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  • Should I use the factory design pattern for every class?

    - by Frog
    I've been writing a website in PHP. As the code becomes more complex, I keep finding problems that can be solved using the factory design pattern. For example: I've a got a class Page which has subclasses HTMLPage, XMLPage, etc. Depending on some input I need to return an object of either one of these classes. I use the factory design pattern to do this. But as I encounter this problem in more classes, I keep having to change code which still initiates an object using its constructor. So now I'm wondering: is it a good idea to change all code so that it uses the factory design pattern? Or are there big drawbacks? I'm currently in a position to change this, so your answers would be really helpful.

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  • Is this the correct way to implement .NET MVC website structure?

    - by aspdotnetuser
    I have recently seen a .NET MVC solution in which the markup in the .aspx views have a Controller as their model, and the .ascx user controls they contain use a separate model. I'm new to MVC and I wanted to find out about a few things I'm not clear on. An example of how the code is implemented: UserDetails.aspx view has markup that shows it's using the UserDetailsController.cs as the model. It contains RenderPartial("User_Details.ascx", UserDetailsModel) and passes it the UserDetailsModel. Is this the standard/correct way of implementing MVC? Or just one way to implement it? I also noticed that the classes used as Models appear to be Service classes that have [DataMember] and [DataContract] attributes on the class name and properties - what is the advantage of this implementation?

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  • Collision: Vector class (java)

    - by user8363
    When handling collision detection / response and you need a Vector class, do you need to create that class yourself or is there a java class you can use? A vector class should have methods like: subtract(Vector v), normalize(), dotProduct(Vector v), ... At the moment it seems logical to use classes like java.awt.Rectangle and java.awt.Polygon to calculate collisions. Would I be right to use these classes for this purpose? My question is not about how to implement collision detection, I know how that works. However I'm wondering what would be a correct and clean way to implement it in java since I'm fairly new to the language and to application development in general.

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  • How to speak to a computer

    - by SalemSeven
    I am a self taught.. NEW..programmer. The language I chose was Objective-C so I can write for Apple products. I have learned the hard way that Objective-C has a steep learning curve but have forced myself to look at it over and over until I get it. I feel I am completing one major step and that is becoming very comfortable with the syntax and now as I enter the next big step...finding out what is possible with a computer language - I am thinking that all software is just developed within the confines of classes-loops-booleans-IF/OR statements-variables-etc. Is that a true assessment? When thinking of software in my head do I just need to learn to convert it all to arrays-loops/variables/classes - IF/OR statements - etc? Sorry if this question sounds funny but I am just learning how to take the language in my head and talk (what I think is) the language of a computer. Is there a good book or tutorial that helps illustrate how to speak computer speak?

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  • SQL Database Management Survey

    Win one of two $50 Amazon vouchers by entering our database management survey. We’re finding out more about how SQL database professionals are doing backup and recovery, using cloud services and more. Answer the short survey for a chance to win. Learn Agile Database Development Best PracticesAgile database development experts Sebastian Meine and Dennis Lloyd are running day-long classes designed to complement Red Gate’s SQL in the City US tour. Classes will be held in San Francisco, Chicago, Boston and Seattle. Register Now.

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  • Python simulation-scripts architecture

    - by Beastcraft
    Situation: I've some scripts that simulate user-activity on desktop. Therefore I've defined a few cases (workflows) and implemented them in Python. I've also written some classes for interacting with the users' software (e.g. web browser etc.). Problem: I'm a total beginner in software design / architecture (coding isn't a problem). How could I structure what I described above? Providing a library which contains all the workflows as functions, or a separate class/module etc. for each workflow? I want to keep the the workflows simple. The complexity should be hidden in the classes for interacting with the users' software. Are there any papers / books I could read about this, or could you provide some tips? Kind regards, B

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  • Software Architecture

    - by Roger
    I have a question about Software Architecture, anyone can help me or give me some hints currently, I have a J2EE project which deploys in a server, I should a Java Standard project(J2SE) should run 24 hours x 7 days to monitor something it could not run separately, because the Java Project shared the some same classes such as Java Bean classes with the J2EE project maybe my design is not correct, can anyone suggest me what should I do? Using SOA? is this correct? my current solution is run this java project using a bash, but I dont think it is then best idea. I list my class packages com.company.alteck com.company.altronics com.company.gamming com.company.jaycar com.company.jup com.company.rpg com.company.sansai com.company.wiretech com.company.yatsal com.ebay.api com.ebay.bean com.ebay.credential com.ozsstock.finals com.ozstock.adapter com.ozstock.aspectj com.ozstock.model com.ozstock.persistence com.ozstock.service com.ozstock.suppliers my structure likes this, all the packages contains "company" should run separately, but depends on the model bean class. can anyone give me some hints to redesign?

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  • Object Oriented Design of a Small Java Game

    - by user2733436
    This is the problem i am dealing with. I have to make a simple game of NIM. I am learning java using a book so far i have only coded programs that deal with 2 classes. This program would have about 4 classes i guess including the main class. My problem is i am having a difficult time designing classes how they will interact with each other. I really want to think and use a object oriented approach. So the first thing i did was design the Pile CLASS as it seemed the easiest and made the most sense to me in terms of what methods go in it. Here is what i have got down for the Pile Class so far. package Nim; import java.util.Random; public class Pile { private int initialSize; public Pile(){ } Random rand = new Random(); public void setPile(){ initialSize = (rand.nextInt(100-10)+10); } public void reducePile(int x){ initialSize = initialSize - x; } public int getPile(){ return initialSize; } public boolean hasStick(){ if(initialSize>0){ return true; } else { return false; } } } Now i need help in designing the Player Class. By that i mean i am not asking for anyone to write code for me as that defeats the purpose of learning i was just wondering how would i design the player class and what would go on it. My guess is that the player class would contain method for choosing move for computer and also receiving the move human user makes. Lastly i am guessing in the Game class i am guessing the turns would be handeled. I am really lost right now so i was wondering if someone can help me think through this problem it would be great. Starting with the player class would be appreciated. I know there are some solutions for this problem online but i refuse to look at because i want to develop my own approach to such problems and i am confident if i can get through this problem i can solve other problems. I apologize if this question is a bit poor but in specific i need help in designing the Player class.

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  • What can I do when the interviewer doesn't know the answer to his/her own question?

    - by bjskishore123
    Yesterday I had a terrible experience in an interview. Interviewer asked me about pure virtual function. I said, It may or may not have definition in base class, but derived classes should provide definition unless they also want to be abstract class. But interviewer kept on asking that "Can pure virtual have definition !!! ???"... I said yes. Again he said "Pure ?" I said yes. It is allowed, derived classes can explicitly call that function if they want that particular behavior. He sent me out. I am sure that he doesn't know the fact that pure virtual function can have definition. How to deal with this kind of Interviewers ? After asking 2nd time, should i lie that it can't have definition ? :) Or i should stick to my words and loose the job opportunity ?

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  • May I give a single class multiple responsibilities if only one will ever be reusable?

    - by lnluis
    To the extent that I understand the Single Responsibility Principle, a SINGLE class must only have one responsibility. We use this so that we can reuse other functionalities in other classes and not affect the whole class. My question is: what if the entity has only one purpose that really interacts with the system, and that purpose won't change? Do you have to separate the implementations of your methods into another class and just instantiate those from your entity class? Or to put it another way... Is it ok to break the SRP if you know those functions will not be reusable in the future? Or is it better to assume that we do not know if the functionalities of these methods will be reusable or not, and so just abstract them to other classes?

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  • How to learn to translate real world problems to code?

    - by StudioWorks
    I'm kind of a beginner to Java and OOP and I didn't quite get the whole concept of seeing a real world problem and translating it to classes and code. For example, I was reading a book on UML and at the beginning the author takes the example of a tic tac toe game and says: "In this example, it's natural to see three classes: Board, Player and Position." Then, he creates the methods in each class and explains how they relate. What I can't understand is how he thought all this. So, where should I start to learn how to see a real world problem and then "translate" it into code?

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  • The term "interface" in C++

    - by Flexo
    Java makes a clear distinction between class and interface. (I believe C# does also, but I have no experience with it). When writing C++ however there is no language enforced distinction between class and interface. Consequently I've always viewed interface as a workaround for the lack of multiple inheritance in Java. Making such a distinction feels arbitrary and meaningless in C++. I've always tended to go with the "write things in the most obvious way" approach, so if in C++ I've got what might be called an interface in Java, e.g.: class Foo { public: virtual void doStuff() = 0; ~Foo() = 0; }; and I then decided that most implementers of Foo wanted to share some common functionality I would probably write: class Foo { public: virtual void doStuff() = 0; ~Foo() {} protected: // If it needs this to do its thing: int internalHelperThing(int); // Or if it doesn't need the this pointer: static int someOtherHelper(int); }; Which then makes this not an interface in the Java sense anymore. Instead C++ has two important concepts, related to the same underlying inheritance problem: virtual inhertiance Classes with no member variables can occupy no extra space when used as a base "Base class subobjects may have zero size" Reference Of those I try to avoid #1 wherever possible - it's rare to encounter a scenario where that genuinely is the "cleanest" design. #2 is however a subtle, but important difference between my understanding of the term "interface" and the C++ language features. As a result of this I currently (almost) never refer to things as "interfaces" in C++ and talk in terms of base classes and their sizes. I would say that in the context of C++ "interface" is a misnomer. It has come to my attention though that not many people make such a distinction. Do I stand to lose anything by allowing (e.g. protected) non-virtual functions to exist within an "interface" in C++? (My feeling is the exactly the opposite - a more natural location for shared code) Is the term "interface" meaningful in C++ - does it imply only pure virtual or would it be fair to call C++ classes with no member variables an interface still?

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  • How should I implement the repository pattern for complex object models?

    - by Eric Falsken
    Our data model has almost 200 classes that can be separated out into about a dozen functional areas. It would have been nice to use domains, but the separation isn't that clean and we can't change it. We're redesigning our DAL to use Entity Framework and most of the recommendations that I've seen suggest using a Repository pattern. However, none of the samples really deal with complex object models. Some implementations that I've found suggest the use of a repository-per-entity. This seems ridiculous and un-maintainable for large, complex models. Is it really necessary to create a UnitOfWork for each operation, and a Repository for each entity? I could end up with thousands of classes. I know this is unreasonable, but I've found very little guidance implementing Repository, Unit Of Work, and Entity Framework over complex models and realistic business applications.

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  • Is it a bad practice to have an interface to define constants?

    - by FabianB
    I am writing a set of junit test classes in java. There are several constants, for example strings that I will need in different test classes. I am thinking about an interface that defines them and every test class would implement it. The benefits I see there are: easy access to constants: "MY_CONSTANT" instead of "ThatClass.MY_CONSTANT" each constant defined only once Is this approach rather a good or bad practice? I feel like abusing the concept of interfaces a little bit. You can answer generally about interfaces/constants, but also about unit tests if there is something special about it.

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  • J2ObjC : l'outil de portage de Java vers Objective-C de Google vient d'être mis en ligne, il est open-source

    Google sort J2ObjC un outil open source pour la conversion du code Java en Objective-C Bonne nouvelle pour les développeurs Java qui souhaitent cibler iOS sans toutefois se mettre à l'Objective-C. Google vient de publier sur son blog dédié aux outils open source une application pour la conversion du code Java en code Objective-C. Le projet J2ObjC a pour objectif de permettre aux développeurs de partager facilement du code qui n'est pas utilisé pour l'interface utilisateur (logique métier, accès aux données, etc.) pour les applications Android, les applications Web (qui utilisent le serveur GWT) avec iOS. J2ObjC convertit les classes Java en classes Objective-C qui u...

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  • CDI 1.1 Public Review and Feedback

    - by reza_rahman
    CDI 1.1 is humming along nicely and recently released it's public review draft. Although it's just a point release, CDI 1.1 actually has a lot in it. Some the changes include: The CDI class, which provides programmatic access to CDI facilities from outside a managed bean Ability to veto beans declaratively using @Vetoed Conversations in Servlet requests Application lifecycle events in Java EE Injection of Bean metadata into bean instances Programmatic access to a container provided Producer, InjectionTarget, AnnotatedType Ability to override attributes of a Bean via BeanAttributes Ability to process modules via ProcessModule Ability to wrap the InjectionPoint Honor WEB-INF/classes/META-INF/beans.xml to activate WEB-INF/classes in a bean archive Global ordering and enablement of interceptors and decorators Global selection of alternatives @New deprecated Clarify interceptors and decorators must be implemented using proxying Allow multiple annotated types per Java class Allow Extensions to specify the annotations that they are interested in The CDI 1.1 expert group has a number of open issues that they would like immediate feedback on. These include critical issues like bean visibility, startup events and restricting CDI scans. Read the details here and let your voice be heard!

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  • What is the better design decision approach?

    - by palm snow
    I have two classes (MyFoo1 and MyFoo2) that share some common functionality. So far it does not seem like I need any polymorphic inheritence but at this point I am considering the following options: Have the common functionality in a utility class. Both of these classes call these methods from that utility class. Have an abstract class and implement common methods in that abstract class. Then derive MyFoo1 and MyFoo2 from that abstract class. Any suggestion on what would be a better design decision?

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  • What is the correct pattern to use in this case?

    - by nulliusinverba
    I'm sure this scenario has arisen before, and I want to know what experience has taught to be the best solution. I have a number of classes that are all of a kind. Say all the objects are "Content". They may be "Article", or "Book" for example. The reason I want the "Content" abstraction is because I want to define a number of behaviours for all "Content" objects and not have to build a new DB Table and 10 classes of essentially the same code for each type of "Content". For example, to attach a "Tag" or a "Premise" to a content object would be much nicer if, say, I just had two columns one for ContentID and one for TagID. A solution I've played around with is to have a Content table with a unique ID, and then to have foreign key references on all the other tables (Book, Article, etc). This has actually proven quite solid, but I'm just not sure about it. Do you know how to call this described pattern?

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  • Multiplayer in a game. How to design it object wise?

    - by Ninetou
    I was suggested on StackOverflow to ask this question here. I'm working on a simple game and I was thinking of adding multiplayer feature but I'm a bit stuck. I'm not sure what approach should I take, keeping in mind good programming practices. I have a Player object which is created for each player but then I have many other classes that would have to be able to access them. The thing is, if I initialise them in, let's say my main method, then I can't relate to different instances of player class from other classes. The only solution to my problem that comes to my mind is using some form of global objects but afaik using anything globally in apps is usually not a good practice. Any suggestions/ideas?

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  • How should i learn to make a game in c++ [on hold]

    - by Foo
    I been having a lot of trouble making a game by myself in c++. I know c++, I know how to implement anything I just don't know how to make all the classes work into a game it just turn into a lot of useless coding and the game never get off the basic drawing, input etc. I read sfml game developemt and the choice the author make are working and I say to myself "I would have never thought of making a scene node class and doing x that way" I just think I can't put my thoughts into working classes and make them communite the right way and make it work. Any help. Sorry I got bad English and I am not a native English speaker. And a grammar edits are welcome and tag fixing.

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  • How to Access a descendant object's internal method in C#

    - by Giovanni Galbo
    I'm trying to access a method that is marked as internal in the parent class (in its own assembly) in an object that inherits from the same parent. Let me explain what I'm trying to do... I want to create Service classes that return IEnumberable with an underlying List to non-Service classes (e.g. the UI) and optionally return an IEnumerable with an underlying IQueryable to other services. I wrote some sample code to demonstrate what I'm trying to accomplish, shown below. The example is not real life, so please remember that when commenting. All services would inherit from something like this (only relevant code shown): public class ServiceBase<T> { protected readonly ObjectContext _context; protected string _setName = String.Empty; public ServiceBase(ObjectContext context) { _context = context; } public IEnumerable<T> GetAll() { return GetAll(false); } //These are not the correct access modifiers.. I want something //that is accessible to children classes AND between descendant classes internal protected IEnumerable<T> GetAll(bool returnQueryable) { var query = _context.CreateQuery<T>(GetSetName()); if(returnQueryable) { return query; } else { return query.ToList(); } } private string GetSetName() { //Some code... return _setName; } } Inherited services would look like this: public class EmployeeService : ServiceBase<Employees> { public EmployeeService(ObjectContext context) : base(context) { } } public class DepartmentService : ServiceBase<Departments> { private readonly EmployeeService _employeeService; public DepartmentService(ObjectContext context, EmployeeService employeeService) : base(context) { _employeeService = employeeService; } public IList<Departments> DoSomethingWithEmployees(string lastName) { //won't work because method with this signature is not visible to this class var emps = _employeeService.GetAll(true); //more code... } } Because the parent class lives is reusable, it would live in a different assembly than the child services. With GetAll(bool returnQueryable) being marked internal, the children would not be able to see each other's GetAll(bool) method, just the public GetAll() method. I know that I can add a new internal GetAll method to each service (or perhaps an intermediary parent class within the same assembly) so that each child service within the assembly can see each other's method; but it seems unnecessary since the functionality is already available in the parent class. For example: internal IEnumerable<Employees> GetAll(bool returnIQueryable) { return base.GetAll(returnIQueryable); } Essentially what I want is for services to be able to access other service methods as IQueryable so that they can further refine the uncommitted results, while everyone else gets plain old lists. Any ideas? EDIT You know what, I had some fun playing a little code golf with this... but ultimately I wouldn't be able to use this scheme anyway because I pass interfaces around, not classes. So in my example GetAll(bool returnIQueryable) would not be in the interface, meaning I'd have to do casting, which goes against what I'm trying to accomplish. I'm not sure if I had a brain fart or if I was just too excited trying to get something that I thought was neat to work. Either way, thanks for the responses.

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