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  • Is this an acceptable approach to undo/redo in Python?

    - by Codemonkey
    I'm making an application (wxPython) to process some data from Excel documents. I want the user to be able to undo and redo actions, even gigantic actions like processing the contents of 10 000 cells simultaneously. I Googled the topic, and all the solutions I could find involves a lot of black magic or is overly complicated. Here is how I imagine my simple undo/redo scheme. I write two classes - one called ActionStack and an abstract one called Action. Every "undoable" operation must be a subclass of Action and define the methods do and undo. The Action subclass is passed the instance of the "document", or data model, and is responsible for committing the operation and remembering how to undo the change. Now, every document is associated with an instance of the ActionStack. The ActionStack maintains a stack of actions (surprise!). Every time actions are undone and new actions are performed, all undone actions are removed for ever. The ActionStack will also automatically remove the oldest Action when the stack reaches the configurable maximum amount. I imagine the workflow would produce code looking something like this: class TableDocument(object): def __init__(self, table): self.table = table self.action_stack = ActionStack(history_limit=50) # ... def delete_cells(self, cells): self.action_stack.push( DeleteAction(self, cells) ) def add_column(self, index, name=''): self.action_stack.push( AddColumnAction(self, index, name) ) # ... def undo(self, count=1): self.action_stack.undo(count) def redo(self, count=1): self.action_stack.redo(count) Given that none of the methods I've found are this simple, I thought I'd get the experts' opinion before I go ahead with this plan. More specifically, what I'm wondering about is - are there any glaring holes in this plan that I'm not seeing?

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  • Of which bad practice is require calling functions in order a sign?

    - by stijn
    Sometimes I find myself writing comments on class methods like this: class A : public Base { public: /** * Sets variable; * should be called before ImplementsInterfaceMtehod(), * else has no effect. */ void SetSomeVariable( var_type value ); virtual void ImplementsInterfaceMethod(); } The callers of Base::ImplementsInterfaceMethod obviously do not know about the variable, and should not. But the users of A should set the variable if they want it to take effect. It is not required to set the variable (else it could be a parameter for the constructor), so I cannot throw exceptions in ImplementsInterfaceMethod if it is not set. Is this a sign of some typical bad practice? Is there a better way than writing a comment as shown to deal with this?

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  • Trying to find a recent - PHP book - that utilizes SOLID principles! [closed]

    - by darga33
    Pulling my hair out! I have heard of Martin Fowler's book PoEAA and the other book Head First OOA OOD but those are not in PHP. I desperately want to read them, but ONLY in PHP utilizing the - SOLID acronym - principles! Does anyone know of the absolute best, most recent PHP book that utilizes the SOLID principles and GRASP, and all the other best practices? I want to learn from the best possible source! Not beginner books! I already understand OOP. This seems like an almost impossible question to find the answer to and so I thought, hey, might as well post on stackexchange!! Surely someone out there must know!!!!!!!!!! Or if noone happens to know, Maybe they know of an open source application that utilizes these principles that is relatively small that is not a framework. Something that I can go through every single class, and spend time understanding the insides and outs of how the program was developed. Thanks so much in advance! I really really really really appreciate it! Well it looks like we aren't supposed to ask about best books, so nevermind this question! Sorry about that!

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  • In MVC , DAO should be called from Controller or Model

    - by tito
    I have seen various arguments against the DAO being called from the Controller class directly and also the DAO from the Model class.Infact I personally feel that if we are following the MVC pattern , the controller should not coupled with the DAO , but the Model class should invoke the DAO from within and controller should invoke the model class.Why because , we can decouple the model class apart from a webapplication and expose the functionalities for various ways like for a REST service to use our model class. If we write the DAO invocation in the controller , it would not be possible for a REST service to reuse the functionality right ? I have summarized both the approaches below. Approach #1 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); new CustomerDAO().save(customer); } } Approach #2 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); customer.save(customer); } } public class Customer { ........... private void save(Customer customer){ new CustomerDAO().save(customer); } } Note- Here is what a definition of Model is : Model: The model manages the behavior and data of the application domain, responds to requests for information about its state (usually from the view), and responds to instructions to change state (usually from the controller). In event-driven systems, the model notifies observers (usually views) when the information changes so that they can react. I would need an expert opinion on this because I find many using #1 or #2 , So which one is it ?

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  • Inheritance vs containment while extending a large legacy project

    - by Flot2011
    I have got a legacy Java project with a lot of code. The code uses MVC pattern and is well structured and well written. It also has a lot of unit tests and it is still actively maintained (bug fixing, minor features adding). Therefore I want to preserve the original structure and code style as much as possible. The new feature I am going to add is a conceptual one, so I have to make my changes all over the code. In order to minimize changes I decided not to extend existing classes but to use containment: class ExistingClass { // .... existing code // my code adding new functionality private ExistingClassExtension extension = new ExistingClassExtension(); public ExistingClassExtension getExtension() {return extension;} } ... // somewhere in code ExistingClass instance = new ExistingClass(); ... // when I need a new functionality instance.getExtension().newMethod1(); All functionality that I am adding is inside a new ExistingClassExtension class. Actually I am adding only these 2 lines to each class that needs to be extended. By doing so I also do not need to instantiate new, extended classes all over the code and I may use existing tests to make sure there is no regression. However my colleagues argue that in this situation doing so isn't a proper OOP approach, and I need to inherit from ExistingClass in order to add a new functionality. What do you think? I am aware of numerous inheritance/containment questions here, but I think my question is different.

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  • What are some general guidelines for setting up an iOS project I will want to personally publish but sell in the future?

    - by RLH
    I have an idea for a personal iOS project that I would like to write and release to the iOS store. I'm the type of developer who enjoys developing and publishing. I want to write quality software and take care of my customers. Assuming that I wrote an application that had reasonable success, there is a fair chance that I would want to sell the ownership rights of the app to another party and I'd use the proceeds to develop my next personal project which, in turn, I'd probably want to sell in the future. With that said, what are some general guidelines for creating, making and publishing an iOS project that I will eventually want to transfer to another company/developer? I know this is a bit of a broad question, but I request that the given advice be a general list of tips, suggestions and pitfalls to avoid. If any particular bullet point on your list needs more explanation, I'll either search for the answer or post a new question specific to that requirement. Thank you! Note Regarding this Question I am posting this question on Programmers.SO because I think that this is an issue of software architecting, seeking advice for setting a new application project and publishing a project to the Apple iOS store-- all within the requirements for questions on this site.

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  • The danger of changing the domain of your portfolio

    - by Mervin
    So I have a online portfolio that is available at mervin-ux-portfolio.com but I am planning to change hosts since the current host I am hosting it with is hitting me with a very high yearly renewal rate. When I was inquiring about domain transfers ,,they told me that since I had not initiated the domain transfer within 14 days of the expiry of the domain ,they cannot do it immediately and it would take about two weeks to to release the domain name. Since I dont like the idea of my site being down for like 2 weeks ,I was wondering if I should start afresh with a new domain on a new host and what were the potential dangers of that ( I have the entire site backup,so creating a replica of the site on the new host wont be hard) I also wont be losing any business or work since I work full time currently but I was just wondering about the challenges in terms of getting my domain name back to the top of search results and basically getting it out there assuming I go the new domain name approach. I know this is strictly not an UX question but I was hoping people could give some suggestions on what I should do

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  • Nested Entities and calculation on leaf entity property - SQL or NoSQL approach

    - by Chandu
    I am working on a hobby project called Menu/Recipe Management. This is how my entities and their relations look like. A Nutrient has properties Code and Value An Ingredient has a collection of Nutrients A Recipe has a Collection of Ingredients and occasionally can have a collection of other recipes A Meal has a Collection of Recipes and Ingredients A Menu has a Collection of Meals The relations can be depicted as In one of the pages, for a selected menu I need to display the effective nutrients information calculated based on its constituents (Meals, Recipes, Ingredients and the corresponding nutrients). As of now am using SQL Server to store the data and I am navigating the chain from my C# code, starting from each meal of the menu and then aggregating the nutrient values. I think this is not an efficient way as this calculation is being done every time the page is requested and the constituents change occasionally. I was thinking about a having a background service that maintains a table called MenuNutrients ({MenuId, NutrientId, Value}) and will populate/update this table with the effective nutrients when any of the component (Meal, Recipe, Ingredient) changes. I feel that a GraphDB would be a good fit for this requirement, but my exposure to NoSQL is limited. I want to know what are the alternative solutions/approaches to this requirement of displaying the nutrients of a given menu. Hope my description of the scenario is clear.

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  • Where should the database and mail parameters be stored in a Symfony2 app?

    - by Songo
    In the default folder structure for a Symfony2 project the database and mail server credentials are stored in parameters.yml file inside ProjectRoot/app/config/parameters.yml with these default values: parameters: database_driver: pdo_mysql database_host: 127.0.0.1 database_port: null database_name: symfony database_user: root database_password: null mailer_transport: smtp mailer_host: 127.0.0.1 mailer_user: null mailer_password: null locale: en secret: ThisTokenIsNotSoSecretChangeIt During development we change these parameters to the development database and mail servers. This file is checked into the source code repository. The problem is when we want to deploy to the production server. We are thinking about automating the deployment process by checking out the project from git and deploy it to the production server. The thing is that our project manager has to manually update these parameters after each update. The production database and mail servers parameters are confidential and only our project manager knows them. I need a way to automate this step and suggestion on where to store the production parameters until they are applied?

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  • How to handle new domain names?

    - by michael
    I have a new product which I'll call a pen ink reloader. I have a website using my products name, for example, www.inkywink.com which I want to have accessed by searches for keywords such as "pen ink", "pen out of ink" "ink for pens" etc. , since nobody knows that a pen ink reloader exists. I see that its quite difficult to get on front page for these keywords since they have lots of competition. However I notice that the exact phrases I want to rank highly for are available as domains. I purchase "www.penink.com" and "penoutofink.com" which for arguments sake are highly searched and the perfect keywords to get eyes on my money site www.inkywink.com . Two questions: 1. What is my best option to leverage those names so that they appear near top of searches so that I can get traffic to my money site? Do I just have them redirect 301 to inkywink.com or should I create small original content on each with links to my main site? 2. If I just have them redirected to inkywink.com, am I able to use keywords in metatag and headers for each site separately or do they all automatically obtain the same headers and tags as the site to which theyre redirected ? Thanks to anyone who can help as I'm a real newbie to all this.

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  • Constructor should generally not call methods

    - by Stefano Borini
    I described to a colleague why a constructor calling a method can be an antipattern. example (in my rusty C++) class C { public : C(int foo); void setFoo(int foo); private: int foo; } C::C(int foo) { setFoo(foo); } void C::setFoo(int foo) { this->foo = foo } I would like to motivate better this fact through your additional contribute. If you have examples, book references, blog pages, or names of principles, they would be very welcome. Edit: I'm talking in general, but we are coding in python.

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  • Random/Procedural vs. Previously Made Level Generation

    - by PythonInProgress
    I am making a game (called "Glory") that is a top-down explorer game, and am wondering what the advantages/disadvantages of using random/procedural generation vs. pre-made levels are. There seems to be few that i can think of, other than the fact that items may be a problem to distribute in randomly generated terrain, and that the generated terrain may look weird. The downside to previously made levels is that I would need to make a level editor, though. I cannot decide what is better to use.

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  • Anti aliasing problem

    - by byronyasgur
    I am auditioning fonts on google web fonts and one that I was discounting was Ubuntu because it looked a bit jagged ( screenshot below taken straight from google); however afterward I read an article where it was mentioned as a good choice, and there was a screenshot where it looked really good ( to me anyway ). I am using windows 7 and have tried looking at it in chrome and firefox. I notice the same thing with some other fonts but this one is a good example because it looks perfect in the screenshot but not so good when I look at it on their site. I know this essentially is a question about setting my computer, but I thought that this would be the best place to pose the question: Is there something wrong with the settings on my machine seeing as it's obviously not showing the font the same on my computer as it did when the article writer downloaded it and used it in an image. The screenshot from Google ... The screenshot from the article above ...

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • What technologies and tools would I need to create an advanced 3D game on Unreal Engine 3?

    - by BleakCabalist
    This is a purely hypothetical question. Let's say I already have the UE3 license and would like to create an advanced single-player FPS. What other tools/technologies would I need? For example for audio, animations, modeling and so on. I mean all of them. I've been looking for some time now and can't find any source, which would say what's needed from beggining to the end of game development cycle.

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  • Syncing client and server CRUD operations using json and php

    - by Justin
    I'm working on some code to sync the state of models between client (being a javascript application) and server. Often I end up writing redundant code to track the client and server objects so I can map the client supplied data to the server models. Below is some code I am thinking about implementing to help. What I don't like about the below code is that this method won't handle nested relationships very well, I would have to create multiple object trackers. One work around is for each server model after creating or loading, simply do $model->clientId = $clientId; IMO this is a nasty hack and I want to avoid it. Adding a setCientId method to all my model object would be another way to make it less hacky, but this seems like overkill to me. Really clientIds are only good for inserting/updating data in some scenarios. I could go with a decorator pattern but auto generating a proxy class seems a bit involved. I could use a generic proxy class that uses a __call function to allow for original object data to be accessed, but this seems wrong too. Any thoughts or comments? $clientData = '[{name: "Bob", action: "update", id: 1, clientId: 200}, {name:"Susan", action:"create", clientId: 131} ]'; $jsonObjs = json_decode($clientData); $objectTracker = new ObjectTracker(); $objectTracker->trackClientObjs($jsonObjs); $query = $this->em->createQuery("SELECT x FROM Application_Model_User x WHERE x.id IN (:ids)"); $query->setParameters("ids",$objectTracker->getClientSpecifiedServerIds()); $models = $query->getResults(); //Apply client data to server model foreach ($models as $model) { $clientModel = $objectTracker->getClientJsonObj($model->getId()); ... } //Create new models and persist foreach($objectTracker->getNewClientObjs() as $newClientObj) { $model = new Application_Model_User(); .... $em->persist($model); $objectTracker->trackServerObj($model); } $em->flush(); $resourceResponse = $objectTracker->createResourceResponse(); //Id mappings will be an associtave array representing server id resources with client side // id. //This method Dosen't seem to flexible if we want to return additional data with each resource... //Would have to modify the returned data structure, seems like tight coupling... //Ex return value: //[{clientId: 200, id:1} , {clientId: 131, id: 33}];

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  • Automated testing tool development challenges (for embedded software)

    - by Karthi prime
    My boss want to come up with the proposal for the following tool: An IDE: Able to build, compile, debug, via JTAG programming for the micro-controller. A Test Suite, reads the code in the IDE, auto generates the test cases, and it gives the in-target unit testing results(which is done by controlling code execution in the micro-controller via IDE). A no-overhead code coverage tool which interacts with the test suite and IDE. My work is to obtain the high level architecture of this tool, so as to proceed further. My current knowledge: There are tool-chains available from the chip manufacturer for the micro-controllers which can be utilized along with an open-source IDE like Eclipse, and along with an open-source burner, a complete IDE for a micro-controller can be done. Test cases can be auto-generated by reading the source file through the process of parsing, scripting, based on keywords. Test suite must be able to command the IDE to control, through breakpoints, and read the register contents from the microcontroller - This enables the in-target unit testing. An no-overhead code coverage should be done by no-overhead code instrumentation so as to execute those in the resource constraint environment of the micro-controller. I have the following questions: Any advice on the validity of my understanding? What are the challenges I will have during the development? What are the helpful open-source tools regarding this? What is the development time for this software? Thanks

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  • Dealing with bad/incomplete/unclear specifications?

    - by eagerMoose
    I'm working on a project where our dev team gets the specifications from the business part of the company. Both the business management and the IT management require estimates and deadline projections, as they should. The good thing is that estimates are mostly made by the actual developers who get to do the required features. The bad thing is that the specifications are usually either too simple (it turns out you're left with a lot of question marks over your head because a lot of information seems to be missing) or too complex(up to the point that you can't even visualize where everything would "fit" in the app). More often than not, the business part of the specs are either incomplete or unaware of what can and can't be done (given the previously implemented business logic). Dev team is given about a day per new spec to give an estimate and we do try to clear uncertainties, usually by meeting up with whoever did the spec. Most of the times it turns out that spec writers haven't really thought everything through, and it's usually only when we start designing and developing that we end up in trouble, as a lot of the spec seems to have holes. How do you deal with this? Are you generous on estimates in advance?

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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  • What would most games benefit from having?

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Help parsing long (3.5mil lines) text file, line by line and storing data, need a strategy

    - by Jarrod
    This is a question about solving a particular problem I am struggling with, I am parsing a long list of text data, line by line for a business app in PHP (cron script on the CLI). The file follows the format: HD: Some text here {text here too} DC: A description here DC: the description continues here DC: and it ends here. DT: 2012-08-01 HD: Next header here {supplemental text} ... this repeats over and over for a few hundred megs I have to read each line, parse out the HD: line and grab the text on this line. I then compare this text against data stored in a database. When a match is found, I want to then record the following DC: lines that succeed the matched HD:. Pseudo code: while ( the_file_pointer_isnt_end_of_file) { line = getCurrentLineFromFile title = parseTitleFrom(line) matched = searchForMatchInDB(line) if ( matched ) { recordTheDCLines // <- Best way to do this? } } My problem is that because I am reading line by line, what is the best way to trigger the script to start saving DC lines, and then when they are finished save them to the database? I have a vague idea, but have yet to properly implement it. I would love to hear the communities ideas\suggestions! Thank you.

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  • Programming Language vs. Game Engine [on hold]

    - by hunteroatway17
    I understand that this question has been asked multiple times before. I am just asking this quick and simple question. I have been learning programming in C#, Java and C++ for the past 6 months; Just experimenting with each. I think that C++ is the one that I like most. What I would like to know and am wondering about is should I learn a programming language and use a 2D framework like Allegro; Or should I learn Unity and make 2D games in that because it is probably faster and easier. I want to learn something that I can get pretty good at, seeing as I am pursuing a career in indie game development. I also have a programmer's mind set and I am a left brain thinker so learning a language is not a issue. I just want to best and most future proof choice. Thanks.

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  • Are programming languages pretty much "stable" for now?

    - by Sauron
    Recently i have looked at the "timeline" of Programming Languages and while a lot has changed in the past 5-10 years, there are a lot of languages that have pretty much "stayed" the same in their niche/use. For example, let's take C language. We don't really ever see much languages being developed (correct me if i'm wrong) to try to Unseat C. However, there are a lot of languages that try to do similar things (look at all the SQL/No-SQL languages) Scripting Languages, etc... Is there a reason for this trend? Or is it just because C was designed very well ? and there isn't really any need for new once?

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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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