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  • Oracle ATG Web Commerce 10 Implementation Developer Boot Camp - Reading (UK) - October 1-12, 2012

    - by Richard Lefebvre
    REGISTER NOW: Oracle ATG Web Commerce 10 Implementation Developer Boot Camp Reading, UK, October 1-12, 2012! OPN invites you to join us for a 10-day implementation bootcamp on Oracle ATG Web Commerce in Reading, UK from October 1-12, 2012.This 10-day boot camp is designed to provide partners with hands-on experience and technical training to successfully build and deploy Oracle ATG Web Commerce 10 Applications. This particular boot camp is focused on helping partners develop the essential skills needed to implement every aspect of an ATG Commerce Application from scratch, (not CRS-based), with a specific goal of enabling experienced Java/J2EE developers with a path towards becoming functional, effective, and contributing members of an ATG implementation team. Built for both new and experienced ATG developers alike, the collaborative nature of this program and its exercises, have proven to be highly effective and extremely valuable in learning the best practices for implementing ATG solutions. Though not required, this bootcamp provides a structured path to earning a Certified Oracle ATG Web Commerce 10 Specialization! What Is Covered: This boot camp is for Application Developers and Software Architects wanting to gain valuable insight into ATG application development best practices, as well as relevant and applicable implementation experience on projects modeled after four of the most common types of applications built on the ATG platform. The following learning objectives are all critical, and are of equal priority in enabling this role to succeed. This learning boot camp will help with: Building a basic functional transaction-ready ATG Web Commerce 10 Application. Utilizing ATG’s platform features such as scenarios, slots, targeters, user profiles and segments, to create a personalized user experience. Building Nucleus components to support and/or extend application functionality. Understanding the intricacies of ATG order checkout and fulfillment. Specifying, designing and implementing new commerce features in ATG 10. Building a functional commerce application modeled after four of the most common types of applications built on the ATG platform, within an agile-based project team environment and under simulated real-world project conditions. Duration: The Oracle ATG Web Commerce 10 Implementation Developer Boot Camp is an instructor-led workshop spanning 10 days. Audience: Application Developers Software Architects Prerequisite Training and Environment Requirements: Programming and Markup Experience with Java J2EE, JavaScript, XML, HTML and CSS Completion of Oracle ATG Web Commerce 10 Implementation Specialist Development Guided Learning Path modules Participants will be required to bring their own laptop that meets the minimum specifications:   64-bit PC and OS (e.g. Windows 7 64-bit) 4GB RAM or more 40GB Hard Disk Space Laptops will require access to the Internet through Remote Desktop via Windows. Agenda Topics: Week 1 – Day 1 through 5 Build a Basic Commerce Application In week one of the boot camp training, we will apply knowledge learned from the ATG Web Commerce 10 Implementation Developer Guided Learning Path modules, towards building a basic transaction-ready commerce application. There will be little to no lectures delivered in this boot camp, as developers will be fully engaged in ATG Application Development activities and best practices. Developers will work independently on the following lab assignments from day's 1 through 5: Lab Assignments  1 Environment Setup 2 Build a dynamic Home Page 3 Site Authentication 4 Build Customer Registration 5 Display Top Level Categories 6 Display Product Sub-Categories 7 Display Product List Page 8 Display Product Detail Page 9 ATG Inventory 10 Build “Add to Cart” Functionality 11 Build Shopping Cart 12 Build Checkout Page  13 Build Checkout Review Page 14 Create an Order and Build Order Confirmation Page 15 Implement Slots and Targeters for Personalization 16 Implement Pricing and Promotions 17 Order Fulfillment Back to top Week 2 – Day 6 through 10 Team-based Case Project In the second week of the boot camp training, participants will be asked to join a project team that will select a case project for the team to implement. Teams will be able to choose from four of the most common application types developed and deployed on the ATG platform. They are as follows: Hard goods with physical fulfillment, Soft goods with electronic fulfillment, a Service or subscription case example, a Course/Event registration case example. Team projects will have approximately 160 hours of use cases/stories for each team to build (40 hours per developer). Each day's Use Cases/Stories will build upon the prior day's work, and therefore must be fully completed at the end of each day. Please note that this boot camp intends to simulate real-world project conditions, and as such will likely require the need for project teams to possibly work beyond normal business hours. To promote further collaboration and group learning, each team will be asked to present their work and share the methodologies and solutions that they've applied to their cases at the end of each day. Location: Oracle Reading CVC TPC510 Room: Wraysbury Reading, UK 9:00 AM – 5:00 PM  Registration Fee (10 Days): US $3,375 Please click on the following link to REGISTER or  visit the Oracle ATG Web Commerce 10 Implementation Developer Boot Camp page for more information. Questions: Patrick Ty Partner Enablement, Oracle Commerce Phone: 310.343.7687 Mobile: 310.633.1013 Email: [email protected]

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  • Seperating entities from their actions or behaviours

    - by Jamie Dixon
    Hi everyone, I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities can perform. As an example, I have entity that is a 'person' with various properties such as age, gender, height, etc. This 'person' can also perform some actions such as speaking, walking, jumping, flying, etc etc. How would you seperate out the entity from the actions it can perform and what are some common design patterns that solve this kind of problem?

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  • Given the presentation model pattern, is the view, presentation model, or model responsible for adding child views to an existing view at runtime?

    - by Ryan Taylor
    I am building a Flex 4 based application using the presentation model design pattern. This application will have several different components to it as shown in the image below. The MainView and DashboardView will always be visible and they each have corresponding presentation models and models as necessary. These views are easily created by declaring their MXML in the application root. <s:HGroup width="100%" height="100%"> <MainView width="75% height="100%"/> <DashboardView width="25%" height="100%"/> </s:HGroup> There will also be many WidgetViewN views that can be added to the DashboardView by the user at runtime through a simple drop down list. This will need to be accomplished via ActionScript. The drop down list should always show what WidgetViewN has already been added to the DashboardView. Therefore some state about which WidgetViewN's have been created needs to be stored. Since the list of available WidgetViewN and which ones are added to the DashboardView also need to be accessible from other components in the system I think this needs to be stored in a Model object. My understanding of the presentation model design pattern is that the view is very lean. It contains as close to zero logic as is practical. The view communicates/binds to the presentation model which contains all the necessary view logic. The presentation model is effectively an abstract representation of the view which supports low coupling and eases testability. The presentation model may have one or more models injected in in order to display the necessary information. The models themselves contain no view logic whatsoever. So I have a several questions around this design. Who should be responsible for creating the WidgetViewN components and adding these to the DashboardView? Is this the responsibility of the DashboardView, DashboardPresentationModel, DashboardModel or something else entirely? It seems like the DashboardPresentationModel would be responsible for creating/adding/removing any child views from it's display but how do you do this without passing in the DashboardView to the DashboardPresentationModel? The list of available and visible WidgetViewN components needs to be accessible to a few other components as well. Is it okay for a reference to a WidgetViewN to be stored/referenced in a model? Are there any good examples of the presentation model pattern online in Flex that also include creating child views at runtime?

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  • How to update a game off a database

    - by James Clifton
    I am currently writing a sports strategy management game (cricket) in PHP, with a MYSQL database, and I have come across one stumbling block - how do I update games where neither player is online? Cricket is a game played between two players, and when they (or one of them) is online then everything is fine; but what if neither player is online? This occurs when championship games are played, and these games need to happen at certain times for game reasons. At the moment I have a private web page that updates every 5 seconds, and each time it loads all games are updated; but then I have the problem that when my private web page stops (for example my computer crashes or my web browser plays up) the game stops updating! Any suggestions?

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  • What language, or language feature, do you wish made it to the mainstream?

    - by Macneil
    Some languages in the past have been influential without ever reaching wide adoption. For example, many languages owe much to the design of Algol 68, even though few compilers were ever written for it. The Dylan language was killed by Apple but had a clean and interesting design. What other programming languages had cool ideas but-- for whatever reasons-- didn't make it to the mainstream? Is there an interesting language feature that you wish your main language had? Is there a feature ahead of its time that we'll soon see used?

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  • Opensource showcase for MVC in Java Swing

    - by Regular John
    I've allready created small desktop CRUD applications using Java/Swing. In hindsight I'm not quite sure if the overall design of these applications is good. I've also done some reading on MVC and looked at different Swing-tutorials. My problem is, that I've got a very theroatical knowledge of MVC and on the other hand, most Swing-resources don't implement the MVC-pattern. Now I would like to get my hands dirty and see how MVC is implemented in Swing in a real-world-application. Are there any opensource project you could recommend? It would be also interesting to have more than one project, to see different approaches. Best fit would be a software, that uses a relational database in the backend, to see an overall design, that I can compare to my former applications.

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  • how does a web application cope with thousands of requests?

    - by netrox
    I went to a few websites and noticed that they all use AJAX technology for many tasks such as chat, messages, and so forth. They use a lot of httprequests obviously. My question is if you build a simple website using AJAX and you expected only few people per hour and then you start to have like 1,000 members logged per hour - can a single web application handle more requests per hour if you just upgrade to faster bigger servers or do you have to rewrite the code? Exactly how do you "scale" the web application?

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  • Build one to throw away vs Second-system effect

    - by m3th0dman
    One one hand there is an advice that says "Build one to throw away". Only after finishing a software system and seeing the end product we realize what went wrong in the design phase and understand how we should have really done it. On the other hand there is the "second-system effect" which says that the second system of the same kind that is designed is usually worse than the first one; there are many features that did not fit in the first project and were pushed into the second version usually leading to overly complex and overly engineered. Isn't here some contradiction between these principles? What is the correct view over the problems and where is the border between these two? I believe that these "good practices" are were firstly promoted in the seminal book The Mythical Man-Month by Fred Brooks. I know that some of these issues are solved by Agile methodologies, but deep down, the problem is still the principles still stand; for example we would not make important design changes 3 sprints before going live.

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  • Advice needed: Software Development [closed]

    - by Hunter McMillen
    I recently graduated from college with a B.S. in Computer Science, and am now currently attending the same college to get an M.S. in Computer Science. I know lots of things about Computer Science and programming but throughout all of my coursework I have never had to develop a single complete application, the projects were always relatively small (~300-500 lines of code). Basically, my overall I am about to have these two degrees and I feel like I don't know anything about software development or design; which doesn't make a whole lot of sense. I am looking for ways to fill in the gaps in my knowledge, I would love people's advice on these questions: 1) How do you design good software? Where do you start? 2) What makes a good software developer? Sorry for the convoluted question, but in my mind it is a convoluted situation. Thanks Edit Thanks everyone for your advice.

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  • Permissions and MVC

    - by not-rightfold
    I’m in the progress of developing a web application. This web application is mostly a CRUD interface, although some users are only allowed to perform some actions and see only some parts of views. What would be a reasonable way to handle user permissions, given that some parts of views are not available to users? I was thinking of having a function hasPermission(permission) that returns true iff the current user has the given permission, although it would require conditionals around all parts of views that are only visible to some users. For example: {% if has_permission('view_location') %} {{ product.location }} {% endif %} I’m fearing this will become an ugly and unreadable mess, especially since these permissions can get kind of complicated. How is this problem commonly solved in web applications? I’m considering using Haskell with Happstack or Python with Django.

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  • Getting out of my head

    - by BenCole
    (I put this on SO, but it got a couple close votes saying it belonged here instead...) I've spent the last year as a single person team developing a rich-client application (35,000+ LoC, for what it's worth). It's currently stable and in production. However, I know that my skills were rusty at the beginning of the project, so without a doubt there are major issues to the code. At this point, most of the issues are in architecture, structure, or interactions - the easy problems, even architecture/design problems, have already been weeded out. Unfortunately, I've spent so much time with this project that I'm having a hard time thinking outside of it - approaching it from a new perspective to see the flaws deeply buried or inherent in the design. How do I step outside my head and outside my code so I can get a fresh look at this code so I can make it better? Is this less of an issue than I think it is, or is this a problem for other people as well?

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  • Is there a term for "Use procedures that execute a single task"?

    - by Tom
    I'm having a discussion with a fellow developer, and I'm trying to argument this in something like a short "term". SoC (Separation of Concerns) is pretty straight forward design practice, but it dwells deeper. If we want to pick on it's deep corners, we can Google it and there are plenty of articles that pop up, and after taking a glimpse, we know a lot more, and might find some examples. But, what about "Use procedures that execute a single task"? That's also a great design principle to use when writing applications and it becomes more and more rewarding, the larger the application gets. Is there a term for Use procedures that execute a single task?

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  • C# inherit from a class in a different DLL

    - by Onno
    I need to make an application that needs to be highly modular and that can easily be expanded with new functionality. I've thought up a design where I have a main window and a list of actions that are implemented using a strategy pattern. I'd like to implement the base classes/interfaces in a DLL and have the option of loading actions from DLL's which are loaded dynamically when the application starts. This way the main window can initiate actions without having to recompile or redistribute a new version. I just have to (re)distribute new DLL's which I can update dynamically at runtime. This should enable very easy modular updating from a central online source. The 'action' DLL's all inherit their structure from the code defined in the the DLL which defines the main strategy pattern structure and it's abstract factory. I'd like to know if C# /.Net will allow such a construction. I'd also like to know whether this construction has any major problems in terms of design.

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • Group method parameter or individual parameter?

    - by Nassign
    I would like to ask on method parameters design consideration. I am usually deciding between using individual variables as parameters versus grouping them to a class or dictionary as one parameter. Is there such a rule when you should use individual parameter against using a class or a dictionary to group the parameter? Individual parameter - Straight forward, strongly typed Dictionary parameter - Very extensible, like HTTP request but cannot be strongly typed. Class parameter - Extensible by adding member to the class parameter, strongly typed. I am looking for a design reference on when to use which? Note: I am not sure if this question is valid in programmers but I definitely think it would be closed in stackoverflow, If it is still not valid, please point me to the proper page.

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  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

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  • Any learning/studying material for C/C++ that use game programming as learning context out there?

    - by mac
    As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am not looking for material about "developing games" or "software architecture for games", but rather for material that uses "game programming" as the CONTEXT for introducing and illustrating C/C++ features, idioms, programming techniques, etc... With a simile: think to the GOF book on design patterns. There, they used "developing a text-editor" as a context for introducing design patterns, but the book is most definitively not a book about "developing text-editors". Thanks in advance for your time and advice! PS: My background: I am a programmer with a solid experience in OO scripting languages and only some experience in C and Assembler (on AVR microcontrollers), so I am thinking to mid-to-advanced level material, rather than tutorials for beginners, although it might be interesting to take a look to the latter ones if nothing else is available.

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  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of this but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the user to the game. Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

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  • In what order do people build websites?

    - by Corey
    For a website, you need to have an idea, you need to have a design and you need to have data, events and output, right? Whether it be a blog, web app, Q&A site, search engine... Anyway, that is only slightly related to my question. My question is, when designing a website, providing I know the purpose, what should I start with? Should I start with the CSS, design and look&feel using dummy data first, or should I program in the logic, events and output, and style it later? What is the design process of most websites that are built from the ground up?

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  • When should an API favour optimization over readability and ease-of-use?

    - by jmlane
    I am in the process of designing a small library, where one of my design goals is to use as much of the native domain language as possible in the API. While doing so, I've noticed that there are some cases in the API outline where a more intuitive, readable attribute/method call requires some functionally unnecessary encapsulation. Since the final product will not necessarily require high performance, I am unconcerned about making the decision to favour ease-of-use in my current project over the most efficient implementation of the code in question. I know not to assume readability and ease-of-use are paramount in all expected use-cases, such as when performance is required. I would like to know if there are more general reasons that argue for an API design preferring (marginally) more efficient implementations?

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  • How can be data oriented programming applied for GUI system?

    - by Miro
    I've just learned basics of Data oriented programming design, but I'm not very familiar with that yet. I've also read Pitfalls of Object Oriented Programming GCAP 09. It seems that data oriented programming is much better idea for games, than OOP. I'm just creating my own GUI system and it's completely OOP. I'm thinking if is data oriented programming design applicable for structured things like GUI. The main problem I see is that every type widget has different data, so I can hardly group them into arrays. Also every type of widget renders differently so I still need to call virtual functions.

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  • Clarification on the Strategy Pattern

    - by Holly
    I've just been reading through some basic design patterns, Could someone tell me if the term "strategy pattern" only applies if your implementing a completely abstract interface? What about when your children (concretes?) inherit from a parent class (the strategy?) with some implemented methods and some virtual and/or abstract functions? Otherwise the rest of the implementation, the idea that you can switch between different children at run time, is identical. This is something i'm quite familiar with, i was wondering if you would still call it the Strategy Pattern or if that term only applies to using an interface. Apologies if this question is not appropriate! Or if this is just nitpicking :) I'm still learning and i'm not really sure if design patterns are quite heavily defined within the industry or just a concept to be implemented as you like.

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  • Peut-on réaliser un bon design Web sans Web-designer ? Quelques pistes de réflexions pour tenter d'y arriver

    Le design des sites aujourd'hui est un point "critique". Et bien souvent les utilisateurs préfèreront un "beau" site à son concurrent moins "évolué" graphiquement. Malheureusement, il n'est pas toujours possible d'avoir à ses côtés un web designer. Dans ce cas, il faut se retrousser les manches et tenter de faire du mieux que l'on peut. Savoir créer un design attrayant ne s'apprend pas en quelques lignes. Cependant voici un petit guide pour débutant qui vous aidera dans la création de votre graphisme. Les contraintes sont nécessaires Même si ça peut sembler contre-intuitif, un bon design part toujours de contraintes bien établies. Si vous pensez que votre projet n'...

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