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  • How to design database having multiple interrelated entities

    - by Sharath Chandra
    I am designing a new system which is more of a help system for core applications in banks or healthcare sector. Given the nature of the system this is not a heavy transaction oriented system but more of read intensive. Now within this application I have multiple entities which are related to each other. For e.g. Assume the following entities in the system User Training Regulations Now each of these entities have M:N Relationship with each other. Assuming the usage of a standard RDBMS, the design may involve many relationship tables each containing the relationships one other entity ("User_Training", "User_Regulations", "Training_Regulations"). This design is limiting since I have more than 3 entities in the system and maintaining the relationship graph is difficult this way. The most frequently used operation is "given an entity get me all the related entities" . I need to design the database where this operation is relatively inexpensive. What are the different recommendations for modelling this kind of database.

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  • New design patterns/design strategies

    - by steven
    I've studied and implemented design patterns for a few years now, and I'm wondering. What are some of the newer design patterns (since the GOF)? Also, what should one, similar to myself, study [in the way of software design] next? Note: I've been using TDD, and UML for some time now. I'm curious about the newer paradigm shifts, and or newer design patterns.

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  • Design Pattern Advice for Bluetooth App for Android

    - by Aimee Jones
    I’m looking for some advice on which patterns would apply to some of my work. I’m planning on doing a project as part of my college work and I need a bit of help. My main project is to make a basic Android bluetooth tracking system where the fixed locations of bluetooth dongles are mapped onto a map of a building. So my android app will regularly scan for nearby dongles and triangulate its location based on signal strength. The dongles location would be saved to a database along with their mac addresses to differentiate between them. The android phones location will then be sent to a server. This information will be used to show the phone’s location on a map of the building, or map of a route taken, on a website. My side project is to choose a suitable design pattern that could be implemented in this main project. I’m still a bit new to design patterns and am finding it hard to get my head around ones that may be suitable. I’ve heard maybe some that are aimed at web applications for the server side of things may be appropriate. My research so far is leading me to the following: Navigation Strategy Pattern Observer Pattern Command Pattern News Design Pattern Any advice would be a great help! Thanks

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  • Authorization design-pattern / practice?

    - by Lawtonfogle
    On one end, you have users. On the other end, you have activities. I was wondering if there is a best practice to relate the two. The simplest way I can think of is to have every activity have a role, and assign every user every role they need. The problem is that this gets really messy in practice as soon as you go beyond a trivial system. A way I recently designed was to have users who have roles, and roles have privileges, and activities require some combinations of privileges. For the trivial case, this is more complex, but I think it will scale better. But after I implemented it, I felt like it was overkill for the system I had. Another option would be to have users, who have roles, and activities require you to have a certain role to perform with many activities sharing roles. A more complex variant of this would given activities many possible roles, which you only needed one of. And an even more complex variant would be to allow logical statements of role ownership to use an activity (i.e. Must have A and (B exclusive or C) and must not have D). I could continue to list more, but I think this already gives a picture. And many of these have trade offs. But in software design, there are oftentimes solutions, while perhaps not perfect in every possible case, are clearly top of the pack to an extent it isn't even considered opinion based (i.e. how to store passwords, plain text is worse, hashing better, hashing and salt even better, despite the increased complexity of each level) (i.e. 2, Smart UI designs for applications are bad, even if it is subjective as to what the best design is). So, is there a best practice for authorization design that is not purely opinion based/subjective?

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  • Clean MVC design when there is viewer latency

    - by Tony Suffolk 66
    It isn't clear if this question has already been answered, so apologies in advance if this is a duplicate : I am implementing a game and trying to design around a clean MVC pattern - so my Control plane will implement the rules of the game (but not how the game is displayed), and the View plane implements how the game is displayed, and user iteraction - i.e. what game items or controls the user has activated. The challenge that I have is this : In my game the Control Plane can move game items more or less instaneously (The decision about what item to place where - and some of the initial consequences of that placement are reasonably trivial to calculate), but I want to design the Control Plane so that the View plane can display these movements either instaneously or using movement animations. The other complication is that player interaction must be locked out while those game items are moving (similar to chess - you can't attack an opposing piece as it moves past one of your pieces) So do I : Implement all the logic in the Control Plane asynchronously - and separate the descision making from the actions - so the Control plane decides piece 'A' needs to move to a given place - tells the view plane, and but does not implement the move in data until the view plane informs the control plane that the move/animation is complete. A lot of interlock points between the two layers. Implement all the control plane logic in one place - decisions and movement (keeping track of what moved where), and pass all the movements in one go to the View plane to do with what it will. Control Plane is almost fire and forget here. A hybrid of 1 & 2 - The control plane implements all the moves in a temporary data store - but maintains a second store which reflects what is actually visible to the viewer, based on calls and feedback from the View plane. All 3 are relatively easy to implement (target language is python), but having never done a clean MVC pattern with view latency before - I am not sure which design is best

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  • Design Book–Dimensional or No Dimensional, that is..the question

    - by drsql
    So, it is right there in the title of the book “Relational Database Design” etc (the title is kinda long :)  But as I consider what to cover and, conversely, what not to cover, dimensional design inevitably pops up. So I am considering including it in the book. One thing I try to do is to cover topics to a level where you can start using it immediately, and I am not sure that I could get a deep enough coverage of the subject to do that. I don’t really feel like it has to be the definitive source...(read more)

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  • Recommendations for books and training resources covering for Design for Programmers

    - by Jon Hopkins
    Off the back of one of the answers to this question (currently the second highest scoring), it made me think, what's the best way to get developers up to speed on good basic design principals. I'm not talking about making them into graphic designers but some developers almost take pride in ugly UIs, seeing them as unimportant next to the functionality. What primarily interested in are the graphic design elements rather than the usability aspects which is pretty well covered by books such as Don't Make Me Think. Use of white space, emphasis, font selection and a million other things I'm probably not even aware of. I know people are often seen as artistic or not artistic but surely the basics can be taught and someone has written a book covering this?

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  • Design Pattern for Complex Data Modeling

    - by Aaron Hayman
    I'm developing a program that has a SQL database as a backing store. As a very broad description, the program itself allows a user to generate records in any number of user-defined tables and make connections between them. As for specs: Any record generated must be able to be connected to any other record in any other user table (excluding itself...the record, not the table). These "connections" are directional, and the list of connections a record has is user ordered. Moreover, a record must "know" of connections made from it to others as well as connections made to it from others. The connections are kind of the point of this program, so there is a strong possibility that the number of connections made is very high, especially if the user is using the software as intended. A record's field can also include aggregate information from it's connections (like obtaining average, sum, etc) that must be updated on change from another record it's connected to. To conserve memory, only relevant information must be loaded at any one time (can't load the entire database in memory at load and go from there). I cannot assume the backing store is local. Right now it is, but eventually this program will include syncing to a remote db. Neither the user tables, connections or records are known at design time as they are user generated. I've spent a lot of time trying to figure out how to design the backing store and the object model to best fit these specs. In my first design attempt on this, I had one object managing all a table's records and connections. I attempted this first because it kept the memory footprint smaller (records and connections were simple dicts), but maintaining aggregate and link information between tables became....onerous (ie...a huge spaghettified mess). Tracing dependencies using this method almost became impossible. Instead, I've settled on a distributed graph model where each record and connection is 'aware' of what's around it by managing it own data and connections to other records. Doing this increases my memory footprint but also let me create a faulting system so connections/records aren't loaded into memory until they're needed. It's also much easier to code: trace dependencies, eliminate cycling recursive updates, etc. My biggest problem is storing/loading the connections. I'm not happy with any of my current solutions/ideas so I wanted to ask and see if anybody else has any ideas of how this should be structured. Connections are fairly simple. They contain: fromRecordID, fromTableID, fromRecordOrder, toRecordID, toTableID, toRecordOrder. Here's what I've come up with so far: Store all the connections in one big table. If I do this, either I load all connections at once (one big db call) or make a call every time a user table is loaded. The big issue here: the size of the connections table has the potential to be huge, and I'm afraid it would slow things down. Store in separate tables all the outgoing connections for each user table. This is probably the worst idea I've had. Now my connections are 'spread out' over multiple tables (one for each user table), which means I have to make a separate DB called to each table (or make a huge join) just to find all the incoming connections for a particular user table. I've avoided making "one big ass table", but I'm not sure the cost is worth it. Store in separate tables all outgoing AND incoming connections for each user table (using a flag to distinguish between incoming vs outgoing). This is the idea I'm leaning towards, but it will essentially double the total DB storage for all the connections (as each connection will be stored in two tables). It also means I have to make sure connection information is kept in sync in both places. This is obviously not ideal but it does mean that when I load a user table, I only need to load one 'connection' table and have all the information I need. This also presents a separate problem, that of connection object creation. Since each user table has a list of all connections, there are two opportunities for a connection object to be made. However, connections objects (designed to facilitate communication between records) should only be created once. This means I'll have to devise a common caching/factory object to make sure only one connection object is made per connection. Does anybody have any ideas of a better way to do this? Once I've committed to a particular design pattern I'm pretty much stuck with it, so I want to make sure I've come up with the best one possible.

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  • Design Application to "Actively" Invite Users (pretend they have privileges)

    - by user3086451
    I am designing an application where users message one another privately, and may send messages to any Entity in the database (an Entity may not have a user account yet, it is a professional database). I am not sure how to best design the database and the API to allow messaging unregistered users. The application should remain secure, and data only accessed by those with correct permissions. Messages sent to persons without user accounts serve as an invitation. The invited person should be able to view the message, act on it, and complete the user registration upon receiving an InviteMessage. In simple terms, I have: User misc user fields (email, pw, dateJoined) Entity (large professional dataset): personalDetails... user->User (may be null) UserMessage: sender->User recipient->User dateCreated messageContent, other fields..... InviteMessage: sender->User recipient->Entity expiringUrl inviteeEmail inviteePhone I plan to alert the user when selecting a recipient that is not registered yet, and inform that he may send the message as an invitation by providing email, phone where we can send the invitation. Invitations will have a unique, one-time-use URL, e.g. uuid.uuid4(). When accessed, the invitee will see the InviteMessage and details about completing his/her registration profile. When registration is complete, InviteMessage details to a new instance of UserMessage (to not lose their data), and assign it to the newly created User. The ability to interact with and invite persons who do not yet have accounts is a key feature of the application, and it seems better to separate the invitation from the private, app messages (easier to keep functionality separate, better if data model changes). Is this a reasonable, good design? If not, what would you suggest? Do you have any improvements? Am I correct to choose to create a separate endpoint for creating invitations via the API?

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  • Recommened design pattern to handle multiple compression algorithms for a class hierarchy

    - by sgorozco
    For all you OOD experts. What would be the recommended way to model the following scenario? I have a certain class hierarchy similar to the following one: class Base { ... } class Derived1 : Base { ... } class Derived2 : Base { ... } ... Next, I would like to implement different compression/decompression engines for this hierarchy. (I already have code for several strategies that best handle different cases, like file compression, network stream compression, legacy system compression, etc.) I would like the compression strategy to be pluggable and chosen at runtime, however I'm not sure how to handle the class hierarchy. Currently I have a tighly-coupled design that looks like this: interface ICompressor { byte[] Compress(Base instance); } class Strategy1Compressor : ICompressor { byte[] Compress(Base instance) { // Common compression guts for Base class ... // if( instance is Derived1 ) { // Compression guts for Derived1 class } if( instance is Derived2 ) { // Compression guts for Derived2 class } // Additional compression logic to handle other class derivations ... } } As it is, whenever I add a new derived class inheriting from Base, I would have to modify all compression strategies to take into account this new class. Is there a design pattern that allows me to decouple this, and allow me to easily introduce more classes to the Base hierarchy and/or additional compression strategies?

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  • Should universities put more emphasis on teaching their students about design patterns?

    - by gablin
    While I've heard about design patterns being mentioned in a few courses at uni, I know of only a single course which actually teaches design patterns. In almost all other areas (algorithms, parallelism, architecture, dynamic languages, paradigms, etc), there are several, often a basic course and an advanced course. Should universities put more emphasis about teaching their students about design patterns and provide more courses in design patters? Are lack of knowledge about design patterns common in just-graduated junior developers?

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  • Which design pattern to use when using ORM?

    - by RPK
    I am writing a small ASP.NET Web Forms application. In my solution explorer, I added various class library projects to define layers, viz: Model Repository Presentation WebUI Someone suggested me that this layered approach is not of much sense if I am using ORM tool like PetaPoco, which itself takes care of separation of data access layer. I want to use PetaPoco micro-ORM and want to know which design pattern is suitable with ORM tools. Do I still need several class library projects to separate the concerns?

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  • Good Video Game User Interface Design Books/Websites?

    - by Tucker Morgan
    I having been programming games for some time, but while my teachers say that my code is good and advanced, my friends say that the interface is hard to understand and not the easiest to navigate. I want to learn how to design good user interfaces so that I can program better games, and people will have a easier time getting around. Does anyone know of any good books or websites about designing video game interfaces?

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  • Explanation needed, for “Ask, don't tell” approach?

    - by the_naive
    I'm taking a course on design patterns in software engineering and here I'm trying to understand the good and the bad way of design relating to "coupling" and "cohesion". I could not understand the concept described in the following image. The example of code shown in the image is ambiguous to me, so I can't quite clearly get what exactly "Ask, don't tell!" approach mean. Could you please explain?

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  • Design pattern for isomorphic trees

    - by Peregring-lk
    I want to create a data structure to work with isomorphic tree. I don't search for a "algorithms" or methods to check if two or more trees are isomorphic each other. Just to create various trees with the same structure. Example: 2 - - - - - - - 'a' - - - - - - - 3.5 / \ / \ / \ 3 3 'f' 'y' 1.0 3.1 / \ / \ / \ 4 7 'e' 'f' 2.3 7.7 The first "layer" or tree is the "natural tree" (a tree with natural numbers), the second layer is the "character tree" and the third one is the "float tree". The data structure has a method or iterator to traverse the tree and to make diferent operations with its values. These operations could change the value of nodes, but never its structure (first I create the structure and then I configure the tree with its diferent layers). In case of that I add a new node, this would be applied to each layer. Which known design pattern fits with this description or is related with it?

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  • Email Content creation | Proper design

    - by Umesh Awasthi
    Working on an E commerce application where we need to send so many email to customer like Registration email Forget Password Order placed There are many other emails that can be sent, I already have emailService in place which is responsible for sending email and It needs an Email object, Everything is working find, but I am struck at one point and not sure how best this can be done. We need to create content so as it can be passed to emailService and not sure how to design this. For example, in Customer registration, I have a customerFacade which is working between Controller and ServiceLayer, I just want to delegate this Email Content creation work away from Facade layer and to make it more flexible. Currently I am creating Registration email content inside customerFacade and some how I am not liking this way, since that means for each email, I need to create content in respective Facade. What is best way to go or current approach is fine enough?

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  • How to design application for scaling the application?

    - by Muhammad
    I have one application which handles hardware events connected on the same computer's PCIe slots. The maximum number of PCIe slots on motherboard are two. I have utilized both slots. Now for scaling the application I need either more PCIe slots in same computer or I use another computer. So consider I am using another computer with same application and hardware connected on the PCIe Slots. Now my problem is that I want to design application over it which can access both computers hardware devices and does the process on it. The processed data should be send back to the respective PC's hardware. Please refer the attached diagram for expansion.

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  • Help migrating from VB style programming to OO programming [closed]

    - by Agent47DarkSoul
    Being a hobbyist Java developer, I quickly took on with OO programming and understood its advantages over procedural code from C, that I did in college. But I couldn't grasp VB event based code (weird, right?). Bottom-line is OOP came natural to me. Curently I work in a small development firm developing C# applications. My peers here are a bit attached to VB style programming. Most of the C# code written is VB6 event handling code in C#'s skin. I tried explaining to them OOP with its advantages but it wasn't clear to them, maybe because I have never been much of a VB programmer. So can anybody provide any resources: books, web articles on how to migrate from VB style to OO style programming ?

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  • Design: How to model / where to store relational data between classes

    - by Walker
    I'm trying to figure out the best design here, and I can see multiple approaches, but none that seems "right." There are three relevant classes here: Base, TradingPost, and Resource. Each Base has a TradingPost which can offer various Resources depending on the Base's tech level. Where is the right place to store the minimum tech level a base must possess to offer any given resource? A database seems like overkill. Putting it in each subclass of Resource seems wrong--that's not an intrinsic property of the Resource. Do I have a mediating class, and if so, how does it work? It's important that I not be duplicating code; that I have one place where I set the required tech level for a given item. Essentially, where does this data belong? P.S. Feel free to change the title; I struggled to come up with one that fits.

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  • How to design console application with good seperation of UI from Logic

    - by JavaSa
    Is it considered an overkill for console application to be design like MVC , MVP or N tier architecture? If not which is more common and if you can link me to simple example of it. I want to implement a tic tac toe game in console application. I have a solution which hold two projects: TicTacToeBusinessLogic (Class library project) and TicTacToeConsoleApplication (Console application project) to represent the view logic. In the TicTacToeConsoleApplication I've Program.cs class which holds the main entry point (public static void Main). Now I face a problem. I want the game to handle its own game flow so I can: Create new GameManager class (from BL) but this causing the view to directly know the BL part. So I'm a little confused how to write it in an acceptable way. Should I use delegates? Please show me a simple example.

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • C# vector class - Interpolation design decision

    - by Benjamin
    Currently I'm working on a vector class in C# and now I'm coming to the point, where I've to figure out, how i want to implement the functions for interpolation between two vectors. At first I came up with implementing the functions directly into the vector class... public class Vector3D { public static Vector3D LinearInterpolate(Vector3D vector1, Vector3D vector2, double factor) { ... } public Vector3D LinearInterpolate(Vector3D other, double factor { ... } } (I always offer both: a static method with two vectors as parameters and one non-static, with only one vector as parameter) ...but then I got the idea to use extension methods (defined in a seperate class called "Interpolation" for example), since interpolation isn't really a thing only available for vectors. So this could be another solution: public class Vector3D { ... } public static class Interpolation { public static Vector3D LinearInterpolate(this Vector3D vector, Vector3D other, double factor) { ... } } So here an example how you'd use the different possibilities: { var vec1 = new Vector3D(5, 3, 1); var vec2 = new Vector3D(4, 2, 0); Vector3D vec3; vec3 = vec1.LinearInterpolate(vec2, 0.5); //1 vec3 = Vector3D.LinearInterpolate(vec1, vec2, 0.5); //2 //or with extension-methods vec3 = vec1.LinearInterpolate(vec2, 0.5); //3 (same as 1) vec3 = Interpolation.LinearInterpolation(vec1, vec2, 0.5); //4 } So I really don't know which design is better. Also I don't know if there's an ultimate rule for things like this or if it's just about what someone personally prefers. But I really would like to hear your opinions, what's better (and if possible why ).

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  • Relative encapsulation design

    - by taher1992
    Let's say I am doing a 2D application with the following design: There is the Level object that manages the world, and there are world objects which are entities inside the Level object. A world object has a location and velocity, as well as size and a texture. However, a world object only exposes get properties. The set properties are private (or protected) and are only available to inherited classes. But of course, Level is responsible for these world objects, and must somehow be able to manipulate at least some of its private setters. But as of now, Level has no access, meaning world objects must change its private setters to public (violating encapsulation). How to tackle this problem? Should I just make everything public? Currently what I'm doing is having a inner class inside game object that does the set work. So when Level needs to update an objects location it goes something like this: void ChangeObject(GameObject targetObject, int newX, int newY){ // targetObject.SetX and targetObject.SetY cannot be set directly var setter = new GameObject.Setter(targetObject); setter.SetX(newX); setter.SetY(newY); } This code feels like overkill, but it doesn't feel right to have everything public so that anything can change an objects location for example.

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  • design for supporting entities with images

    - by brainydexter
    I have multiple entities like Hotels, Destination Cities etc which can contain images. The way I have my system setup right now is, I think of all the images belonging to this universal set (a table in the DB contains filePaths to all the images). When I have to add an image to an entity, I see if the entity exists in this universal set of images. If it exists, attach the reference to this image, else create a new image. E.g.: class ImageEntityHibernateDAO { public void addImageToEntity(IContainImage entity, String filePath, String title, String altText) { ImageEntity image = this.getImage(filePath); if (image == null) image = new ImageEntity(filePath, title, altText); getSession().beginTransaction(); entity.getImages().add(image); getSession().getTransaction().commit(); } } My question is: Earlier I had to write this code for each entity (and each entity would have a Set collection). So, instead of re-writing the same code, I created the following interface: public interface IContainImage { Set<ImageEntity> getImages(); } Entities which have image collections also implements IContainImage interface. Now, for any entity that needs to support adding Image functionality, all I have to invoke from the DAO looks something like this: // in DestinationDAO::addImageToDestination { imageDao.addImageToEntity(destination, imageFileName, imageTitle, imageAltText); // in HotelDAO::addImageToHotel { imageDao.addImageToEntity(hotel, imageFileName, imageTitle, imageAltText); It'd be great help if someone can provide me some critique on this design ? Are there any serious flaws that I'm not seeing right away ?

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