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  • Object oriented EDI handling in PHP

    - by Robert van der Linde
    I'm currently starting a new sub project where I will: Retrieve the order information from our mainframe Save the order information to our web-apps' database Send the order as EDI (either D01b or D93a) Receive the order response, despatch advice and invoice messages Do all kinds of fun things with the resulting datasets. However I am struggling with my initial class designs. The order information will be retrieved from the mainframe which will result in a "AOrder" class, this isn't a problem, I am not sure about how to mold this local object into an EDI string. Should I create EDIOrder/EDIOrderResponse/etc classes with matching decorators (EDIOrderD01BDecorator, EDIOrderD93ADecorator)? Do I need builder objects or can I do: // $myOrder is instance of AOrder $myOrder->toEDIOrder(); $decorator = new EDIOrderD01BDecorator($myOrder); $edi = $decorator->getEDIString(); And it'll have to work the other way around as well. Is the following code a good way of handling this problem or should I go about this differently? $ediString = $myEDIMessageBroker->fetch(); $ediOrderResponse = EDIOrderResponse::fromString($ediString); I'm just not so sure about how I should go about designing the classes and interactions between them. Thanks for reading and helping.

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  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

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  • Help me select a "Simpler" target to create a new language: .NET, LLVM, Go, Own VM

    - by mamcx
    Lets define "Simple". This is my first language. I have no previous experience I will not dedicate +4 years to learn it properly. I'm a professional software [developer], but as an amateur in this area, I want instant gratification. If the idea shows a future, I could rewrite it. I don't want to do everything from scratch. In fact, if there exists a way to get GO (for example), change its syntax, add some sugar, give some extra functions and leave intact everything else, that would be perfect! From the example of coffescript/scala I think is better to build on top of some rich runtime like .NET/GO so I don't need to rewrite everything. HOWEVER, if is better other way, no problem for the first try! I want it in a week. I need it in a week so it will really take a month. Then it truly takes 3 months. But I don't want to put more that 3 months on this. I could reduce the scope of my language, but I hope the tools will help me a lot... I want to build a new language. Similar to python, but typed. I wonder what to build it on top of. I like the idea of building on top of GO. To get their sane (IMHO) OO paradigm (I plan to do the same, using interfaces, not inheritance), get goroutines and some other stuff. In my naive thinking I imagine that spit another language could help me to debug it more easily. However, look like everyone is building on top of something like .NET (don't like Java), LLVM or make it own VM. I read http://createyourproglang.com/ (great!) and the part of the VM look "easy" to me. So, what I need is the proper criteria and question I need to know in advance to have a fair shot at make this.

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  • What every beginner should know about website development? [closed]

    - by user975234
    I am a novice at building websites and considering to make one. But there is a lot of confusion that's going on right now. I guess every beginner faces them. Few questions that come up are: I have an idea and a need a website. That's all i know right now. But how do i start ? HTML is for sure the basic language but there are a hell of other technologies too. What is actually asp, php, ruby etc? How do i choose the right one from them? Other than asp, php there is javascript and other languages under the same belt. What are they used for? Hosting. When i am choosing the host, what considerations i have to keep in mind ? What support do i need from them (other than getting some important space obviously!). I am considering of making the website in ruby on rails. I don't know about php and what effect it would have if i choose ruby over php. I thought about ruby just because its new and i dont want to learn some thing "not new"! :P Moreover what is a framework and how does a framework effect my development process? These three questions are just to explain my "confusion" better. There is obviously a lot more to it. Just to try to answer how the flow of website development goes keeping in mind my questions!

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  • What good books are out there on program execution models? [on hold]

    - by murungu
    Can anyone out there name a few books that address the topic of program execution models?? I want a book that can answer questions such as... What is the difference between interpreted and compiled languages and what are the performance consequences at runtime?? What is the difference between lazy evaluation, eager evaluation and short circuit evaluation?? Why would one choose to use one evaluation strategy over another?? How do you simulate lazy evaluation in a language that favours eager evaluation??

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  • Real life example of an agile game development process

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. What I am looking for are things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived. In this era of open source software, there must be an documented example of the process applied to a game that is publicly available. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Relationships in a Chen ERD

    - by Nibroc A Rehpotsirhc
    I am working on a Chen ERD to model our organizations merchandise. Our central entity is a Style. We have supplemental entities of Color and Season. I am defining our assortment as the relationship between these three entities, and this relationship itself will have attributes and is defined by the three entities which participate in the mandatory relationship. The rules are; Many Styles can be offered in a Season, and a Style can be offered in many Seasons. Within a Season, a Style can be offered in Many Colors. I then have 2 other entities, one of which I believe is a weak entity, Climate, and the other may be weak, but I am not sure, this being Transaction Channel. I am thinking of these as relationships off of a relationship? Meaning, for a given Style/Color combination offered in a Season, it can be available through 1 or more Transaction Channels. Additionally, within a season, a given Style/Color combination can be intended for 1 or more Climates. Is it valid to have relationships off of relationships? Or does this requirement dictate that I should think of this Style/Color/Season relationship as an entity itself, and define the relationships to Climate and Transaction Channel off of this entity?

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • Identifying the best pattern

    - by Daniel Grillo
    I'm developing a software to program a device. I have some commands like Reset, Read_Version, Read_memory, Write_memory, Erase_memory. Reset and Read_Version are fixed. They don't need parameters. Read_memory and Erase_memory need the same parameters that are Length and Address. Write_memory needs Lenght, Address and Data. For each command, I have the same steps in sequence, that are something like this sendCommand, waitForResponse, treatResponse. I'm having difficulty to identify which pattern should I use. Factory, Template Method, Strategy or other pattern.

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  • Should I incorporate exit cost into choosing a solution

    - by Mr Happy
    I'm currently choosing between two viable software designs/solutions. Solution 1 is easy to implement, but will lock some data in a propriaty format, and will be hard to change later. Solution 2 is hard to implement, but will be a lot easier to change later on. Should I go YAGNI on this or should I incorporate the exit cost in the decision making? Or asked differently, is the exit cost part of the TCO? I'm thinking of going back to the customer with this to ask wether or not he thinks the exit costs are relevant, but I'd like to know what the community thinks first. P.S. Is exit cost the correct term?

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  • How do I start correctly in building database classes in c#?

    - by e4rthdog
    I am new in C# programming and in OOP. I need to dive into web applications for my company, and I need to do it fast and correct. So even that I know ASP.NET MVC is the way to go, I want to start with some simple applications with ASP.NET Webforms and then advance to MVC logic. Also regarding my db classes: I plan to create common database classes in order to be able to use them either from WinForms or ASP.NET applications. I also know that the way to go is to learn about ORM and EF. BUT I also want to start from where I am feeling comfortable and that is the traditional ADO.NET way. So about my Data Access Layer classes: Should I return my results in datasets or arraylists/lists? Should my methods do their own connect/disconnect from the db, or have separate methods and let the application maintain the connection?

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  • Isn't MVC anti OOP?

    - by m3th0dman
    The main idea behind OOP is to unify data and behavior in a single entity - the object. In procedural programming there is data and separately algorithms modifying the data. In the Model-View-Controller pattern the data and the logic/algorithms are placed in distinct entities, the model and the controller respectively. In an equivalent OOP approach shouldn't the model and the controller be placed in the same logical entity?

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  • Relationship between Repository and Unit of Work

    - by NullOrEmpty
    I am going to implement a repository, and I would like to use the UOW pattern since the consumer of the repository could do several operations, and I want to commit them at once. After read several articles about the matter, I still don't get how to relate this two elements, depending on the article it is being done in a way u other. Sometimes the UOW is something internal to the repository: public class Repository { UnitOfWork _uow; public Repository() { _uow = IoC.Get<UnitOfWork>(); } public void Save(Entity e) { _uow.Track(e); } public void SubmittChanges() { SaveInStorage(_uow.GetChanges()); } } And sometimes it is external: public class Repository { public void Save(Entity e, UnitOfWork uow) { uow.Track(e); } public void SubmittChanges(UnitOfWork uow) { SaveInStorage(uow.GetChanges()); } } Other times, is the UOW whom references the Repository public class UnitOfWork { Repository _repository; public UnitOfWork(Repository repository) { _repository = repository; } public void Save(Entity e) { this.Track(e); } public void SubmittChanges() { _repository.Save(this.GetChanges()); } } How are these two elements related? UOW tracks the elements that needs be changed, and repository contains the logic to persist those changes, but... who call who? Does the last make more sense? Also, who manages the connection? If several operations have to be done in the repository, I think using the same connection and even transaction is more sound, so maybe put the connection object inside the UOW and this one inside the repository makes sense as well. Cheers

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  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

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  • Why does Clang/LLVM warn me about using default in a switch statement where all enumerated cases are covered?

    - by Thomas Catterall
    Consider the following enum and switch statement: typedef enum { MaskValueUno, MaskValueDos } testingMask; void myFunction(testingMask theMask) { switch theMask { case MaskValueUno: {}// deal with it case MaskValueDos: {}// deal with it default: {} //deal with an unexpected or uninitialized value } }; I'm an Objective-C programmer, but I've written this in pure C for a wider audience. Clang/LLVM 4.1 with -Weverything warns me at the default line: Default label in switch which covers all enumeration values Now, I can sort of see why this is there: in a perfect world, the only values entering in the argument theMask would be in the enum, so no default is necessary. But what if some hack comes along and throws an uninitialized int into my beautiful function? My function will be provided as a drop in library, and I have no control over what could go in there. Using default is a very neat way of handling this. Why do the LLVM gods deem this behaviour unworthy of their infernal device? Should I be preceding this by an if statement to check the argument?

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  • Developing a live video-streaming website

    - by cawecoy
    I'm a computer science student and know a little about some technology to start developing my website, like PHP, RubyOnRails and Python, and MySQL and PostgreSQL for Database. I need to know what are the best (secure, stable, low-price, etc) to get started, based on my business information: My website will be a live video-streaming one, similar to livestream.com We need to provide a secure service for our customers. They need to have a page to create and configure their own Live-Streaming-Videos, get statistics, etc. We work with Wowza Media Server ruuning on an Apache Server In addition, I would like to know some good practices for this kind of website development, as I am new to this. Thanks in advance!

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  • Infrastructure to effectively set up experiements and learn from them

    - by David
    Open-org.com is in the early stages of creating our first product, a place on the web, where one can ask lawyers questions at a fraction of their normal costs. An early stage front page can be found here. I got inspired by this video, which is recommended by Jeff Atwood, which talks about getting feedback faster, which is the reason for this question. The problem Needless to say, we want our conversion rates to be as high as possible. Therefore, we want to be able to rapidly set up a new experiment where we change something on the site (like moving an image slightly, rewriting a sentence etc.). We then want to present the modified page to a random subset of the users. After that we will compare the conversion rates of the experiment with another version. I could very well imagine that we want to run 10-100 experiments simultaneously and it would be nice to have features, where experiments that obviously have worse results will be ended before schedule. My question Does infrastructure to support the whole process exist? A short description of our infrastructure... We use EC2 and PHP and have a script to automatically start up new instances with all needed software. Still, starting up a new server for every experiment, seems like a bit of overkill, so I am wondering what other options exist. Btw. If you feel like working for Open-org.com, you can pick a task, and start working, or suggest a new task. All profits are given out to the contributors.

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  • Does a mobile app need more access than the public API of a site?

    - by Iain
    I have a site with a public API, and some mobile app developers have been brought in to produce an iPhone app for the site. They insist they need to see the database schema, but as I understand it, they should only need access to the documented public API. Am I right? Is there something I've missed? I've told them that if there's a feature missing or data they require I can extend the API so that they can access it. I thought a web service API held to much the same principles as OOP object API's, in that the implementation details should be hidden as much as possible. I'm not a mobile app developer so if there is something I don't quite see then please let me know. Any insight or help will be much appreciated.

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  • Which is the most practical way to add functionality to this piece of code?

    - by Adam Arold
    I'm writing an open source library which handles hexagonal grids. It mainly revolves around the HexagonalGrid and the Hexagon class. There is a HexagonalGridBuilder class which builds the grid which contains Hexagon objects. What I'm trying to achieve is to enable the user to add arbitrary data to each Hexagon. The interface looks like this: public interface Hexagon extends Serializable { // ... other methods not important in this context <T> void setSatelliteData(T data); <T> T getSatelliteData(); } So far so good. I'm writing another class however named HexagonalGridCalculator which adds some fancy pieces of computation to the library like calculating the shortest path between two Hexagons or calculating the line of sight around a Hexagon. My problem is that for those I need the user to supply some data for the Hexagon objects like the cost of passing through a Hexagon, or a boolean flag indicating whether the object is transparent/passable or not. My question is how should I implement this? My first idea was to write an interface like this: public interface HexagonData { void setTransparent(boolean isTransparent); void setPassable(boolean isPassable); void setPassageCost(int cost); } and make the user implement it but then it came to my mind that if I add any other functionality later all code will break for those who are using the old interface. So my next idea is to add annotations like @PassageCost, @IsTransparent and @IsPassable which can be added to fields and when I'm doing the computation I can look for the annotations in the satelliteData supplied by the user. This looks flexible enough if I take into account the possibility of later changes but it uses reflection. I have no benchmark of the costs of using annotations so I'm a bit in the dark here. I think that in 90-95% of the cases the efficiency is not important since most users wont't use a grid where this is significant but I can imagine someone trying to create a grid with a size of 5.000.000.000 X 5.000.000.000. So which path should I start walking on? Or are there some better alternatives? Note: These ideas are not implemented yet so I did not pay too much attention to good names.

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  • Is it evil to model JSON responses to classes when they are mostly smilar?

    - by Aybe
    Here's the problem : While implementing a C# wrapper for an online API (Discogs) I've been faced to a dilemma : quite often the responses returned have mostly similar members and while modeling these responses to classes, some questions surfaces on which way to go would be the best. Example : Querying for a 'release' or a 'master' will return an object that contains an array of 'artist', however these 'artists' do not exactly have the same members. Currently I decided to represent these 'artists' as a single 'Artist' class, against having respective 'ReleaseArtist' and 'MasterArtist' classes which soon becomes very confusing even though another problem arises : when a category (master or release) does not return these members, they will be null. Though it might sound confusing as well I find it less confusing than the former situation as I've tackled the problem by simply not showing null members when visualizing these objects. Is this the right approach to follow ? An example of these differences : public class Artist { public List<Alias> Aliases { get; set; } public string DataQuality { get; set; } public List<Image> Images { get; set; } public string Name { get; set; } public List<string> NameVariations { get; set; } public string Profile { get; set; } public string Realname { get; set; } public string ReleasesUrl { get; set; } public string ResourceUrl { get; set; } public string Uri { get; set; } public List<string> Urls { get; set; } } public class ReleaseArtist { public string Join { get; set; } public string Name { get; set; } public string Anv { get; set; } public string Tracks { get; set; } public string Role { get; set; } public string ResourceUrl { get; set; } public int Id { get; set; } }

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  • Write own messaging system vs. utilize existing ones

    - by A.Rashad
    We are trying to have our own startup, with a middleware application to glue small applications with enterprise legacy systems. for such middle-ware to function properly, we will need some sort of messaging system to make different components talk to each other in a reliable way. the alternatives are: use an existing messaging system, such as 0MQ, jBOSS, WebSphere MQ, etc. build our own messaging system the way we see the problem I am more biased towards the later option for the following reasons: to have more control over our final product to avoid any licensing problems later on to learn about messaging while writing the code to invent something new, that might cost us lots of $$$ if reused an existing system What would you do if in my shoes?

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • MiniMax not working properly(for checkers game)

    - by engineer
    I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] board, int depth, int turn, int red_best, int black_best) { int source; int dest; double MAX_SCORE=-INFINITY,newScore; int MAX_DEPTH=3; int[] newBoard=new int[32]; generateMoves(board,turn); System.arraycopy(board, 0, newBoard, 0, 32); if(depth==MAX_DEPTH) { return Evaluation(turn,board);} for(int z=0;z<possibleMoves.size();z+=2){ source=Integer.parseInt(possibleMoves.elementAt(z).toString()); System.out.println("SOURCE= "+source); dest=Integer.parseInt(possibleMoves.elementAt(z+1).toString());//(int[])possibleMoves.elementAt(z+1); System.out.println("DEST = "+dest); applyMove(newBoard,source,dest); newScore=MiniMax(newBoard,depth+1,opponent(turn),red_best, black_best); if(newScore>MAX_SCORE) {MAX_SCORE=newScore;maxSource=source; maxDest=dest;}//maxSource and maxDest will be used to perform the move. if (MAX_SCORE > black_best) { if (MAX_SCORE >= red_best) break; /* alpha_beta cutoff */ else black_best = (int) MAX_SCORE; //the_score } if (MAX_SCORE < red_best) { if (MAX_SCORE<= black_best) break; /* alpha_beta cutoff */ else red_best = (int) MAX_SCORE; //the_score } }//for ends return MAX_SCORE; } //end minimax I am unable to find out the logical mistake. Any idea what's going wrong?

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  • Vernon's book Implementing DDD and modeling of underlying concepts

    - by EdvRusj
    Following questions all refer to examples presented in Implementing DDD In article we can see from Figure 6 that both BankingAccount and PayeeAccount represent the same underlying concept of Banking Account BA 1. On page 64 author gives an example of a publishing organization, where the life-cycle of a book goes through several stages ( proposing a book, editorial process, translation of the book ... ) and at each of those stages this book has a different definition. Each stage of the book is defined in a different Bounded Context, but do all these different definitions still represent the same underlying concept of a Book, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? 2. a) I understand why User shouldn't exist in Collaboration Context ( CC ), but instead should be defined within Identity and Access Context IAC ( page 65 ). But still, do User ( IAC ), Moderator ( CC ), Author ( CC ),Owner ( CC ) and Participant ( CC ) all represent different aspects of the same underlying concept? b) If yes, then this means that CC contains several model elements ( Moderator, Author, Owner and Participant ), each representing different aspect of the same underlying concept ( just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA ). But isn't this considered a duplication of concepts ( Evan's book, page 339 ), since several model elements in CC represent the same underlying concept? c) If Moderator, Author ... don't represent the same underlying concept, then what underlying concept does each represent? 3. In an e-commerce system, the term Customer has multiple meanings ( page 49 ): When user is browsing the Catalog, Customer has different meaning than when user is placing an Order. But do these two different definitions of a Customer represent the same underlying concept, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? thanks

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