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  • Whats the best way to design this database scenario?

    - by ankimal
    I want to setup 2 MySQL databases which differ in schema in that, one is normalized and the other is flat for quicker reads and writes. The information being stored in both DBs is the same, but the representation is obviously different owing to the different design approaches. I need to find a robust solution to sync information in real time from my normalized version to my flatter version.

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  • What method do you use to identify the Aggregate Roots in Domain Drive Design?

    - by Robert
    When applying Domain Driven Design to a project, how do you identify the Aggregate Roots? For example, in a standard E-Commerce website, you might say that the Order is one, and the User is the other. But what if your Users belong to a Company? Does that make your Company the aggregate root? I'm interested in hearing people's approaches to working out the Aggregate roots, and how to identify poorly chosen aggregate roots.

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  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

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  • Xp SP3 - Non-Functioning

    - by Josh
    Ok Here is a crazy problem, I have a HP dv6000 Laptop that can no longer hold a charge, so I hooked it up to my TV, bought a wireless mouse and keyboard and configured xp to run with the lid closed, It has medium to heavy usage mainly just streaming from sites like Netfilx, Hulu, ABC, etc. And playing movies I ripped of dvd. It ran fine for a while but recently it has been having some weird problems: Problem one: I used to use firefox but now when run it I can type but as soon as I click something it just shuts down, completely, I can't even close it unless I use taskmanager to do it. So I went and got google chrome which is better but still hit or miss, but never completely shuts down, I just can't click anything or type anything, or sometimes I just can't type anything or vice versa. Also when I open a new tab, and try to move back to my old one, it automatically closes the old tab when I click on it. Problem two: When using the internet I can't use any other application or anything windows (ie. Windows explorer) until I force quit all browsers with taskmanger. The reason I can't run anything is because I can't click on it. Problem three: When I try to play a movie (with vlc) Once it starts playing I can't click on anything, but I can use hotkeys, and once it stops everything is fine again. Well I hope somebody knows whats going on because I have no clue, If you need clarification or more info on something I would be happy to provide it...

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  • Come up with a real-world problem in which only the best solution will do (a problem from Introduction to algorithms) [closed]

    - by Mike
    EDITED (I realized that the question certainly needs a context) The problem 1.1-5 in the book of Thomas Cormen et al Introduction to algorithms is: "Come up with a real-world problem in which only the best solution will do. Then come up with one in which a solution that is “approximately” the best is good enough." I'm interested in its first statement. And (from my understanding) it is asked to name a real-world problem where only the exact solution will work as opposed to a real-world problem where good-enough solution will be ok. So what is the difference between the exact and good enough solution. Consider some physics problem for example the simulation of the fulid flow in the permeable medium. To make this simulation happen some simplyfing assumptions have to be made when deriving a mathematical model. Otherwise the model becomes at least complex and unsolvable. Virtually any particle in the universe has its influence on the fluid flow. But not all particles are equal. Those that form the permeable medium are much more influental than the ones located light years away. Then when the mathematical model needs to be solved an exact solution can rarely be found unless the mathematical model is simple enough (wich probably means the model isn't close to reality). We take an approximate numerical method and after hours of coding and days of verification come up with the program or algorithm which is a solution. And if the model and an algorithm give results close to a real problem by some degree that is good enough soultion. Its worth noting the difference between exact solution algorithm and exact computation result. When considering real-world problems and real-world computation machines I believe all physical problems solutions where any calculations are taken can not be exact because universal physical constants are represented approximately in the computer. Any numbers are represented with the limited precision, at least limited by amount of memory available to computing machine. I can imagine plenty of problems where good-enough, good to some degree solution will work, like train scheduling, automated trading, satellite orbit calculation, health care expert systems. In that cases exact solutions can't be derived due to constraints on computation time, limitations in computer memory or due to the nature of problems. I googled this question and like what this guy suggests: there're kinds of mathematical problems that need exact solutions (little note here: because the question is taken from the book "Introduction to algorithms" the term "solution" means an algorithm or a program, which in this case gives exact answer on each input). But that's probably more of theoretical interest. So I would like to narrow down the question to: What are the real-world practical problems where only the best (exact) solution algorithm or program will do (but not the good-enough solution)? There are problems like breaking of cryptographic ciphers where only exact solution matters in practice and again in practice the process of deciphering without knowing a secret should take reasonable amount of time. Returning to the original question this is the problem where good-enough (fast-enough) solution will do there's no practical need in instant crack though it's desired. So the quality of "best" can be understood in any sense: exact, fastest, requiring least memory, having minimal possible network traffic etc. And still I want this question to be theoretical if possible. In a sense that there may be example of computer X that has limited resource R of amount Y where the best solution to problem P is the one that takes not more than available Y for inputs of size N*Y. But that's the problem of finding solution for P on computer X which is... well, good enough. My final thought that we live in a world where it is required from programming solutions to practical purposes to be good enough. In rare cases really very very good but still not the best ones. Isn't it? :) If it's not can you provide an example? Or can you name any such unsolved problem of practical interest?

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  • About Data Objects and DAO Design when using Hibernate

    - by X. Ma
    I'm hesitating between two designs of a database project using Hibernate. Design #1. (1) Create a general data provider interface, including a set of DAO interfaces and general data container classes. It hides the underneath implementation. A data provider implementation could access data in database, or an XML file, or a service, or something else. The user of a data provider does not to know about it. (2) Create a database library with Hibernate. This library implements the data provider interface in (1). The bad thing about Design #1 is that in order to hide the implementation details, I need to create two sets of data container classes. One in the general data provider interface - let's call them DPI-Objects, the other set is used in the database library, exclusively for entity/attribute mapping in Hibernate - let's call them H-Objects. In the DAO implementation, I need to read data from database to create H-Objects (via Hibernate) and then convert H-Objects into DPI-Objects. Design #2. Do not create a general data provider interface. Expose H-Objects directly to components that use the database lib. So the user of the database library needs to be aware of Hibernate. I like design #1 more, but I don't want to create two sets of data container classes. Is that the right way to hide H-Objects and other Hibernate implementation details from the user who uses the database-based data provider? Are there any drawbacks of Design #2? I will not implement other data provider in the new future, so should I just forget about the data provider interface and use Design #2? What do you think about this? Thanks for your time!

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  • WpfToolkit DataGrid does not work in Windows Phone 7

    - by Igor Zevaka
    I am trying to use WpfToolkit DataGrid in Windows Phone 7 project (Silverligt 4) and it's not working. Here is the XAML: <UserControl x:Class="SilverlightControls.Grid" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" xmlns:wtk="clr-namespace:Microsoft.Windows.Controls;assembly=WPFToolkit" d:DesignHeight="480" d:DesignWidth="480"> <Grid x:Name="LayoutRoot" Background="#FF1F1F1F" Width="960"> <Grid x:Name="TitleGrid"> <TextBlock Text="{Binding Title}" Style="{StaticResource PhoneTextPageTitle2Style}"/> </Grid> <wtk:DataGrid> </wtk:DataGrid> </Grid> </UserControl> The project compiles fine but crashes at runtime trying to load this control. The best clue I got so far is from Visual Studio Designer. Once I add wtk:DataGrid to the control the visual designer does not load and below is the exception it displays. Could it be that WpfToolkit relies on PresentationFramework.dll and it's not available in SL4? System.Reflection.Adds.UnresolvedAssemblyException Type universe cannot resolve assembly: PresentationFramework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35. at System.Reflection.Adds.AssemblyProxy.GetResolvedAssembly() at System.Reflection.Adds.AssemblyProxy.get_FullName() at Microsoft.Windows.Design.Metadata.ReflectionMetadataContext.PrepareAttributes(Reflectable`1 reflectableAssembly) at Microsoft.Windows.Design.Metadata.ReflectionMetadataContext.PrepareAttributes(Reflectable`1 reflectableType) at MS.Internal.Metadata.ClrType.GetAttributes[T](ReflectionMetadataContext context, IReflectable`1 member, ITypeMetadata attributeType, Boolean merge, AttributeMergeCache& cache) at MS.Internal.Metadata.ClrMember`1.GetLocalAttributes(ITypeMetadata attributeType) at MS.Internal.Design.Metadata.Xaml.XamlType.GetSpecialProperty(Int32 idx, PropertyIdentifier pid) at MS.Internal.Design.Metadata.Xaml.XamlType.get_ContentProperty() at Microsoft.Windows.Design.Metadata.Xaml.XamlExtensionImplementations.GetContentProperty(ITypeMetadata sourceType) at Microsoft.Windows.Design.Metadata.Xaml.XamlExtensions.GetContentProperty(ITypeMetadata source) at MS.Internal.Design.Metadata.ReflectionTypeNode.get_ContentProperty() at MS.Internal.Design.Markup.XmlElement.CalcChildWhitespaceImportant(XamlElement element) at MS.Internal.Design.Markup.XmlElement.ConvertChildrenToXaml(XamlElement result, PrefixScope scope, IParseContext context, IMarkupSourceProvider provider, Boolean childrenAsString) at MS.Internal.Design.Markup.XmlElement.ConvertToXaml(XamlElement parent, PrefixScope parentScope, IParseContext context, IMarkupSourceProvider provider) at MS.Internal.Design.Markup.XmlElement.ConvertChildrenToXaml(XamlElement result, PrefixScope scope, IParseContext context, IMarkupSourceProvider provider, Boolean childrenAsString) at MS.Internal.Design.Markup.XmlElement.ConvertToXaml(XamlElement parent, PrefixScope parentScope, IParseContext context, IMarkupSourceProvider provider) at MS.Internal.Design.DocumentModel.DocumentTrees.Markup.XamlSourceDocument.ParseElementFromSkeleton(XamlParseContext context, SkeletonNode node, XamlElement parent, Boolean fullElement) at MS.Internal.Design.DocumentModel.DocumentTrees.Markup.XamlSourceDocument.UpdateSkeleton(IDamageListener listener) at Microsoft.Windows.Design.DocumentModel.Trees.MarkupDocumentTreeManager.Update() at Microsoft.Windows.Design.DocumentModel.MarkupProducer.Update() at Microsoft.Windows.Design.DocumentModel.MarkupProducer.HandleMessage(DocumentTreeCoordinator sender, MessageKey key, MessageArguments args) at Microsoft.Windows.Design.DocumentModel.MarkupProducer.Microsoft.Windows.Design.DocumentModel.IDocumentTreeConsumer.HandleMessage(DocumentTreeCoordinator sender, MessageKey key, MessageArguments args) at Microsoft.Windows.Design.DocumentModel.DocumentTreeCoordinator.SendMessage[T](MessageKey`1 key, T args, Boolean isPrivateMessage) at Microsoft.Windows.Design.DocumentModel.DocumentTreeCoordinator.QueuedMessage`1.Microsoft.Windows.Design.DocumentModel.IQueuedMessage.Invoke() at Microsoft.Windows.Design.DocumentModel.DocumentTreeCoordinator.ProcessQueuedMessages(Object state) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)

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  • Do I need to use any other attributes other than CssClassProperty to enabled design-time support?

    - by keith
    Hi, I'm trying to provide the same design-time support that the CssClass provides on some custom properties of a server control. The documentation suggests that decorating the property with the CssClassProperty is all that's required. [CssClassProperty] public string SomeOtherCssClass{get;set;} This has no effect, in vs2008 or vs2010. I've looked at the WebControl class using reflector and implemented all the attributes, and every combination thereof, to my property and still no class dropdown. Some blog posts suggest that the use of the Editor attribute but a) there's not mention of it in the documentation and b) none of editors which are remotely related to css classes have any effect either. Am I missing something to enable this feature? Thanks in advance, Keith.

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  • is it wasteful/bad design to use a vector/list where in most instances it will only have one element

    - by lucid
    is it wasteful/bad design to use a vector/list where in most instances it will only have one element? example: class dragon { ArrayList<head> = new ArrayList<head> Heads; tail Tail = new tail(); body Body = new body(); dragon() { theHead=new head(); Heads.add(theHead); } void nod() { for (int i=0;i<Heads.size();i++) { heads.get(i).GoUpAndDown(); } } } class firedragon extends dragon { } class icedragon extends dragon { } class lightningdragon extends dragon { } // 10 other one-headed dragon declarations here class hydra extends dragon { hydra() { anotherHead=new head(); for (int i=0;i<2;i++) { Heads.add(anotherHead); } } } class superhydra extends dragon { superhydra() { anotherHead=new head(); for (int i=0;i<4;i++) { Heads.add(anotherHead); } } }

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  • can we have one attribute with multiple values in an eav design?

    - by Shekhar
    i am doing a database design using EAV. I am facing an issue when i try to model an entity with attribute having multiple values? For example Entity id | name | description 1 | configuration1 | configuration1 Attribute id | entityId | name | type 1 | 1 |att1 | string 2 | 1 |att2 | int 3 |1 | att3 | List (How will i model this?) Value id | attributeId | value 1 | 1 | a 2 | 2 | 1 3 | 3 | b 4 | 3 | c 5 | 3 |d Is this the correct way to handle list of values? Please provide any helpful link to model this? Thanks Shekhar

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  • Singleton class design in C#, are these two classes equivalent?

    - by Oskar
    I was reading up on singleton class design in C# on this great resource and decided to go with alternative 4: public sealed class Singleton1 { static readonly Singleton1 _instance = new Singleton1(); static Singleton1() { } Singleton1() { } public static Singleton1 Instance { get { return _instance; } } } Now I wonder if this can be rewritten using auto properties like this? public sealed class Singleton2 { static Singleton2() { Instance = new Singleton2(); } Singleton2() { } public static Singleton2 Instance { get; private set; } } If its only a matter of readability I definitely prefer the second version, but I want to get it right.

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  • How can I avoid properties being reset at design-time in tightly bound user controls?

    - by David Anderson
    I have UserControl 'A' with a label, and this property: /// <summary> /// Gets or Sets the text of the control /// </summary> [ Browsable(true), EditorBrowsable(EditorBrowsableState.Always), Category("Appearance") ] public override string Text { get { return uxLabel.Text; } set { uxLabel.Text = value; } } I then have UserControl 'B' which has UserControl 'A' on it, and I set the Text Property to "My Example Label" in the designer. Then, I have my MainForm, which has UserControl 'B' on it. Each time I do a build or run, the Text property of UserControl 'A' is reset to its default value. I suppose this is because since I am doing a rebuild, it rebuilds both UserControl 'A' and 'B', thus causing the problem. How can I go about a better approach to design pattern to avoid this type of behavior when working with tightly bound controls and forms in a application?

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  • how can I design a good architechture for a Transaction Processing System?

    - by ghedas
    I have a project that must design an architecture for it. This project is a something like a Transaction Processing system and I need to know something like this: when and where I must use synchronous and asynchronous relations between its components? If always I use synchronous relations, the amount of messages maybe become exceeded and makes problem for TP system, and on the other hand synchronous relations make lots of delay, I think a mixture of them is required! If other parameters required to considering please help me! the most nonfunctional requirements of this project are performance and availability of it. I need useful materials and suggestions for it.

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  • Is using a FSM a good design for general text parsing?

    - by eSKay
    I am reading a file that is filled with hex numbers. I have to identify a particular pattern, say "aaad" (without quotes) from it. Every time I see the pattern, I generate some data to some other file. This would be a very common case in designing programs - parsing and looking for a particular pattern. I have designed it as a Finite State Machine and structured structured it in C using switch-case to change states. This was the first implementation that occured to me. DESIGN: Are there some better designs possible? IMPLEMENTATION: Do you see some problems with using a switch case as I mentioned?

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  • What problems do you find with this view on domain-driven design?

    - by Bozho
    I just wrote a long (and messy) blogpost about my view on domain-driven design at present day, with frameworks like spring and hibernate massively in use. I'd ask you to spot any problems with my views on the matter - why this won't work, why it isn't giving the benefits of DDD, why it is not a good idea in general. The blogpost is here (I don't think I need to copy-paste it on SO - if you think I should, tell me). I know the question is subjective, but it is aimed at gathering the most predominant opinions. (I'm tagging Java, since the frameworks discussed are Java frameworks)

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