Search Results

Search found 14326 results on 574 pages for 'design by contract'.

Page 165/574 | < Previous Page | 161 162 163 164 165 166 167 168 169 170 171 172  | Next Page >

  • Moq and accessing called parameters

    - by lozzar
    I've just started to implement unit tests (using xUnit and Moq) on an already established project of mine. The project extensively uses dependency injection via the unity container. I have two services A and B. Service A is the one being tested in this case. Service A calls B and gives it a delegate to an internal function. This 'callback' is used to notify A when a message has been received that it must handle. Hence A calls (where b is an instance of service B): b.RegisterHandler(Guid id, Action<byte[]> messageHandler); In order to test service A, I need to be able to call messageHandler, as this is the only way it currently accepts messages. Can this be done using Moq? ie. Can I mock service B, such that when RegisterHandler is called, the value of messageHandler is passed out to my test? Or do I need to redesign this? Are there any design patterns I should be using in this case? Does anyone know of any good resources on this kind of design?

    Read the article

  • Correctly use dependency injection

    - by Rune
    Me and two other colleagues are trying to understand how to best design a program. For example, I have an interface ISoda and multiple classes that implement that interface like Coke, Pepsi, DrPepper, etc.... My colleague is saying that it's best to put these items into a database like a key/value pair. For example: Key | Name -------------------------------------- Coke | my.namespace.Coke, MyAssembly Pepsi | my.namespace.Pepsi, MyAssembly DrPepper | my.namespace.DrPepper, MyAssembly ... then have XML configuration files that map the input to the correct key, query the database for the key, then create the object. I don't have any specific reasons, but I just feel that this is a bad design, but I don't know what to say or how to correctly argue against it. My second colleague is suggesting that we micro-manage each of these classes. So basically the input would go through a switch statement, something similiar to this: ISoda soda; switch (input) { case "Coke": soda = new Coke(); break; case "Pepsi": soda = new Pepsi(); break; case "DrPepper": soda = new DrPepper(); break; } This seems a little better to me, but I still think there is a better way to do it. I've been reading up on IoC containers the last few days and it seems like a good solution. However, I'm still very new to dependency injection and IoC containers, so I don't know how to correctly argue for it. Or maybe I'm the wrong one and there's a better way to do it? If so, can someone suggest a better method? What kind of arguments can I bring to the table to convince my colleagues to try another method? What are the pros/cons? Why should we do it one way? Unfortunately, my colleagues are very resistant to change so I'm trying to figure out how I can convince them.

    Read the article

  • Programming tips for writing document editors?

    - by Tesserex
    I'm asking this because I'm in the process of writing two such editors for my Mega Man engine, one a tileset editor, and another a level editor. When I say document editor, I mean the superset application type for things like image editors and text editors. All of these share things like toolbars, menu options, and in the case of image editors, and my apps, tool panes. We all know there's tons of advice out there for interface design in these apps, but I'm wondering about programming advice. Specifically, I'm doubting my code designs with the following things: Many menu options toggle various behaviors. What's the proper way to reliably tie the checked state of the option with the status of the behavior? Sometimes it's more complicated, like options being disabled when there's no document loaded. More and more consensus seems to be against using MDI, but how should I control tool panes? For example, I can't figure out how to get the panels to minimize and maximize along with the main window, like Photoshop does. When tool panels are responsible for a particular part of the document, who actually owns that thing? The main window, or the panel class? How do you do communication between the tool panels and the main window? Currently mine is all event based but it seems like there could be a better way. This seems to be a common class of gui application, but I've never seen specific pointers on code design for them. Could you please offer whatever advice or experience you have for writing them?

    Read the article

  • How to avoid game rendering component circular references?

    - by CodexArcanum
    I'm working on a simple game design, and I wanted to break up my game objects into more reusable components. But I'm getting stuck on how exactly to implement the design I have in mind. Here's an example: I have a Logger object, whose job is simply to store a list of messages and render them to screen. You know, logging. Originally the Logger just held the list, and the game loop rendered it's contents. Then I moved the rendering logic into the Logger.Draw() method, and now I want to move it further into a LoggerRenderer object. In effect, I want to have the game loop call RenderAll, which will then call Logger.Render, which will in turn call the LoggerRenderer.Render and finally output the text. So the Logger needs to contain a Renderer object, but the Renderer needs access to the Logger's state (the message queue) in order to render. How do I resolve that? Should I be passing in the message queue and other state information explicitly to the Render method? Or should the game loop be calling the Renderer directly and it links back to the logger, but the RenderAll method never actually sees the logger object itself? This feels kind of like Command pattern, but I'm botching it up terribly.

    Read the article

  • List of objects or parallel arrays of properties?

    - by Headcrab
    The question is, basically: what would be more preferable, both performance-wise and design-wise - to have a list of objects of a Python class or to have several lists of numerical properties? I am writing some sort of a scientific simulation which involves a rather large system of interacting particles. For simplicity, let's say we have a set of balls bouncing inside a box so each ball has a number of numerical properties, like x-y-z-coordinates, diameter, mass, velocity vector and so on. How to store the system better? Two major options I can think of are: to make a class "Ball" with those properties and some methods, then store a list of objects of the class, e. g. [b1, b2, b3, ...bn, ...], where for each bn we can access bn.x, bn.y, bn.mass and so on; to make an array of numbers for each property, then for each i-th "ball" we can access it's 'x' coordinate as xs[i], 'y' coordinate as ys[i], 'mass' as masses[i] and so on; To me it seems that the first option represents a better design. The second option looks somewhat uglier, but might be better in terms of performance, and it could be easier to use it with numpy and scipy, which I try to use as much as I can. I am still not sure if Python will be fast enough, so it may be necessary to rewrite it in C++ or something, after initial prototyping in Python. Would the choice of data representation be different for C/C++? What about a hybrid approach, e.g. Python with C++ extension?

    Read the article

  • What would you like to correct and/or improve in this java implementation of Chain Of Responsibility

    - by Maciek Kreft
    package design.pattern.behavioral; import design.pattern.behavioral.ChainOfResponsibility.*; public class ChainOfResponsibility { public static class Chain { private Request[] requests = null; private Handler[] handlers = null; public Chain(Handler[] handlers, Request[] requests){ this.handlers = handlers; this.requests = requests; } public void start() { for(Request r : requests) for (Handler h : handlers) if(h.handle(r)) break; } } public static class Request { private int value; public Request setValue(int value){ this.value = value; return this; } public int getValue() { return value; } } public static class Handler<T1> { private Lambda<T1> lambda = null; private Lambda<T1> command = null; public Handler(Lambda<T1> condition, Lambda<T1> command) { this.lambda = condition; this.command = command; } public boolean handle(T1 request) { if (lambda.lambda(request)) command.lambda(request); return lambda.lambda(request); } } public static abstract class Lambda<T1>{ public abstract Boolean lambda(T1 request); } } class TestChainOfResponsibility { public static void main(String[] args) { new TestChainOfResponsibility().test(); } private void test() { new Chain(new Handler[]{ // chain of responsibility new Handler<Request>( new Lambda<Request>(){ // command public Boolean lambda(Request condition) { return condition.getValue() >= 600; } }, new Lambda<Request>(){ public Boolean lambda(Request command) { System.out.println("You are rich: " + command.getValue() + " (id: " + command.hashCode() + ")"); return true; } } ), new Handler<Request>( new Lambda<Request>(){ public Boolean lambda(Request condition) { return condition.getValue() >= 100; } }, new Lambda<Request>(){ public Boolean lambda(Request command) { System.out.println("You are poor: " + command.getValue() + " (id: " + command.hashCode() + ")"); return true; } } ), }, new Request[]{ new Request().setValue(600), // chaining method new Request().setValue(100), } ).start(); } }

    Read the article

  • Modeling related objects and their templates

    - by Duddle
    Hello everybody! I am having trouble correctly modeling related objects that can use templates. This is not homework, but part of a small project in the university. In this application the user can add several elements, which can either be passive or active. Each concrete element has different attributes, these must be set by the user. See diagram 1: Since the user will create many elements, we want there to be templates for each type of element, so some of the attributes are filled in automatically. See diagram 2: In my opinion, this is a bad design. For example, to get all possible templates for a PassiveElementA-object, there has to be a list/set somewhere that only holds PassiveElementATemplate-objects. There has to be a separate list for each subclass of Element. So if you wanted to add a new PassiveElement-child, you also have to edit the class which holds all these separate lists. I cannot figure out a good way to solve this problem. Since the concrete classes (i.e. PassiveElementA, ..., PassiveElementZ) have so many different attributes, many of the design patterns I know do not work. Thanks in advance for any hints, and sorry for my bad English.

    Read the article

  • Maintain List of Active Users for Web

    - by Bryan Marble
    Problem Statement - Would like to know if particular web app user is active (i.e. logged in and using site) and be able to query for list of active users or determine a user's activity status. Constraints - Doesn't need to be exact (i.e. if a user was active within a certain timeframe, that's ok to say that they're active even if they've closed their browser). I feel like there should be a design pattern for this type of problem but haven't been able to find anything here or elsewhere on the web. Approaches I'm considering: Maintain a table that is updated any time a user performs an action (or some subset of actions). Would then query for users that have performed an action within some threshold of time. Try to monitor session information and maintain a table that lists logged in users and times out after a certain period of time. Some other more standard way of doing this? How would you approach this problem (again, from a design pattern perspective)? Thanks!

    Read the article

  • What should every developer know about databases?

    - by Aaronaught
    Whether we like it or not, many if not most of us developers either regularly work with databases or may have to work with one someday. And considering the amount of misuse and abuse in the wild, and the volume of database-related questions that come up every day, it's fair to say that there are certain concepts that developers should know - even if they don't design or work with databases today. So: What are the important concepts that developers and other software professionals ought to know about databases? Guidelines for Responses: Keep your list short. One concept per answer is best. Be specific. "Data modelling" may be an important skill, but what does that mean precisely? Explain your rationale. Why is your concept important? Don't just say "use indexes." Don't fall into "best practices." Convince your audience to go learn more. Upvote answers you agree with. Read other people's answers first. One high-ranked answer is a more effective statement than two low-ranked ones. If you have more to add, either add a comment or reference the original. Don't downvote something just because it doesn't apply to you personally. We all work in different domains. The objective here is to provide direction for database novices to gain a well-founded, well-rounded understanding of database design and database-driven development, not to compete for the title of most-important.

    Read the article

  • desing pattern for related inputs

    - by curiousMo
    My question is a design question : let's say i have a data entry web page with 4 drop down lists, each depending on the previous one, and a bunch of text boxes. country (ddl), state (ddl), city (ddl), boro (ddl), address (txtBox), zipcode(txtbox). and an object that represents a datarow with a value for each. naturally the country, state, city and boro values will be values of primary keys of some lookup tables. when the user chooses to edits that record, i would load it from database and load it into the page. the issue that I have is how to streamline loading the ddls. i have some code that would grab the object, look thru its values and move them to their corresponding input controls in one shot. but in this case i will have to load possible values of country, then assign values, then load values of state, then assign value ans so on. I guess i am looking for an elegant solution. i am using asp.net, but i think it is irrelevant to the question. i am looking more into a design pattern. thanks

    Read the article

  • What do I name this class whose sole purpose is to report failure?

    - by Blair Holloway
    In our system, we have a number of classes whose construction must happen asynchronously. We wrap the construction process in another class that derives from an IConstructor class: class IConstructor { public: virtual void Update() = 0; virtual Status GetStatus() = 0; virtual int GetLastError() = 0; }; There's an issue with the design of the current system - the functions that create the IConstructor-derived classes are often doing additional work which can also fail. At that point, instead of getting a constructor which can be queried for an error, a NULL pointer is returned. Restructuring the code to avoid this is possible, but time-consuming. In the meantime, I decided to create a constructor class which we create and return in case of error, instead of a NULL pointer: class FailedConstructor : public IConstructor public: virtual void Update() {} virtual Status GetStatus() { return STATUS_ERROR; } virtual int GetLastError() { return m_errorCode; } private: int m_errorCode; }; All of the above this the setup for a mundane question: what do I name the FailedConstructor class? In our current system, FailedConstructor would indicate "a class which constructs an instance of Failed", not "a class which represents a failed attempt to construct another class". I feel like it should be named for one of the design patterns, like Proxy or Adapter, but I'm not sure which.

    Read the article

  • What are some good ways to store performance statistics in a database for querying later?

    - by Nathan
    Goal: Store arbitrary performance statistics of stuff that you care about (how many customers are currently logged on, how many widgets are being processed, etc.) in a database so that you can understand what how your servers are doing over time. Assumptions: A database is already available, and you already know how to gather the information you want and are capable of putting it in the database however you like. Some Ideal Attributes of a Solution Causes no noticeable performance hit on the server being monitored Has a very high precision of measurement Does not store useless or redundant information Is easy to query (lends itself to gathering/displaying useful information) Lends itself to being graphed easily Is accurate Is elegant Primary Questions 1) What is a good design/method/scheme for triggering the storing of statistics? 2) What is a good database design for how to actually store the data? Example answers...that are sort of vague and lame... 1) I could, once per [fixed time interval], store a row of data with all the performance measurements I care about in each column of one big flat table indexed by timestamp and/or server. 2) I could have a daemon monitoring performance stuff I care about, and add a row whenever something changes (instead of at fixed time intervals) to a flat table as in #1. 3) I could trigger either as in #2, but I could store information about each aspect of performance that I'm measuring in separate tables, opening up the possibility of adding tons of rows for often-changing items, and few rows for seldom-changing items. Etc. In the end, I will implement something, even if it's some super-braindead approach I make up myself, but I'm betting there are some really smart people out there willing to share their experiences and bright ideas!

    Read the article

  • OO vs Simplicity when it comes to user interaction

    - by Oetzi
    Firstly, sorry if this question is rather vague but it's something I'd really like an answer to. As a project over summer while I have some downtime from Uni I am going to build a monopoly game. This question is more about the general idea of the problem however, rather than the specific task I'm trying to carry out. I decided to build this with a bottom up approach, creating just movement around a forty space board and then moving on to interaction with spaces. I realised that I was quite unsure of the best way of proceeding with this and I am torn between two design ideas: Giving every space its own object, all sub-classes of a Space object so the interaction can be defined by the space object itself. I could do this by implementing different land() methods for each type of space. Only giving the Properties and Utilities (as each property has unique features) objects and creating methods for dealing with the buying/renting etc in the main class of the program (or Board as I'm calling it). Spaces like go and super tax could be implemented by a small set of conditionals checking to see if player is on a special space. Option 1 is obviously the OO (and I feel the correct) way of doing things but I'd like to only have to handle user interaction from the programs main class. In other words, I don't want the space objects to be interacting with the player. Why? Errr. A lot of the coding I've done thus far has had this simplicity but I'm not sure if this is a pipe dream or not for larger projects. Should I really be handling user interaction in an entirely separate class? As you can see I am quite confused about this situation. Is there some way round this? And, does anyone have any advice on practical OO design that could help in general?

    Read the article

  • When is a good time to start thinking about scaling?

    - by Slokun
    I've been designing a site over the past couple days, and been doing some research into different aspects of scaling a site horizontally. If things go as planned, in a few months (years?) I know I'd need to worry about scaling the site up and out, since the resources it would end up consuming would be huge. So, this got me to thinking, when is the best time to start thinking about, and designing for, scalability? If you start too early on, you could easily over complicate your design, and make it impossible to actually build. You could also get too caught up in the details, the architecture, whatever, and wind up getting nothing done. Also, if you do get it working, but the site never takes off, you may have wasted a good chunk of extra effort. On the other hand, you could be saving yourself a ton of effort down the road. Designing it from the ground up to be big would make it much easier later on to let it grow big, with very little rewriting going on. I know for what I'm working on, I've decided to make at least a few choices now on the side of scaling, but I'm not going to do a complete change of thinking to get it to scale completely. Notably, I've redesigned my database from a conventional relational design to one similar to what was suggested on the Reddit site linked below, and I'm going to give memcache a try. So, the basic question, when is a good time to start thinking or worrying about scaling, and what are some good designs, tips, etc. for when doing so? A couple of things I've been reading, for those who are interested: http://www.codinghorror.com/blog/2009/06/scaling-up-vs-scaling-out-hidden-costs.html http://highscalability.com/blog/2010/5/17/7-lessons-learned-while-building-reddit-to-270-million-page.html http://developer.yahoo.com/performance/rules.html

    Read the article

  • C++ interpreter conceptual problem

    - by Jan Wilkins
    I've built an interpreter in C++ for a language created by me. One main problem in the design was that I had two different types in the language: number and string. So I have to pass around a struct like: class myInterpreterValue { myInterpreterType type; int intValue; string strValue; } Objects of this class are passed around million times a second during e.g.: a countdown loop in my language. Profiling pointed out: 85% of the performance is eaten by the allocation function of the string template. This is pretty clear to me: My interpreter has bad design and doesn't use pointers enough. Yet, I don't have an option: I can't use pointers in most cases as I just have to make copies. How to do something against this? Is a class like this a better idea? vector<string> strTable; vector<int> intTable; class myInterpreterValue { myInterpreterType type; int locationInTable; } So the class only knows what type it represents and the position in the table This however again has disadvantages: I'd have to add temporary values to the string/int vector table and then remove them again, this would eat a lot of performance again. Help, how do interpreters of languages like Python or Ruby do that? They somehow need a struct that represents a value in the language like something that can either be int or string.

    Read the article

  • Question about decorator pattern and the abstract decorator class?

    - by es11
    This question was asked already here, but rather than answering the specific question, descriptions of how the decorator pattern works were given instead. I'd like to ask it again because the answer is not immediately evident to me just by reading how the decorator pattern works (I've read the wikipedia article and the section in the book Head First Design Patterns). Basically, I want to know why an abstract decorator class must be created which implements (or extends) some interface (or abstract class). Why can't all the new "decorated classes" simply implement (or extend) the base abstract object themselves (instead of extending the abstract decorator class)? To make this more concrete I'll use the example from the design patterns book dealing with coffee beverages: There is an abstract component class called Beverage Simple beverage types such as HouseBlend simply extend Beverage To decorate beverage, an abstract CondimentDecorator class is created which extends Beverage and has an instance of Beverage Say we want to add a "milk" condiment, a class Milk is created which extends CondimentDecorator I'd like to understand why we needed the CondimentDecorator class and why the class Milk couldn't have simply extended the Beverage class itself and been passed an instance of Beverage in its constructor. Hopefully this is clear...if not I'd simply like to know why is the abstract decorator class necessary for this pattern? Thanks. Edit: I tried to implement this, omitting the abstract decorator class, and it seems to still work. Is this abstract class present in all descriptions of this pattern simply because it provides a standard interface for all of the new decorated classes?

    Read the article

  • database structure

    - by jindalsyogesh
    I have a table named ActivityRecording. This table currently has 500,000 records. I need to add a lot of new inputs that relates to activityrecording table. The relation of activityrecording with these new input fields is 1 to 0,1. So, what's going to happen on screen is when user fills the ActivityRecording data, he will then be taken to a new page and this page will show a form based on the user's input (from a dropdown named service) in activityrecording. There will 6 different kinds of form (each form will have 7-8 inputs which includes textareas of size 5kb, textboxes and checkboxes). So, for one activityrecording user will fill one out of 6 forms. There are two ways I know (there could be more), I can design the data structure: Add all the inputs from all these 6 forms into the activityrecording table. So, columns belonging to 5 of these forms will be null in this table, only columns belonging to one of the forms will have values The other way would be add 6 new tables (one for each form) and add 6 foreign key columns to activityrecording table. So, out of 6 foreign keys, 5 will be null and one will actually point to a table Which approach is a better data structure design? Please take into consideration that number of rows in this table are 500,000 and are expected to grow at a faster rate now.

    Read the article

  • How to manage data access / preloading efficiently using web services in C# ?

    - by Amadeus45
    Hello all, Ok, this is very "generic" question. We currently have a SQL Server database for which we need to develop an application in ASP.NET with will contain all the business logic in C# Web Services. The thing is that, architecturally speaking, I'm not sure how to design the web service and the data management. There are many things to consider : We need have very rapid access to data. Right now, we have over a million "sales" and "purchases" record from which we need to often calculate and load the current stock for a given day according to a serie of parameter. I'm not sure how we should preload the data and keep the data in the Web Service. Doing a stock calculation within a SQL query will be very lengthy. They currently have a stock calculation application that preloads all sales and purchases for the day and afterwards calculate the stock on the code-side. We want to develop powerful reporting tools. We want to implement a "pivot table" but not sure how to implement it and have good performances. For the reasons above, I'm not sure how to design the data model. Anybody can give me any guidelines on how to start, or from their personnal experiences (what have you done in the past ?) I'm not sure if it's possible to make a bounty even though the question is new (I'd put 300 rep on it, since I really need something). If you know how, let me know. Thanks

    Read the article

  • Best practice - logging events (general) and changes (database)

    - by b0x0rz
    need help with logging all activities on a site as well as database changes. requirements: * should be in database * should be easily searchable by initiator (user name / session id), event (activity type) and event parameters i can think of a database design but either it involves a lot of tables (one per event) so i can log each of the parameters of an event in a separate field OR it involves one table with generic fields (7 int numeric and 7 text types) and log everything in one table with event type field determining what parameter got written where (and hoping that i don't need more than 7 fields of a certain type, or 8 or 9 or whatever number i choose)... example of entries (the usual things): [username] login failed @datetime [username] login successful @datetime [username] changed password @datetime, estimated security of password [low/ok/high/perfect] @datetime [username] clicked result [result number] [result id] after searching for [search string] and got [number of results] @datetime [username] clicked result [result number] [result id] after searching for [search string] and got [number of results] @datetime [username] changed profile name from [old name] to [new name] @datetime [username] verified name with [credit card type] credit card @datetime datbase table [table name] purged of old entries @datetime via automated process etc... so anyone dealt with this before? any best practices / links you can share? i've seen it done with the generic solution mentioned above, but somehow that goes against what i learned from database design, but as you can see the sheer number of events that need to be trackable (each user will be able to see this info) is giving me headaches, BUT i do LOVE the one event per table solution more than the generic one. any thoughts? edit: also, is there maybe an authoritative list of such (likely) events somewhere? thnx stack overflow says: the question you're asking appears subjective and is likely to be closed. my answer: probably is subjective, but it is directly related to my issue i have with designing a database / writing my code, so i'd welcome any help. also i tried narrowing down the ideas to 2 so hopefully one of these will prevail, unless there already is an established solution for these kinds of things.

    Read the article

  • best practice - loging events (general) and changes (database)

    - by b0x0rz
    need help with logging all activities on a site as well as database changes. requirements: * should be in database * should be easily searchable by initiator (user name / session id), event (activity type) and event parameters i can think of a database design but either it involves a lot of tables (one per event) so i can log each of the parameters of an event in a separate field OR it involves one table with generic fields (7 int numeric and 7 text types) and log everything in one table with event type field determining what parameter got written where (and hoping that i don't need more than 7 fields of a certain type, or 8 or 9 or whatever number i choose)... example of entries (the usual things): [username] login failed @datetime [username] login successful @datetime [username] changed password @datetime, estimated security of password [low/ok/high/perfect] @datetime [username] clicked result [result number] [result id] after searching for [search string] and got [number of results] @datetime [username] clicked result [result number] [result id] after searching for [search string] and got [number of results] @datetime [username] changed profile name from [old name] to [new name] @datetime [username] verified name with [credit card type] credit card @datetime datbase table [table name] purged of old entries @datetime etc... so anyone dealt with this before? any best practices / links you can share? i've seen it done with the generic solution mentioned above, but somehow that goes against what i learned from database design, but as you can see the sheer number of events that need to be trackable (each user will be able to see this info) is giving me headaches, BUT i do LOVE the one event per table solution more than the generic one. any thoughts? edit: also, is there maybe an authoritative list of such (likely) events somewhere? thnx stack overflow says: the question you're asking appears subjective and is likely to be closed. my answer: probably is subjective, but it is directly related to my issue i have with designing a database / writing my code, so i'd welcome any help. also i tried narrowing down the ideas to 2 so hopefully one of these will prevail, unless there already is an established solution for these kinds of things.

    Read the article

  • how to model a follower stream in appengine?

    - by molicule
    I am trying to design tables to buildout a follower relationship. Say I have a stream of 140char records that have user, hashtag and other text. Users follow other users, and can also follow hashtags. I am outlining the way I've designed this below, but there are two limitaions in my design. I was wondering if others had smarter ways to accomplish the same goal. The issues with this are The list of followers is copied in for each record If a new follower is added or one removed, 'all' the records have to be updated. The code class HashtagFollowers(db.Model): """ This table contains the followers for each hashtag """ hashtag = db.StringProperty() followers = db.StringListProperty() class UserFollowers(db.Model): """ This table contains the followers for each user """ username = db.StringProperty() followers = db.StringListProperty() class stream(db.Model): """ This table contains the data stream """ username = db.StringProperty() hashtag = db.StringProperty() text = db.TextProperty() def save(self): """ On each save all the followers for each hashtag and user are added into a another table with this record as the parent """ super(stream, self).save() hfs = HashtagFollowers.all().filter("hashtag =", self.hashtag).fetch(10) for hf in hfs: sh = streamHashtags(parent=self, followers=hf.followers) sh.save() ufs = UserFollowers.all().filter("username =", self.username).fetch(10) for uf in ufs: uh = streamUsers(parent=self, followers=uf.followers) uh.save() class streamHashtags(db.Model): """ The stream record is the parent of this record """ followers = db.StringListProperty() class streamUsers(db.Model): """ The stream record is the parent of this record """ followers = db.StringListProperty() Now, to get the stream of followed hastags indexes = db.GqlQuery("""SELECT __key__ from streamHashtags where followers = 'myusername'""") keys = [k,parent() for k in indexes[offset:numresults]] return db.get(keys) Is there a smarter way to do this?

    Read the article

  • Unity in C# for Platform Specific Implementations

    - by DxCK
    My program has heavy interaction with the operating system through Win32API functions. now i want to migrate my program to run under Mono under Linux (No wine), and this requires different implementations to the interaction with the operating system. I started designing a code that can have different implementation for difference platform and is extensible for new future platforms. public interface ISomeInterface { void SomePlatformSpecificOperation(); } [PlatformSpecific(PlatformID.Unix)] public class SomeImplementation : ISomeInterface { #region ISomeInterface Members public void SomePlatformSpecificOperation() { Console.WriteLine("From SomeImplementation"); } #endregion } public class PlatformSpecificAttribute : Attribute { private PlatformID _platform; public PlatformSpecificAttribute(PlatformID platform) { _platform = platform; } public PlatformID Platform { get { return _platform; } } } public static class PlatformSpecificUtils { public static IEnumerable<Type> GetImplementationTypes<T>() { foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) { foreach (Type type in assembly.GetTypes()) { if (typeof(T).IsAssignableFrom(type) && type != typeof(T) && IsPlatformMatch(type)) { yield return type; } } } } private static bool IsPlatformMatch(Type type) { return GetPlatforms(type).Any(platform => platform == Environment.OSVersion.Platform); } private static IEnumerable<PlatformID> GetPlatforms(Type type) { return type.GetCustomAttributes(typeof(PlatformSpecificAttribute), false) .Select(obj => ((PlatformSpecificAttribute)obj).Platform); } } class Program { static void Main(string[] args) { Type first = PlatformSpecificUtils.GetImplementationTypes<ISomeInterface>().FirstOrDefault(); } } I see two problems with this design: I can't force the implementations of ISomeInterface to have a PlatformSpecificAttribute. Multiple implementations can be marked with the same PlatformID, and i dont know witch to use in the Main. Using the first one is ummm ugly. How to solve those problems? Can you suggest another design?

    Read the article

  • Is this WPF error handling a good idea ?

    - by Adiel
    I have a multi threaded wpf application with various HW interfaces. I want to react to several HW failures that can happen. For example : one of the interfaces is a temperature sensor and i want that from a certain temp. a meesage would appear and notify the user that it happened. i came up with the follwing design : /// <summary> /// This logic reacts to errors that occur during the system run. /// The reaction is set by the component that raised the error. /// </summary> public class ErrorHandlingLogic : Logic { } the above class would consume ErrorEventData that holds all the information about the error that occurred. public class ErrorEventData : IEventData { #region public enum public enum ErrorReaction { } #endregion public enum #region Private Data Memebers and props private ErrorReaction m_ErrorReaction; public ErrorReaction ErrorReactionValue { get { return m_ErrorReaction; } set { m_ErrorReaction = value; } } private string m_Msg; public string Msg { get { return m_Msg; } set { m_Msg = value; } } private string m_ComponentName; public string ComponentName { get { return m_ComponentName; } set { m_ComponentName = value; } } #endregion Private Data Memebers and props public ErrorEventData(ErrorReaction reaction, string msg, string componenetName) { m_ErrorReaction = reaction; m_Msg = msg; m_ComponentName = componenetName; } } the above ErrorHandlingLogic would decide what to do with the ErrorEventData sent to him from various components of the application. if needed it would be forwarded to the GUI to display a message to the user. so what do you think is it a good design ? thanks, Adiel.

    Read the article

  • Help a CRUD programmer think about an "approval workflow"

    - by gerdemb
    I've been working on a web application that is basically a CRUD application (Create, Read, Update, Delete). Recently, I've started working on what I'm calling an "approval workflow". Basically, a request is generated for a material and then sent for approval to a manager. Depending on what is requested, different people need to approve the request or perhaps send it back to the requester for modification. The approvers need to keep track of what to approve what has been approved and the requesters need to see the status of their requests. As a "CRUD" developer, I'm having a hard-time wrapping my head around how to design this. What database tables should I have? How do I keep track of the state of the request? How should I notify users of actions that have happened to their requests? Is their a design pattern that could help me with this? Should I be drawing state-machines in my code? I think this is a generic programing question, but if it makes any difference I'm using Django with MySQL.

    Read the article

  • How to justify using a scripting language as part of a project

    - by sylvanaar
    I have a specific project in which I want to use either a scripting language + C, or as an alternative a 100% Java solution. The program adapts a legacy system for use with other moderns systems. Basically, I have few choices as to what language I can use. I have C/C++, Java 1.4, and I have also compiled the Lua for this environment. The program does 'screen scraping' and has to deal with alot of strings. That part of the code is highly variable. Most of the developers at my company use C, so - my original design was to write some portions in C, and use Lua for the part that dealt with strings and changed freqently. I was told 'You have to justify your use of the scripting language.' So i reworked my design using 100% Java, and was told - Java wont have enough performance. You should do the whole thing in C. I'm not controlling lasers or doing image processing - just some screen scraping. I still have to provide justification for using anything but C - so what justification can I provide?

    Read the article

< Previous Page | 161 162 163 164 165 166 167 168 169 170 171 172  | Next Page >