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  • Software or Photoshop plugins for professional photo album design

    - by Iain Fraser
    I am a graphic designer (among other things) and I'm used to doing magazine advertisements, brochures, posters and that sort of thing. Recently I was approached by a photographer who wants a graphic designer to produce wedding albums for him. I have already done a couple for him but I'm finding it hard to work by just arranging my layouts in Photoshop alone. It's very time consuming, but quite repetitive - especially when you're dealing with common page layouts. I know a lot of photographers use album design software to speed up the process a bit. What's the industry standard in terms of album design software?

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  • Advices fo starting a video game design career

    - by Allen Gabriel Baker
    I'm 24 and have a passion for video games and game-design. I've decided I want to design video games as my career. I have no experience with designing video games or coding but I'm interested and willing to learn. I want a job at any level but what would I need to land a job? I have no college experience and I have no money. What is a cheap school, or do I really need to go to school for this, or can I learn on my own? Is it possible to do this with no money? I'm literally broke but I want this so bad I feel like its the only career I'll enjoy. I want to call up company's and ask them what they are looking for in someone they want to hire, is that a good idea? Also I don't know the history of video game design and I don't want to sound like a dummy when someone says something about this field or talks about a famous designer and I have no idea who they're talking about. So what is key info when it comes to this field and where should I find it? Hopefully some of you guys and girls can help me out: I know in the future I will create something everyone will enjoy and you guys will remember when you gave me advice and I will always remember you guys for helping me. I'm gifted I know I am and I want to share my gift with the rest of the world by making games that change the Industry. Help me out please.

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  • Online betting system design [closed]

    - by Rafal
    I am a Computer Science student, preparing for my exam in software engineering. I am strugging with answering one of the sample questions to the scenario below. My understanding is that the system design approach should probably be a mixture of agile and plan driven elements but - since I've no practical experience - it's hard for me to decide on the balance and tolls that should be used. I will appreciate any hints from experienced business analysts who were involved in similar kind of projects. Ray Sing is the owner of “Last Betz", a bookmakers with 7 outlets across Louth and Meath. With the advent of smartphones Ray would now like to allow his clients to place their bets online using their mobile devices. Clients would register for an account and password and would log their credit card details via the Last Betz website. To begin using the facility customers must 'load' their accounts with 100 euros. Any winnings, minus commission, will be placed in the account whilst any losses will be automatically deducted from the account. Assuming you have been selected to develop the above system: How would you approach the design of this system? Discuss the design methods and models you would use.

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  • How effectively "sell" a good design in large meetings

    - by User1
    Many times I have witnessed a sad tragedy. Here's what happens: A team design review for a new project. I see a simple design that has quite a few holes. I casually mention the holes and ways to avoid them. The warnings are ignored with comments like "that 'never' happen in real life" Eventually the things that "will 'never' happen" happen An emergency team design review for a broken project. So what do I do? Copping the "I told you so" attitude is not going to win friends and influence people. Sometimes years go by and the comments from step 3 are forgotten anyway. I definitely don't want to be the annoying pest reminding the world of the gotchas. I often sit back and watch the Titanic sail off to Europe. It's frustrating to see bad designs move forward. It's also frustrating that I can't seem to convince others of the pending peril of the current path. I do worst on team meetings where everyone has different ways of understanding different terms. Also, egos tend to win of reason and thought. I'm looking for good tactics to convince groups people to use some new and complicated ideas.

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  • Design in "mixed" languages: object oriented design or functional programming?

    - by dema80
    In the past few years, the languages I like to use are becoming more and more "functional". I now use languages that are a sort of "hybrid": C#, F#, Scala. I like to design my application using classes that correspond to the domain objects, and use functional features where this makes coding easier, more coincise and safer (especially when operating on collections or when passing functions). However the two worlds "clash" when coming to design patterns. The specific example I faced recently is the Observer pattern. I want a producer to notify some other code (the "consumers/observers", say a DB storage, a logger, and so on) when an item is created or changed. I initially did it "functionally" like this: producer.foo(item => { updateItemInDb(item); insertLog(item) }) // calls the function passed as argument as an item is processed But I'm now wondering if I should use a more "OO" approach: interface IItemObserver { onNotify(Item) } class DBObserver : IItemObserver ... class LogObserver: IItemObserver ... producer.addObserver(new DBObserver) producer.addObserver(new LogObserver) producer.foo() //calls observer in a loop Which are the pro and con of the two approach? I once heard a FP guru say that design patterns are there only because of the limitations of the language, and that's why there are so few in functional languages. Maybe this could be an example of it? EDIT: In my particular scenario I don't need it, but.. how would you implement removal and addition of "observers" in the functional way? (I.e. how would you implement all the functionalities in the pattern?) Just passing a new function, for example?

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  • What's the point of the Prototype design pattern?

    - by user1905391
    So I'm learning about design patterns in school. Many of them are silly little ideas, but nevertheless solve some recurring problems(singleton, adapters, asynchronous polling, ect). But today I was told about the so called 'Prototype' design pattern. I must be missing something, because I don't see any benefits from it. I've seen people online say it's faster than using "new"' but this is doesn't make any sense, since at some point, regardless how the new object is created, memory needs to be allocated for it ect. Furthermore, doesn't this pattern run in the same circles as the 'chicken or egg' problem? By this I mean, since the prototype pattern essentially is just cloning objects, at some point the original object must be created itself (ie, not cloned). So this would mean, that I would need to have an existing copy of every object that I would ever want to clone already ready to clone? Seems stupid to me. Can anyone explain what the use of this pattern is? Original post: http://stackoverflow.com/questions/13887704/whats-the-point-of-the-prototype-design-pattern

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  • [C#][Design] Appropriate programming design questions.

    - by Edward
    I have a few questions on good programming design. I'm going to first describe the project I'm building so you are better equipped to help me out. I am coding a Remote Assistance Tool similar to TeamViewer, Microsoft Remote Desktop, CrossLoop. It will incorporate concepts like UDP networking (using Lidgren networking library), NAT traversal (since many computers are invisible behind routers nowadays), Mirror Drivers (using DFMirage's Mirror Driver (http://www.demoforge.com/dfmirage.htm) for realtime screen grabbing on the remote computer). That being said, this program has a concept of being a client-server architecture, but I made only one program with both the functionality of client and server. That way, when the user runs my program, they can switch between giving assistance and receiving assistance without having to download a separate client or server module. I have a Windows Form that allows the user to choose between giving assistance and receiving assistance. I have another Windows Form for a file explorer module. I have another Windows Form for a chat module. I have another Windows Form form for a registry editor module. I have another Windows Form for the live control module. So I've got a Form for each module, which raises the first question: 1. Should I process module-specific commands inside the code of the respective Windows Form? Meaning, let's say I get a command with some data that enumerates the remote user's files for a specific directory. Obviously, I would have to update this on the File Explorer Windows Form and add the entries to the ListView. Should I be processing this code inside the Windows Form though? Or should I be handling this in another class (although I have to eventually pass the data to the Form to draw, of course). Or is it like a hybrid in which I process most of the data in another class and pass the final result to the Form to draw? So I've got like 5-6 forms, one for each module. The user starts up my program, enters the remote machine's ID (not IP, ID, because we are registering with an intermediary server to enable NAT traversal), their password, and connects. Now let's suppose the connection is successful. Then the user is presented with a form with all the different modules. So he can open up a File Explorer, or he can mess with the Registry Editor, or he can choose to Chat with his buddy. So now the program is sort of idle, just waiting for the user to do something. If the user opens up Live Control, then the program will be spending most of it's time receiving packets from the remote machine and drawing them to the form to provide a 'live' view. 2. Second design question. A spin off question #1. How would I pass module-specific commands to their respective Windows Forms? What I mean is, I have a class like "NetworkHandler.cs" that checks for messages from the remote machine. NetworkHandler.cs is a static class globally accessible. So let's say I get a command that enumerates the remote user's files for a specific directory. How would I "give" that command to the File Explorer Form. I was thinking of making an OnCommandReceivedEvent inside NetworkHandler, and having each form register to that event. When the NetworkHandler received a command, it would raise the event, all forms would check it to see if it was relevant, and the appropriate form would take action. Is this an appropriate/the best solution available? 3. The networking library I'm using, Lidgren, provides two options for checking networking messages. One can either poll ReadMessage() to return null or a message, or one can use an AutoResetEvent OnMessageReceived (I'm guessing this is like an event). Which one is more appropriate?

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  • How To Do Graphic Design Like A Pro

    Tips and advice to being a good graphic designer. Coming from several years of experience in graphic design, I will give you advice on becoming a pro in no time. So you want to be a graphic designer... [Author: William Carlson - Web Design and Development - April 02, 2010]

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  • ubuntu 12.10 graphic does not works correctly

    - by Amin
    I have installed Ubuntu 12.10 but my graphic does not works correctly. I used this command to installation: sudo apt-get install fglrx fglrx-amdcccle fglrx-dev But after the restarting my system, the side panel and upper one does not appear any more! I guessed it maybe that I used some incompatible packages so I removed the graphic card driver by this command: sudo apt-get purge fglrx fglrx-amdcccle fglrx-dev and tried it from graphical way from system setting > Software Sources > Aditional drivers and choosed the second option then applied change. But the resault waas such as before way!! I belive it is because of the Ubuntu does not know my graphic card. I am using VAIO VPCEA2TGX (N/A) and my graphic cart version is Mobility Radeon HD 5400 Series if it is matter. So now what is the exact problem and what I have to solve this?

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  • I cannot upgrade to 12.10 because of graphic-card, Radeon HD 3450

    - by minime
    I wonder what has happened. I have Ubuntu 12.04 and Ati Radeon HD 3450 and that has supported 3D, now suddenly it does not accept my graphic-card. I really would like to know what to do? Should I buy a new graphic card or is there a way to use my graphic-card on 12.10? And if so what is there a graphic-card I should buy? My Ati is functioning with 3D, on 12.04 I don't understand why it will not upgrade to 12.10.

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  • Acer Extensa 5620 - Graphic unknown!

    - by Nycxzon
    I install Ubuntu 12.04 Beta 2, I found out the my graphic driver is "Unknown" and experience is "Standard". Please help me know how to install my graphic driver. as per my laptop specs: Mobile Intel GM965 Express Chipset with integrated 3D graphics, featuring Intel Graphics Media Accelerator (GMA) X3100 with up to 358/3845 MB of Intel Dynamic Video Memory Technology 4.0 (8 MB of dedicated system memory, up to 350/3765 MB of shared system memory), supporting Microsoft DirectX 9. Hope you can help me! Thanks in advance! Noob @ Ubuntu :) Updates! ______________ I found a solution! I found a site where I ask how to check the graphic of my system. by using terminal command "glxinfo" command ask me to install mesa-utils! and update. After that, My graphic driver is listed! Thanks for your continues support! :)

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  • Convert table base design to table less design in best way

    - by Brij
    What is the best optimized way to convert following in table less design? the layout should be cross browser compatible and SEO Friendly. <table cellpadding="0" cellspacing="0"> <tr> <td>Row 1 Column 1</td> <td>Row 1 Column 2</td> <td>Row 1 Column 3</td> </tr> <tr> <td colspan="3" align="center">Row 2</td> </tr> <tr> <td>Row 3</td> <td align="right" colspan="2"><img src="test.jpg" alt="test" /></td> </tr> </table>

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  • Software Design & Web Service Design

    - by 001
    I'm about to design my Web service API, most of the functions of my API is basically very simular to my web application. Now the question is, should I create 1 single method and reuse them for both the web application and the web service api? (This seems to be the logical solution, however its very complicated; it's much easier to duplicate the method used by the web application, and keep both separate, ie one method for the web application and one method for the web service.) How do you guys do it? 1) REUSE: one main method and reuse them for both web application and web service application (I like this but it's complicated) WebAppMethodX --uses-- COMMONFUNCTIONMETHOD_X APIMethodX ---uses---- COMMONFUNCTIONMETHOD_X ie common function performs functions such as creating/updating/deleting records etc 2) DUPLICATE: two methods, one method for the web application and one method for the web service. WebAppMethodX APIMethodX

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  • Creating a dummy design before the development starts

    - by NLV
    Hello How can i create a dummy design of an application before the actual development starts? How to simulate the UI of the application. After completing the analysis phase do i need to start the design directly using dev tools or can i create some dummies (even images, using Visio or something) with other tools? Thank you

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  • Learn Domain-Driven Design

    - by Ben Griswold
    I just wrote about how I like to present on unfamiliar topics. With this said, Domain-Driven Design (DDD) is no exception. This is yet another area I knew enough about to be dangerous but I certainly was no expert.  As it turns out, researching this topic wasn’t easy. I could be wrong, but it is as if DDD is a secret to which few are privy. If you search the Interwebs, you will likely find little information about DDD until you start rolling over rocks to find that one great write-up, a handful of podcasts and videos and the Readers’ Digest version of the Blue Book which apparently you must read if you really want to get the complete, unabridged skinny on DDD.  Even Wikipedia’s write-up is skimpy which I didn’t know was possible…   Here’s a list of valuable resources.  If you, too, are interested in DDD, this is a good starting place.  Domain-Driven Design: Tackling Complexity in the Heart of Software by Eric Evans Domain-Driven Design Quickly, by Abel Avram & Floyd Marinescu An Introduction to Domain-Driven Design by David Laribee Talking Domain-Driven Design with David Laribee Part 1, Deep Fried Bytes Talking Domain-Driven Design with David Laribee Part 2, Deep Fried Bytes Eric Evans on Domain Driven Design, .NET Rocks Domain-Driven Design Community Eric Evans on Domain Driven Design Jimmy Nilsson on Domain Driven Design Domain-Driven Design Wikipedia What I’ve Learned About DDD Since the Book, Eric Evans Domain Driven Design, Alt.Net Podcast Applying Domain-Driven Design and Patterns: With Examples in C# and .NET, Jimmy Nilsson Domain-Driven Design Discussion Group DDD: Putting the Model to Work by Eric Evans The Official DDD Site

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  • OO Design - polymorphism - how to design for handing streams of different file types

    - by Kache4
    I've little experience with advanced OO practices, and I want to design this properly as an exercise. I'm thinking of implementing the following, and I'm asking if I'm going about this the right way. I have a class PImage that holds the raw data and some information I need for an image file. Its header is currently something like this: #include <boost/filesytem.hpp> #include <vector> namespace fs = boost::filesystem; class PImage { public: PImage(const fs::path& path, const unsigned char* buffer, int bufferLen); const vector<char> data() const { return data_; } const char* rawData() const { return &data_[0]; } /*** other assorted accessors ***/ private: fs::path path_; int width_; int height_; int filesize_; vector<char> data_; } I want to fill the width_ and height_ by looking through the file's header. The trivial/inelegant solution would be to have a lot of messy control flow that identifies the type of image file (.gif, .jpg, .png, etc) and then parse the header accordingly. Instead of using vector<char> data_, I was thinking of having PImage use a class, RawImageStream data_ that inherits from vector<char>. Each type of file I plan to support would then inherit from RawImageStream, e.g. RawGifStream, RawPngStream. Each RawXYZStream would encapsulate the respective header-parsing functions, and PImage would only have to do something like height_ = data_.getHeight();. Am I thinking this through correctly? How would I create the proper RawImageStream subclass for data_ to be in the PImage ctor? Is this where I could use an object factory? Anything I'm forgetting?

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  • Which design is better (OO Design)?

    - by Tattat
    I have an "Enemy" object, that have many "gun" . Each "gun" can fire "bullet". Storing "gun" is using an array. when the "gun" is fired, the "bullet" will be created. And the enemy object will have an array to store the "bullet". So, I am thinking about the fire method. I am think making a firebulletFromGun in the "enemy". It need have a parameter: "gun". while this method is called. The "enemy" 's bullet will be added in the Array. Another design is writing the fire method in the "gun". The "enemy" use the "gun"'s fire method. And the "gun" will return a "bullet" object, and it will be added in the Array of "enemy". Both method can work, but which way is better? or they are similar the same? plx drop ur ideas/suggestions. thz.

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  • 'Forward-Compatible' Program Design

    - by Jeffrey Kern
    The majority of my questions I've asked here so far on StackOverflow have been how to implement individual concepts and techniques towards developing a software-based NES clone via the XNA environment. The small samples that I've thrown together on my PC work relatively great and everything. Except I hit a brick wall. How do I merge all of these samples together. Having proof-of-concept is amazing, except when you need it to go beyond just that. I now have samples strewn about that I'm trying to merge, some of them incomplete. And now I'm stuck with the chicken-and-the-egg situation of where I would like to incorporate these samples together, to make sure they work, but I cannot without test data. And I don't have tools to create test data, because they'd need to be based off of the individual pieces that need to be put together. In my mind, I'm having nightmares with circular reference. For my sample data, I am hoping to save it in XML and write a specification - and then make sample data by hand - but I'm too paranoid of manually creating an XML file full of incorrect data and blaming it on my code, or vice-versa. It doesn't help that the end-result of my work is graphic-oriented, which makes it interseting how a graphic on the screen can be visualized in XML Nodes. I guess, my question is this: What design patterns and disciplines exist in the coding world that address this type of concern? I've always relied on brute-force coding and restarting a project with a whole new code base in attempts to further along my goals, but I doubt that would be the best way to do so. Within my college career, the majority of my programming was to work on simple projects that came out of a book, or with a given correct data set and a verifyable result. I don't have that, as my own design documents that I am going by could be terribly wrong.

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  • Object Design catalog and resources

    - by Tauren
    I'm looking for web sites, books, or other resources that provide a catalog of object designs used in common scenarios. I'm not looking for generic design patterns, but for samples of actual object designs that were used to solve real problems. For instance, I'm about to build an internal messaging system for a web application, similar to Facebook's messaging system. This system will allow administrators to send messages to all members, to selected groups of members, or to individuals. Members can send messages to other members or groups of members. Fairly common stuff and a feature that I'm sure thousands of web applications require. I know each situation is different and there are a million ways to design this solution. Although this scenario isn't really all that complex, I'm sure the basic design of the necessary objects and relationships for a system like this has already been done many times. It would be nice to review other similar designs before building my own. Is there a place where people can share their designs and others can browse/search through the catalog to review and provide feedback on them? StackOverflow could be used to a degree for this, but doesn't really provide a catalog of designs. Any other resources that would relate?

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  • who are software design engineers?

    - by Sepala
    My question is, who are software design engineers? And, what is the meaning of the following statement (from a software design engineer job ad)? "Application domain knowledge is essential and....." What is application domain? SDLC? My hope is to become a software engineer one day (OK, to be honest, more than that. I need to be a legend), that who do programming (They say this job has no programming). I am following final year of my Bsc(Hons) in computing and I have completed a foreign diploma, majoring software engineering - Java technologies. Will this job experience help me out to get a job in my desired position, which is mentioned above, after the degree? Wikipedia and google never gave a clear straight forward answer!! Please help!

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  • Code Structure / Level Design: Plants vs Zombies game level dissection

    - by lalan
    Hi Friends, I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: http://www.youtube.com/watch?v=89DfdOIJ4xw. How would I go ahead and design the code, mostly structure & classes, which allows for maximum flexibility & clean development? I am familiar with data driven design concepts, and would use events to handle most of dynamic behavior. Dissection at macro level: (Once every Level) Load tilemap, props, etc -- basically build the map (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) Show Enemies you'll face during present level (Once every Level) Unit Selection Window/Panel - selection of defensive plants (Once every Level) Camera Movement - might consider it as short cut-scene (Once every Level) HUD Creation - based on unit selection (Level Loop) Enemy creation - based on types of zombies allowed (Level Loop) Sun/Resource generation (Level Loop) Show messages like 'huge wave of zombies coming', 'final wave' (Level Loop) Other unique events - Spawn gifts, money, tombstones, etc (Once every Level) Unlock new plant Potential game scripts: a) Level definitions: Level_1_1.xml, Level_1_2.xml, etc. Level_1_1.xml :: Sample script <map> <tilemap>tilemapFrontLawn</tilemap> <SpawnPoints> tiles where particular type of zombies (land vs water) may spawn</spawnPoints> <props> position, entity array -- lawnmower, </props> </map> <zombies> <... list of zombies who gonna attack by ids...> </zombies> <plants> <... list by plants which are available for defense by ids...> </plants> <progression> <ZombieWave name='first wave' spawnScript='zombieLightWave.lua' unlock='null'> <startMessages time=1.5>Ready</startMessages> <endMessages time=1.5>Huge wave of zombies incoming</endMessages> </ZombieWave> </progression> b) Entities definitions: .xmls containing zombies, plants, sun, lawnmower, coins, etc description. Potential classes: //LevelManager - Based on the level under play, it will load level script. Few of the // functions it may have: class LevelManager { public: bool load(string levelFileName); bool enter(); bool update(float deltatime); bool exit(); private: LevelData* mLevelData; } // LevelData - Contains the details of level loaded by LevelManager. class LevelData { private: string file; // array of camera,dialog,attackwaves, etc in active level LevelCutSceneCamera** mArrayCutSceneCamera; LevelCutSceneDialog** mArrayCutSceneDialog; LevelAttackWave** mArrayAttackWave; .... // which camera,dialog,attackwave is active in level uint mCursorCutSceneCamera; uint mCursorCutSceneDialog; uint mCursorAttackWave; public: // based on cursor, get the next camera,dialog,attackwave,etc in active level // return false/true based on failure/success bool nextCutSceneCamera(LevelCutSceneCamera**); bool nextCutSceneDialog(LevelCutSceneDialog**); } // LevelUnderPlay- LevelManager class LevelUnderPlay { private: LevelCutSceneCamera* mCutSceneCamera; LevelCutSceneDialog* mCutSceneDialog; LevelAttackWave* mAttackWave; Entities** mSelectedPlants; Entities** mAllowedZombies; bool isCutSceneCameraActive; public: bool enter(); bool update(float deltatime); bool exit(); } I am totally confused.. :( Does it make sense of using class composition (have flat class hierarchy) for managing levels. Is it a good idea to just add/remove/update sprites (or any drawable stuff) to current scene from LevelManager or LevelUnderPlay? If I want to make non-linear level design, how should I go ahead? Perhaps I would need a LevelProgression class, which would decide what to do based on decision tree. Any suggestions would be appreciated very much. Thank for your time, lalan

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  • Relationship between TDD and Software Architecture/Design

    - by Christopher Francisco
    I'm new to TDD and have been reading the theory since applying it is more complicated than it sounds when you're learning by yourself. As far as I know, the objective is to write test cases for each requirement and run the test so it fails (to prevent a false positive). Afterward, you should write the minimum amount of code that can pass the test and move to the next one. That being said, is it true that you get a fast development, but what about the code itself? this theory makes me think you are not considering things like abstraction, delegation of responsibilities, design patterns, architecture and others since you're just writing "the minimum amount of code that can pass the test". I know I'm probably wrong because if this were true, we'd have a lot of crappy developers with poor software architecture and documentation so I'm asking for a guide here, what's the relationship between TDD and Software Architecture/Design?

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  • Modified Strategy Design Pattern

    - by Samuel Walker
    I've started looking into Design Patterns recently, and one thing I'm coding would suit the Strategy pattern perfectly, except for one small difference. Essentially, some (but not all) of my algorithms, need an extra parameter or two passed to them. So I'll either need to pass them an extra parameter when I invoke their calculate method or store them as variables inside the ConcreteAlgorithm class, and be able to update them before I call the algorithm. Is there a design pattern for this need / How could I implement this while sticking to the Strategy Pattern? I've considered passing the client object to all the algorithms, and storing the variables in there, then using that only when the particular algorithm needs it. However, I think this is both unwieldy, and defeats the point of the strategy pattern. Just to be clear I'm implementing in Java, and so don't have the luxury of optional parameters (which would solve this nicely).

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