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  • PHP Aspect Oriented Design

    - by Devin Dixon
    This is a continuation of this Code Review question. What was taken away from that post, and other aspect oriented design is it is hard to debug. To counter that, I implemented the ability to turn tracing of the design patterns on. Turning trace on works like: //This can be added anywhere in the code Run::setAdapterTrace(true); Run::setFilterTrace(true); Run::setObserverTrace(true); //Execute the functon echo Run::goForARun(8); In the actual log with the trace turned on, it outputs like so: adapter 2012-02-12 21:46:19 {"type":"closure","object":"static","call_class":"\/public_html\/examples\/design\/ClosureDesigns.php","class":"Run","method":"goForARun","call_method":"goForARun","trace":"Run::goForARun","start_line":68,"end_line":70} filter 2012-02-12 22:05:15 {"type":"closure","event":"return","object":"static","class":"run_filter","method":"\/home\/prodigyview\/public_html\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":51,"end_line":58} observer 2012-02-12 22:05:15 {"type":"closure","object":"static","class":"run_observer","method":"\/home\/prodigyview\/public_html\/public\/examples\/design\/ClosureDesigns.php","trace":"Run::goForARun","start_line":61,"end_line":63} When the information is broken down, the data translates to: Called by an adapter or filter or observer The function called was a closure The location of the closure Class:method the adapter was implemented on The Trace of where the method was called from Start Line and End Line The code has been proven to work in production environments and features various examples of to implement, so the proof of concept is there. It is not DI and accomplishes things that DI cannot. I wouldn't call the code boilerplate but I would call it bloated. In summary, the weaknesses are bloated code and a learning curve in exchange for aspect oriented functionality. Beyond the normal fear of something new and different, what are other weakness in this implementation of aspect oriented design, if any? PS: More examples of AOP here: https://github.com/ProdigyView/ProdigyView/tree/master/examples/design

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  • Is there a simple isometric graphical game engine (using vectors?) that could be used for a (multiplayer) crafting/farming game? [closed]

    - by Renier Wijnen
    Possible Duplicate: Good, free isometric game engine? With little game development experience (albeit having graphical skills and some programming knowledge) a group currently working on a game used to explain permaculture through interaction would like to create a simple concept game. Is there a specific engine or set of tools we could used to achieve this? Being able to make it an (online) multiplayer game would be much preferred. Thank you in advance for your input.

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  • From Bluehost to WP Engine, My WordPress Story

    - by thatjeffsmith
    This is probably the longest blog post I’ve written in a LONG time. And if you’re used to coming here for the Oracle stuff, this post is not about that. It’s about my blog, and the stuff under the hood that makes it run, AKA WordPress. If you want to skip to the juicy stuff, then use these shortcuts: My Site Slowed Down How I Moved to WP Engine How WP Engine ‘Hooked’ Me Why WP Engine? I started thatJeffSmith.com on May 28th, 2010. I had been already been blogging for several years, but a couple of really smart people I respected (Andy, Brent – thanks again!) suggested that I take ownership of my content and begin building my personal brand. I thought that was a good idea, and so I signed up for service with bluehost. Bluehost makes setting up a WordPress site very, very easy. And, they continued to be easy to work with for the past 2 years. I would even recommend them to anyone looking to host their own WordPress install/site. For $83.40, I purchased a year’s worth of service and my domain name registration – a very good value. And then last year I paid $107.40 for another year’s services. And when that year expired I paid another $190.80 for an additional two year’s service in advance. I had been up to that point, getting my money’s worth. And then, just a few weeks ago… My Site Slowed to a Crawl That spike was from an April Fool's Day Post, I think Why? Well, when I first started blogging, I had the same problem that most beginner bloggers have – not many readers. In my first year of blogging, I think the highest number of readers on a single day was about 125. I remember that day as I was very excited to break 100! Bluehost was very reliable, serving up my content with maybe a total of 3-4 outages in the past 2 years. Support was usually very prompt with answers and solutions, and I love their ‘Chat now’ technology – much nicer than message boards only or pay-to-talk phone support. In the past 6 months however, I noticed a couple of things: daily traffic was increasing – woohoo! my service was experiencing severe CPU throttling – doh! To be honest, I wasn’t aware the throttling was occuring, but I did know that the response time of my blog was starting to lag. Average load times were approaching 20-30 seconds. Not good when good sites are loading in 5 seconds or less. And just this past week, in getting ready to launch a new website for work that sucked in an RSS feed from my blog, the new page was left waiting for more than a minute. Not good! In fact my boss asked, why aren’t you blogging on Blogger? Ugh. I tried a few things to fix the problem: I paid for a premium WordPress theme – Themify’s Grido (thanks to @SQLRockstar for the heads-up) I installed a couple of WP caching plugins I read every WP optimization blog post I could get my greedy little eyes on However, at the same time I was also getting addicted to WordPress bloggers talking about all the cool things you could do with your blog. As a result I had at one point about 30 different plugins installed. WordPress runs on MySQL, and certain queries running via these plugins were starving for CPU. Plugins that would be called every page load meant that as more people clicked on my site, the more CPU I needed. I’m not stupid, so I eventually figured out that maybe less plugins was better, and was able to go down to just 20. But still, the site was running like a dog. CPU Throttling, makes MySQL wait to run a query Bluehost runs shared servers. Your site runs on the same box that several hundred (or thousand?) other services are running on. If you take more CPU than they think you should have, they will limit your service by making you stand in line for CPU, AKA ‘throttling.’ This is not bad. This business model allows them to serve many, many users for a very fair price. It works great until, well, until it doesn’t. I noticed in the last week that for every minute of service, I was being throttled between 60 and 300 seconds. If there were 5 MySQL processes running, then every single one of them were being held in check. The blog visitor notice this as their page requests would take a minute or more to be answered. Bluehost unfortunately doesn’t offer dedicated server hosting, so there was no real upgrade path for me follow and remain one of their customers. So what was I to do? Uninstall every plugin and hope the site sped up? Ask for people to take turns on my blog? I decided to spend my way out of the problem. I signed up for service with WP Engine and moved ThatJeffSmith.com The first 2 months are free, and after that it’s about $29/month to run my site on their system. My math tells me that’s a good bit more expensive than what Bluehost was charging me – to the tune of about 300% more a month. Oh, and I should just say that my blog is a personal blog even though I talk about work stuff here. I don’t get paid for blogging, I don’t sell ads, and I don’t expense the service fees – this is my personal passion. So is it worth it? In the first 4 days, it seems to be totally worth it. Load times have gone from 20-30 seconds to less than 5 seconds. A few folks have told me via Twitter that they notice faster page loads. I anticipate this will indirectly lead to more traffic as Google penalizes you in search results if your site is too slow, and of course some folks won’t even bother waiting more than 5-10 seconds. I noticed right away that writing posts, uploading pictures, and just using the WordPress dashboard in general was much more responsive. So writing is less of a chore now, which means I won’t have a good reason not to write How I Moved to WP Engine I signed up for the service and registered my domain. I then took a full export of my ‘old’ site by doing a FTP GET of all my files, then did a MySQL database backup, exported my WordPress Theme settings to a .zip file, and then finally used the WordPress ‘Export’ feature. I then used the WordPress ‘Import’ on the new site to load up my posts. Then I uploaded the theme .zip package from Themify. Then I FTP’d the ‘wp-content’ directory up to my new server using SFTP (WP Engine only supports secure FTP – good on them!) Using a temporary URL to see my new site, I was able to confirm that everything looked mostly OK – I’ll detail the challenges and issues of fixing the content next – but then it was time to ‘flip the switch.’ I updated the IP address that the DNS lookup tables use to route traffic to my new server. In a matter of minutes the DNS servers around the world were updated and it was time to see the new site! But It Was ‘Broken’ I had never moved a website before, and in my rush to update the DNS, I had changed the records without really finding out what I was supposed to do first. After re-reading the directions provided by WP Engine and following the guidance of their support engineer, I realized I had needed to set the CNAME (Alias) ‘www’ record to point to a different URL than the ‘www.thatjeffsmith.com’ entry I had set. Once corrected the site was up and running in less than a minute. Then It Was Only Mostly Broken Many of my plugins weren’t working. Apparently just ftp’ing the wp-content directory up wasn’t the proper way to re-install the plugin. I suspect file permissions or file ownership wasn’t proper. Some plug-ins were working, many had their settings wiped to the defaults, and a few just didn’t work again. I had to delete the directory of the plug-in manually via SFTP, and then use the WP Dashboard to install it from scratch. And here was my first ‘lesson’ – don’t switch the DNS records until you’ve completely tested your new site. I wasn’t able to navigate the old WP console to review my plug-in settings. Thankfully I was able to use the Wayback Machine to reverse engineer some things, and of course most plug-ins aren’t that complicated to setup to begin with. An example of one that I had to redo from scratch is the ‘Twitter @Anywhere Plus’ plugin that I use to create the form that allows folks to tweet a post they enjoyed at the end of each story. How WP Engine ‘Hooked’ Me I actually signed up with another provider first. They ranked highly in Google searches and a few Tweeps recommended them to me. But hours after signing up and I still didn’t have sever reyady, I was ready to give up on them. They offered no chat or phone support – only mail and message boards. And the message boards were rife with posts about how the service had gone downhill in the past 6 months. To their credit, they did make it easy to cancel, although I did have to do so via email as their website ‘cancel’ button was non-existent. Within minutes of activating my WP Engine account I had received my welcome message and directions on how to get started. I was able to see my staged website right away. They also did something very cool before I even got started – they looked at my existing site and told me by how much they could improve its performance. The proof is in the web pudding. I like this for a few reasons, but primarily I liked their business model. It told me they knew what they were doing, and that they were willing to put their money where their mouth was. This was further evident by their 60-day money back guarantee. And if I understand it correctly, they don’t even take your money until after that 60 day period is over. After a day, I was welcomed by the WP Engine social media team, and was given the opportunity to subscribe to their newsletter and follow their account on Twitter. I noticed their Twitter team is sure to post regular WordPress tips several times a day. It’s not just an account that’s setup for the sake of having a Twitter presence. These little things add up and give me confidence in my decision to choose them as my hosting partner. ‘Partner’ – that’s a lot nicer word than just ‘service provider,’ isn’t it? Oh, and they offered me a t-shirt. Don’t ever doubt the power of a ‘free’ t-shirt! How awesome is this e-mail, from a customer perspective? I wasn’t really expecting any of this. Exceeding expectations before I have even handed over a single dollar seems like a pretty good business plan. This is how you treat customers. Love them to death, and they reward you with loyalty. But Jeff, You Skipped a Piece Here, Why WP Engine? I found them on one of those ‘Top 10′ list posts, and pulled up their webpage. I noticed they offered a specialized service – they host WordPress installs, and that’s it. Their servers are tuned specifically for running WordPress. They had in bolded text, things like ‘INSANELY FAST. INFINITELY SCALABLE.’ and ‘LIGHTNING SPEED.’ And then they offered insurance against hackers and they took care of automatic backups and restores. The only drawbacks I have noticed so far relate to plugins I used that have been ‘blacklisted.’ In order to guarantee that ‘lightning’ speed, they have banned the use of the CPU-suckiest plugins. One of those is the ‘Related Posts’ plugin. So if you are a subscriber and are reading this in your email, you’ll notice there’s no links back to my blog to continue reading other related stories. Since that referral traffic is very small single-digit for my site, I decided that I’m OK with that. I’d rather have the warp-speed page loads. Again, I think that will lead to higher traffic down the road. In 50+ days I will need to decide if WP Engine is a permanent solution. I’ll be sure to update this post when that time comes and let y’all know how it turns out.

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  • Teacher demands excessive/unjustified use of Design Patterns

    - by SoboLAN
    I study computer science and I have a class called "Programming Techniques". Its purpose is to teach (us) good object oriented design principles. During the semester we have homeworks, programs that we must write to demonstrate what we've learned. The lab assistant demands for each of these homeworks that specific design patterns should be used. For example, the current homework is an application used for processing customer orders. We are demanded to use either "Factory Method" or "Abstract Factory" design patterns for this. It gets even worse: at the end of the semester we must write a program (something more complex) that must use at least one creational pattern, at least one structural pattern and at least one behavioural pattern. Is it normal to demand this ? I mean, forcing us to design our programs in such a way that a specific design pattern makes sense is just beyond what I consider ok. If I'm a car mechanic and have a huge tool box, then I will use a certain tool from that box if and when the situation demands it. Not more, not less. If my design of the application doesn't demand at all the use of "Abstract Factory" (for example), then why should I implement it ? I'm not sure yet if the senior lecturer agrees with what the lab assistant is demanding, but I want to talk to him about it and I need solid arguments to do so. How should I approach this problem with him ? PS: I'm sure there must be a better way to teach us these things. Maybe making us each week read about 3 design patterns and the next week giving us a test with small but specific programming or architectural situations/problems. The goal in that test would be to identify what design patterns would make sense and how they could be implemented. This way, he can see if we understand them. EDIT: These homeworks are not just 100-line programs, they have quite a lot of requirements and are fairly complicated. This is the reason we have about 2 - 3 weeks of deadline for each of them. I agree that practicing this is the best way to learn. But shouldn't smaller programs/applications be used for this ? Something just for demonstrating purposes. Not big programs with lots of requirements/classes/etc.

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  • Getting a design company to embrace the benefits of good development

    - by Toby
    I know there are already various topics discussing what we can do to get managers to buy into good development practices, but I was wondering if there are any specific things we can do to explain to designers that Web Development is more than just turning their design into a website. I want to try and push them to design based on progressive enhancement, responsive design and ajax but I think there is a trend to stick to the print based design principles, which is understandable as it is their background, but is frustrating to a dev.

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  • Making a design for a Problem [closed]

    - by Vaibhav Agarwal
    I have written many codes using OOPS and I am still to understand when is a code good enough to be accepted by experts. The thought procedure of every man is different and so is the design. My question is should I do something in particular to design my programs in such a way that they are good enough to be accepted by people. Other thing I have also read Head First Object Oriented Design but at last I feel that the way they design the problems is much different I would have designed them.

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  • How do you deal with design in Scrum?

    - by Seth
    How do you deal with design in Scrum? Do you still have well written design documents for each scrum iteration? Do you just do design notes featuring UML diagrams? Or do you just have well commented code? Each iteration may involve changing design so I just wanted to know how people capture this so new developers have an easy job of understanding the domain and getting on board as rapidly as possible.

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  • How do you deal with design in Scrum?

    - by Seth
    How do you deal with design in Scrum? Do you still have well written design documents for each scrum iteration? Do you just do design notes featuring UML diagrams? Or do you just have well commented code? Each iteration may involve changing design so I just wanted to know how people capture this so new developers have an easy job of understanding the domain and getting on board as rapidly as possible.

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

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

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  • Component based game engine issue

    - by Mathias Hölzl
    We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need a "meshComponent" for each mesh in a model. So how could I solve this problem. On this side they implemented a Component based game engine: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Estimating time for planning and technical design using Evidence Based Scheduling

    - by Turgs
    I'm at the beginning of a development project in a large organization. The Functional Requirements are currently being worked out and documented with our business stakeholders by our Enterprise Design department. I'm required to produce Technical Design Documents and manage the team to actually build the solution. I'm wanting to try Evidence Based Scheduling, but as I understand, part of that is breaking the job down into small tasks that are less than 14 hours in duration, which requires me to have already done the Technical Design. Therefore, can Evidence Based Scheduling only be used after the Technical Design has been done? How do you then plan and estimate the time it may take to come up with the Technical Design?

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  • Any multiplayer webgame engine based on Flex

    - by Hongyu Ouyang
    My team is developing a multiplayer webgame (like a virtual world) in a short time(several months using after-school time), and I wonder if there are any webgame engine based on Flex. When I googled it I got many results related to HTML5, but I doubted if it is suitable for quick development. Do anyone have the experience of developing a webgame using A good engine? Are there any engine recommended? I prefer actionscript and flex to a javascript or HTML5 solution.

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  • SSIS Design Patterns Training in London 8-11 Sep!

    - by andyleonard
    A few seats remain for my course SQL Server Integration Services 2012 Design Patterns to be delivered in London 8-11 Sep 2014. Register today to learn more about: New features in SSIS 2012 and 2014 Advanced patterns for loading data warehouses Error handling The (new) Project Deployment Model Scripting in SSIS The (new) SSIS Catalog Designing custom SSIS tasks Executing, managing, monitoring, and administering SSIS in the enterprise Business Intelligence Markup Language (Biml) BimlScript ETL Instrumentation...(read more)

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  • Good 3D Game Engine for the Horror Genre [on hold]

    - by James Wassall
    I am starting to think about and design (pencil drawings) a simple, horror game. I'm in need of a good engine which supports features like Dynamic Lighting (for a characters flashlight) and dynamic shadows. My first choice was obviously Unity3D, as its free and is (supposedly) the easiest to use. However, I believe that a lot of features are locked for the Pro version (a $1500 investment). Is there any good, free engines that support dynamic events? I have read a lot of posts recommending the Source engine but I don't want to make a mod, I would like to make a fully featured standalone game. I'm not looking for opinions on "Which engine you prefer" or "Which engine do you use", all I would like is to be presented with the facts. -James

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  • 2D XNA Game Engine with a Good Wiki [closed]

    - by gcx
    I'm a newbie game developer. I'm planning to develop a XBOX (with a Kinect to double the fun) game. I've researched some 2D game engines that i can use in my project. After some research I've found IceCream engine and it looks delicious with its Milkshake editor. But I can't seem to find "working" game source examples for that engine and its own website's tutorial is not very sufficent. (If you are familiar with this engine) do you know any community that has helpful resources for this particular engine? If not, which engines do you recommend (that has a great wiki) for a XNA based XBOX - Kinect game?

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  • Handling cameras in a large scale game engine

    - by Hannesh
    What is the correct, or most elegant, way to manage cameras in large game engines? Or should I ask, how does everybody else do it? The methods I can think of are: Binding cameras straight to the engine; if someone needs to render something, they bind their own camera to the graphics engine which is in use until another camera is bound. A camera stack; a small task can push its own camera onto the stack, and pop it off at the end to return to the "main" camera. Attaching a camera to a shader; Every shader has exactly one camera bound to it, and when the shader is used, that camera is set by the engine when the shader is in use. This allows me to implement a bunch of optimizations on the engine side. Are there other ways to do it?

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

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

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  • 3D open source physics engine suitable for mobile platforms (Android and iOS)

    - by lukeluke
    I have made some research and found that bullet, ode, newton and some others are open source physics engines that should be portable enough (but I have never tried to comile/use anyone of them on phones). I am writing my games for mobile platforms in C++, so the engine should be C or C++. I need a fast engine, since mobile platforms have limited resources. I need a free engine. A good design would be nice to have too. What engine is best suited for my task? What I really would like to hear from you is your direct experience. Documentation and support (for example, forum or an IRC channel) is a really important aspect to take into consideration.

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  • Game engine for all types of games [closed]

    - by Chorche
    I need a collection of libraries for game development. I don't know if it's called game engine. It should include everything i need to develope a game, so i could consentrate on the game development, without wasting my time choosing, and instaling libraries for everything. I don't need game engines that requires more than 100MB of diskspace. The engine, librarie collection or whatever it's called should only include tools for programing. So i need you help finding such an engine :)

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  • Plastic Clamshell Packaging Voted Worse Design Ever

    - by Jason Fitzpatrick
    We’ve all been there: frustrated and trying free a new purchase from it’s plastic clamshell jail. You’re not alone, the packaging design has been voted the worst in history. In a poll at Quora, users voted on the absolute worst piece of design work they’d encountered. Overwhelmingly, they voted the annoying-to-open clamshell design to the top. The author of the top comment/entry, Anita Shillhorn writes: “Design should help solve problems” — clamshells are supposed to make it harder to steal small products and easier for employees to arrange on display — but this packaging, she says, makes new ones, such as time wasted, frustration, and the little nicks and scrapes people incur as they just try to get their damn lightbulb out. This is a product designed for the manufacturers and the retailers, not the end users. There is even a Wikipedia page devoted to “wrap rage,” “the common name for heightened levels of anger and frustration resulting from the inability to open hard-to-remove packaging.” Hit up the link below for more entries in their worst-design poll. Before you go, if you’ve got a great tip for getting goods out of the plastic shell they ship in, make sure to share it in the comments. What Is The Worst Piece of Design Ever Done? [via The Atlantic] HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • Is context inheritance, as shown by Head First Design Patterns' Duck example, irrelevant to strategy pattern?

    - by Korey Hinton
    In Head First Design Patterns it teaches the strategy pattern by using a Duck example where different subclasses of Duck can be assigned a particular behavior at runtime. From my understanding the purpose of the strategy pattern is to change an object's behavior at runtime. Emphasis on "an" meaning one. Could I further simplify this example by just having a Duck class (no derived classes)? Then when implementing one duck object it can be assigned different behaviors based on certain circumstances that aren't dependent on its own object type. For example: FlyBehavior changes based on the weather or QuackBehavior changes based on the time of day or how hungry a duck is. Would my example above constitute the strategy pattern as well? Is context inheritance (Duck) irrelevant to the strategy pattern or is that the reason for the strategy pattern? Here is the UML diagram from the Head First book:

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  • When modeling a virtual circuit board, what is the best design pattern to check for cycles?

    - by Wallace Brown
    To make it simple assume you have only AND and OR gates. Each has two inputs and one output. The output of two inputs can be used as an input for the next gate For example: A AND B - E C AND D - F E OR F - G Assuming an arbitrary number of gates, we want to check if the circuit ever connects back into itself at an earlier state? For example: E AND F - A This should be illegal since it creates an endless cycle. What design pattern would best be able to check for these cycles?

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  • would a composite design pattern be useful for group membership?

    - by changokun
    I'm trying to think about the best way to handle group memberships on a website. People sign up and select checkboxes in a list of interests. Every week we send out interest-themed emails to those members that indicated that interest. however i store the information in the database, while i am working with the lists and generating lists of email addresses or manipulating group memberships, the composite design pattern looked interesting. it would be easy to populate the group, then do some aggregating functions that say... generate the list of email addresses based on the interests. but i'm not sure i'm seeing any other advantages. i do need something scalable, and flexible. thoughts?

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  • Are there any specific workflows or design patterns that are commonly used to create large functional programming applications?

    - by Andrew
    I have been exploring Clojure for a while now, although I haven't used it on any nontrivial projects. Basically, I have just been getting comfortable with the syntax and some of the idioms. Coming from an OOP background, with Clojure being the first functional language that I have looked very much into, I'm naturally not as comfortable with the functional way of doing things. That said, are there any specific workflows or design patterns that are common with creating large functional applications? I'd really like to start using functional programming "for real", but I'm afraid that with my current lack of expertise, it would result in an epic fail. The "Gang of Four" is such a standard for OO programmers, but is there anything similar that is more directed at the functional paradigm? Most of the resources that I have found have great programming nuggets, but they don't step back to give a broader, more architectural look.

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