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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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  • Assign programs permanently to different sound-outputs in Pulseaudio?

    - by Mood
    I want to assign Skype input and output to my USB-headset while the rest of my laptop uses the internal sound-card. This is an easy task with PulseAudio Volume control (pavucontrol). The only problem I have is every time a call is made I manually have to set the output and input for Skype to my USB-device . When I hang up, Skype disappears from Volume Control. It reappears again with the next call only this time the default sound-card is selected again. It shouldn’t be hard to let PulseAudio look or the USB-headset is connected when Skype audio comes is before selecting the default. The way to do it is obvious not through Volume Control.

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  • Is there a pattern or logical structure I can follow for Event Log Numbers?

    - by makerofthings7
    What are some ideas or structure I can use when assigning EventID to events that will be saved to the Event Log? Some options I've considered Sequential (0... int.Max) Multiple of 10, where the "0" is replaced with how noisy the debugLevel is set. xxx0 may represent exceptions, critical information, start, stop etc. ...? What numbering approach gives you the most insight when a user describes the event in an email or phone? What is the most useful to support staff?

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  • How much game dev does $x amount of money get you?

    - by Frank
    How much a game costs to make gets asked often and is always answered with it depends or varies on the quality of the game. Well this is basically the same question but is a bit more precise. I'm wonder what quality of game you can make with varying degrees of funds. Lets say 500k, 1m, 2m, 5m, 10m, 15m, and 20m. Let's assume you don't do any of it yourself and it only covers development only... no advertising or manufacturing.

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  • Strategies for avoiding SQL in your Controllers... or how many methods should I have in my Models?

    - by Keith Palmer
    So a situation I run into reasonably often is one where my models start to either: Grow into monsters with tons and tons of methods OR Allow you to pass pieces of SQL to them, so that they are flexible enough to not require a million different methods For example, say we have a "widget" model. We start with some basic methods: get($id) insert($record) update($id, $record) delete($id) getList() // get a list of Widgets That's all fine and dandy, but then we need some reporting: listCreatedBetween($start_date, $end_date) listPurchasedBetween($start_date, $end_date) listOfPending() And then the reporting starts to get complex: listPendingCreatedBetween($start_date, $end_date) listForCustomer($customer_id) listPendingCreatedBetweenForCustomer($customer_id, $start_date, $end_date) You can see where this is growing... eventually we have so many specific query requirements that I either need to implement tons and tons of methods, or some sort of "query" object that I can pass to a single -query(query $query) method... ... or just bite the bullet, and start doing something like this: list = MyModel-query(" start_date X AND end_date < Y AND pending = 1 AND customer_id = Z ") There's a certain appeal to just having one method like that instead of 50 million other more specific methods... but it feels "wrong" sometimes to stuff a pile of what's basically SQL into the controller. Is there a "right" way to handle situations like this? Does it seem acceptable to be stuffing queries like that into a generic -query() method? Are there better strategies?

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  • Programming Languages

    - by Shannon
    I realize this will be a very vague question, but please bear with me. I have a concept for an open-world game, hand to hand combat, with a fairly open storyline, but there is an issue. I'm not sure which programming language to use, as I'm fairly new to programming. I am considering c++, but I would like to hear your opinions on which language you believe would support this type of game most efficiently. Pros and cons would be appreciated.

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  • User input and Automated input seperation

    - by tpaksu
    I have a mysql db and I have an automation script which modifies the data inside once a day. And, these columns may have changed by an user manually. What is the best approach to make the system only update the automated data, not the manually edited ones? I mean yes, flagging the cell which is manually edited is one way to do it, but I want to know if there's another way to accomplish this? Just curiosity.

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  • Service Layer - how broad should it be, and should it also be used from the local application?

    - by BornToCode
    The background: I need to build a desktop application with some operations (CRUD and more) (=winforms), I need to make another application which will re-use some of the functions of the main application (=webforms). I'm using service layer for reusing my functions. The service is calling the functions on the BL layer (correct me if I'm doing this wrong). so my desktop has 4 projects - DAL, BL, UI, WEBSERVICES. The dilemma (simple but I still need some more experienced opinions): In my main winform UI - should I call the functions from the BL - bl.getcustomers(), or do it similar to how I call it in the webform, and call the functions from the service - webservices.getcustomers? Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • New Project Starting. Got Gas?

    - by merrillaldrich
    “Storage is just like gasoline,” said a fellow DBA at the office the other day. This DBA, Mike is his name, is one of the smartest people I know, so I pressed him, in my subtle and erudite way, to elaborate. “Um, whut?” I said. “Yeah. Now that everything is shared – VMs or consolidated SQL Servers and shared storage – if you want to do a big project, like, say, drive to Vegas, you better fill the car with gas. Drive back and forth to work every day? Gas. Same for storage.” This was a light-bulb-above-my-head...(read more)

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  • Using 'new' in a projection?

    - by davenewza
    I wish to project a collection from one type (Something) to another type (SomethingElse). Yes, this is a very open-eneded question, but which of the two options below do you prefer? Creating a new instance using new: var result = query.Select(something => new SomethingElse(something)); Using a factory: var result = query.Select(something => SomethingElse.FromSomething(something)); When I think of a projection, I generally think of it as a conversion. Using new gives me this idea that I'm creating new objects during a conversion, which doesn't feel right. Semantically, SomethingElse.FromSomething() most definitely fits better. Although, the second option does require addition code to setup a factory, which could become unnecessarily compulsive.

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  • django/python: is one view that handles two separate models a good idea?

    - by clime
    I am using django multi-table inheritance: Video and Image are models derived from Media. I have implemented two views: video_list and image_list, which are just proxies to media_list. media_list returns images or videos (based on input parameter model) for a certain object, which can be of type Event, Member, or Crag. It alters its behaviour based on input parameter action, which can be either "edit" or "view". The problem is that I need to ask whether the input parameter model contains Video or Image in media_list so that I can do the right thing. Similar condition is also in helper method media_edit_list that is called from the view. I don't particularly like it but the only alternative I can think of is to have separate logic for video_list and image_list and then probably also separate helper methods for videos and images: video_edit_list, image_edit_list, video_view_list, image_view_list. So four functions instead of just two. That I like even less because the video functions would be very similar to the respective image functions. What do you recommend? Here is extract of relevant parts: http://pastebin.com/07t4bdza. I'll also paste the code here: #urls url(r'^media/images/(?P<rel_model_tag>(event|member|crag))/(?P<rel_object_id>\d+)/(?P<action>(view|edit))/$', views.video_list, name='image-list') url(r'^media/videos/(?P<rel_model_tag>(event|member|crag))/(?P<rel_object_id>\d+)/(?P<action>(view|edit))/$', views.image_list, name='video-list') #views def image_list(request, rel_model_tag, rel_object_id, action): return media_list(request, Image, rel_model_tag, rel_object_id, action) def video_list(request, rel_model_tag, rel_object_id, action): return media_list(request, Video, rel_model_tag, rel_object_id, action) def media_list(request, model, rel_model_tag, rel_object_id, action): rel_model = tag_to_model(rel_model_tag) rel_object = get_object_or_404(rel_model, pk=rel_object_id) if model == Image: star_media = rel_object.star_image else: star_media = rel_object.star_video filter_params = {} if rel_model == Event: filter_params['media__event'] = rel_object_id elif rel_model == Member: filter_params['media__members'] = rel_object_id elif rel_model == Crag: filter_params['media__crag'] = rel_object_id media_list = model.objects.filter(~Q(id=star_media.id)).filter(**filter_params).order_by('media__date_added').all() context = { 'media_list': media_list, 'star_media': star_media, } if action == 'edit': return media_edit_list(request, model, rel_model_tag, rel_model_id, context) return media_view_list(request, model, rel_model_tag, rel_model_id, context) def media_view_list(request, model, rel_model_tag, rel_object_id, context): if request.is_ajax(): context['base_template'] = 'boxes/base-lite.html' return render(request, 'media/list-items.html', context) def media_edit_list(request, model, rel_model_tag, rel_object_id, context): if model == Image: get_media_record = get_image_record else: get_media_record = get_video_record media_list = [get_media_record(media, rel_model_tag, rel_object_id) for media in context['media_list']] if context['star_media']: star_media = get_media_record(star_media, rel_model_tag, rel_object_id) star_media['starred'] = True else: star_media = None json = simplejson.dumps({ 'star_media': star_media, 'media_list': media_list, }) return HttpResponse(json, content_type=json_response_mimetype(request)) # models class Media(models.Model, WebModel): title = models.CharField('title', max_length=128, default='', db_index=True, blank=True) event = models.ForeignKey(Event, null=True, default=None, blank=True) crag = models.ForeignKey(Crag, null=True, default=None, blank=True) members = models.ManyToManyField(Member, blank=True) added_by = models.ForeignKey(Member, related_name='added_images') date_added = models.DateTimeField('date added', auto_now_add=True, null=True, default=None, editable=False) def __unicode__(self): return self.title def get_absolute_url(self): return self.image.url if self.image else self.video.embed_url class Image(Media): image = ProcessedImageField(upload_to='uploads', processors=[ResizeToFit(width=1024, height=1024, upscale=False)], format='JPEG', options={'quality': 75}) thumbnail_1 = ImageSpecField(source='image', processors=[SmartResize(width=178, height=134)], format='JPEG', options={'quality': 75}) thumbnail_2 = ImageSpecField(source='image', #processors=[SmartResize(width=256, height=192)], processors=[ResizeToFit(height=164)], format='JPEG', options={'quality': 75}) class Video(Media): url = models.URLField('url', max_length=256, default='') embed_url = models.URLField('embed url', max_length=256, default='', blank=True) author = models.CharField('author', max_length=64, default='', blank=True) thumbnail = ProcessedImageField(upload_to='uploads', processors=[ResizeToFit(width=1024, height=1024, upscale=False)], format='JPEG', options={'quality': 75}, null=True, default=None, blank=True) thumbnail_1 = ImageSpecField(source='thumbnail', processors=[SmartResize(width=178, height=134)], format='JPEG', options={'quality': 75}) thumbnail_2 = ImageSpecField(source='thumbnail', #processors=[SmartResize(width=256, height=192)], processors=[ResizeToFit(height=164)], format='JPEG', options={'quality': 75}) class Crag(models.Model, WebModel): name = models.CharField('name', max_length=64, default='', db_index=True) normalized_name = models.CharField('normalized name', max_length=64, default='', editable=False) type = models.IntegerField('crag type', null=True, default=None, choices=crag_types) description = models.TextField('description', default='', blank=True) country = models.ForeignKey('country', null=True, default=None) #TODO: make this not null when db enables it latitude = models.FloatField('latitude', null=True, default=None) longitude = models.FloatField('longitude', null=True, default=None) location_index = FixedCharField('location index', length=24, default='', editable=False, db_index=True) # handled by db, used for marker clustering added_by = models.ForeignKey('member', null=True, default=None) #route_count = models.IntegerField('route count', null=True, default=None, editable=False) date_created = models.DateTimeField('date created', auto_now_add=True, null=True, default=None, editable=False) last_modified = models.DateTimeField('last modified', auto_now=True, null=True, default=None, editable=False) star_image = models.OneToOneField('Image', null=True, default=None, related_name='star_crags', on_delete=models.SET_NULL) star_video = models.OneToOneField('Video', null=True, default=None, related_name='star_crags', on_delete=models.SET_NULL)

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  • Tester/Doer pattern: Assume the caller conforms to the pattern or be defensive and repeat the check?

    - by Daniel Hilgarth
    Assume a simple class that implements the Tester/Doer pattern: public class FooCommandHandler : ICommandHandler { public bool CanHandle(object command) { return command is FooCommand; } public void Handle(object command) { var fooCommand = (FooCommand)command; // Do something with fooCommand } } Now, if someone doesn't conform to the pattern and calls Handle without verifying the command via CanHandle, the code in Handle throws an exception. However, depending on the actual implementation of Handle this can be a whole range of different exceptions. The following implementation would check CanHandle again in Handle and throw a descriptive exception: public void Handle(object command) { if(!CanHandle(command)) throw new TesterDoerPatternUsageViolationException("Please call CanHandle first"); // actual implementation of handling the command. } This has the advantage that the exception is very descriptive. It has the disadvantage that CanHandle is called twice for "good" clients. Is there a consensus on which variation should be used?

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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  • What kind of graphics would you like better? [ pictures ] [closed]

    - by Roger Travis
    I am looking forward to make an android game, something angrybirds style. I've already made my own engine and now have to decide what kind of graphics should I make. It could be either realistic, like that or a doodle-style like this Right now the first one looks more appealing to me... on the other hand, doodle-graphics are very easy to draw and their transparency doesn't seem to slow down the engine much. What do you think?

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • Extension objects pattern

    - by voroninp
    In this MSDN Magazine article Peter Vogel describes Extension Objects partten. What is not clear is whether extensions can be later implemented by client code residing in a separate assembly. And if so how in this case can extension get acces to private members of the objet being extended? I quite often need to set different access levels for different classes. Sometimes I really need that descendants does not have access to the mebmer but separate class does. (good old friend classes) Now I solve this in C# by exposing callback properties in interface of the external class and setting them with private methods. This also alows to adjust access: read only or read|write depending on the desired interface. class Parent { private int foo; public void AcceptExternal(IFoo external) { external.GetFooCallback = () => this.foo; } } interface IFoo { Func<int> GetFooCallback {get;set;} } Other way is to explicitly implement particular interface. But I suspect more aspproaches exist.

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  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

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  • Updating and organizing class diagrams in a growing C++ project

    - by vanna
    I am working on a C++ project that is getting bigger and bigger. I do a lot of UML so it is not really hard to explain my work to co-workers. Lately though I implemented a lot of new features and I gave up updating by hand my Dia UML diagrams. I once used the class diagram of Visual Studio, which is my IDE but didn't get clear results. I need to show my work on a regular basis and I would like to be as clear as possible. Is there any tool that could generate a sort of organized map of my work (namespaces, classes, interactions, etc.) ?

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  • HELP: I Broke Ubuntu By Uninstalling Compiz

    - by tSquirrel
    I'm still getting used to Linux, having come from Windows. I was receiving an error that "compiz" had crashed a few times so I figured I'd uninstall it. sudo apt-get remove compiz sudo apt-get install compiz I logged out then back in, after that, the GUI was totally gone and I have no idea how to get it back or what I need to do to restore the GUI to what it was before I killed poor Compiz. GUI was pretty much unmodified after a fresh install of 14.04 How can I fix it? I'm not even sure how to get to a terminal or anything. The login screen looks normal, but after logging in, it's a totally bare desktop with my backround and a few icons. No Dash, toolbar, etc. Hot Keys don't seem to work either (Super = Dash doesn't work, etc); although I did accidently open "Disk" UI. Not sure how. Please Help! Right now I'm working off my W7 dualboot.

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  • Is there an industry standard for systems registered user permissions in terms of database model?

    - by EASI
    I developed many applications with registered user access for my enterprise clients. In many years I have changed my way of doing it, specially because I used many programming languages and database types along time. Some of them not very simple as view, create and/or edit permissions for each module in the application, or light as access or can't access certain module. But now that I am developing a very extensive application with many modules and many kinds of users to access them, I was wondering if there is an standard model for doing it, because I already see that's the simple or the light way won't be enough.

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • Upgrading an app to support iOS5, 6 and 7

    - by drekka
    We are looking at an app that needs an upgrade. Currently it runs on iOS4, 5 & 6. The upgrade will move to iOS5, 6 & 7. It will also involve some UI changes and new features. I've been reading stuff on iOS7 and looking at things like auto-layout. What we are trying to figure out is the best way to handle the differences between the various iOS versions. Auto-layout seems like a good idea, but it's not available on iOS 5. There are also API changes to consider between all 3 versions and other new features of iOS7. So the questions: How would you handle auto layout given iOS5 does not have it? Are there any significant differences between the SDKs that you think would cause issues? Would we be better off with separate code bases?

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  • Advice on reconciling discordant data

    - by Justin
    Let me support my question with a quick scenario. We're writing an app for family meal planning. We'll produce daily plans with a target calorie goal and meals to achieve it for our nuclear family. Our calorie goal will be calculated for each person from their attributes (gender, age, weight, activity level). The weight attribute is the simplest example here. When Dad (the fascist nerd who is inflicting this on his family) first uses the application he throws approximate values into it for Daughter. He thinks she is 5'2" (157 cm) and 125 lbs (56kg). The next day Mom sits down to generate the menu and looks back over what the bumbling Dad did, quietly fumes that he can never recall anything about the family, and says the value is really 118 lbs! This is the first introduction of the discord. It seems, in this scenario, Mom is probably more correct that Dad. Though both are only an approximation of the actual value. The next day the dear Daughter decides to use the program and sees her weight listed. With the vanity only a teenager could muster she changes the weight to 110 lbs. Later that day the Mom returns home from a doctor's visit the Daughter needed and decides that it would be a good idea to update her Daughter's weight in the program. Hooray, another value, this time 117 lbs. Now how do you reconcile these data points? Measurement error, confidence in parties, bias, and more all confound the data. In some idealized world we'd have a weight authority of some nature providing the one and only truth. How about in our world though? And the icing on the cake is that this single data point changes over time. How have you guys solved or managed this conflict?

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  • python factory function best practices

    - by Jason S
    Suppose I have a file foo.py containing a class Foo: class Foo(object): def __init__(self, data): ... Now I want to add a function that creates a Foo object in a certain way from raw source data. Should I put it as a static method in Foo or as another separate function? class Foo(object): def __init__(self, data): ... # option 1: @staticmethod def fromSourceData(sourceData): return Foo(processData(sourceData)) # option 2: def makeFoo(sourceData): return Foo(processData(sourceData)) I don't know whether it's more important to be convenient for users: foo1 = foo.makeFoo(sourceData) or whether it's more important to maintain clear coupling between the method and the class: foo1 = foo.Foo.fromSourceData(sourceData)

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  • Do you use to third party companies to review your company's code?

    - by CodeToGlory
    I am looking to get the following - Basic code review to make sure they follow the guidelines imposed. Security code analysis to make sure there are no loopholes. No performance bottlenecks by doing a load test etc. We have lot of code coming in from third parties and is becoming laborious to manage code reviews and hence looking to see if others employ such practices. I understand that it may be a concern for some and would raise the question "Well, who is going to make sure the agency is doing their job right?" But basically I am just looking for a third party who can hold all vendor code to the same standards.

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