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  • which package i should choose, if i want to install virtualenv for python?

    - by hugemeow
    pip search just returns so many matches, i am confused about which package i should choose to install .. should i only install virtualenv? or i'd better also install virtualenv-commands and virtualenv-commands, etc, but i really don't know exactly what virtualenv-commands is ... mirror0@lab:~$ pip search virtualenv virtualenvwrapper - Enhancements to virtualenv virtualenv - Virtual Python Environment builder veh - virtualenv for hg pyutilib.virtualenv - PyUtilib utility for building custom virtualenv bootstrap scripts. envbuilder - A package for automatic generation of virtualenvs virtstrap-core - A bootstrapping mechanism for virtualenv+pip and shell scripts tox - virtualenv-based automation of test activities virtualenvwrapper-win - Port of Doug Hellmann's virtualenvwrapper to Windows batch scripts everyapp.bootstrap - Enhanced virtualenv bootstrap script creation. orb - pip/virtualenv shell script wrapper monupco-virtualenv-python - monupco.com registration agent for stand-alone Python virtualenv applications virtualenvwrapper-powershell - Enhancements to virtualenv (for Windows). A clone of Doug Hellmann's virtualenvwrapper RVirtualEnv - relocatable python virtual environment virtualenv-clone - script to clone virtualenvs. virtualenvcontext - switch virtualenvs with a python context manager lessrb - Wrapper for ruby less so that it's in a virtualenv. carton - make self-extracting virtualenvs virtualenv5 - Virtual Python 3 Environment builder clever-alexis - Clever redhead girl that builds and packs Python project with Virtualenv into rpm, deb, etc. kforgeinstall - Virtualenv bootstrap script for KForge pypyenv - Install PyPy in virtualenv virtualenv-distribute - Virtual Python Environment builder virtualenvwrapper.project - virtualenvwrapper plugin to manage a project work directory virtualenv-commands - Additional commands for virtualenv. rjm.recipe.venv - zc.buildout recipe to turn the entire buildout tree into a virtualenv virtualenvwrapper.bitbucket - virtualenvwrapper plugin to manage a project work directory based on a BitBucket repository tg_bootstrap - Bootstrap a TurboGears app in a VirtualEnv django-env - Automaticly manages virtualenv for django project virtual-node - Install node.js into your virtualenv django-environment - A plugin for virtualenvwrapper that makes setting up and creating new Django environments easier. vip - vip is a simple library that makes your python aware of existing virtualenv underneath. virtualenvwrapper.django - virtualenvwrapper plugin to create a Django project work directory terrarium - Package and ship relocatable python virtualenvs venv_dependencies - Easy to install any dependencies in a virtualenviroment(without making symlinks by hand and etc...) virtualenv-sh - Convenient shell interface to virtualenv virtualenvwrapper.github - Plugin for virtualenvwrapper to automatically create projects based on github repositories. virtualenvwrapper.configvar - Plugin for virtualenvwrapper to automatically export config vars found in your project level .env file. virtualenvwrapper-emacs-desktop - virtualenvwrapper plugin to control emacs desktop mode bootstrapper - Bootstrap Python projects with virtualenv and pip. virtualenv3 - Obsolete fork of virtualenv isotoma.depends.zope2_13_8 - Running zope in a virtualenv virtual-less - Install lessc into your virtualenv virtualenvwrapper.tmpenv - Temporary virtualenvs are automatically deleted when deactivated isotoma.plone.heroku - Tooling for running Plone on heroku in a virtualenv gae-virtualenv - Using virtualenv with zipimport on Google App Engine pinvenv - VirtualEnv plugins for pin isotoma.depends.plone4_1 - Running plone in a virtualenv virtualenv-tools - A set of tools for virtualenv virtualenvwrapper.npm - Plugin for virtualenvwrapper to automatically encapsulate inside the virtual environment any npm installed globaly when the venv is activated d51.django.virtualenv.test_runner - Simple package for running isolated Django tests from within virtualenv difio-virtualenv-python - Difio registration agent for stand-alone Python virtualenv applications VirtualEnvManager - A package to manage various virtual environments. virtualenvwrapper.gem - Plugin for virtualenvwrapper to automatically encapsulate inside the virtual environment any gems installed when the venv is activated

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  • virtualenv on Windows: not over-riding installed package

    - by Tom
    My current setup is Python 2.5/ Django 1.1.1 on Windows. I want to start using Django 1.2 on some projects, but can't use it for everything. Which is just the sort of thing I've got virtualenv for. However, I'm running into a problem I've never encountered and it's hard to Google for: installing Django 1.2 into a virtualenv has no effect for me. If I then activate the environment and do python import django django.VERSION I get "1.1.1 Final". Django is installed in the site-packages directory of my environment and the init file in the root shows that it is 1.2. But the environment falls back to 1.1.1, even if I create the environment with the --no-site-packages flag. What am I screwing up?

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Selling Federal Enterprise Architecture (EA)

    - by TedMcLaughlan
    Selling Federal Enterprise Architecture A taxonomy of subject areas, from which to develop a prioritized marketing and communications plan to evangelize EA activities within and among US Federal Government organizations and constituents. Any and all feedback is appreciated, particularly in developing and extending this discussion as a tool for use – more information and details are also available. "Selling" the discipline of Enterprise Architecture (EA) in the Federal Government (particularly in non-DoD agencies) is difficult, notwithstanding the general availability and use of the Federal Enterprise Architecture Framework (FEAF) for some time now, and the relatively mature use of the reference models in the OMB Capital Planning and Investment (CPIC) cycles. EA in the Federal Government also tends to be a very esoteric and hard to decipher conversation – early apologies to those who agree to continue reading this somewhat lengthy article. Alignment to the FEAF and OMB compliance mandates is long underway across the Federal Departments and Agencies (and visible via tools like PortfolioStat and ITDashboard.gov – but there is still a gap between the top-down compliance directives and enablement programs, and the bottom-up awareness and effective use of EA for either IT investment management or actual mission effectiveness. "EA isn't getting deep enough penetration into programs, components, sub-agencies, etc.", verified a panelist at the most recent EA Government Conference in DC. Newer guidance from OMB may be especially difficult to handle, where bottom-up input can't be accurately aligned, analyzed and reported via standardized EA discipline at the Agency level – for example in addressing the new (for FY13) Exhibit 53D "Agency IT Reductions and Reinvestments" and the information required for "Cloud Computing Alternatives Evaluation" (supporting the new Exhibit 53C, "Agency Cloud Computing Portfolio"). Therefore, EA must be "sold" directly to the communities that matter, from a coordinated, proactive messaging perspective that takes BOTH the Program-level value drivers AND the broader Agency mission and IT maturity context into consideration. Selling EA means persuading others to take additional time and possibly assign additional resources, for a mix of direct and indirect benefits – many of which aren't likely to be realized in the short-term. This means there's probably little current, allocated budget to work with; ergo the challenge of trying to sell an "unfunded mandate". Also, the concept of "Enterprise" in large Departments like Homeland Security tends to cross all kinds of organizational boundaries – as Richard Spires recently indicated by commenting that "...organizational boundaries still trump functional similarities. Most people understand what we're trying to do internally, and at a high level they get it. The problem, of course, is when you get down to them and their system and the fact that you're going to be touching them...there's always that fear factor," Spires said. It is quite clear to the Federal IT Investment community that for EA to meet its objective, understandable, relevant value must be measured and reported using a repeatable method – as described by GAO's recent report "Enterprise Architecture Value Needs To Be Measured and Reported". What's not clear is the method or guidance to sell this value. In fact, the current GAO "Framework for Assessing and Improving Enterprise Architecture Management (Version 2.0)", a.k.a. the "EAMMF", does not include words like "sell", "persuade", "market", etc., except in reference ("within Core Element 19: Organization business owner and CXO representatives are actively engaged in architecture development") to a brief section in the CIO Council's 2001 "Practical Guide to Federal Enterprise Architecture", entitled "3.3.1. Develop an EA Marketing Strategy and Communications Plan." Furthermore, Core Element 19 of the EAMMF is advised to be applied in "Stage 3: Developing Initial EA Versions". This kind of EA sales campaign truly should start much earlier in the maturity progress, i.e. in Stages 0 or 1. So, what are the understandable, relevant benefits (or value) to sell, that can find an agreeable, participatory audience, and can pave the way towards success of a longer-term, funded set of EA mechanisms that can be methodically measured and reported? Pragmatic benefits from a useful EA that can help overcome the fear of change? And how should they be sold? Following is a brief taxonomy (it's a taxonomy, to help organize SME support) of benefit-related subjects that might make the most sense, in creating the messages and organizing an initial "engagement plan" for evangelizing EA "from within". An EA "Sales Taxonomy" of sorts. We're not boiling the ocean here; the subjects that are included are ones that currently appear to be urgently relevant to the current Federal IT Investment landscape. Note that successful dialogue in these topics is directly usable as input or guidance for actually developing early-stage, "Fit-for-Purpose" (a DoDAF term) Enterprise Architecture artifacts, as prescribed by common methods found in most EA methodologies, including FEAF, TOGAF, DoDAF and our own Oracle Enterprise Architecture Framework (OEAF). The taxonomy below is organized by (1) Target Community, (2) Benefit or Value, and (3) EA Program Facet - as in: "Let's talk to (1: Community Member) about how and why (3: EA Facet) the EA program can help with (2: Benefit/Value)". Once the initial discussion targets and subjects are approved (that can be measured and reported), a "marketing and communications plan" can be created. A working example follows the Taxonomy. Enterprise Architecture Sales Taxonomy Draft, Summary Version 1. Community 1.1. Budgeted Programs or Portfolios Communities of Purpose (CoPR) 1.1.1. Program/System Owners (Senior Execs) Creating or Executing Acquisition Plans 1.1.2. Program/System Owners Facing Strategic Change 1.1.2.1. Mandated 1.1.2.2. Expected/Anticipated 1.1.3. Program Managers - Creating Employee Performance Plans 1.1.4. CO/COTRs – Creating Contractor Performance Plans, or evaluating Value Engineering Change Proposals (VECP) 1.2. Governance & Communications Communities of Practice (CoP) 1.2.1. Policy Owners 1.2.1.1. OCFO 1.2.1.1.1. Budget/Procurement Office 1.2.1.1.2. Strategic Planning 1.2.1.2. OCIO 1.2.1.2.1. IT Management 1.2.1.2.2. IT Operations 1.2.1.2.3. Information Assurance (Cyber Security) 1.2.1.2.4. IT Innovation 1.2.1.3. Information-Sharing/ Process Collaboration (i.e. policies and procedures regarding Partners, Agreements) 1.2.2. Governing IT Council/SME Peers (i.e. an "Architects Council") 1.2.2.1. Enterprise Architects (assumes others exist; also assumes EA participants aren't buried solely within the CIO shop) 1.2.2.2. Domain, Enclave, Segment Architects – i.e. the right affinity group for a "shared services" EA structure (per the EAMMF), which may be classified as Federated, Segmented, Service-Oriented, or Extended 1.2.2.3. External Oversight/Constraints 1.2.2.3.1. GAO/OIG & Legal 1.2.2.3.2. Industry Standards 1.2.2.3.3. Official public notification, response 1.2.3. Mission Constituents Participant & Analyst Community of Interest (CoI) 1.2.3.1. Mission Operators/Users 1.2.3.2. Public Constituents 1.2.3.3. Industry Advisory Groups, Stakeholders 1.2.3.4. Media 2. Benefit/Value (Note the actual benefits may not be discretely attributable to EA alone; EA is a very collaborative, cross-cutting discipline.) 2.1. Program Costs – EA enables sound decisions regarding... 2.1.1. Cost Avoidance – a TCO theme 2.1.2. Sequencing – alignment of capability delivery 2.1.3. Budget Instability – a Federal reality 2.2. Investment Capital – EA illuminates new investment resources via... 2.2.1. Value Engineering – contractor-driven cost savings on existing budgets, direct or collateral 2.2.2. Reuse – reuse of investments between programs can result in savings, chargeback models; avoiding duplication 2.2.3. License Refactoring – IT license & support models may not reflect actual or intended usage 2.3. Contextual Knowledge – EA enables informed decisions by revealing... 2.3.1. Common Operating Picture (COP) – i.e. cross-program impacts and synergy, relative to context 2.3.2. Expertise & Skill – who truly should be involved in architectural decisions, both business and IT 2.3.3. Influence – the impact of politics and relationships can be examined 2.3.4. Disruptive Technologies – new technologies may reduce costs or mitigate risk in unanticipated ways 2.3.5. What-If Scenarios – can become much more refined, current, verifiable; basis for Target Architectures 2.4. Mission Performance – EA enables beneficial decision results regarding... 2.4.1. IT Performance and Optimization – towards 100% effective, available resource utilization 2.4.2. IT Stability – towards 100%, real-time uptime 2.4.3. Agility – responding to rapid changes in mission 2.4.4. Outcomes –measures of mission success, KPIs – vs. only "Outputs" 2.4.5. Constraints – appropriate response to constraints 2.4.6. Personnel Performance – better line-of-sight through performance plans to mission outcome 2.5. Mission Risk Mitigation – EA mitigates decision risks in terms of... 2.5.1. Compliance – all the right boxes are checked 2.5.2. Dependencies –cross-agency, segment, government 2.5.3. Transparency – risks, impact and resource utilization are illuminated quickly, comprehensively 2.5.4. Threats and Vulnerabilities – current, realistic awareness and profiles 2.5.5. Consequences – realization of risk can be mapped as a series of consequences, from earlier decisions or new decisions required for current issues 2.5.5.1. Unanticipated – illuminating signals of future or non-symmetric risk; helping to "future-proof" 2.5.5.2. Anticipated – discovering the level of impact that matters 3. EA Program Facet (What parts of the EA can and should be communicated, using business or mission terms?) 3.1. Architecture Models – the visual tools to be created and used 3.1.1. Operating Architecture – the Business Operating Model/Architecture elements of the EA truly drive all other elements, plus expose communication channels 3.1.2. Use Of – how can the EA models be used, and how are they populated, from a reasonable, pragmatic yet compliant perspective? What are the core/minimal models required? What's the relationship of these models, with existing system models? 3.1.3. Scope – what level of granularity within the models, and what level of abstraction across the models, is likely to be most effective and useful? 3.2. Traceability – the maturity, status, completeness of the tools 3.2.1. Status – what in fact is the degree of maturity across the integrated EA model and other relevant governance models, and who may already be benefiting from it? 3.2.2. Visibility – how does the EA visibly and effectively prove IT investment performance goals are being reached, with positive mission outcome? 3.3. Governance – what's the interaction, participation method; how are the tools used? 3.3.1. Contributions – how is the EA program informed, accept submissions, collect data? Who are the experts? 3.3.2. Review – how is the EA validated, against what criteria?  Taxonomy Usage Example:   1. To speak with: a. ...a particular set of System Owners Facing Strategic Change, via mandate (like the "Cloud First" mandate); about... b. ...how the EA program's visible and easily accessible Infrastructure Reference Model (i.e. "IRM" or "TRM"), if updated more completely with current system data, can... c. ...help shed light on ways to mitigate risks and avoid future costs associated with NOT leveraging potentially-available shared services across the enterprise... 2. ....the following Marketing & Communications (Sales) Plan can be constructed: a. Create an easy-to-read "Consequence Model" that illustrates how adoption of a cloud capability (like elastic operational storage) can enable rapid and durable compliance with the mandate – using EA traceability. Traceability might be from the IRM to the ARM (that identifies reusable services invoking the elastic storage), and then to the PRM with performance measures (such as % utilization of purchased storage allocation) included in the OMB Exhibits; and b. Schedule a meeting with the Program Owners, timed during their Acquisition Strategy meetings in response to the mandate, to use the "Consequence Model" for advising them to organize a rapid and relevant RFI solicitation for this cloud capability (regarding alternatives for sourcing elastic operational storage); and c. Schedule a series of short "Discovery" meetings with the system architecture leads (as agreed by the Program Owners), to further populate/validate the "As-Is" models and frame the "To Be" models (via scenarios), to better inform the RFI, obtain the best feedback from the vendor community, and provide potential value for and avoid impact to all other programs and systems. --end example -- Note that communications with the intended audience should take a page out of the standard "Search Engine Optimization" (SEO) playbook, using keywords and phrases relating to "value" and "outcome" vs. "compliance" and "output". Searches in email boxes, internal and external search engines for phrases like "cost avoidance strategies", "mission performance metrics" and "innovation funding" should yield messages and content from the EA team. This targeted, informed, practical sales approach should result in additional buy-in and participation, additional EA information contribution and model validation, development of more SMEs and quick "proof points" (with real-life testing) to bolster the case for EA. The proof point here is a successful, timely procurement that satisfies not only the external mandate and external oversight review, but also meets internal EA compliance/conformance goals and therefore is more transparently useful across the community. In short, if sold effectively, the EA will perform and be recognized. EA won’t therefore be used only for compliance, but also (according to a validated, stated purpose) to directly influence decisions and outcomes. The opinions, views and analysis expressed in this document are those of the author and do not necessarily reflect the views of Oracle.

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  • No drop packets using the error models for wirelesss scenario ?

    I am trying to use the error model in ns2 with wireless links, I am using ns2.33. I tried the uniform error model and the markov chain model. No errors from ns but when I am trying to find the dropped packets due to corruption I can not find any of them using either the uniform or markov models. So please help me if I made any error in using the error model. to search for dropped packets I am using eid@eid-laptop:~/code/ns2/noisy$ cat mixed.tr | grep d My code is available here : http://pastebin.com/f68749435

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  • Can I db.put models without db.getting them first?

    - by Liron
    I tried to do something like ss = Screenshot(key=db.Key.from_path('myapp_screenshot', 123), name='flowers') db.put([ss, ...]) It seems to work on my dev_appserver, but on live I get this traceback: 05-07 09:50PM 19.964 File "/base/data/home/apps/quixeydev3/12.341796548761906563/common/appenginepatch/appenginepatcher/patch.py", line 600, in put E 05-07 09:50PM 19.964 result = old_db_put(models, *args, **kwargs) E 05-07 09:50PM 19.964 File "/base/python_runtime/python_lib/versions/1/google/appengine/ext/db/init.py", line 1278, in put E 05-07 09:50PM 19.964 keys = datastore.Put(entities, rpc=rpc) E 05-07 09:50PM 19.964 File "/base/python_runtime/python_lib/versions/1/google/appengine/api/datastore.py", line 284, in Put E 05-07 09:50PM 19.965 raise _ToDatastoreError(err) E 05-07 09:50PM 19.965 InternalError: the new entity or index you tried to insert already exists I happen to know just the ID of an existing Screenshot entity I want to update; that's why I was manually constructing its key. Am I doing it wrong?

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  • Are there any pitfalls to having two different Models from two different assemblies? (EF)

    - by Jonn
    I have two projects, both of them data access layers, and both using EF. I have another project calling services related to the two different assemblies. Are there any pitfalls on using two different models on two different databases linked to the same database? I'm asking this because I've been getting this generic "EntitySqlException" could not be resolved in the current scope or context. Make sure that all referenced variables are in scope, that required schemas are loaded, and that namespaces are referenced correctly., near escaped identifier. that does not appear when are run separately but appear when under the same project.

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  • How can I use edit_in_place on three different models from a View for a model those three belong_to?

    - by Angela
    I have a model called Campaign. In the controller, I do the following to list, in order, the three Models that belong_to a Campaign: <% @campaign_events = campaign_events %> <% @campaign_events.each do |campaign_event| %> <% model_name = campaign_event.class.name.tableize.singularize %> <p> <%= link_to campaign_event.title, send("#{model_name}_path", campaign_event) %> <span class='model_name'>(<%= model_name.capitalize %>)</span> <%= campaign_event.days %> Days </p> <% end %> campaign_event is a campaign_helper defined as: module CampaignsHelper def campaign_events return (@campaign.calls + @campaign.emails + @campaign.letters).sort{|a,b| a.days <=> b.days} end end I want to be able to click on the numerical value for Days when looking at the view/campaign/show and edit the value for :days (in this case, displayed as campaign_event.days

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  • does class/object models have a out-of-the-box equivalent to a database foreign key constraint

    - by Greg
    Hi, Does does class/object models have a out-of-the-box equivalent to a database foreign key constraint? Assume the language is C# please. That is say Class A has a field that references Class B and vica-versa. If I have Object A & B (instantiated from these classes) what happens if I delete Object B? Does it auto-delete or throw a constraint issue if it still exists in Object A as a reference? That is, for this scenario is there a way to ensure when a Object A is delete that either (a) object B is delete like a cascade delete, or (b) a constraint exception is thrown as the expectation is that the reference in Class B should be non-null?

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  • PlayFramework with Scala and Morphia

    - by AKRamkumar
    I keep getting this exception: Oops: CannotCompileException An unexpected error occured caused by exception CannotCompileException: [source error] ds() not found in models.dc What is wrong with my code? Here is models.ds package models import com.google.code.morphia.annotations._ @Embedded class ds{ @Indexed var xs : Double=0 @Indexed var xc : Double=0 @Indexed var ys : Double=0 @Indexed var yc : Double=0 @Indexed var zs : Double=0 @Indexed var zc : Double=0 } Here is models.dc package models import com.google.code.morphia.annotations.{Embedded, Entity, Indexed} @Entity class dc{ @Indexed var name : String = null @Embedded var summary : ds = new ds() }

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  • How Do You Actually Model Data?

    Since the 1970’s Developers, Analysts and DBAs have been able to represent concepts and relations in the form of data through the use of generic symbols.  But what is data modeling?  The first time I actually heard this term I could not understand why anyone would want to display a computer on a fashion show runway. Hey, what do you expect? At that time I was a freshman in community college, and obviously this was a long time ago.  I have since had the chance to learn what data modeling truly is through using it. Data modeling is a process of breaking down information and/or requirements in to common categories called objects. Once objects start being defined then relationships start to form based on dependencies found amongst other existing objects.  Currently, there are several tools on the market that help data designer actually map out objects and their relationships through the use of symbols and lines.  These diagrams allow for designs to be review from several perspectives so that designers can ensure that they have the optimal data design for their project and that the design is flexible enough to allow for potential changes and/or extension in the future. Additionally these basic models can always be further refined to show different levels of details depending on the target audience through the use of three different types of models. Conceptual Data Model(CDM)Conceptual Data Models include all key entities and relationships giving a viewer a high level understanding of attributes. Conceptual data model are created by gathering and analyzing information from various sources pertaining to a project during the typical planning phase of a project. Logical Data Model (LDM)Logical Data Models are conceptual data models that have been expanded to include implementation details pertaining to the data that it will store. Additionally, this model typically represents an origination’s business requirements and business rules by defining various attribute data types and relationships regarding each entity. This additional information can be directly translated to the Physical Data Model which reduces the actual time need to implement it. Physical Data Model(PDMs)Physical Data Model are transformed Logical Data Models that include the necessary tables, columns, relationships, database properties for the creation of a database. This model also allows for considerations regarding performance, indexing and denormalization that are applied through database rules, data integrity. Further expanding on why we actually use models in modern application/database development can be seen in the benefits that data modeling provides for data modelers and projects themselves, Benefits of Data Modeling according to Applied Information Science Abstraction that allows data designers remove concepts and ideas form hard facts in the form of data. This gives the data designers the ability to express general concepts and/or ideas in a generic form through the use of symbols to represent data items and the relationships between the items. Transparency through the use of data models allows complex ideas to be translated in to simple symbols so that the concept can be understood by all viewpoints and limits the amount of confusion and misunderstanding. Effectiveness in regards to tuning a model for acceptable performance while maintaining affordable operational costs. In addition it allows systems to be built on a solid foundation in terms of data. I shudder at the thought of a world without data modeling, think about it? Data is everywhere in our lives. Data modeling allows for optimizing a design for performance and the reduction of duplication. If one was to design a database without data modeling then I would think that the first things to get impacted would be database performance due to poorly designed database and there would be greater chances of unnecessary data duplication that would also play in to the excessive query times because unneeded records would need to be processed. You could say that a data designer designing a database is like a box of chocolates. You will never know what kind of database you will get until after it is built.

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  • Play or Lift: which one is more explicit?

    - by Andrea
    I am going to investigate web development with Scala, and the choice is between learning Lift or Play: probably I will not have enough time to try both, at least at first. Now, many comparisons between the two are available on the internet, but I would like to know how do they compare with respect to being explicit and involving less magic. Let me explain what I mean by example. I have used, to various degrees, CakePHP, symfony2, Django and Grails. I feel a very clear distinction between Django and symfony2, which are very explicit about what you are doing, and Grails and CakePHP, which try to do their best to guess what you are trying to achieve and often feel "magical". Let me give some examples comparing Django and Grails. In Django, views are functions that take a request as input and return a response. You can instantiate explicitly an instance of HttpResponse and populate its body with a string, or you can use shortcut functions to leverage the template system. In any case the return value from your view always has the same type. In contrast, the render method from Grails is highly polymorphic. You can throw a context at it and it will try to render a template which is found by convention using that context. Or you can pass it a pair of a template path and a context and that will work too. Or a string. Or XML. Grails tries hard to make sense of whatever you return from your controller. In the Django ORM, each model class has a static attribute representing the manager for that class. That manager exposes a fluent interface to build querysets. In Grails, you can have a similar functionality by composing detached criteria. Still, the most common way to query objects seems to be the use of runtime-generated methods like FindUserByEmailNotNull or FindPostByDateGreaterThan. I will not go further, but my point is that in Django-like frameworks you have control over the whole flow of the request/response process, while in Grails-like ones I feel I only have to feel the blanks and the framework will manage the rest of the flow for me. This is not to criticize Grails or CakePHP; which type you prefer is mainly a matter of preference. In fact, I happen to like some aspects of Grails, but I feel more comfortable with a framework which does less for me. Back to the point of the question: which one among Play and Lift is more explicit about what you do and which one tries to simplify more what you have to do with a layer of "magic"?

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  • apt-get install problem: Errors were encountered while processing: sun-j2sdk1.6

    - by pyeleven
    I have the following problem every time i run apt-get install: for example : installing python-django-south ... Unpacking python-django-south (from .../python-django-south_0.5-2_all.deb) ... Setting up sun-j2sdk1.6 (1.6.0+update22-linux-i586.) ... update-alternatives: error: alternative path /usr/lib/j2sdk1.6-sun/jre/plugin/amd64/ns7/libjavaplugin_oji.so doesn't exist. dpkg: error processing sun-j2sdk1.6 (--configure): subprocess installed post-installation script returned error exit status 2 Setting up python-django-south (0.5-2) ... Processing triggers for python-support ... Errors were encountered while processing: sun-j2sdk1.6 E: Sub-process /usr/bin/dpkg returned an error code (1) What could be the problem? I have 9.10 Ubuntu

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  • Disable touch pad for mouse button region on new HP pavillion models?

    - by John
    i bought a new hp pavillion dv6 series laptop. the laptop itself is fine but it has the new hp touchpad mouse which i absolutely hate. its such a stupid problem to have with a computer. the left and right mouse buttons are, themselves, part of of the touchpad, meaning that if i tap the buttons without actually pressing them down, it registers the same way as the mouse pad (the cursor moves, tap to click activates, etc.) this is a major annoyance because it prevents you from operating the mouse pad with anything more than a single finger; if for example i use my right hand index finger to move the cursor using the touch pad and rest my left hand index finger on the left mouse button for more efficient mouse-ing, the mouse will react as if im trying to use 2 fingers to move it and it will either just sit there or will spaz out. the only way this works is if i keep the finger that is resting on the mouse button absolutely still, which is very difficult and, therefore, very annoying. also, even if i do abide by the arbitrary new decree of single-finger mousepad operation, i still have a problem because when i press down on the left or right click buttons, the mouse moves slightly, what with the buttons also being part of the touch pad and all. this would not be that hard to avoid except that they decided to also make the buttons much harder to press down. now whenever i go to click something, i press hard on the mouse button, causing my finger to slightly move or roll or flatten out a bit, causing the cursor to move slightly, and causing me to click on something different. what i would like to know is if there is anyway that i can disable the touch pad on the buttons. i have gone through all of the settings under the synaptics menus but i cannot find anything about this. did i miss something in one of the menus? if not, then are there any updated drivers that allow for toggling of this function?

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  • Strategies for avoiding SQL in your Controllers... or how many methods should I have in my Models?

    - by Keith Palmer
    So a situation I run into reasonably often is one where my models start to either: Grow into monsters with tons and tons of methods OR Allow you to pass pieces of SQL to them, so that they are flexible enough to not require a million different methods For example, say we have a "widget" model. We start with some basic methods: get($id) insert($record) update($id, $record) delete($id) getList() // get a list of Widgets That's all fine and dandy, but then we need some reporting: listCreatedBetween($start_date, $end_date) listPurchasedBetween($start_date, $end_date) listOfPending() And then the reporting starts to get complex: listPendingCreatedBetween($start_date, $end_date) listForCustomer($customer_id) listPendingCreatedBetweenForCustomer($customer_id, $start_date, $end_date) You can see where this is growing... eventually we have so many specific query requirements that I either need to implement tons and tons of methods, or some sort of "query" object that I can pass to a single -query(query $query) method... ... or just bite the bullet, and start doing something like this: list = MyModel-query(" start_date X AND end_date < Y AND pending = 1 AND customer_id = Z ") There's a certain appeal to just having one method like that instead of 50 million other more specific methods... but it feels "wrong" sometimes to stuff a pile of what's basically SQL into the controller. Is there a "right" way to handle situations like this? Does it seem acceptable to be stuffing queries like that into a generic -query() method? Are there better strategies?

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  • Komodo Edit - How to disable the 'Linter' for a language?

    - by TM.
    I've been using Komodo Edit to work on a Django project. It works great except for one little annoyance: When I am editing Django template files, Komodo likes to put red squiggly lines underneath the first HTML tag that follows a Django tag, because it thinks it is an invalid HTML doc (although it isn't, it just has Django template tags/filters in it). Note that this red squiggly line is called a "Linter error" in the docs that I can find. Is there some way to turn off this red squiggly for only a specific type of language? It's nice to have when working on Python code but it's annoying to have a red squiggly on every single one of my Django templates.

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  • Method for defining simultaneous has-many and has-one associations between two models in CakePHP?

    - by Hobonium
    One thing with which I have long had problems, within the CakePHP framework, is defining simultaneous hasOne and hasMany relationships between two models. For example: BlogEntry hasMany Comment BlogEntry hasOne MostRecentComment (where MostRecentComment is the Comment with the most recent created field) Defining these relationships in the BlogEntry model properties is problematic. CakePHP's ORM implements a has-one relationship as an INNER JOIN, so as soon as there is more than one Comment, BlogEntry::find('all') calls return multiple results per BlogEntry. I've worked around these situations in the past in a few ways: Using a model callback (or, sometimes, even in the controller or view!), I've simulated a MostRecentComment with: $this->data['MostRecentComment'] = $this->data['Comment'][0]; This gets ugly fast if, say, I need to order the Comments any way other than by Comment.created. It also doesn't Cake's in-built pagination features to sort by MostRecentComment fields (e.g. sort BlogEntry results reverse-chronologically by MostRecentComment.created. Maintaining an additional foreign key, BlogEntry.most_recent_comment_id. This is annoying to maintain, and breaks Cake's ORM: the implication is BlogEntry belongsTo MostRecentComment. It works, but just looks...wrong. These solutions left much to be desired, so I sat down with this problem the other day, and worked on a better solution. I've posted my eventual solution below, but I'd be thrilled (and maybe just a little mortified) to discover there is some mind-blowingly simple solution that has escaped me this whole time. Or any other solution that meets my criteria: it must be able to sort by MostRecentComment fields at the Model::find level (ie. not just a massage of the results); it shouldn't require additional fields in the comments or blog_entries tables; it should respect the 'spirit' of the CakePHP ORM. (I'm also not sure the title of this question is as concise/informative as it could be.)

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  • What makes people think that NNs have more computational power than existing models?

    - by Bubba88
    I've read in Wikipedia that neural-network functions defined on a field of arbitrary real/rational numbers (along with algorithmic schemas, and the speculative `transrecursive' models) have more computational power than the computers we use today. Of course it was a page of russian wikipedia (ru.wikipedia.org) and that may be not properly proven, but that's not the only source of such.. rumors Now, the thing that I really do not understand is: How can a string-rewriting machine (NNs are exactly string-rewriting machines just as Turing machines are; only programming language is different) be more powerful than a universally capable U-machine? Yes, the descriptive instrument is really different, but the fact is that any function of such class can be (easily or not) turned to be a legal Turing-machine. Am I wrong? Do I miss something important? What is the cause of people saying that? I do know that the fenomenum of undecidability is widely accepted today (though not consistently proven according to what I've read), but I do not really see a smallest chance of NNs being able to solve that particular problem. Add-in: Not consistently proven according to what I've read - I meant that you might want to take a look at A. Zenkin's (russian mathematician) papers after mid-90-s where he persuasively postulates the wrongness of G. Cantor's concepts, including transfinite sets, uncountable sets, diagonalization method (method used in the proof of undecidability by Turing) and maybe others. Even Goedel's incompletness theorems were proven in right way in only 21-st century.. That's all just to plug Zenkin's work to the post cause I don't know how widespread that knowledge is in CS community so forgive me if that did look stupid. Thank you!

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  • How do I find the .max of an attribute value among a group of different Models?

    - by Angela
    Hi, everyone: I am also open to just straight-up refactoring what I'm finding to be pretty repetitive, but to give a baseline of how it's working.... I have for every contact a Campaign, which has_many of three types of Models: Email, Call, and Letter. When an Email (Call or Letter) has been executed for a specific contact, I have a Contact_Email(_or_Call_or_Letter) which belongs to both the Contact and the Model (Email_or_Call_or_Letter). Each Contact_Email for example pairing has a :date_sent attribute. So does each Contact_Call and Contact_Letter. How do I find the latest of all of them? Here is the code I wrote that can find the latest Email and my finding retyping similar code for Call and Letter, but then stuck on how to do a .max on all of them: def last_email(contact) #get campaign the contact belongs to @campaign = Campaign.find_by_id(contact.campaign_id) @last_email = ContactEmail.find(:last, :conditions => "contact_id = #{contact.id}", :order => "date_sent DESC") @last_call = ContactCall.find(:last, :conditions => "contact_id = #{contact.id}", :order => "date_sent DESC") @last_letter = ContactLetter.find(:last, :conditions => "contact_id = #{contact.id}", :order => "date_sent DESC") # how do I get the latest of all of these to display? if @last_sent_email.nil? return "no email sent" else return @last_sent_email.date_sent end end Question 1: With what I have, how can I find effectively @last_event given I can find the last Email, last Call, and last Letter for every contact? Question 2: How can I remove the repetitive code that I have to write for each Model?

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  • How do I Order on common attribute of two models in the DB?

    - by Will
    If i have two tables Books, CDs with corresponding models. I want to display to the user a list of books and CDs. I also want to be able to sort this list on common attributes (release date, genre, price, etc.). I also have basic filtering on the common attributes. The list will be large so I will be using pagination in manage the load. items = [] items << CD.all(:limit => 20, :page => params[:page], :order => "genre ASC") items << Book.all(:limit => 20, :page => params[:page], :order => "genre ASC") re_sort(items,"genre ASC") Right now I am doing two queries concatenating them and then sorting them. This is very inefficient. Also this breaks down when I use paging and filtering. If I am on page 2 of how do I know what page of each table individual table I am really on? There is no way to determine this information without getting all items from each table. I have though that if I create a new Class called items that has a one to one relationship with either a Book or CD and do something like Item.all(:limit => 20, :page => params[:page], :include => [:books, :cds], :order => "genre ASC") However this gives back an ambiguous error. So can only be refined as Item.all(:limit => 20, :page => params[:page], :include => [:books, :cds], :order => "books.genre ASC") And does not interleave the books and CDs in a way that I want. Any suggestions.

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  • In Java, is there a gain in using interfaces for complex models?

    - by Gnoupi
    The title is hardly understandable, but I'm not sure how to summarize that another way. Any edit to clarify is welcome. I have been told, and recommended to use interfaces to improve performances, even in a case which doesn't especially call for the regular "interface" role. In this case, the objects are big models (in a MVC meaning), with many methods and fields. The "good use" that has been recommended to me is to create an interface, with its unique implementation. There won't be any other class implementing this interface, for sure. I have been told that this is better to do so, because it "exposes less" (or something close) to the other classes which will use methods from this class, as these objects are referring to the object from its interface (all public method from the implementation being reproduced in the interface). This seems quite strange to me, as it seems like a C++ use to me (with header files). There I see the point, but in Java? Is there really a point in making an interface for such unique implementation? I would really appreciate some clarifications on the topic, so I could justify not following such kind of behavior, and the hassle it creates from duplicating all declarations.

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  • In Java, is there a performance gain in using interfaces for complex models?

    - by Gnoupi
    The title is hardly understandable, but I'm not sure how to summarize that another way. Any edit to clarify is welcome. I have been told, and recommended to use interfaces to improve performances, even in a case which doesn't especially call for the regular "interface" role. In this case, the objects are big models (in a MVC meaning), with many methods and fields. The "good use" that has been recommended to me is to create an interface, with its unique implementation. There won't be any other class implementing this interface, for sure. I have been told that this is better to do so, because it "exposes less" (or something close) to the other classes which will use methods from this class, as these objects are referring to the object from its interface (all public methods from the implementation being reproduced in the interface). This seems quite strange to me, as it seems like a C++ use to me (with header files). There I see the point, but in Java? Is there really a point in making an interface for such unique implementation? I would really appreciate some clarifications on the topic, so I could justify not following such kind of behavior, and the hassle it creates from duplicating all declarations. Edit: Plenty of valid points in most answers, I'm wondering if I won't switch this question for a community wiki, so we can regroup these points in more structured answers.

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