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  • Building a simple cart using object orientated PHP

    - by James
    I've built basic shopping carts with PHP before but in an attempt to get my feet wet with OOP, I'd like to try using that method. I come from a design background but do understand some basics of OOP but would like to see a tutorial or something simple I could base this on. The site is small and the cart functionality required is very standard. Can anyone offer a link to a decent tutorial or article on building a Cart with PHP OOP, a quick google didn't turn up anything decent.

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  • Explain Type Classes in Haskell

    - by Tsubasa Gomamoto
    Hi, I am a C++ / Java programmer and the main paradigm I happen to use in everyday programming is OOP. In some thread I read a comment that Type classes are more intuitive in nature than OOP. Can someone explain the concept of type classes in simple words so that an OOP guy like me can understand it?

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  • php OOP, full sample

    - by lolalola
    Hi, On this site I found a lot of cool examples of PHP OOP. Maybe you know where to find complete examples? Guest books, registration forms, blog... When I look at the full model is much easier to understand OOP PHP. As different classes interacting with each other, exchange data How to use the generic class for sending data to the database Thanks

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  • fcgi php.ini override

    - by Linux Intel
    I'm using cPanel on centos5 64bit installed. PHP handler is : fcgi cat /usr/local/apache/conf/php.conf output is : LoadModule fcgid_module modules/mod_fcgid.so MaxRequestsPerProcess 500 FCGIWrapper /usr/local/cpanel/cgi-sys/php5 .php5 FCGIWrapper /usr/local/cpanel/cgi-sys/php5 .php4 FCGIWrapper /usr/local/cpanel/cgi-sys/php5 .php FCGIWrapper /usr/local/cpanel/cgi-sys/php5 .php3 FCGIWrapper /usr/local/cpanel/cgi-sys/php5 .php2 FCGIWrapper /usr/local/cpanel/cgi-sys/php5 .phtml AddHandler fcgid-script .php5 .php4 .php .php3 .php2 .phtml Apache/2.2.22 , PHP 5.2.17 How can i use custom php.ini for a specific account .?

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  • Warning in Apache log: Cannot get media type from 'x-mapp-php5'

    - by IronGoofy
    I have no idea what is causing this issue, but it seems to be related to the displayed file (just a simple index.php to print phpinfo) being in an aliased directory. Any suggestions what I can do to avoid the warning? Here's an excerpt from my httpd.conf: <Directory "<dir with broken php>"> Options Indexes FollowSymLinks ExecCGI Includes AllowOverride All Order allow,deny Allow from all </Directory> Alias /smartersoftware/ "<broken dir>" <FilesMatch \.php$> SetHandler application/x-httpd-php </FilesMatch> The last three lines were required to make php work at all (which I found a bit strange, and it may or may not be related to my problem). Adding a AddType application/x-mapp-php5 .php didn't change anything.

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  • So what *did* Alan Kay really mean by the term "object-oriented"?

    - by Charlie Flowers
    Reportedly, Alan Kay is the inventor of the term "object oriented". And he is often quoted as having said that what we call OO today is not what he meant. For example, I just found this on Google: "I made up the term 'object-oriented', and I can tell you I didn't have C++ in mind" - Alan Kay, OOPSLA '97 I vaguely remember hearing something pretty insightful about what he did mean. Something along the lines of "message passing". Do you know what he meant? Can you fill in more details of what he meant and how it differs from today's common OO? Please share some references if you have any. Thanks.

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  • I don't get object-oriented programming

    - by Joel J. Adamson
    Note: this question is an edited excerpt from a blog posting I wrote a few months ago. After placing a link to the blog in a comment on Programmers.SE someone requested that I post a question here so that they could answer it. This posting is my most popular, as people seem to type "I don't get object-oriented programming" into Google a lot. Feel free to answer here, or in a comment at Wordpress. What is object-oriented programming? No one has given me a satisfactory answer. I feel like you will not get a good definition from someone who goes around saying “object” and “object-oriented” with his nose in the air. Nor will you get a good definition from someone who has done nothing but object-oriented programming. No one who understands both procedural and object-oriented programming has ever given me a consistent idea of what an object-oriented program actually does. Can someone please give me their ideas of the advantages of object-oriented programming?

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  • Pure virtual or abstract, what's in a name?

    - by Steven Jeuris
    While discussing a question about virtual functions on Stack Overflow, I wondered whether there was any official naming for pure (abstract) and non-pure virtual functions. I always relied on wikipedia for my information, which states that pure and non-pure virtual functions are the general term. Unfortunately, the article doesn't back it up with a origin or references. To quote Jon Skeet's answer to my reply that pure and non-pure are the general term used: @Steven: Hmm... possibly, but I've only ever seen it in the context of C++ before. I suspect anyone talking about them is likely to have a C++ background :) Did the terms originate from C++, or were they first defined or implemented in a earlier language, and are they the 'official' scientific terms?

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  • Introducing Visual WebGui's XAML programming model extension for web developers

    - by Visual WebGui
    While ASP.NET provides an event base approach it is completely dismissed when working with AJAX and the richness of the server is lost and replaced with JavaScript programming and couple with a very high security risk. Visual WebGui reinstates the power of the server to AJAX development and provides a statefull yet scalable, server centric architecture that provides the benefits and user productivity of AJAX with the security and developer productivity we had before AJAX stormed into our lives. When...(read more)

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  • What is a “pretty and proper OO” way for handling sessions and authentication?

    - by asdfqwer
    Is coupling these two concepts a bad approach? As of right now I'm delegating all session handling and whether or not a user desires to logout in my config.inc file. As I was writing my Auth class I started wondering whether or not my Auth class should be taking care of most of the logic in my config.inc. Regardless, I'm sure there's a more elegant way of handling this... Here is what I have in my config.inc (also a large chunk of this code is based on a reply I found on SO except I can't find the source ._.): ini_set('session.name', 'SID'); # session management session_set_cookie_params(24*60*60); // set SID cookie lifetime session_start(); if(isset($_SESSION['LOGOUT']) { session_destroy(); // destroy session data $_SESSION = array(); // destroy session data sanity check setcookie('SID', '', time() - 24*60*60); // destroy session cookie data #header('Location: '.DOCROOT); } elseif(isset($_SESSION['SID_AUTH'])) { // verify user has authenticated if (!isset($_SESSION['SID_CREATED'])) { $_SESSION['SID_CREATED'] = time(); } elseif (time() - $_SESSION['SID_CREATED'] > 6*60*60) { // session started more than 6 hours ago session_regenerate_id(); // reset SID value $_SESSION['SID_CREATED'] = time(); // update creation time } if (isset($_SESSION['SID_MODIFIED']) && (time() - $_SESSION['SID_MODIFIED'] > 12*60*60)) { // last request was more than 12 hours ago session_destroy(); // destroy session data $_SESSION = array(); // destroy session data sanity check setcookie('SID', '', time() - 24*60*60); // destroy session cookie data } $_SESSION['SID_MODIFIED'] = time(); // update last activity time stamp }

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  • Models, controllers, and code reuse

    - by user11715
    I have a blog where users can post comments. When creating a comment, various things happen: creating the comment object, associations, persisting sending notification emails to post's author given his preferences sending notification to moderators given their preferences updating a fulltext database for search ... I could put all this in the controller, but what if I want to reuse this code ? e.g. I would like to provide an API for posting comments. I could also put this in the model, but I wonder if I won't lose flexibility by doing so. And would it be acceptable to do all of this from the model layer ? What would you do ?

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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  • MVP Pattern Philsophical Question - Security Checking in UI

    - by Brian
    Hello, I have a philosophical question about the MVP pattern: I have a component that checks whether a user has access to a certain privilege. This privilege turns on or off certain UI features. For instance, suppose you have a UI grid, and for each row that gets bound, I do a security check to see if certain features in the grid should be enabled or disabled. There are two ways to do this: have the UI/view call the component's method, determine if it has access, and enable/disable or show/hide. The other is have the view fire an event to the presenter, have the presenter do the check and return the access back down to the view through the model or through the event arg. As per the MVP pattern, which component should security checks fit into, the presenter or the view? Since the view is using it to determine its accessibility, it seems more fitting in the view, but it is doing database checks and all inside this business component, and there is business logic there, so I can see the reverse argument too. Thoughts? Thanks.

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  • call function between classes [closed]

    - by aziz joh
    hello I have 3 classes class A, B, and C class A is the main class and content the main function also, i call class B and class C in the main as b1,b2 and c1. in class B there is a vector (V) has list of int. and 3 functions Add, get and delete delete. all the thing in the class is public. in class C i have function that need to (B::get) from b. what I want is that how I can make c1 call get of b1 to return the value of the V in b1 after that use add of b2 to add new item in V of b2. Thanks in advance This is an example class a{ int main(){ b b1,b2; c c1; b1.add(10); b1.add(20); c1.start(); }} class b{ vector<int> v; void add(int i){ v.push_back(i)} int get(){int i=v.at(0); return i;} } class c{// take something from b1 and add it to b2 void play(){ int i=b.get();//should take it from b1 b.add(i*2);//should add it to b2 }} please I need your help I been searching to solve this problem for days.

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • PHP ORM style of querying

    - by Petah
    Ok so I have made an ORM library for PHP. It uses syntax like so: *(assume that $business_locations is an array)* Business::type(Business:TYPE_AUTOMOTIVE)-> size(Business::SIZE_SMALL)-> left_join(BusinessOwner::table(), BusinessOwner::business_id(), SQL::OP_EQUALS, Business::id())-> left_join(Owner::table(), SQL::OP_EQUALS, Owner::id(), BusinessOwner::owner_id())-> where(Business::location_id(), SQL::in($business_locations))-> group_by(Business::id())-> select(SQL::count(BusinessOwner::id()); Which can also be represented as: $query = new Business(); $query->set_type(Business:TYPE_AUTOMOTIVE); $query->set_size(Business::SIZE_SMALL); $query->left_join(BusinessOwner::table(), BusinessOwner::business_id(), SQL::OP_EQUALS, $query->id()); $query->left_join(Owner::table(), SQL::OP_EQUALS, Owner::id(), BusinessOwner::owner_id()); $query->where(Business::location_id(), SQL::in($business_locations)); $query->group_by(Business::id()); $query->select(SQL::count(BusinessOwner::id()); This would produce a query like: SELECT COUNT(`business_owners`.`id`) FROM `businesses` LEFT JOIN `business_owners` ON `business_owners`.`business_id` = `businesses`.`id` LEFT JOIN `owners` ON `owners`.`id` = `business_owners`.`owner_id` WHERE `businesses`.`type` = 'automotive' AND `businesses`.`size` = 'small' AND `businesses`.`location_id` IN ( 1, 2, 3, 4 ) GROUP BY `businesses`.`id` Please keep in mind that the syntax might not be prefectly correct (I only wrote this off the top of my head) Any way, what do you think of this style of querying? Is the first method or second better/clearer/cleaner/etc? What would you do to improve it?

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  • Design: classes with same implementation but different method names

    - by Dror Helper
    I have multiple classes that have similar implementation for different named methods: class MyClassX { public int MyClassXIntMethod(){} public string MyClassXStringMethod(){} } class MyClassY { public int MyClassYIntMethod(){} public string MyClassYStringMethod(){} } the methods inside the classes have similar implementation but because the method's names are different (due to 3rd party constraints) i cannot use inheritance. I'm looking for an elegant solution that would be better than implementing the same functionality over and over again.

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  • Deciding between obj->func() and func(obj)

    - by GSto
    I was thinking about this when I was starting to set up some code for a new project: are there any rules of thumb for when a method should be part of an object, and when it should be a stand alone function that takes an object as a parameter? EDIT: as pointed out in a comment, this can depend on language. I was working in C++ when it came to mind, though I'm this is an issue across a number of languages (and would still love to see answers that pertain to them).

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  • Why make JavaScript class based?

    - by Carnotaurus
    JavaScript is a prototype language. To turn it into a class based language adds little value? I am not talking about best-practice here. I remember reading an article from way back, which claimed that the class-based worldview is perceivably more flawed than the one of prototypes. My summary can be found here: http://carnotaurus.tumblr.com/post/3248631891/class-based-javascript-or-not. I am resisting to use the class-based jQuery add-on and other attempts at faciliating class-based JavaScript. Peer pressure is strong but is there a stronger theoretical or practical reason why I stop resisting?

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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • Avoid overwriting all the methods in the child class

    - by Heckel
    The context I am making a game in C++ using SFML. I have a class that controls what is displayed on the screen (manager on the image below). It has a list of all the things to draw like images, text, etc. To be able to store them in one list I created a Drawable class from which all the other drawable class inherit. The image below represents how I would organize each class. Drawable has a virtual method Draw that will be called by the manager. Image and Text overwrite this method. My problem is that I would like Image::draw method to work for Circle, Polygon, etc. since sf::CircleShape and sf::ConvexShape inherit from sf::Shape. I thought of two ways to do that. My first idea would be for Image to have a pointer on sf::Shape, and the subclasses would make it point onto their sf::CircleShape or sf::ConvexShape classes (Like on the image below). In the Polygon constructor I would write something like ptr_shape = &polygon_shape; This doesn't look very elegant because I have two variables that are, in fact, just one. My second idea is to store the sf::CircleShape and sf::ConvexShape inside the ptr_shape like ptr_shape = new sf::ConvexShape(...); and to use a function that is only in ConvexShape I would cast it like so ((sf::ConvexShape*)ptr_shape)->convex_method(); But that doesn't look very elegant either. I am not even sure I am allowed to do that. My question I added details about the whole thing because I thought that maybe my whole architecture was wrong. I would like to know how I could design my program to be safe without overwriting all the Image methods. I apologize if this question has already been asked; I have no idea what to google.

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  • In C++, is it a reflection of poor software design if objects are deleted manually?

    - by grokus
    With the advent of smart pointers, is it a sign of poor design if I see objects are deleted? I'm seeing some software components in our product that people are still doing this. This practice strikes me as un-idiomatic, but I need to be sure this is the industry consensus. I'm not starting a crusade but it'd be nice to be prepared theory wise. Edit: legit uses of delete, Klaim mentioned the object pool use case. I agree. Bad examples of using delete, I am seeing many new's in constructor or start() and corresponding delete's in the destructor or stop(), why not use scoped_ptr? It makes the code cleaner.

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • How do you know when to split an object method into 2 or more other methods?

    - by blacktie24
    Hi, I know this is a very basic question, but I sometimes find myself struggling to figure out when to split a single object method into multiple methods. For example, I am trying to set up an ACL using Zend_Acl and Zend_Auth, as shown in this tutorial: http://devzone.zend.com/article/1665. However, I am wondering if the My_Plugin_Auth::preDispatch() method should invoke calls to a method called authenticate() and a method called authorize(), instead of having everything lumped in under preDispatch(). I was thinking that this would make the code more readable and encapsulate the logic into its smaller parts, but i'm not sure if this is reason enough.

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  • Confused about my future. Doubt about .Net or Java way.

    - by dotNET
    I'm very confused about choosing the programming langage to follow in the next step of my life. I'm right now so familiar with C++, VB.NET and PHP, but to jump to a higher level I must choose between JEE(JSP, Servlets, JSF, Spring, EJB, Struts, Hibernate,...) and .NET(ASP.NET, C#). Because I cant learn them at the same time. And you realize that, when I mentioned JEE a lot of things comes to the head. In my personnal experience I prefere the .NET, but Java seems to be a better choice. believe me, i'm not writing a subjective topic. I just want to know what must I follow to get succes in my life. The question here is : Is there any things that can be done with Java, and cannot be done with .NET. Is there any chances that I can follow the uncounted number of frameworks that are always in developpement. ... (also something not said) ?

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