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  • Photoshop Retro Vintage Design Tutorials

    - by Aditi
    Gone are the days when designers only wanted to create high glossy web2.0 gradient rich website designs. Now a days designers are coming up with rugged, retro & vintage themes for their website designs. Colorful or subtle with that worn out look the website seems like a masterpiece. It is not hard to pick up on such Photoshop techniques to master the art of making themes that are retro & vibrant. We have complied a list of tutorials you would like to learn from..rest is in your hands & creativity. Photochrom Vintage Postcard effect Turn your high definition photos into vintage postcards and use them in your website concepts. Learn More Add Retro Look to your Images Give that 1970’s retro look to your images and web concepts. It’s a very easy process using either patterns, brushes, colors or gradients, layer modes and variable opacity. Learn More Brushed metal effect, Just like World War Airplanes texture This is one of a kind photoshop tutorial that teaches how to use  noise and blur filters to create a brushed metal effect unlike other gradient based effects, Also it covers a few layer styles to create airplane graphic. Learn More Transform a New Image into Illustration, Retro Poster Style With the help of this tutorial you can create brilliant poster style or illustrative images and concepts for your new website. This tutorial is superb example of image enhancement & creative use of blending options in photoshop. Learn More Retro Neon Style Text Tutorial Just like the old days, the rainbow neon curvy text format that can be seen on many posters etc, can now be made for your use on website. This tutorial gives you a easy step by step procedure. Learn More Retro Dotted Photo Tutorial Find how to make a dotted poster of your image, pure retro feel. Learn More

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  • Design Pattern for building a Budget

    - by Scott
    So I've looked at the Builder Pattern, Abstract Interfaces, other design patterns, etc. - and I think I'm over thinking the simplicity behind what I'm trying to do, so I'm asking you guys for some help with either recommending a design pattern I should use, or an architecture style I'm not familiar with that fits my task. So I have one model that represents a Budget in my code. At a high level, it looks like this: public class Budget { public int Id { get; set; } public List<MonthlySummary> Months { get; set; } public float SavingsPriority { get; set; } public float DebtPriority { get; set; } public List<Savings> SavingsCollection { get; set; } public UserProjectionParameters UserProjectionParameters { get; set; } public List<Debt> DebtCollection { get; set; } public string Name { get; set; } public List<Expense> Expenses { get; set; } public List<Income> IncomeCollection { get; set; } public bool AutoSave { get; set; } public decimal AutoSaveAmount { get; set; } public FundType AutoSaveType { get; set; } public decimal TotalExcess { get; set; } public decimal AccountMinimum { get; set; } } To go into more detail about some of the properties here shouldn't be necessary, but if you have any questions about those I will fill more out for you guys. Now, I'm trying to create code that builds one of these things based on a set of BudgetBuildParameters that the user will create and supply. There are going to be multiple types of these parameters. For example, on the sites homepage, there will be an example section where you can quickly see what your numbers look like, so they would be a much simpler set of SampleBudgetBuildParameters then say after a user registers and wants to create a fully filled out Budget using much more information in the DebtBudgetBuildParameters. Now a lot of these builds are going to be using similar code for certain tasks, but might want to also check the status of a users DebtCollection when formulating a monthly spending report, where as a Budget that only focuses on savings might not want to. I'd like to reduce code duplication (obviously) as much as possible, but in my head, every way I can think to do this would require using a base BudgetBuilderFactory to return the correct builder to the caller, and then creating say a SimpleBudgetBuilder that inherits from a BudgetBuilder, and put all duplicate code in the BudgetBuilder, and let the SimpleBudgetBuilder handle it's own cases. Problem is, a lot of the unique cases are unique to 2/4 builders, so there will be duplicate code somewhere in there obviously if I did that. Can anyone think of a better way to either explain a solution to this that may or may not be similar to mine, or a completely different pattern or way of thinking here? I really appreciate it.

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  • ASIHTTPRequest code design

    - by nico
    I'm using ASIHTTPRequest to communicate with the server asynchronously. It works great, but I'm doing requests in different controllers and now duplicated methods are in all those controllers. What is the best way to abstract that code (requests) in a single class, so I can easily re-use the code, so I can keep the controllers more simple. I can put it in a singleton (or in the app delegate), but I don't think that's a good approach. Or maybe make my own protocol for it with delegate callback. Any advice on a good design approach would be helpful. Thanks.

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  • UI Design Help / Advice

    - by Greg Andora
    Hey everyone, I have a dillema where our client relations department has been brought in for advice on UI and I vehemently disagree with it...even though I don't consider myself a designer at all. While I have been vocal about my disagreement about it, I've been asked to point to design standards to prove that what I'm saying is correct and that the guys in Client Relations are flat out wrong. A mockup is below, I'm trying to argue that the icons of the airplane, boat, and couch (ya, I didn't choose those either) belong in the header of the page (same area as the logo) and not in the content area of the page. Can anybody please help me by pointing me to something that helps prove my point? Thanks a lot, Greg Andora

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  • Database design suggestions for a configurable product eshop

    - by solomongaby
    Hello, I am biulding an e-shop that will have configurable products. The configurable parts will need to have different prices and stocks from the main product. What database design would be best in this case? I started with something like this. Features id name Features Options id id_feature value Products id name price Products Features id id_product id_feature value ( save the value from the feature-options for ease in search ) configurable (yes, no) The problem is that now I am stuck on how to save the configurable product features. I was thinking of saving their value as a json. But that will make saving price modification for a certain option difficult. How would you go about this ? Thank you.

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  • Best approach to design a service oriented system

    - by Gustavo Paulillo
    Thinking about service orientation, our team are involved on new application designs. We consist in a group of 4 developers and a manager (that knows something about programming and distributed systems). Each one, having own opinion on service design. It consists in a distributed system: a user interface (web app) accessing the services in a dedicated server (inside the firewall), to obtain the business logic operations. So we got 2 main approachs that I list above : Modular services Having many modules, each one consisting of a service (WCF). Example: namespaces SystemX.DebtService, SystemX.CreditService, SystemX.SimulatorService Unique service All the business logic is centralized in a unique service. Example: SystemX.OperationService. The web app calls the same service for all operations. In your opinion, whats the best? Or having another approach is better for this scenario?

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  • Design Pattern for Server Emulator

    - by adisembiring
    I wanna build server socket emulator, but I want implement some design pattern there. I will described my case study that I have simplified like these: My Server Socket will always listen client socket. While some request message come from the client socket, the server emulator will response the client through the socket. the response is response code. '00' will describe request message processed successfully, and another response code expect '00' will describe there are some error while processing the message request. IN the server there are some UI, this UI contain check response parameter such as. response code timeout interval While the server want to response the client message, the response code taken from input parameter response form UI check the timeout interval, it will create sleep thread and the interval taken from timeout interval input from UI. I have implement the function, but I create it in one class. I feel it so sucks. Can you suggest me what class / interface that I must create to refactor my code.

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  • Server Emulator Design Pattern

    - by adisembiring
    I wanna build server socket emulator, but I want implement some design pattern there. I will described my case study that I have simplified like these: My Server Socket will always listen client socket. While some request message come from the client socket, the server emulator will response the client through the socket. the response is response code. '00' will describe request message processed successfully, and another response code expect '00' will describe there are some error while processing the message request. IN the server there are some UI, this UI contain check response parameter such as. response code timeout interval While the server want to response the client message, the response code taken from input parameter response form UI check the timeout interval, it will create sleep thread and the interval taken from timeout interval input from UI. I have implement the function, but I create it in one class. I feel it so sucks. Can you suggest me what class / interface that I must create to refactor my code.

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  • Java Program Design Layout Recommendations?

    - by Leebuntu
    I've learned enough to begin writing programs from scratch, but I'm running into the problem of not knowing how to design the layout and implementation of a program. To be more precise, I'm having difficulty finding a good way to come up with an action plan before I dive in to the programming part. I really want to know what classes, methods, and objects I would need beforehand instead of just adding them along the way. My intuition is leading me to using some kind of charting software that gives a hierarchal view of all the classes and methods. I've been using OmniGraffle Pro and while it does seem to work somewhat, I'm still having trouble planning out the program in its entirety. How should I approach this problem? What softwares out there are available to help with this problem? Any good reads out there on this issue? Thanks so much! Edit: Oh yeah, I'm using Eclipse and I code mainly in Java right now.

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  • Windows Services -- High availability scenarios and design approach

    - by Vadi
    Let's say I have a standalone windows service running in a windows server machine. How to make sure it is highly available? 1). What are all the design level guidelines that you can propose? 2). How to make it highly available like primary/secondary, eg., the clustering solutions currently available in the market 3). How to deal with cross-cutting concerns in case any fail-over scenarios If any other you can think of please add it here .. Note: The question is only related to windows and windows services, please try to obey this rule :)

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  • 'is instanceof' Interface bad design

    - by peterRit
    Say I have a class A class A { Z source; } Now, the context tells me that 'Z' can be an instance of different classes (say, B and C) which doesn't share any common class in their inheritance tree. I guess the naive approach is to make 'Z' an Interface class, and make classes B and C implement it. But something still doesn't convince me because every time an instance of class A is used, I need to know the type of 'source'. So all finishes in multiple 'ifs' making 'is instanceof' which doesn't sound quite nice. Maybe in the future some other class implements Z, and having hardcoded 'ifs' of this type definitely could break something. The escence of the problem is that I cannot resolve the issue by adding functions to Z, because the work done in each instance type of Z is different. I hope someone can give me and advice, maybe about some useful design pattern. Thanks

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  • design patterns for hierarchical structures

    - by JLBarros
    Anyone knows some design patterns for hierarchical structures? For example, to manage inventory categories, accounting chart of accounts, divisions of human resources, etc.. Thank you very much in advance EDIT: Thanks for your interest. I am looking for a better way of dealing with hierarchical items to which they should apply operations depending on the level of hierarchy. I have been studying the patterns by Martin Fowler, for example Accounting, but I wonder if there are other more generic. The problem is that operations apply to the items must be possible to change even at run time and may depend on other external variables. I thought of a kind of strategy pattern but would like to combine it with the fact that it is a hierarchical scheme. I would appreciate any reference to hierarchical patterns and you'll take care of them in depth.

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  • Fastest way to document software architecture and design

    - by Karsten
    We are a small team of 5 developers and I'm looking for some great advices about how to document the software architecture and design. I'm going for the sweet spot, where the time invested pays off. I don't want to use more time documenting than necessary. I'll quickly give you my thoughts. What are the diagrams I should made? I'm thinking an overall diagram showing the various applications and services. And then some sequence diagrams showing the most important or complicated processes. About the code it self, I really don't see much value in describing or making diagrams for the code outside the .cs files them self. About text documents, I'm a bit uncertain about when to put down on paper. Most developers don't like to either write or read long documents.

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  • SQL In The City Charlotte - Fundamentals of Database Design

    - by drsql
    Next Monday, October 14, at Red-Gate's SQL In The City conference in Charlotte, NC (one day before PASS), I will be presenting my Fundamentals of Database Design session. It is my big-time chestnut session, the one that I do the most and have the most fun with. This will be the "single" version of the session, weighing in at just under an hour, and it is a lot of material to go over (even with no code samples to go awry to take up time.)  In this hour long session (presented in widescreen...(read more)

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  • Book recommend: Start learning web design with css with basic HTML knowledge

    - by Minh Hieu
    I've already known some HTML, tables, link, image,...etc but just at a basic level. Now I want to learn how to build a layout for a website and design also. I want to start building a layout right a way and just learning from it, not really like reading so much theories, explanations. Many books are so verbose, they teach from the beginning of HTML or explain things too much. I don't want to waste my time. So are there any good books for me?

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  • Software Design for Product Verticals and Service Verticals

    - by Rachel
    In every industry there are two verticals Product Vertical and Service Vertical, so my question is: How does design approach changes while designing Software for Product Vertical as compared to developing Software for Service Vertical ? What are the pros and cons for each case ? Also, in case of Product Vertical, How you go about designing Product or Features and what are steps involved ? Lastly, I was reading How Facebook Ships Code article and it appears that Product Managers have very little influence on how Product is developed and responsibility lies mainly with the Developer for the feature. So is this good practice and why one would go for this approach ? What would be your comment on this kind of approach ?

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  • Fastest way to document software architecture and design

    - by Karsten
    We are a small team of 5 developers and I'm looking for some great advices about how to document the software architecture and design. I'm going for the sweet spot, where the time invested pays off. I don't want to use more time documenting than necessary. I'll quickly give you my thoughts. What are the diagrams I should made? I'm thinking an overall diagram showing the various applications and services. And then some sequence diagrams showing the most important or complicated processes. About the code it self, I really don't see much value in describing or making diagrams for the code outside the .cs files them self. About text documents, I'm a bit uncertain about when to put down on paper. Most developers don't like to either write or read long documents.

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  • Collision Detection Game Design and Architecture

    - by Chompas
    I've reading some articles about collision detection. My question here is about ideas on the design for it. Baically I have a C++ game that has a main loop with entities with an update method. Based on keyboard input, these characters updates their positions. My question is not about how to detect collisions, it's about getting ideas in which is the best way to implement this. The game has a main character but also enemies that have to collide between them, so I'm not sure where to make all the iterations for checking collisions and if the right way is to check everything against everything. Thanks in advance.

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  • Need advice on design in Ruby On Rails

    - by Elad
    For personal educational purposes I am making a site for a conference. One of the object that exist in a conference is a session, which has different states and in each state it has slightly different attributes: When submitted it has a speaker (User in the system), Title and abstract. When under review it has reviews and comments (in addition to the basic data) When accepted it has a defined time-slot but no reviewers anymore. I feel that it is not the best thing to add a "status" attributes and start adding many if statements... So I thought it would be better to have different classes for each state each with it's own validations and behaviors. What do you think about this design? Do you have a better idea? *I must add this out of frustration: I had several edits of the question, including one major change but no one actually gave any hint or clue on which direction should i take or where is a better place to ask this... Hardly helpful.

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  • Book recommend: Start learning web design with css with basic HTML knowledge

    - by Hieusun2011
    I've already known some HTML, tables, link, image,...etc but just at a basic level. Now I want to learn how to build a layout for a website and design also. I want to start building a layout right a way and just learning from it, not really like reading so much theories, explanations. Many books are so verbose, they teach from the beginning of HTML or explain things too much. I don't want to waste my time. So are there any good books for me?

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  • Design Patterns: Should I learn them?

    - by prelic
    So it's kinda weird asking two questions back-to-back, but they aren't very related and I didn't want to combine them, but I'm not spamming questions, I promise! Anyway, I'm a recent college grad, and my education only touched on design patterns...we implemented a few simple ones, touched on the fact that there were more complicated ones, and were instructed to turn to the GoF book if we wanted to learn more. My question is, is it worth learning the patterns in the GoF book? To me, it's always seemed counter-intuitive to try and make a problem fit a classic pattern, but obviously the book, and the patterns, are famous for a reason. Do they show up enough that I should be learning them? Thanks again!

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  • cocos2d-x - object creation and management in game design

    - by Jason
    How do others keep track of everything going on in their games? I am working on a new game and I am quickly realizing everything that I need to keep track of. Example: Maybe a layerManager that keeps track of all the layers and what is happening for a particular scene. Maybe a sceneManager for sharing objects among scenes But then getting to game play itself, what if you have 100 objects on the screen each with its own state and happenings, there needs tobe a way to keep track of all of that. Drawing everything out is really helping me. Can anyone share with me how they go about object tracking/management? I am seeing a few different managers and then maybe even a parent object that manages the managers..is my thinking way off? Any design patterns that may be useful for me to read about? Update: doing some reading and maybe a Factory pattern might apply.

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  • Board Game Design in Cocos2d

    - by object2.0
    Hi folks i am going to start a chess like board game. and for that i have reviewed a number to things available. one is http://www.mapeditor.org/ , using which you can create a grid base games. another option is geekgameboard for iphone available at http://mooseyard.lighthouseapp.com/projects/23201-geekgameboard now i want your expert opinion that would it be better to make a game in cocos2d using the first option or the second option? both looks promising to me and give good control over board design. ps: sorry for duplicates, i found about the http://gamedev.stackexchange.com/ lately after posting it on stackexchange. so i am just posting it here again as i feel its more relevant board.

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  • design pattern for unit testing? [duplicate]

    - by Maddy.Shik
    This question already has an answer here: Unit testing best practices for a unit testing newbie 4 answers I am beginner in developing test cases, and want to follow good patterns for developing test cases rather than following some person or company's specific ideas. Some people don't make test cases and just develop the way their senior have done in their projects. I am facing lot problems like object dependencies (when want to test method which persist A object i have to first persist B object since A is child of B). Please suggest some good books or sites preferably for learning design pattern for unit test cases. Or reference to some good source code or some discussion for Dos and Donts will do wonder. So that i can avoid doing mistakes be learning from experience of others.

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  • design pattern for unit testing?

    - by Maddy.Shik
    I am beginner in developing test cases, and want to follow good patterns for developing test cases rather than following some person or company's specific ideas. Some people don't make test cases and just develop the way their senior have done in their projects. I am facing lot problems like object dependencies (when want to test method which persist A object i have to first persist B object since A is child of B). Please suggest some good books or sites preferably for learning design pattern for unit test cases. Or reference to some good source code or some discussion for Dos and Donts will do wonder. So that i can avoid doing mistakes be learning from experience of others.

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