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  • Objective-c design advice for use of different data sources, swapping between test and live

    - by user200341
    I'm in the process of designing an application that is part of a larger piece of work, depending on other people to build an API that the app can make use of to retrieve data. While I was thinking about how to setup this project and design the architecture around it, something occurred to me, and I'm sure many people have been in similar situations. Since my work is depending on other people to complete their tasks, and a test server, this slows work down at my end. So the question is: What's the best practice for creating test repositories and classes, implementing them, and not having to depend on altering several places in the code to swap between the test classes and the actual repositories / proper api calls. Contemplate the following scenario: GetDataFromApiCommand *getDataCommand = [[GetDataFromApiCommand alloc]init]; getDataCommand.delegate = self; [getDataCommand getData]; Once the data is available via the API, "GetDataFromApiCommand" could use the actual API, but until then a set of mock data could be returned upon the call of [getDataCommand getData] There might be multiple instances of this, in various places in the code, so replacing all of them wherever they are, is a slow and painful process which inevitably leads to one or two being overlooked. In strongly typed languages we could use dependency injection and just alter one place. In objective-c a factory pattern could be implemented, but is that the best route to go for this? GetDataFromApiCommand *getDataCommand = [GetDataFromApiCommandFactory buildGetDataFromApiCommand]; getDataCommand.delegate = self; [getDataCommand getData]; What is the best practices to achieve this result? Since this would be most useful, even if you have the actual API available, to run tests, or work off-line, the ApiCommands would not necessarily have to be replaced permanently, but the option to select "Do I want to use TestApiCommand or ApiCommand". It is more interesting to have the option to switch between: All commands are test and All command use the live API, rather than selecting them one by one, however that would also be useful to do for testing one or two actual API commands, mixing them with test data. EDIT The way I have chosen to go with this is to use the factory pattern. I set up the factory as follows: @implementation ApiCommandFactory + (ApiCommand *)newApiCommand { // return [[ApiCommand alloc]init]; return [[ApiCommandMock alloc]init]; } @end And anywhere I want to use the ApiCommand class: GetDataFromApiCommand *getDataCommand = [ApiCommandFactory newApiCommand]; When the actual API call is required, the comments can be removed and the mock can be commented out. Using new in the message name implies that who ever uses the factory to get an object, is responsible for releasing it (since we want to avoid autorelease on the iPhone). If additional parameters are required, the factory needs to take these into consideration i.e: [ApiCommandFactory newSecondApiCommand:@"param1"]; This will work quite well with repositories as well.

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  • Python - Converting CSV to Objects - Code Design

    - by victorhooi
    Hi, I have a small script we're using to read in a CSV file containing employees, and perform some basic manipulations on that data. We read in the data (import_gd_dump), and create an Employees object, containing a list of Employee objects (maybe I should think of a better naming convention...lol). We then call clean_all_phone_numbers() on Employees, which calls clean_phone_number() on each Employee, as well as lookup_all_supervisors(), on Employees. import csv import re import sys #class CSVLoader: # """Virtual class to assist with loading in CSV files.""" # def import_gd_dump(self, input_file='Gp Directory 20100331 original.csv'): # gd_extract = csv.DictReader(open(input_file), dialect='excel') # employees = [] # for row in gd_extract: # curr_employee = Employee(row) # employees.append(curr_employee) # return employees # #self.employees = {row['dbdirid']:row for row in gd_extract} # Previously, this was inside a (virtual) class called "CSVLoader". # However, according to here (http://tomayko.com/writings/the-static-method-thing) - the idiomatic way of doing this in Python is not with a class-fucntion but with a module-level function def import_gd_dump(input_file='Gp Directory 20100331 original.csv'): """Return a list ('employee') of dict objects, taken from a Group Directory CSV file.""" gd_extract = csv.DictReader(open(input_file), dialect='excel') employees = [] for row in gd_extract: employees.append(row) return employees def write_gd_formatted(employees_dict, output_file="gd_formatted.csv"): """Read in an Employees() object, and write out each Employee() inside this to a CSV file""" gd_output_fieldnames = ('hrid', 'mail', 'givenName', 'sn', 'dbcostcenter', 'dbdirid', 'hrreportsto', 'PHFull', 'PHFull_message', 'SupervisorEmail', 'SupervisorFirstName', 'SupervisorSurname') try: gd_formatted = csv.DictWriter(open(output_file, 'w', newline=''), fieldnames=gd_output_fieldnames, extrasaction='ignore', dialect='excel') except IOError: print('Unable to open file, IO error (Is it locked?)') sys.exit(1) headers = {n:n for n in gd_output_fieldnames} gd_formatted.writerow(headers) for employee in employees_dict.employee_list: # We're using the employee object's inbuilt __dict__ attribute - hmm, is this good practice? gd_formatted.writerow(employee.__dict__) class Employee: """An Employee in the system, with employee attributes (name, email, cost-centre etc.)""" def __init__(self, employee_attributes): """We use the Employee constructor to convert a dictionary into instance attributes.""" for k, v in employee_attributes.items(): setattr(self, k, v) def clean_phone_number(self): """Perform some rudimentary checks and corrections, to make sure numbers are in the right format. Numbers should be in the form 0XYYYYYYYY, where X is the area code, and Y is the local number.""" if self.telephoneNumber is None or self.telephoneNumber == '': return '', 'Missing phone number.' else: standard_format = re.compile(r'^\+(?P<intl_prefix>\d{2})\((?P<area_code>\d)\)(?P<local_first_half>\d{4})-(?P<local_second_half>\d{4})') extra_zero = re.compile(r'^\+(?P<intl_prefix>\d{2})\(0(?P<area_code>\d)\)(?P<local_first_half>\d{4})-(?P<local_second_half>\d{4})') missing_hyphen = re.compile(r'^\+(?P<intl_prefix>\d{2})\(0(?P<area_code>\d)\)(?P<local_first_half>\d{4})(?P<local_second_half>\d{4})') if standard_format.search(self.telephoneNumber): result = standard_format.search(self.telephoneNumber) return '0' + result.group('area_code') + result.group('local_first_half') + result.group('local_second_half'), '' elif extra_zero.search(self.telephoneNumber): result = extra_zero.search(self.telephoneNumber) return '0' + result.group('area_code') + result.group('local_first_half') + result.group('local_second_half'), 'Extra zero in area code - ask user to remediate. ' elif missing_hyphen.search(self.telephoneNumber): result = missing_hyphen.search(self.telephoneNumber) return '0' + result.group('area_code') + result.group('local_first_half') + result.group('local_second_half'), 'Missing hyphen in local component - ask user to remediate. ' else: return '', "Number didn't match recognised format. Original text is: " + self.telephoneNumber class Employees: def __init__(self, import_list): self.employee_list = [] for employee in import_list: self.employee_list.append(Employee(employee)) def clean_all_phone_numbers(self): for employee in self.employee_list: #Should we just set this directly in Employee.clean_phone_number() instead? employee.PHFull, employee.PHFull_message = employee.clean_phone_number() # Hmm, the search is O(n^2) - there's probably a better way of doing this search? def lookup_all_supervisors(self): for employee in self.employee_list: if employee.hrreportsto is not None and employee.hrreportsto != '': for supervisor in self.employee_list: if supervisor.hrid == employee.hrreportsto: (employee.SupervisorEmail, employee.SupervisorFirstName, employee.SupervisorSurname) = supervisor.mail, supervisor.givenName, supervisor.sn break else: (employee.SupervisorEmail, employee.SupervisorFirstName, employee.SupervisorSurname) = ('Supervisor not found.', 'Supervisor not found.', 'Supervisor not found.') else: (employee.SupervisorEmail, employee.SupervisorFirstName, employee.SupervisorSurname) = ('Supervisor not set.', 'Supervisor not set.', 'Supervisor not set.') #Is thre a more pythonic way of doing this? def print_employees(self): for employee in self.employee_list: print(employee.__dict__) if __name__ == '__main__': db_employees = Employees(import_gd_dump()) db_employees.clean_all_phone_numbers() db_employees.lookup_all_supervisors() #db_employees.print_employees() write_gd_formatted(db_employees) Firstly, my preamble question is, can you see anything inherently wrong with the above, from either a class design or Python point-of-view? Is the logic/design sound? Anyhow, to the specifics: The Employees object has a method, clean_all_phone_numbers(), which calls clean_phone_number() on each Employee object inside it. Is this bad design? If so, why? Also, is the way I'm calling lookup_all_supervisors() bad? Originally, I wrapped the clean_phone_number() and lookup_supervisor() method in a single function, with a single for-loop inside it. clean_phone_number is O(n), I believe, lookup_supervisor is O(n^2) - is it ok splitting it into two loops like this? In clean_all_phone_numbers(), I'm looping on the Employee objects, and settings their values using return/assignment - should I be setting this inside clean_phone_number() itself? There's also a few things that I'm sorted of hacked out, not sure if they're bad practice - e.g. print_employee() and gd_formatted() both use __dict__, and the constructor for Employee uses setattr() to convert a dictionary into instance attributes. I'd value any thoughts at all. If you think the questions are too broad, let me know and I can repost as several split up (I just didn't want to pollute the boards with multiple similar questions, and the three questions are more or less fairly tightly related). Cheers, Victor

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  • The right way to start out in game development/design [closed]

    - by Marco Sacristão
    Greetings everyone I'm a 19 year old student looking for some help in the field of game development. This question may or may not seem a bit overused, but the fact is that game development has been my life long dream, and after several hours of search I've realized that I've been going in circles for the past three or four months whilst doing such research on how to really get down and dirty with game development, therefor I decided to ask you guys if you could help me out at all. Let me start off with some information about me and things i've already learned about GameDev which might help you out on helping me out (wordplay!): I'm not an expert programmer, but I do have knowledge on how to program in several languages including C and Java (Currently learning Java in my degree in Computer Engineering), but my methodology might not be most correct in terms of syntax (hence my difficulty in starting out, i'm afraid that the starting point might not be the most correct, and it would deploy a wrongful development methodology that would be to corrected later on, in terms of game development or other projects). I have yet to work in a project as large as a game, never in my learning curve of programming I've done a project to the scale of a video game, only very small software (PHP Front-ends and Back-ends, with some basic JQuery and CSS knowledge). I'm not the biggest mathematician or physicist, but I already know that is not a problem, because there are several game engines already available for use and integration with home-made projects (Box2D, etc). I've also learned about some libraries that could be included in said projects, to ease out some process in game development, like SDL for example. I do not know how sprites, states, particles or any specific game-related techniques work. With that being said, you can see that I have some ideas on game development, but I have absolutely no clue on how to design and produce a game, or even how game-like mechanics work. It does not have to be a complex game just to start out, I'd rather learn the basic of game design (Like 2D drawing, tiling, object collision) and test that out in a language that I feel comfortable in which could be later on migrated to other platforms, as long that what I've learned is the correct way to do things, and not just something that I've learned from some guy on Youtube by replicating that code on the video. I'm sorry if my question is not in the best format possible, but I've got so many questions on my mind that are still un-answered that I don't know were to start! Thank you for reading.

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as [...]

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  • how to evaluate own project

    - by gruszczy
    I am working on a open source project in pure C, that I have started some time ago, but only recently found time to add some features. I can clearly some weaknesses of my old design, so I am trying to refactor my old code. I have no idea however, how to evaluate properly my new code. Do you know about any techniques or tools for code evaluation? I am pretty good with object oriented design, but for about three years I had no contact with purely structural one. Therefore I don't have enough experience, to be able to discern between good and bad design choices.

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  • Strategy pattern and "action" classes explosion

    - by devoured elysium
    Is it bad policy to have lots of "work" classes(such as Strategy classes), that only do one thing? Let's assume I want to make a Monster class. Instead of just defining everything I want about the monster in one class, I will try to identify what are its main features, so I can define them in interfaces. That will allow to: Seal the class if I want. Later, other users can just create a new class and still have polymorphism by means of the interfaces I've defined. I don't have to worry how people (or myself) might want to change/add features to the base class in the future. All classes inherit from Object and they implement inheritance through interfaces, not from mother classes. Reuse the strategies I'm using with this monster for other members of my game world. Con: This model is rigid. Sometimes we would like to define something that is not easily achieved by just trying to put together this "building blocks". public class AlienMonster : IWalk, IRun, ISwim, IGrowl { IWalkStrategy _walkStrategy; IRunStrategy _runStrategy; ISwimStrategy _swimStrategy; IGrowlStrategy _growlStrategy; public Monster() { _walkStrategy = new FourFootWalkStrategy(); ...etc } public void Walk() { _walkStrategy.Walk(); } ...etc } My idea would be next to make a series of different Strategies that could be used by different monsters. On the other side, some of them could also be used for totally different purposes (i.e., I could have a tank that also "swims"). The only problem I see with this approach is that it could lead to a explosion of pure "method" classes, i.e., Strategy classes that have as only purpose make this or that other action. In the other hand, this kind of "modularity" would allow for high reuse of stratagies, sometimes even in totally different contexts. What is your opinion on this matter? Is this a valid reasoning? Is this over-engineering? Also, assuming we'd make the proper adjustments to the example I gave above, would it be better to define IWalk as: interface IWalk { void Walk(); } or interface IWalk { IWalkStrategy WalkStrategy { get; set; } //or something that ressembles this } being that doing this I wouldn't need to define the methods on Monster itself, I'd just have public getters for IWalkStrategy (this seems to go against the idea that you should encapsulate everything as much as you can!) Why? Thanks

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  • Rule of thumb for enemy art design in 2D platformer

    - by Terrance
    I'm at the early stages of developing a 2D side scrolling open ended platformer (think Metroidvania) and am having a bit of difficulty at enemy design inspiration for something of a scifi, nature, fantasy setting that isn't overly familar or obvious. I haven't seen too many articles, blogs or books that talk about the subject at great length. Is there a fair rule of thumb when coming up with enemy art with respect to keeping your player engaged?

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  • Example with Visitor Pattern

    - by devoured elysium
    public class Song { public string Genre { get; protected set; } public string Name { get; protected set; } public string Band { get; protected set; } public Song(string name, string band, string genre) { Name = name; Genre = genre; Band = band; } } public interface IMusicVisistor { void Visit(List<Song> items); } public class MusicLibrary { List<Song> _songs = new List<Song> { ...songs ... }; public void Accept(IMusicVisitor visitor) { visitor.Visit(_songs); } } and now here's one Visitor I made: public class RockMusicVisitor : IMusicVisitor { public List<Song> Songs { get; protected set; } public void Visit(List<Song> items) { Songs = items.Where(x => x.Genre == "Rock").ToList(); } } Why is this any better than just putting a public property Songs and then letting any kind of class do with it anything that it wants to? This example comes from this post.

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  • Why is permadeath essential to a roguelike design?

    - by Gregory Weir
    Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers Permanent death I can understand why starting with permadeath as a premise would lead you to the other ideas: if you're going to be starting over a lot, you'll want variety in your experiences. But why do the first two elements imply a permadeath approach?

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  • Make a controller a superclass in MVC design pattern

    - by Nikola
    I am really confused how to handle this. I have: model.Outsider model.SubContractor (which extends Outsider) Basically, Outsider would mean Supplier, but SubContractor is not a Supplier itself so I had to divide it somehow. I used to have model.Outsider (super class of the two bellow) model.Supplier model.SubContractor But Supplier didn't have any unique fields so I have removed it (Was this correct?) So, continuing, I have db layer which has: db.DBOutsider db.DBSubContractor (which again extends the top one) And I have no place to put my Supplier methods. I can do that in DBOutsider, but then DBSubContractor (which extends DBOutsider) would get unnecessary methods. Do I create a DBSupplier even though there is no such class in the model layer? Then again, going to controller layer. It is the same situation as db layer. I have OutsiderController and SubContractorController (which extends the first one) (is this correct in first place? to have an extended controller?). But I have no place to put the methods which are concerned with Supplier and if I put them in the OutsiderController the SubContractorController would recieve unneccessary methods. At the moment I am going for the extra DBSupplier and SupplierController classes, but I have no idea if this is the correct way. Basically what perplexes me is the "empty" Supplier. Since it is supposed to be an Outsider but has no extra methods or fields, should there be an empty class?

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  • Java RegEx Pattern not matching (works in .NET)

    - by CDSO1
    Below is an example that is producing an exception in Java (and not matching the input). Perhaps I misunderstood the JavaDoc, but it looks like it should work. Using the same pattern and input in C# will produce a match. import java.util.regex.Matcher; import java.util.regex.Pattern; public class Main { public static void main(String[] args) { String pattern = "aspx\\?uid=([^']*)"; Pattern p = Pattern.compile(pattern); Matcher m = p.matcher("id='page.aspx?uid=123'"); System.out.println(m.groupCount() > 0 ? m.group(1) : "No Matches"); } }

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  • Removing hard-coded values and defensive design vs YAGNI

    - by Ben Scott
    First a bit of background. I'm coding a lookup from Age - Rate. There are 7 age brackets so the lookup table is 3 columns (From|To|Rate) with 7 rows. The values rarely change - they are legislated rates (first and third columns) that have stayed the same for 3 years. I figured that the easiest way to store this table without hard-coding it is in the database in a global configuration table, as a single text value containing a CSV (so "65,69,0.05,70,74,0.06" is how the 65-69 and 70-74 tiers would be stored). Relatively easy to parse then use. Then I realised that to implement this I would have to create a new table, a repository to wrap around it, data layer tests for the repo, unit tests around the code that unflattens the CSV into the table, and tests around the lookup itself. The only benefit of all this work is avoiding hard-coding the lookup table. When talking to the users (who currently use the lookup table directly - by looking at a hard copy) the opinion is pretty much that "the rates never change." Obviously that isn't actually correct - the rates were only created three years ago and in the past things that "never change" have had a habit of changing - so for me to defensively program this I definitely shouldn't store the lookup table in the application. Except when I think YAGNI. The feature I am implementing doesn't specify that the rates will change. If the rates do change, they will still change so rarely that maintenance isn't even a consideration, and the feature isn't actually critical enough that anything would be affected if there was a delay between the rate change and the updated application. I've pretty much decided that nothing of value will be lost if I hard-code the lookup, and I'm not too concerned about my approach to this particular feature. My question is, as a professional have I properly justified that decision? Hard-coding values is bad design, but going to the trouble of removing the values from the application seems to violate the YAGNI principle. EDIT To clarify the question, I'm not concerned about the actual implementation. I'm concerned that I can either do a quick, bad thing, and justify it by saying YAGNI, or I can take a more defensive, high-effort approach, that even in the best case ultimately has low benefits. As a professional programmer does my decision to implement a design that I know is flawed simply come down to a cost/benefit analysis?

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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • Architecture/pattern resources for small applications and tools

    - by s73v3r
    I was wondering if anyone had any resources or advice related to using architecture patterns like MVVM/MVC/MVP/etc on small applications and tools, as opposed to large, enterprisy ones. EDIT: Most of the information I see on application architecture is directed at large, enterprise applications. I'm just writing small programs and tools. As far as using these architecture patterns, is it generally worthwhile to go through the overhead of using an MVC/MVVM framework? Or would I be better off keeping it simple?

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  • Pattern for managing reference count and object life

    - by Gopalakrishnan Subramani
    We have a serial port which is connected to hundreds of physical devices on the same wire. We have protocols like Modbus and Hart to handle the request and response between the application and devices. The question is related to managing the reference count of the channel. When no device is using the channel, the channel should be closed. public class SerialPortChannel { int refCount = 0; public void AddReference() { refCount++; } public void ReleaseReference() { refCount--; if (refCount <= 0) this.ReleasePort(); //This close the serial port } } For each device connected, we create a object for the device like device = new Device(); device.Attach(channel); //this calls channel.AddReference() When the device disconnect, device.Detach(channel); //this calls channel.ReleaseReference() I am not convinced by the reference count model. Are there any better way to handle this problem in .NET World?

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  • Is ORM an Anti-Pattern?

    - by derphil
    I had a very stimulating and interessting discussion with a colleague about ORM and it's Pros and Cons. In my opinion, an ORM is useful only in the rarest cases. At least in my experience. But I don't want to list my own arguments at this time. So I ask you, what do you think about ORM? What are the Pros and the Cons? P.S. I've posted this "question" yesterday on Stackoverflow, but some of the user think, that this should better posted here.

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  • Algorithmic Forecasting and Pattern Recognition

    - by Ryan King
    Say a user could enter project data into my software. Each project has 2 variables "size" and "work" and they're related but the relationship is not known. Is there a way to programmatically determine the relationship between the variables based on previous data and forecast the amount of work provided if only given the size of the project in the future? For Example, say the user had manually entered the following projects. Project 1 - Size:1, Work: 4 Project 2 - Size:2, Work: 7 Project 3 - Size:3, Work: 10 Project 4 - Size:4, Work: x What should I look into to be able to programmatically determine, that Work = Size*3+1 and therefor be able to say that x=13?

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  • Design Patterns: What is a type

    - by contactmatt
    A very basic question, but after reading the "Design Patterns: Elements of reusable OO Software" book, I'm a little confused. The book states, "An object's type only refers to its interface-the set of request to which it can respond. An object can have many types, and objects of different classes can have the same type." Could someone please better explain what a Type is? I also don't understand how one object can have multiple types...unless the book is speaking of polymorphism....

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  • Extension objects pattern

    - by voroninp
    In this MSDN Magazine article Peter Vogel describes Extension Objects partten. What is not clear is whether extensions can be later implemented by client code residing in a separate assembly. And if so how in this case can extension get acces to private members of the objet being extended? I quite often need to set different access levels for different classes. Sometimes I really need that descendants does not have access to the mebmer but separate class does. (good old friend classes) Now I solve this in C# by exposing callback properties in interface of the external class and setting them with private methods. This also alows to adjust access: read only or read|write depending on the desired interface. class Parent { private int foo; public void AcceptExternal(IFoo external) { external.GetFooCallback = () => this.foo; } } interface IFoo { Func<int> GetFooCallback {get;set;} } Other way is to explicitly implement particular interface. But I suspect more aspproaches exist.

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  • MVC pattern synchronisation

    - by Hariprasad
    I am facing a problem in synchronizing my model and view threads I have a view which is table. In it, user can select a few rows. I update the view as soon as the user clicks on any row since I don't want the UI to be slow. This updating is done by a logic which runs in the controller thread below. At the same time, the controller will update the model data too, which takes place in a different thread. i.e., controller puts the query in a queue, which is then executed by the model thread - which is a single-threaded interface. As soon as the query executes, controller will get a signal. Now, In order to keep the view and model synchronized, I will update the view again based on the return value of the query (the data returned by model) - even though I updated the view already for that user action. But, I am facing issues because, its taking a lot of time for the model to return the result, by that time user would have performed multiple clicks. So, as a result of updating the view again based on the information from model, the view sometimes goes back to the state in which the previous clicks were made (Suppose user clicks thrice on different rows. I update the view as soon as the click happens. Also, I update the view when I get data back from the model - which is supposed to be same as the already updated state of the view. Now, when the user clicks third time, I get data for the first click from model. As a result, view goes back to a state which is generated by the first click) Is there any way to handle such a synchronization issue?

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  • user interface pattern for associating single or many objects to an entity

    - by Samuel
    Need suggestions on implementing associating single or many objects to an entity. All soccer team players are registered individually (e.g. they are part of 'players' table) A soccer team has many players. The click sequence is like this:- a] Soccer team owner provides a name and brief description of the soccer team. b] Now it wants to add players to this team. c] You have the following button 'Add players to team' which lets you navigate to the 'View Players' page and lets you multi select users from there. Assuming this is a paginated list of players, how do you handle the following:- Do you provide a check box against each player and let the manager do a multi selection. If you need to add more players, it doesn't make sense to show the players who have been already added to the team. Do you mark those entries as not selectable or you would adding showing these entries. If you need to filter, do you provide search filters at the top of this page. Am looking for ideas on how to implement this or sites which have already done something similar.

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  • Repository Design Pattern Guidance

    - by thefactor
    Let's say you have an MVVM CRM application. You have a number of customer objects in memory, through a repository. What would be the appropriate place to handle tasks that aren't associated with traditional MVVM tasks from a GUI? For example, let's say every few minutes you want to check to see if their address is valid and pop up a notification if it is not. Or you want to send out an hourly e-mail update. Or you want a window to pop up to remind you to call a customer at a specific time. Where does this logic go? It's not GUI/action-oriented, and it's not logic that would be appropriate for a repository, I think.

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  • Object Oriented Design of a Small Java Game

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

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  • Pattern or recommneded refactoring for method

    - by iKode
    I've written a method that looks like this: public TimeSlotList processTimeSlots (DateTime startDT, DateTime endDT, string bookingType, IList<Booking> normalBookings, GCalBookings GCalBookings, List<DateTime> otherApiBookings) { { ..... common process code ...... while (utcTimeSlotStart < endDT) { if (bookingType == "x") { //process normal bookings using IList<Booking> normalBookings } else if (bookingType == "y") { //process google call bookings using GCalBookings GCalBookings } else if (bookingType == "z" { //process other apibookings using List<DateTime> otherApiBookings } } } So I'm calling this from 3 different places, each time passing a different booking type, and each case passing the bookings I'm interested in processing, as well as 2 empty objects that aren't used for this booking type. I'm not able to get bookings all into the same datatype, which would make this easier and each booking type needs to be processed differently, so I'm not sure how I can improve this. Any ideas?

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  • Dynamic Strategy Pattern [migrated]

    - by Karl Barker
    So I'm writing a web service architecture which includes FunctionProvider classes which do the actual processing of requests, and a main Endpoint class which receives and delegates requests to the proper FunctionProvider. I don't know exactly the FunctionProviders available at runtime, so I need to be able to 'register' (if that's the right word) them with my main Endpoint class, and query them to see if they match an incoming request. public class MyFunc implements FunctionProvider{ static { MyEndpoint.register(MyFunc); } public Boolean matchesRequest(Request req){...} public void processRequest(Request req){...} } public class MyEndpoint{ private static ArrayList<FunctionProvider> functions = new ArrayList<FunctionProvider>(); public void register(Class clz){ functions.add(clz); } public void doPost(Request request){ //find the FunctionProvider in functions //matching the request } } I've really not done much reflective Java like this (and the above is likely wrong, but hopefully demonstrates my intentions). What's the nicest way to implement this without getting hacky?

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