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  • Philosophy behind the memento pattern

    - by TheSilverBullet
    I have been reading up on memento pattern from various sources of the internet. Differing information from different sources has left me in confusion regarding why this pattern is actually needed. The dofactory implementation says that the primary intention of this pattern is to restore the state of the system. Wiki says that the primary intention is to be able to restore the changes on the system. This gives a different impact - saying that it is possible for a system to have memento implementation with no need to restore. And that ability of restore is a feature of this. OODesign says that It is sometimes necessary to capture the internal state of an object at some point and have the ability to restore the object to that state later in time. Such a case is useful in case of error or failure. So, my question is why exactly do we use this one? Is it to save previous states - or to promote encapsulation between the Caretaker and the Memento? Why is this type of encapsulation so important? Edit: For those visiting, check out this Implementation!

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  • Updating an Entity through a Service

    - by GeorgeK
    I'm separating my software into three main layers (maybe tiers would be a better term): Presentation ('Views') Business logic ('Services' and 'Repositories') Data access ('Entities' (e.g. ActiveRecords)) What do I have now? In Presentation, I use read-only access to Entities, returned from Repositories or Services, to display data. $banks = $banksRegistryService->getBanksRepository()->getBanksByCity( $city ); $banksViewModel = new PaginatedList( $banks ); // some way to display banks; // example, not real code I find this approach quite efficient in terms of performance and code maintanability and still safe as long as all write operations (create, update, delete) are preformed through a Service: namespace Service\BankRegistry; use Service\AbstractDatabaseService; use Service\IBankRegistryService; use Model\BankRegistry\Bank; class Service extends AbstractDatabaseService implements IBankRegistryService { /** * Registers a new Bank * * @param string $name Bank's name * @param string $bik Bank's Identification Code * @param string $correspondent_account Bank's correspondent account * * @return Bank */ public function registerBank( $name, $bik, $correspondent_account ) { $bank = new Bank(); $bank -> setName( $name ) -> setBik( $bik ) -> setCorrespondentAccount( $correspondent_account ); if( null === $this->getBanksRepository()->getDefaultBank() ) $this->setDefaultBank( $bank ); $this->getEntityManager()->persist( $bank ); return $bank; } /** * Makes the $bank system's default bank * * @param Bank $bank * @return IBankRegistryService */ public function setDefaultBank( Bank $bank ) { $default_bank = $this->getBanksRepository()->getDefaultBank(); if( null !== $default_bank ) $default_bank->setDefault( false ); $bank->setDefault( true ); return $this; } } Where am I stuck? I'm struggling about how to update certain fields in Bank Entity. Bad solution #1: Making a series of setters in Service for each setter in Bank; - seems to be quite reduntant, increases Service interface complexity and proportionally decreases it's simplicity - something to avoid if you care about code maitainability. I try to follow KISS and DRY principles. Bad solution #2: Modifying Bank directly through it's native setters; - really bad. If you'll ever need to move modification into the Service, it will be pain. Business logic should remain in Business logic layer. Plus, there are plans on logging all of the actions and maybe even involve user permissions (perhaps, through decorators) in future, so all modifications should be made only through the Service. Possible good solution: Creating an updateBank( Bank $bank, $array_of_fields_to_update) method; - makes the interface as simple as possible, but there is a problem: one should not try to manually set isDefault flag on a Bank, this operation should be performed through setDefaultBank method. It gets even worse when you have relations that you don't want to be directly modified. Of course, you can just limit the fields that can be modified by this method, but how do you tell method's user what they can and cannot modify? Exceptions?

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  • When would you want two references to the same object?

    - by HCBPshenanigans
    In Java specifically, but likely in other languages as well; When would it be useful to have two references to the same object? Example: Dog a = new Dog(); Dob b = a; Is there a situation where this would be useful? Why would this be a preferred solution to using a whenever you want to interact with the object represented by a? Edit: Can I just say that all of your dog related examples are Delightful!

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  • Code Smell: Inheritance Abuse

    - by dsimcha
    It's been generally accepted in the OO community that one should "favor composition over inheritance". On the other hand, inheritance does provide both polymorphism and a straightforward, terse way of delegating everything to a base class unless explicitly overridden and is therefore extremely convenient and useful. Delegation can often (though not always) be verbose and brittle. The most obvious and IMHO surest sign of inheritance abuse is violation of the Liskov Substitution Principle. What are some other signs that inheritance is The Wrong Tool for the Job even if it seems convenient?

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  • Which is a better practice - helper methods as instance or static?

    - by Ilian Pinzon
    This question is subjective but I was just curious how most programmers approach this. The sample below is in pseudo-C# but this should apply to Java, C++, and other OOP languages as well. Anyway, when writing helper methods in my classes, I tend to declare them as static and just pass the fields if the helper method needs them. For example, given the code below, I prefer to use Method Call #2. class Foo { Bar _bar; public void DoSomethingWithBar() { // Method Call #1. DoSomethingWithBarImpl(); // Method Call #2. DoSomethingWithBarImpl(_bar); } private void DoSomethingWithBarImpl() { _bar.DoSomething(); } private static void DoSomethingWithBarImpl(Bar bar) { bar.DoSomething(); } } My reason for doing this is that it makes it clear (to my eyes at least) that the helper method has a possible side-effect on other objects - even without reading its implementation. I find that I can quickly grok methods that use this practice and thus help me in debugging things. Which do you prefer to do in your own code and what are your reasons for doing so?

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  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

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  • What is the best wrapping strategy ?

    - by Riduidel
    Hi, I'm planning to integrate an external tool (ffmpeg in my particular case, but it could be anything, in fact, as lolng as its tasks are long running ones). This tool has a lot of command-line parameters. For now, I've done to simple things with it, already requiring me a good bunch of class writing, to embed all the information it can return to me. I now face the even more complex task of having to send it a bunch of parameters and to handle possible errors. So, what is a best way for that ? Create classes containing all possible options Relying upon a reverse equivalent of commons-cli / CliBuilder / OptionParser Directly write all options from user input Obiwan Kenobi powers (or anything I don't even know about) Please notice I do it in an uncommon language (for the sake of me, don't ask me what it is, as it looks like a desperate and sterile union between CoffeeScript and lua), as a consequence, there can be no framework doing what I want in the language I use.

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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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  • How URL Redirection affects SEO?

    - by Costa
    The following paragraph is from SEO Google Guide Google is good at crawling all types of URL structures, even if they're quite complex, but spending the time to make your URLs as simple as possible for both users and search engines can help. Some webmasters try to achieve this by rewriting their dynamic URLs to static ones; while Google is fine with this, we'd like to note that this is an advanced procedure and if done incorrectly, could cause crawling issues with your site. What makes URL re-writing implementation incorrect for GoogleBot? I am using Asp.net 3.5 framework. Thanks

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  • can you have too many dto/bo - mapping method

    - by Fredou
    I have a windows service, 2 web services and a web interface that need to follow the same path (data wise). So I came up with two ways of creating my solution. My concern is the fact that the UI/WS/etc will have their own kind of DTO (let's say the model in ASP.Net MVC) that should be mapped to a DTO so the SL can then map it to a BO then mapping it to the proper EF6 DTO so that I can save it in a database. So I'm thinking of doing it this way to remove one level of mapping. Which one should I take? Or is there a 3rd solution?

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  • Is it bad practice to make an iterator that is aware of its own end

    - by aaronman
    For some background of why I am asking this question here is an example. In python the method chain chains an arbitrary number of ranges together and makes them into one without making copies. Here is a link in case you don't understand it. I decided I would implement chain in c++ using variadic templates. As far as I can tell the only way to make an iterator for chain that will successfully go to the next container is for each iterator to to know about the end of the container (I thought of a sort of hack in where when != is called against the end it will know to go to the next container, but the first way seemed easier and safer and more versatile). My question is if there is anything inherently wrong with an iterator knowing about its own end, my code is in c++ but this can be language agnostic since many languages have iterators. #ifndef CHAIN_HPP #define CHAIN_HPP #include "iterator_range.hpp" namespace iter { template <typename ... Containers> struct chain_iter; template <typename Container> struct chain_iter<Container> { private: using Iterator = decltype(((Container*)nullptr)->begin()); Iterator begin; const Iterator end;//never really used but kept it for consistency public: chain_iter(Container & container, bool is_end=false) : begin(container.begin()),end(container.end()) { if(is_end) begin = container.end(); } chain_iter & operator++() { ++begin; return *this; } auto operator*()->decltype(*begin) { return *begin; } bool operator!=(const chain_iter & rhs) const{ return this->begin != rhs.begin; } }; template <typename Container, typename ... Containers> struct chain_iter<Container,Containers...> { private: using Iterator = decltype(((Container*)nullptr)->begin()); Iterator begin; const Iterator end; bool end_reached = false; chain_iter<Containers...> next_iter; public: chain_iter(Container & container, Containers& ... rest, bool is_end=false) : begin(container.begin()), end(container.end()), next_iter(rest...,is_end) { if(is_end) begin = container.end(); } chain_iter & operator++() { if (begin == end) { ++next_iter; } else { ++begin; } return *this; } auto operator*()->decltype(*begin) { if (begin == end) { return *next_iter; } else { return *begin; } } bool operator !=(const chain_iter & rhs) const { if (begin == end) { return this->next_iter != rhs.next_iter; } else return this->begin != rhs.begin; } }; template <typename ... Containers> iterator_range<chain_iter<Containers...>> chain(Containers& ... containers) { auto begin = chain_iter<Containers...>(containers...); auto end = chain_iter<Containers...>(containers...,true); return iterator_range<chain_iter<Containers...>>(begin,end); } } #endif //CHAIN_HPP

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  • Looping 3D environment in shmups

    - by kamziro
    So I was watching Ikaruga: http://www.youtube.com/watch?v=Aj23K8Ri68E And then raystorm: http://www.youtube.com/watch?v=TQ4V0G5ykAg After looking at their 3D backgrounds for a little bit, it appears that they use a lot of repeated segments. How would one start with the development with such systems? Would there be editors that can be used (or at least help) with creating the environments? Perhaps a 3D map with splines describing the path of the ship, as well as events on the splines?

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  • Architecture Best Practice (MVC): Repository Returns Object & Object Member Accessed Directly or Repository Returns Object Member

    - by coderabbi
    Architecturally speaking, which is the preferable approach (and why)? $validation_date = $users_repository->getUser($user_id)->validation_date; Seems to violate Law of Demeter by accessing member of object returned by method call Seems to violate Encapsulation by accessing object member directly $validation_date = $users_repository->getUserValidationDate($user_id); Seems to violate Single Responsibility Principle as $users_repository no longer just returns User objects

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  • Use Case Diagrams - should I create a diagram just for a view business rule?

    - by Periback
    I'm modeling a UCD where I have two actors ( a content producer and a developer).. the content producer is going to create and specify details of a storyboard functionality, and the other actor (developer) will only be able to view this storyboard ( he'll log in the application and read the storyboard to start developing what it says, outside the application..) I'm working on the specification of this storyboard functionality and I'd like to know it would be like a best-practice if I describe something like " actor- developer", "UCD - read scenes of storyboard" . This is the specification of an application I developed for my thesis and they asked me to add some specification...

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  • Game ideas for a platformer

    - by user5925
    I have created a platformer which currently has the features listed below. I would greatly appreciate any further ideas which I could implement! (I don't play a lot of games which is why I require help) -- Walking/jumping/movement -- player can shoot lasers -- enemies also walk, fly, and shoot lasers -- water (you can swim in this) -- mud (slows you down on contact, and stops you from jumping) -- ladders -- damage when falling from a large height, unless falling into water -- moving platforms -- springboards (jumping on them shoot you into the air) -- growing platforms (allow you to reach new places) -- key and door system -- gem and coin collection system

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  • Desktop application, dependency injection

    - by liori
    I am thinking of applying a real dependency injection library to my toy C#/GTK# desktop application. I chose NInject, but I think this is irrelevant to my question. There is a database object, a main window and several utility window classes. It's clear that I can inject the database into every window object, so here DI is useful. But does it make sense to inject utility window classes into other window classes? Example: I have classes such as: class MainWindow {…} class AddItemWindow {…} class AddAttachmentWindow {…} class BrowseItemsWindow {…} class QueryBuilderWindow {…} class QueryBrowserWindow {…} class PreferencesWindow {…} … Each of the utility classes can be opened from MainWindow. Some utility windows can also be opened from other utility windows. Generally, there might be a really complex graph of who can open whom. So each of those classes might need quite a lot of other window classes injected. I'm worried that such usage will go against the suggestion not to inject too many classes at once and become a code smell. Should I use some kind of a service locator object here?

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  • Need advice for approach for a web-based app that loads excel worksheet but exposes only the charts

    - by John
    I'm looking for suggestions on the Visual Studio approach to take for a web application that is in the conceptual stage. My environment has a lot of tools: Windows Server 2008 R2 Standard 64bit Visual Studio 2010 Professional Edition Sharepoint 2010 Server Enterprise Edition SQL Server 2008 R2 Office 2010 Professional I know I will need this app to retrieve data from a database (or a web service - not sure exactly at this point). The data needs to be placed in an Excel workbook dynamically. The app will need to have a nice user interface (standard web controls - perhaps with some Javascript effects). The Excel ribbon and worksheet grid will need to be hidden. Some web control(s) will cause the Excel chart(s) to be rendered. I am thinking this sounds like Visual Studio Tools for Office (VSTO) so as to leverage .Net and hide Excel. Can you offer suggestions regarding: One ASP.Net Web App Project One Class Library Project for Excel or perhaps which one of the several different Excel 2010 project types (addin, template, document) Would Excel Services for Sharepoint be useful (or required) ? I am feeling a little overwhelmed with so many choices at this early stage of conceptualizing the app. Can you suggest some ideas for this sort of thing? Also, I am a bit more experienced with C# but I've read VB.Net is better for work with the Excel object model. What are general advises with regard to tool choice and overall approach tradeoffs?

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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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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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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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  • Any technical references for game-oriented icons and symbols?

    - by willc2
    To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of the game's art style. Can I do better than looking at some random selection of existing games? Are there any reference books or sites that cover game graphics specifically? I'm looking for more theory and best-practices rather than pre-made graphics.

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  • How to properly URL/domain forward

    - by NRGdallas
    No clue on a title for this, someone feel free to suggest an edit. I have a client that has a website. He owns around 200 domains, and wants each domain to contain content from the main website. The header, footer, and navigation bars will remain the same for each domain, but the actual page content will vary (obviously duplicate content issues, open to suggestions) He wants each individual page to be its own separate domain, rather than a url within the main domain. (page1.com page2.com etc - NOT site.com/page1.html, however the file is actually hosted at site.com/page1.html - all links will direct to site.com/whatever accordingly) What would be the best place to start reading / learning on how to do this, and what concerns/considerations should be taken into mind?

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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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  • Collaboration platforms

    - by Thomas
    Are there any good collaboration platforms for game development? This would include the following features: Easy way to find various people you need to build games (programmer, artist etc) and forming a team like for example codeplex Online portfolio for users where they can offer their services (either paid or free) Posibility to create a game specific blog or site with social media integration to show the world what's being created Easy way to manage game content / resources with sufficient online storage, version control and if possible source control Manage all phases of game development (startup, creating concept, finding a team, creating proof of concept, production phase etc) and publish specific information for each phase also on social media etc. Manage asset creation flow (request for specific content like a sound, production of sound, uploading the sound, notification to the requester, implementation of the file, retouching in several cycles etc)

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  • How do we know to favour composition over generalisation is always the right choice?

    - by Carnotaurus
    Whether an object physically exists or not, we can choose to model it in different ways. We could arbitarily use generalisation or composition in many cases. However, the GoF principle of "favour composition over generalisation [sic]" guides us to use composition. So, when we model, for example, a line then we create a class that contains two members PointA and PointB of the type Point (composition) instead of extending Point (generalisation). This is just a simplified example of how we can arbitarily choose composition or inheritance to model, despite that objects are usually much more complex. How do we know that this is the right choice? It matters at least because there could be a ton of refactoring to do if it is wrong?

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