying out the plan

    - by Patrick Liekhus
    Now that we have shown the EDMX with XPO/XAF and how use SpecFlow and BDD to run EasyTest scripts, let’s put it all together and show the evolution of a project using all the tools combined. I have a simple project that I use to track my priorities throughout the day.  It uses some of Stephen Covey’s principles from The 7 Habits of Highly Effective People.  The idea is to write down all your priorities the night before and rank them.  This way when you get started tomorrow you will have your list of priorities.  Now it’s not that new things won’t appear tomorrow and reprioritize your list, but at least now you can track them.  My idea is to create a project that will allow you manage your list from your desktop, a web browser or your mobile device.  This way your list is never too far away.  I will layout the data model and the additional concepts as time progresses. My goal is to show the power of all of these tools combined and I thought the best way would be to build a project in sequence.  I have had this idea for quite some time so let’s get it completed with the outline below. Here is the outline of the series of post in the near future: Part 2 – Modeling the Business Objects Part 3 – Changing XAF Default Properties Part 4 – Advanced Settings within Liekhus EDMX/XAF Tool Part 5 – Custom Business Rules Part 6 – Unit Testing Our Implementation Part 7 – Behavior Driven Development (BDD) and SpecFlow Tests Part 8 – Using the Windows Application Part 9 – Using the Web Application Part 10 – Exposing OData from our Project Part 11 – Consuming OData with Excel PowerPivot Part 12 – Consuming OData with iOS Part 13 – Consuming OData with Android Part 14 – What’s Next I hope this helps outline what to expect.  I anticipate that I will have additional topics mixed in there but I plan on getting this outline completed within the next several weeks.  Thanks

    Read the article

  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

    Read the article

  • What do you do to make sure you take proper/enough breaks, while avoiding unwanted side-effects of break taking?

    - by blueberryfields
    preamble It seems to me that computer programmers are one of a select few groups of people who actually take pleasure from sitting in front of computers for long periods of time. Most people in other professions actively dislike their time at computers, and do their best to avoid it (so, I assume, they don't have problems taking breaks). At least for me, having external cues for taking breaks, and clear instructions on what to do with each break (stretch, go for a walk, close my eyes, look into a distance of preferably a few km and focus on faraway objects, etc...), is a must. So far, I've just been making up the breaks and tools to get them as I go along, based on what looks to be low-specificity information found on the net (generic stuff ala ergonomics advice for office staff). This has led to all sorts of side effects - loss of attention as I get distracted if I walk around, breaks in flow with alarm clocks interrupting my thoughts, and people around me assuming I'm low on work due to the frequency of my walking around compared to everyone else. /preamble tl;dr Taking breaks is important My internal break taking system doesn't work, and ad-hoc ones have unwanted side effects What do you do to make sure you take proper breaks? How do you avoid unwanted side-effects, such as getting distracted or interrupting flow or giving your co-workers the impression you're spending a lot of time goofing off?

    Read the article

  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

    Read the article

  • Distinguishing between UI command & domain commands

    - by SonOfPirate
    I am building a WPF client application using the MVVM pattern that provides an interface on top of an existing set of business logic residing in a library which is shared with other applications. The business library followed a domain-driven architecture using CQRS to separate the read and write models (no event sourcing). The combination of technologies and patterns has brought up an interesting conundrum: The MVVM pattern uses the command pattern for handling user-interaction with the view models. .NET provides an ICommand interface which is implemented by most MVVM frameworks, like MVVM Light's RelayCommand and Prism's DelegateCommand. For example, the view model would expose a number of command objects as properties that are bound to the UI and respond when the user performs actions like clicking buttons. Many implementations of the CQRS use the command pattern to isolate and encapsulate individual behaviors. In my business library, we have implemented the write model as command / command-handler pairs. As such, when we want to do some work, such as create a new order, we 'issue' a command (CreateOrderCommand) which is routed to the command-handler responsible for executing the command. This is great, clearly explained in many sources and I am good with it. However, take this scenario: I have a ToolbarViewModel which exposes a CreateNewOrderCommand property. This ICommand object is bound to a button in the UI. When clicked, the UI command creates and issues a new CreateOrderCommand object to the domain which is handled by the CreateOrderCommandHandler. This is difficult to explain to other developers and I am finding myself getting tongue-tied because everything is a command. I'm sure I'm not the first developer to have patterns overlap like this where the naming/terminology also overlap. How have you approached distinguishing your commands used in the UI from those used in the domain? (Edit: I should mention that the business library is UI-agnostic, i.e. no UI technology-specific code exists, or will exists, in this library.)

    Read the article

  • Where to place the R code for R+Sweave+LaTeX workflow

    - by claytontstanley
    I spent the last week learning 3 new tools: R, Sweave, and LaTeX. One question that came to my mind though when working through my first project: Where do I place the majority of the R code? The tutorials that I read online placed the majority of the R code in the LaTeX .Rnw file. However, I find having a bunch of R calculations in the LaTeX file distracting. What I do find extremely helpful (of course) is to call out to R code in the LaTeX file and embed the result. So the workflow I've been using is to place 99% of my R code in my .R file. I run that file first, save a bunch of calculations as objects, and output the .Rout file once finished (to save the work). Then when running Sweave, I load up that .Rout file, so that I have the majority of my calculations already completed and in the Sweave R session. Then my LaTeX callouts to R are quite simple: Just give me the XTable stored in 'res.table', or give me the result of an already-computed calculation stored in the variable 'res'. So I push towards the minimal amount of R code in the LaTex file possible, to achieve the desired result (embedding stats results in the LaTeX writeup). Does anyone have any experience with this approach? I'm just worried I might run into trouble further down the line, when I start really trying to load up and leverage this workflow.

    Read the article

  • Is there ever a reason to do all an object's work in a constructor?

    - by Kane
    Let me preface this by saying this is not my code nor my coworkers' code. Years ago when our company was smaller, we had some projects we needed done that we did not have the capacity for, so they were outsourced. Now, I have nothing against outsourcing or contractors in general, but the codebase they produced is a mass of WTFs. That being said, it does (mostly) work, so I suppose it's in the top 10% of outsourced projects I've seen. As our company has grown, we've tried to take more of our development in house. This particular project landed in my lap so I've been going over it, cleaning it up, adding tests, etc etc. There's one pattern I see repeated a lot and it seems so mindblowingly awful that I wondered if maybe there is a reason and I just don't see it. The pattern is an object with no public methods or members, just a public constructor that does all the work of the object. For example, (the code is in Java, if that matters, but I hope this to be a more general question): public class Foo { private int bar; private String baz; public Foo(File f) { execute(f); } private void execute(File f) { // FTP the file to some hardcoded location, // or parse the file and commit to the database, or whatever } } If you're wondering, this type of code is often called in the following manner: for(File f : someListOfFiles) { new Foo(f); } Now, I was taught long ago that instantiated objects in a loop is generally a bad idea, and that constructors should do a minimum of work. Looking at this code it looks like it would be better to drop the constructor and make execute a public static method. I did ask the contractor why it was done this way, and the response I got was "We can change it if you want". Which was not really helpful. Anyway, is there ever a reason to do something like this, in any programming language, or is this just another submission to the Daily WTF?

    Read the article

  • The NEW MySQL for Developers Course

    - by Antoinette O'Sullivan
    Just Released - The new MySQL for Developers training course.  This 5 day course covers everything a developer needs to know when planning, designing and implementing applications using MySQL, with realistic examples using languages such as Java and PHP. This course gives an in-depth coverage of statements that access and modify data, and shows the student how to design and create other MySQL objects such as triggers, views, and stored procedures. You can take this course: From your desk as a live virtual offering. There are over 800 events on the schedule so you should find one in a timezone near you. The virtual events are also delivered in many languages including English, German, Korean, Latin American Spanish, ... In a classroom. Here is a sample of events on the schedule:  Location  Date  Delivery Language  Prague, Czech Republic 8 October 2012 Czech  Warsaw, Poland 5 November 2012 Polish  Wien, Austria  12 November 2012 German  London, England 15 October 2012 English  Bern, Switzerland  11 April 2013 German  Zurich, Switzerland 14 November 2012 German  Milan, Italy 19 November 2012  Italian  Rome, Italy  15 October 2012  Italian  Gummersbach, Germany  11 February 2013 German  Hamburg, Germany  12 November 2012  German Munich, Germany  10 June 2013  German  Lisbon, Portugal 26 November 2012 European Portuguese  Porto, Portugal 18 February 2013 European Portuguese  Nairobi, Kenya  19 November 2012  English  Madrid, Spain  10 December 2012  Spanish Petaling Jaya, Malaysia  15 October 2012  English  Bangkok, Thailand  29 October 2012  English For further information on the Authentic MySQL Curriculum, to register for an event or express interest in an additional event, go to http://oracle.com/education/mysql.

    Read the article

  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

    Read the article

  • Should I use an interface when methods are only similar?

    - by Joshua Harris
    I was posed with the idea of creating an object that checks if a point will collide with a line: public class PointAndLineSegmentCollisionDetector { public void Collides(Point p, LineSegment s) { // ... } } This made me think that if I decided to create a Box object, then I would need a PointAndBoxCollisionDetector and a LineSegmentAndBoxCollisionDetector. I might even realize that I should have a BoxAndBoxCollisionDetector and a LineSegmentAndLineSegmentCollisionDetector. And, when I add new objects that can collide I would need to add even more of these. But, they all have a Collides method, so everything I learned about abstraction is telling me, "Make an interface." public interface CollisionDetector { public void Collides(Spatial s1, Spatial s2); } But now I have a function that only detects some abstract class or interface that is used by Point, LineSegment, Box, etc.. So if I did this then each implementation would have to to a type check to make sure that the types are the appropriate type because the collision algorithm is different for each different type match up. Another solution could be this: public class CollisionDetector { public void Collides(Point p, LineSegment s) { ... } public void Collides(LineSegment s, Box b) { ... } public void Collides(Point p, Box b) { ... } // ... } But, this could end up being a huge class that seems unwieldy, although it would have simplicity in that it is only a bunch of Collide methods. This is similar to C#'s Convert class. Which is nice because it is large, but it is simple to understand how it works. This seems to be the better solution, but I thought I should open it for discussion as a wiki to get other opinions.

    Read the article

< Previous Page | 336 337 338 339 340 341 342 343 344 345 346 347  | Next Page >