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  • Best Practices for serializing/persisting String Object Dictionary entities

    - by Mark Heath
    I'm noticing a trend towards using a dictionary of string to object (or sometimes string to string), instead of strongly typed objects. For example, the new Katana project makes heavy use of IDictionary<string,object>. This approach avoids the need to continually update your entity classes/DTOs and the database tables that persist them with new properties. It also avoids the need to create new derived entity types to support new types of entity, since the Dictionary is flexible enough to store any arbitrary properties. Here's a contrived example: class StorageDevice { public int Id { get; set; } public string Name { get; set; } } class NetworkShare : StorageDevice { public string Path { get; set; } public string LoginName { get; set; } public string Password { get; set; } } class CloudStorage : StorageDevice { public string ServerUri { get; set } public string ContainerName { get; set; } public int PortNumber { get; set; } public Guid ApiKey { get; set; } } versus: class StorageDevice { public IDictionary<string, object> Properties { get; set; } } Basically I'm on the lookout for any talks, books or articles on this approach, so I can pick up on any best practices / difficulties to avoid. Here's my main questions: Does this approach have a name? (only thing I've heard used so far is "self-describing objects") What are the best practices for persisting these dictionaries into a relational database? Especially the challenges of deserializing them successfully with strongly typed languages like C#. Does it change anything if some of the objects in the dictionary are themselves lists of strongly typed entities? Should a second dictionary be used if you want to temporarily store objects that are not to be persisted/serialized across a network, or should you use some kind of namespacing on the keys to indicate this?

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  • Design guideline for saving big byte stream in c# [migrated]

    - by Praveen
    I have an application where I am receiving big byte array very fast around per 50 miliseconds. The byte array contains some information like file name etc. The data (byte array ) may come from several sources. Each time I receive the data, I have to find the file name and save the data to that file name. I need some guide lines to how should I design it so that it works efficient. Following is my code... public class DataSaver { private static Dictionary<string, FileStream> _dictFileStream; public static void SaveData(byte[] byteArray) { string fileName = GetFileNameFromArray(byteArray); FileStream fs = GetFileStream(fileName); fs.Write(byteArray, 0, byteArray.Length); } private static FileStream GetFileStream(string fileName) { FileStream fs; bool hasStream = _dictFileStream.TryGetValue(fileName, out fs); if (!hasStream) { fs = new FileStream(fileName, FileMode.Append); _dictFileStream.Add(fileName, fs); } return fs; } public static void CloseSaver() { foreach (var key in _dictFileStream.Keys) { _dictFileStream[key].Close(); } } } How can I improve this code ? I need to create a thread maybe to do the saving.

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  • Connecting to an Amazon AWS database [closed]

    - by Adel
    so I'm a bit overwhelmed/bewildered by the whole concept of networking/remote-desktop , etc. The context is that - in my company I need to access a remote database. The standard way I use is to first connect using a VPN-Client( called Shrew Soft Access manager), then once that says: "network device configured tunnel enabled" I'm good to connect using windows "Remote Desktop Connection" . But now our company set up an Amazon AWS database, and I'm told I need to connect, and I ony need to use RDP. So I tried the standard windows one - but it doesn't work. On wikipedia , I looked up remote desktop sftware and downloaded one called VNC Viewer. but it doesn't work. Any advice/tips/comments appreciated EDIT: YAYA! I finally got a little more connected . I had to use my username as a fully qualified name: Computer: XYZ.XYZ.XYZ.XYZ USERNAME: XYZ.XYZ.XYZ.XYZ\aazzam

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  • Vector with Constant-Time Remove - still a Vector?

    - by Darrel Hoffman
    One of the drawbacks of most common implementations of the Vector class (or ArrayList, etc. Basically any array-backed expandable list class) is that their remove() operation generally operates in linear time - if you remove an element, you must shift all elements after it one space back to keep the data contiguous. But what if you're using a Vector just to be a list-of-things, where the order of the things is irrelevant? In this case removal can be accomplished in a few simple steps: Swap element to be removed with the last element in the array Reduce size field by 1. (No need to re-allocate the array, as the deleted item is now beyond the size field and thus not "in" the list any more. The next add() will just overwrite it.) (optional) Delete last element to free up its memory. (Not needed in garbage-collected languages.) This is clearly now a constant-time operation, since only performs a single swap regardless of size. The downside is of course that it changes the order of the data, but if you don't care about the order, that's not a problem. Could this still be called a Vector? Or is it something different? It has some things in common with "Set" classes in that the order is irrelevant, but unlike a Set it can store duplicate values. (Also most Set classes I know of are backed by a tree or hash map rather than an array.) It also bears some similarity to Heap classes, although without the log(N) percolate steps since we don't care about the order.

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  • Agile development challenges

    - by Bob
    With Scrum / user story / agile development, how does one handle scheduling out-of-sync tasks that are part of a user story? We are a small gaming company working with a few remote consultants who do graphics and audio work. Typically, graphics work should be done at least a week (sometimes 2 weeks) in advance of the code so that it's ready for integration. However, since SCRUM is supposed to focus on user stories, how should I split the stories across iteration so that they still follow the user story model? Ideally, a user story should be completed by all the team members in the same iteration, I feel that splitting them in any way violates the core principle of user story driven development. Also, one front end developer can work at 2X pace of backend developers. However, that throws the scheduling out of sync as well because he is either constantly ahead of them or what we have done is to have him work on tasks that not specific to this iteration just to keep busy. Either way, it's the same issue as above, splitting up user story tasks. If someone can recommend an active Google agile development group that discusses these and other issues, that'll be great. Also, if you know of a free alternative to Pivotal Labs, let me know as well. I'm looking now at Agilo.

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  • Dangers of two Jobs? Violating Company Policy?

    - by Stephen Furlani
    Hey, I'm working for a company full-time and myself part-time. I started learning the Mac OS/Cocoa/Objective-C at work, and then I got the "Brilliant Idea" that I'd like to program for the iPhone. The iPhone stuff is going well, but I'm earning money there because I'm applying skills I learned on the job. What is commonly considered violating company policy on things like this? Is there any danger of the company claiming 'ownership' of my side-job? If I leave the company, could they ask me to stop working at my side business? The company and my iphone stuff are in completely different "areas" but I'm still concerned. What can I do to make sure? What else should I be wary of? Has anyone run into bad stuff like this before? Thanks,

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  • Career guidance/advice for Junior-level Software Engineer [closed]

    - by John Do
    I have quite a few questions on my mind, so please bare with me. Please don't feel obligated to answer all of them, any as you choose will do. I'd appreciate if you could share some insight on any of these. Before I begin, some context: I currently have almost two years of professional experience as a Software Engineer, mainly developing software in Java. At this point, I feel that I have reached the peak in my career growth at the current company I am at and therefore I am looking for a new job, ideally again, as a Software Engineer. I have been interviewing for the past few months casually but have not had luck with companies I have a passion for. So, in no particular order - 1) In general, what are your thoughts on having graduate degrees in CS / Software Engineering. How much does it influence a salary increase, and do you think it's beneficial when working on real-world problems? I get the sense that a graduate degree in the field is trivial unless you really have a passion for research. 2) In general, in professional practice, how often had you have to write your own data structures and "complex" algorithms from scratch? In my own work, I have found myself relying mainly on third-party frameworks and the Java standard library to implement solutions as per business requirements. What are your thoughts on this? 3) In terms of resume, I feel the most ambivalent here. I want to be able to "blemish" my resume to a certain extent so that it stands out from others', but at the same time I do not want to over-exagerate my abilities. How do you strike a balance here? For example: I say that I am proficient in Java with data structures and algorithms. This is obviously a subjective and relative statement. I've taken the classes in my undergrad, and I've applied it in my work experience. What I feel as "prociency" can be seen as junior-level to others. How do you know what to say? Most of the time, recruiters (with no technical background) will be looking for keywords that stand out. This leads me to my next question (4). 4) Just from interviewing for the past few months (and getting plenty of rejections), I've come to realize that I may not be as proficient in data structures and algorithms as I thought I was. Do you think it's a good idea to remove the "proficient in java/data structure and algorithms"? I feel that being too hoenst on the resume will impede me from scoring opportunities to even have an interview with top-notch companies. What are your thoughts? 5) What is the absolute "must-have" knowledge going into a technical interview? I've been practicing several algorithmic and data sturcture problems now, and I feel that my abilities to solve arbitrary problems efficiently has not gotten significantly better. Do you think these abilities are something innate - it's either you have in you, or you don't? How can you teach yourself to learn, if you will? 6) How easy is it to go from industry/function to the next? I work mainly with backend technologies and I'm now interested in working with the frontend, i.e javascript,jquery,php or even mobile development. In your own experience, how did you not get pidgeon holed in your career? I feel that the choices you make now ultimately decide your future. As cliche as it sounds, I think it may be true. Here's what I mean: you've worked mainly as a backend engineer, people are interested in you doing the same thing since you've already accumulated experience in that function. How do get experience in a new function if people won't accept you because you don't already have it? It's a catch 22, you see... Are side projects the only real way to help you move from one function to another that you're truly interested in? For example: I could start writing my own mobile applications, even though I've worked mainly on the backend. Thanks so much for the long read. As a relatively new engineer to the real world, I am very humble and would like those who are experienced to shed some light. Thank you so much.

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  • Mail Scanning System

    - by Mr D
    In the same way gmail can generate ads based on email content, I am looking for a way to develop a system which can: Allow users to connect their email address to our site It then would continously monitor all incomming emails From the incomming emails there would be a critera(e.g. a certain address or subject) if any of the emails matched the critea it would would be saved to a database Then once a new email had been found the users would receive an email notification will tells them to log back into the site to see it. My questions are: Would this be possible? What would be a good language to use(generally I like php, python and java) Are there any frameworks which would help do this? How would I connect the users email account to allow access to their emails(do I need a mail server?) Any advice? Thank you! If you need more information please let me know.

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  • how to be a web developer [closed]

    - by David
    Well, I'm 34 years old, and I have a master degree in computer science, for some how I cannot get a job as a programmer when I was younger, so I got a job related to computer. Recently I work in content management system, and updating the content of web portals. I'm trying to be a web programmer, so I started learning the techniques for web development, and CMS. I have a good knowledge of PHP and Wordpress, but I have a problem when I apply for a job I got the answer "sorry, you have no experience!" how can I solve that, and get a career in programming and web development?

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  • Is there a real difference between dynamic analysis and testing?

    - by user970696
    Often testing is regarded as a dynamic analysis of a software. Yet while writing my thesis, the reviewer noted to me that dynamic analysis is about analyzing the program behind the scenes - e.g. profiling and that it is not the same as testing because its "analysis" which looks inside and observes. I know that "static analysis" is not testing, should we then separate this "dynamic analysis" also from testing? Some books do refer to dynamic analysis in this sense. I would maybe say that testing is a one mean of dynamic analysis?

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  • How to get better at solving Dynamic programming problems

    - by newbie
    I recently came across this question: "You are given a boolean expression consisting of a string of the symbols 'true', 'false', 'and', 'or', and 'xor'. Count the number of ways to parenthesize the expression such that it will evaluate to true. For example, there is only 1 way to parenthesize 'true and false xor true' such that it evaluates to true." I knew it is a dynamic programming problem so i tried to come up with a solution on my own which is as follows. Suppose we have a expression as A.B.C.....D where '.' represents any of the operations and, or, xor and the capital letters represent true or false. Lets say the number of ways for this expression of size K to produce a true is N. when a new boolean value E is added to this expression there are 2 ways to parenthesize this new expression 1. ((A.B.C.....D).E) ie. with all possible parenthesizations of A.B.C.....D we add E at the end. 2. (A.B.C.(D.E)) ie. evaluate D.E first and then find the number of ways this expression of size K can produce true. suppose T[K] is the number of ways the expression with size K produces true then T[k]=val1+val2+val3 where val1,val2,val3 are calculated as follows. 1)when E is grouped with D. i)It does not change the value of D ii)it inverses the value of D in the first case val1=T[K]=N.( As this reduces to the initial A.B.C....D expression ). In the second case re-evaluate dp[K] with value of D reversed and that is val1. 2)when E is grouped with the whole expression. //val2 contains the number of 'true' E will produce with expressions which gave 'true' among all parenthesized instances of A.B.C.......D i) if true.E = true then val2 = N ii) if true.E = false then val2 = 0 //val3 contains the number of 'true' E will produce with expressions which gave 'false' among all parenthesized instances of A.B.C.......D iii) if false.E=true then val3=( 2^(K-2) - N ) = M ie. number of ways the expression with size K produces a false [ 2^(K-2) is the number of ways to parenthesize an expression of size K ]. iv) if false.E=false then val3 = 0 This is the basic idea i had in mind but when i checked for its solution http://people.csail.mit.edu/bdean/6.046/dp/dp_9.swf the approach there was completely different. Can someone tell me what am I doing wrong and how can i get better at solving DP so that I can come up with solutions like the one given above myself. Thanks in advance.

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  • Identity verification

    - by acjohnson55
    On a site that I'm working on, I'm trying to find ways of enforcing a one-person, one-account rule. In general, we'd like to do this by providing options to authenticate users with third-party services that provide this assurance. For example, it's possible to authenticate with Facebook and check whether the user is considered "verified" by Facebook (which means they must have provided either a phone number or credit card). This is roughly the level of identity verification we require--we're not doing banking or anything like that. But we want to give the user options. My question is, who else, besides Facebook, provides this? (uncertain of the proper SE forum, please comment if there's a better SE site to ask this)

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  • Is there a decent way to maintain development of wordpress sites using the same base?

    - by Joakim Johansson
    We've been churning out wordpress sites for a while, and we'd like to keep a base repository that can be used when starting a new project, as well as updating existing sites with changes to the wordpress base. Am I wrong in assuming this would be a good thing? We take care of updating the sites, so having a common base would make this easier. I've been looking at solutions using git, such as forking a base repository and using it to pull changes to the wordpress base, but committing the site to it's own repository. Or maybe, if it's possible, storing the base as a git submodule, but this would require storing themes and plugins outside of that. Is there any common way to go about this kind of website development?

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  • Reasons for either 32-bit or 64-bit as development machine

    - by vartec
    I'm about to make a new Linux install, which will be primarily used for programming. I've seen benchmarks showing speed improvement of 64-bit version, however, I have hard time of telling how much these benchmarks translate to improvement in every day usage. And of course there are other aspects to consider. Usage I have in mind: mainly programming Python, with occasional C, C++ and Java; IDEs, which are using Java platforms (Eclipse and IntelliJ); on very rare occasions having to compile for 32-bit platform; not planning to have more than 64GB of RAM anytime soon (and I don't mind using PAE kernels); machine in question has 4GB RAM and Athlon II X2; What are pros and cons of choosing either i386 or x86_64 distro?

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  • What does the English word "for" exactly mean in "for" loops?

    - by kol
    English is not my first language, but since the keywords in programming languages are English words, I usually find it easy to read source code as English sentences: if (x > 10) f(); = "If variable x is greater than 10, then call function f." while (i < 10) ++i; = "While variable i is less than 10, increase i by 1." But how a for loop is supposed to be read? for (i = 0; i < 10; ++i) f(i); = ??? I mean, I know what a for loop is and how it works. My problem is only that I don't know what the English word "for" exactly means in for loops.

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  • Designing a Business Rule Engine

    - by Nisha_Roy
    I have a requirement where there are 10 Rules to be applied on data in excel. If Rule 1 and Rule 2 fails rest of the rules are not checked. But if Rule 1 and Rule 2 passes the rest of all the Rules should be verified and if any errors found- they should be logged. Is there any design pattern which I can use to keep this Rule Engine flexible for adding these 10 rules and Closed for any additional chains in the Current Rule. I was thinking of something like a Decorator Pattern. Will this help me achieve that?

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  • How to use OO for data analysis? [closed]

    - by Konsta
    In which ways could object-orientation (OO) make my data analysis more efficient and let me reuse more of my code? The data analysis can be broken up into get data (from db or csv or similar) transform data (filter, group/pivot, ...) display/plot (graph timeseries, create tables, etc.) I mostly use Python and its Pandas and Matplotlib packages for this besides some DB connectivity (SQL). Almost all of my code is a functional/procedural mix. While I have started to create a data object for a certain collection of time series, I wonder if there are OO design patterns/approaches for other parts of the process that might increase efficiency?

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  • Flexi Slider 2 Ipad showing images underneath main slider image but all other os are fine [closed]

    - by David Buckley
    I am using the Flexi Slider 2 for the jquery slider on this test page but for some reason on the ipad it shows all images in a list and doesnt appear to load the jquery but if you rotate the ipad it works any ideas would be greatly appreciate please forgive my english im a programmer not an english lecture. http://colintest.webdeveloperbelfast.com/donate.php it is not spam their functions the client is wanting the demo u guys take things so bloddy littler when a person is asking for help please do not use the paypal buttons their only their for demo purpose this is not spam

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  • Library Organization in .NET

    - by Greg Ros
    I've written a .NET bitwise operations library as part of my projects (stuff ranging from get MSB set to some more complicated bitwise transformations) and I mean to release it as free software. I'm a bit confused about a design aspect of the library, though. Many of the methods/transformations in the library come with different endianness. A simple example is a getBitAt method that regards index 0 as the least significant bit, or the most significant bit, depending on the version used. In practice, I've found that using separate functions for different endianness results in much more comprehensible and reusable code than assuming all operations are little-endian or something. I'm really stumped regarding how best to package the library. Should I have methods that have LE and BE versions take an enum parameter in their signature, e.g. Endianness.Little, Endianness.Big? Should I have different static classes with identically named methods? such as MSB.GetBit and LSB.GetBit On a much wider note, is there a standard I could use in cases like this? Some guide? Is my design issue trivial? I have a perfectionist bent, and I sometimes get stuck on tricky design issues like this... Note: I've sort of realized I'm using endianness somewhat colloquially to refer to the order/place value of digital component parts (be they bits, bytes, or words) in a larger whole, in any setting. I'm not talking about machine-level endianness or serial transmission endianness. Just about place-value semantics in general. So there isn't a context of targeting different machines/transmission techniques or something.

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  • Monkey Hunter algorithm - Interview question [closed]

    - by Estefany Velez
    Question asked in an Interview: You are a hunter in the forest. A monkey is in the trees, but you don't know where and you can't see it. You can shoot at the trees, you have unlimited ammunition. Immediately after you shoot at a tree, if the monkey was in the tree, he falls and you win. If the monkey was not in the tree, he jumps (randomly) to an adjacent tree (he has to). Find an algorithm to get the monkey in the fewest shots possible. SOLUTION: The correct answer according to me was in the comments, credit to @rtperson: You could eliminate this possibility by shooting each tree twice as you sweep left, giving you a worst case of O(2n). EDIT: ...that is, a worst case of O(2n-1). You don't need to shoot the last tree twice.

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  • Question about Web Programming certificate program

    - by user134226
    I am currently attending St. John's University with a major of Computer Science. I am entering my senior year next year and stumbled upon this certificate program for web development from Hunter College: http://www.hunter.cuny.edu/ce/certificates/computer/web-programming So the question is, would it be beneficial for me to complete this program or to just attend a few elective courses in the summer at a school such as NYU? Would this certificate be good for my resume? The only language I have learned so far is Java and classes I have taken in the field so far are: Programming Fundamentals 1 and 2, Data Security and Cryptography, Networking: Data Communications and Introduction to Data Structures Hope some of you can help me out, thanks

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Code review process when using GIT as a repository?

    - by Sid
    What is the best process for code review when using GIT? Current process: We have a GIT server with a master branch to which everyone commits Devs work off the local master mirror or a local feature branch Devs commit to server's master branch Devs request code review on last commit Problem: Any bug in code review are already in master by the time it's caught. Worse, usually someone has burnt a few hours trying to figure out what happened... So, we would like To do code review BEFORE delivery into the 'master'. Have a process that works with a global team (no over the shoulder reviews!) something that doesn't require an individual dev to be at his desk/machine to be powered up so someone else can remote in (remove human dependency, devs go home at different timezones) We use TortoiseGIT for a visual representation of a list of files changed, diff'ing files etc. Some of us drop into a GIT shell when the GUI isn't enough, but ideally we'd like the workflow to be simple and GUI based (I want the tool to lift any burden, not my devs).

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  • How can I refactor client side functionality to create a product line-like generic design?

    - by Nupul
    Assume the following situation similar to that of Stack Overflow: I have a system with a front-end that can perform various manipulations on the data (by sending messages to REST back-end): Posting Editing and deleting Adding labels and tags Now in the first version we created it well modularized but the need as of now for 'evolving' the system similar to Stack Overflow. My question is how best to separate the commonality and how to incorporate the variability with respect to the following: Commonality: The above 'functionalities' and sending/receiving the data from the server Look and feel (also a variability as explained below) HTTP verbs associated with the above actions Variability: The RESTful URLs where the requests are sent The text/style of the UI (the commonality is analogous to Stack Overflow - the functionality of upvotes, posting a question remains the same, but the words, the icons, the look and feel is still different across sites) I think this is entirely a client-side code organization/refactoring issue. I'm heavily using jQuery, javascript and backbone for front-end development. My question is how best should I isolate the same to be able to create multiple such aspects to the tool we are currently working on?

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  • Is porting a Windows application to Mac worth it ?

    - by mikel
    I have a C# Windows application that sells for $35, and fairly regularly receive requests for a version for OS X too. I don't have any experience with Mac so far though, and so am not sure exactly how much work that would involve and if it would be worth it. If anyone's been in a similar position, it'd be very helpful to know: Roughly how many more (%) sales can you expect by porting to Mac ? Would you say it's worth the investment of a new Macbook Pro and the time of learning and porting to Objective-C ? Thanks in advance.

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