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  • Algorithm to Solve Most of a Problem

    - by Mike G
    I need an Algorithm/Design Pattern that allows me to try to get the maximum number of rules followed. So I have a couple teams and I need to pair them with a referee and against each other into a round robin. There a rules on who can compete with who and who can judge who so I need to find the configuration that satisfies the most of these. Some rules are more important than others and are "worth more" when evaluating "what satisfies the most of them" There probably isn't a algorithm for this, but is there a design pattern that could help me maximize my chances of finding this configuration?

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  • Can you point me to a nontrivial strategy pattern implementation?

    - by Eugen Martynov
    We are faced implementing a registration workflow with many branches. There are three main flows which in some conditions lead to one another. Each flow has at least four different steps; some steps interact with the server, and every step adds more information to the state. Also the requirement is to have it persistent between sessions, so if the user closes the app (this is a mobile app), it will restore the process from the last completed step with the state from the previous session. I think this could benefit from the use of the strategy pattern, but I've never had to implement it for such a complex case. Does anyone know of any examples in open source or articles from which I could find inspiration? Preferably the examples would be from a live/working/stable application. I'm interested in Java implementation mostly; we are developing for Java mobile phones: android, blackberry and J2ME. We have an SDK which is quite well separated from platform specific implementations, but examples in C++, C#, Objective-C or Python would be acceptable.

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  • Is there a Design Pattern for preventing dangling references?

    - by iFreilicht
    I was thinking about a design for custom handles. The thought is to prevent clients from copying around large objects. Now a regular handle class would probably suffice for that, but it doesn't solve the "dangling reference problem"; If a client has multiple handles of the same object and deletes the object via one of them, all the others would be invalid, but not know it, so the client could write or read parts of the memory he shouldn't have access to. Is there a design pattern to prevent this from happening? Two ideas: An observer-like pattern where the destructor of an object would notify all handles. "Handle handles" (does such a thing even exist?). All the handles don't really point to the object, but to another handle. When the object gets destroyed, this "master-handle" invalidates itself and therefore all that point to it.

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  • Struggling with the Single Responsibility Principle

    - by AngryBird
    Consider this example: I have a website. It allows users to make posts (can be anything) and add tags that describe the post. In the code, I have two classes that represent the post and tags. Lets call these classes Post and Tag. Post takes care of creating posts, deleting posts, updating posts, etc. Tag takes care of creating tags, deleting tags, updating tags, etc. There is one operation that is missing. The linking of tags to posts. I am struggling with who should do this operation. It could fit equally well in either class. On one hand, the Post class could have a function that takes a Tag as a parameter, and then stores it in a list of tags. On the other hand, the Tag class could have a function that takes a Post as a parameter and links the Tag to the Post. The above is just an example of my problem. I am actually running into this with multiple classes that are all similar. It could fit equally well in both. Short of actually putting the functionality in both classes, what conventions or design styles exist to help me solve this problem. I am assuming there has to be something short of just picking one? Maybe putting it in both classes is the correct answer?

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  • Dependency injection and IOC containers in a closed project

    - by Puckl
    Does it make sense to assemble my project with dependency injection containers if I am the only one who will use the code of that project? The question came up when I read this IOC Article http://martinfowler.com/articles/injection.html The justification for using dependency injection in this article is that friends can reuse a class, and replace depending classes with their own classes because they get injected and not instantiated in the class. I would only use it to inject objects where they are needed instead of passing them through layers to their target. (Which is not so bad I learned here: Is it bad practice to pass instances through several layers?) (Maybe I will reuse parts of the project, who knows, but I don´t know if that is a good justification)

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  • Who should control navigation in an MVVM application?

    - by SonOfPirate
    Example #1: I have a view displayed in my MVVM application (let's use Silverlight for the purposes of the discussion) and I click on a button that should take me to a new page. Example #2: That same view has another button that, when clicked, should open up a details view in a child window (dialog). We know that there will be Command objects exposed by our ViewModel bound to the buttons with methods that respond to the user's click. But, what then? How do we complete the action? Even if we use a so-called NavigationService, what are we telling it? To be more specific, in a traditional View-first model (like URL-based navigation schemes such as on the web or the SL built-in navigation framework) the Command objects would have to know what View to display next. That seems to cross the line when it comes to the separation of concerns promoted by the pattern. On the other hand, if the button wasn't wired to a Command object and behaved like a hyperlink, the navigation rules could be defined in the markup. But do we want the Views to control application flow and isn't navigation just another type of business logic? (I can say yes in some cases and no in others.) To me, the utopian implementation of the MVVM pattern (and I've heard others profess this) would be to have the ViewModel wired in such a way that the application can run headless (i.e. no Views). This provides the most surface area for code-based testing and makes the Views a true skin on the application. And my ViewModel shouldn't care if it displayed in the main window, a floating panel or a child window, should it? According to this apprach, it is up to some other mechanism at runtime to 'bind' what View should be displayed for each ViewModel. But what if we want to share a View with multiple ViewModels or vice versa? So given the need to manage the View-ViewModel relationship so we know what to display when along with the need to navigate between views, including displaying child windows / dialogs, how do we truly accomplish this in the MVVM pattern?

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  • What is the proper name for this design pattern in Python?

    - by James
    In Python, is the proper name for the PersonXXX class below PersonProxy, PersonInterface, etc? import rest class PersonXXX(object): def __init__(self,db_url): self.resource = rest.Resource(db_url) def create(self,person): self.resource.post(person.data()) def get(self): pass def update(self): pass def delete(self): pass class Person(object): def __init__(self,name, age): self.name = name self.age = age def data(self): return dict(name=self.name,age=self.age)

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  • Why is nesting or piggybacking errors within errors bad in general?

    - by dietbuddha
    Why is nesting or piggybacking errors within errors bad in general? To me it seems bad intuitively, but I'm suspicious in that I cannot adequately articulate why it is bad. This may be because it is not in general bad and that it is only bad in specific instances. Why is it detrimental to design error/exception handling in such a way. The specific instance is that of a REST service. There is a desire by some to use http errors (specifically the 500 response) as a way to indicate any problem with specific instances of a resource. An example of an instance resource in this case would be: http://server/ticket/80 # instance http://server/ticket # not an instance So this is the behavior that is being proposed. If ticket 80 does not exist return a http response code of 500. Within the body of the error return the "real" error as an additional error code and description. If the ticket resource doesn't exist return a response code of 404.

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  • What are other ideologies to establish relationships between distinct users besides followers/following and friends?

    - by user784637
    Websites like myspace and facebook establish relationships between distinct users using the "friending" ideology, where one user sends a request to be accepted by another user in order for them to have the mutual permission to do stuff like post messages on each others walls. Less restrictive than the "friending" ideology, Twitter and instagram use the followers/following ideology where you can subscribe to the tweets or posts of another user without their permission. Less restrictive than the "followers/following" ideology, email and calling someone on the phone allows you to directly contact anyone. Are there other ideologies that have been successfully implemented either in social networking sites or other real world constructs to establish relations between users?

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  • Designing web-based plugin systems correctly so they don't waste as many resources?

    - by Xeoncross
    Many CMS systems which rely on third parties for much of their code often build "plugin" or "hooks" systems to make it easy for developers to modify the codebase's actions without editing the core files. This usually means an Observer or Event design pattern. However, when you look at systems like wordpress you see that on every page they load some kind of bootstrap file from each of the plugin's folders to see if that plugin will need to run that request. Its this poor design that causes systems like wordpress to spend many extra MB's of memory loading and parsing unneeded items each page. Are there alternative ways to do this? I'm looking for ideas in building my own. For example, Is there a way to load all this once and then cache the results so that your system knows how to lazy-load plugins? In other words, the system loads a configuration file that specifies all the events that plugin wishes to tie into and then saves it for future requests? If that also performs poorly, then perhaps there is a special file-structure that could be used to make educated guesses about when certain plugins are unneeded to fullfil the request. Any ideas? If anyone wants an example of the "plugin" concept you can find one here.

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  • Design for object with optional and modifiable attributtes?

    - by Ikuzen
    I've been using the Builder pattern to create objects with a large number of attributes, where most of them are optional. But up until now, I've defined them as final, as recommended by Joshua Block and other authors, and haven't needed to change their values. I am wondering what should I do though if I need a class with a substantial number of optional but non-final (mutable) attributes? My Builder pattern code looks like this: public class Example { //All possible parameters (optional or not) private final int param1; private final int param2; //Builder class public static class Builder { private final int param1; //Required parameters private int param2 = 0; //Optional parameters - initialized to default //Builder constructor public Builder (int param1) { this.param1 = param1; } //Setter-like methods for optional parameters public Builder param2(int value) { param2 = value; return this; } //build() method public Example build() { return new Example(this); } } //Private constructor private Example(Builder builder) { param1 = builder.param1; param2 = builder.param2; } } Can I just remove the final keyword from the declaration to be able to access the attributes externally (through normal setters, for example)? Or is there a creational pattern that allows optional but non-final attributes that would be better suited in this case?

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  • Is is common to use the command pattern for property get/sets?

    - by k rey
    Suppose I have a controller class with a bunch of properties. Each time a property is changed, I would like to update the model. Now also suppose that I use the command pattern to perform model updates. Is it common to use command classes within property get and sets of the controller class or is there a better way? Here is an example of what I am currently using: class MyController { private int _myInt; public int MyInt { get { return _myInt; } set { MyCommand cmd = new MyCommand(); cmd.Argument = _myInt; cmd.Execute(); // Command object updates the model } } }

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  • Augmenting functionality of subclasses without code duplication in C++

    - by Rob W
    I have to add common functionality to some classes that share the same superclass, preferably without bloating the superclass. The simplified inheritance chain looks like this: Element -> HTMLElement -> HTMLAnchorElement Element -> SVGElement -> SVGAlement The default doSomething() method on Element is no-op by default, but there are some subclasses that need an actual implementation that requires some extra overridden methods and instance members. I cannot put a full implementation of doSomething() in Element because 1) it is only relevant for some of the subclasses, 2) its implementation has a performance impact and 3) it depends on a method that could be overridden by a class in the inheritance chain between the superclass and a subclass, e.g. SVGElement in my example. Especially because of the third point, I wanted to solve the problem using a template class, as follows (it is a kind of decorator for classes): struct Element { virtual void doSomething() {} }; // T should be an instance of Element template<class T> struct AugmentedElement : public T { // doSomething is expensive and uses T virtual void doSomething() override {} // Used by doSomething virtual bool shouldDoSomething() = 0; }; class SVGElement : public Element { /* ... */ }; class SVGAElement : public AugmentedElement<SVGElement> { // some non-trivial check bool shouldDoSomething() { /* ... */ return true; } }; // Similarly for HTMLAElement and others I looked around (in the existing (huge) codebase and on the internet), but didn't find any similar code snippets, let alone an evaluation of the effectiveness and pitfalls of this approach. Is my design the right way to go, or is there a better way to add common functionality to some subclasses of a given superclass?

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  • Is it better to define all routes in the Global.asax than to define separately in the areas?

    - by Matthew Patrick Cashatt
    I am working on a MVC 4 project that will serve as an API layer of a larger application. The developers that came before me set up separate Areas to separate different API requests (i.e Search, Customers, Products, and so forth). I am noticing that each Area has separate Area registration classes that define routes for that area. However, the routes defined are not area-specific (i.e. {controller}/{action}/{id} might be defined redundantly in a couple of areas). My instinct would be to move all of these route definitions to a common place like the Global.asax to avoid redundancy and collisions, but I am not sure if I am correct about that.

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  • What is the difference between all-static-methods and applying a singleton pattern?

    - by shahensha
    I am making a database to store information about the users of my website (I am using stuts2 and hence Java EE technology). For the database I'll be making a DBManager. Should I apply singleton pattern here or rather make all it's methods static? I will be using this DBManager for basic things like adding, deleting and updating User profiles. Along with it, I'll use for all other querying purposes, for instance to find out whether a username already exists and to get all users for administrative purposes and stuff like that. My questions What is the benefit of singleton pattern? Which thing is most apt here? All static methods or a singleton pattern? Please compare both of them. regards shahensha P.S. The database is bigger than this. Here I am talking only about the tables which I'll be using for storing User Information.

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  • Absolute Top Programming Tips [closed]

    - by Eric
    I'm very intersted in the stuff that REALLY makes a critical difference to career in programming, other than intrinsic stuff like how smart your are, where you were born, etc... Some ideas: 1) Best approach to managing small, medium, and large teams. 2) Most important books to read. 3) Most important skills to know. 4) Correct balance of learning theory vs. just writing code. 5) A good approach to estimating time and cost of a project. 6) Etc... Please limit your answers. If you see somebody has already written your idea, please just vote for their response. I'd like to see what the community thinks are the true indicators of a successful career in our field.

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  • What are cons of usage only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and there was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are benefits/cons of that approach or when project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

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  • A sample Memento pattern: Is it correct?

    - by TheSilverBullet
    Following this query on memento pattern, I have tried to put my understanding to test. Memento pattern stands for three things: Saving state of the "memento" object for its successful retrieval Saving carefully each valid "state" of the memento Encapsulating the saved states from the change inducer so that each state remains unaltered Have I achieved these three with my design? Problem This is a zero player game where the program is initialized with a particular set up of chess pawns - the knight and queen. Then program then needs to keep adding set of pawns or knights and queens so that each pawn is "safe" for the next one move of every other pawn. The condition is that either both pawns should be placed, or none of them should be placed. The chessboard with the most number of non conflicting knights and queens should be returned. Implementation I have 4 classes for this: protected ChessBoard (the Memento) private int [][] ChessBoard; public void ChessBoard(); protected void SetChessBoard(); protected void GetChessBoard(int); public Pawn This is not related to memento. It holds info about the pawns public enum PawnType: int { Empty = 0, Queen = 1, Knight = 2, } //This returns a value that shown if the pawn can be placed safely public bool IsSafeToAddPawn(PawnType); public CareTaker This corresponds to caretaker of memento This is a double dimentional integer array that keeps a track of all states. The reason for having 2D array is to keep track of how many states are stored and which state is currently active. An example: 0 -2 1 -1 2 0 - This is current state. With second index 0/ 3 1 - This state has been saved, but has been undone private int [][]State; private ChessBoard [] MChessBoard; //This gets the chessboard at the position requested and assigns it to originator public ChessBoard GetChessBoard(int); //This overwrites the chessboard at given position public void SetChessBoard(ChessBoard, int); private int [][]State; public PlayGame (This is the originator) private bool status; private ChessBoard oChessBoard; //This sets the state of chessboard at position specified public SetChessBoard(ChessBoard, int); //This gets the state of chessboard at position specified public ChessBoard GetChessBoard(int); //This function tries to place both the pawns and returns the status of this attempt public bool PlacePawns(Pawn);

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  • Is loose coupling w/o use cases an anti-pattern?

    - by dsimcha
    Loose coupling is, to some developers, the holy grail of well-engineered software. It's certainly a good thing when it makes code more flexible in the face of changes that are likely to occur in the foreseeable future, or avoids code duplication. On the other hand, efforts to loosely couple components increase the amount of indirection in a program, thus increasing its complexity, often making it more difficult to understand and often making it less efficient. Do you consider a focus on loose coupling without any use cases for the loose coupling (such as avoiding code duplication or planning for changes that are likely to occur in the foreseeable future) to be an anti-pattern? Can loose coupling fall under the umbrella of YAGNI?

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  • Methodologies for Managing Users and Access?

    - by MadBurn
    This is something I'm having a hard time getting my head around. I think I might be making it more complicated than it is. What I'm trying to do is develop a method to store users in a database with varying levels of access, throughout different applications. I know this has been done before, but I don't know where to find how they did it. Here is an example of what I need to accomplish: UserA - Access to App1, App3, App4 & can add new users to App3, but not 4 or 1. UserB - Access to App2 only with ReadOnly access. UserC - Access to App1 & App4 and is able to access Admin settings of both apps. In the past I've just used user groups. However, I'm reaching a phase where I need a bit more control over each individual user's access to certain parts of the different applications. I wish this were as cut and dry as being able to give a user a role and let each role inherit from the last. Now, this is what I need to accomplish. But, I don't know any methods of doing this. I could easily just design something that works, but I know this has been done and I know this has been studied and I know this problem has been solved by much better minds than my own. This is for a web application and using sql server 2008. I don't need to store passwords (LDAP) and the information I need to store is actually very limited. Basically just username and access.

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  • Data Transformation Pipeline

    - by davenewza
    I have create some kind of data pipeline to transform coordinate data into more useful information. Here is the shell of pipeline: public class PositionPipeline { protected List<IPipelineComponent> components; public PositionPipeline() { components = new List<IPipelineComponent>(); } public PositionPipelineEntity Process(Position position) { foreach (var component in components) { position = component.Execute(position); } return position; } public PositionPipeline RegisterComponent(IPipelineComponent component) { components.Add(component); return this; } } Every IPipelineComponent accepts and returns the same type - a PositionPipelineEntity. Code: public interface IPipelineComponent { PositionPipelineEntity Execute(PositionPipelineEntity position); } The PositionPipelineEntity needs to have many properties, many which are unused in certain components and required in others. Some properties will also have become redundant at the end of the pipeline. For example, these components could be executed: TransformCoordinatesComponent: Parse the raw coordinate data into a Coordinate type. DetermineCountryComponent: Determine and stores country code. DetermineOnRoadComponent: Determine and store whether coordinate is on a road. Code: pipeline .RegisterComponent(new TransformCoordinatesComponent()) .RegisterComponent(new DetermineCountryComponent()) .RegisterComponent(new DetermineOnRoadComponent()); pipeline.Process(positionPipelineEntity); The PositionPipelineEntity type: public class PositionPipelineEntity { // Only relevant to the TransformCoordinatesComponent public decimal RawCoordinateLatitude { get; set; } // Only relevant to the TransformCoordinatesComponent public decimal RawCoordinateLongitude { get; set; } // Required by all components after TransformCoordinatesComponent public Coordinate CoordinateLatitude { get; set; } // Required by all components after TransformCoordinatesComponent public Coordinate CoordinateLongitude { get; set; } // Set in DetermineCountryComponent, not required anywhere. // Requires CoordinateLatitude and CoordinateLongitude (TransformCoordinatesComponent) public string CountryCode { get; set; } // Set in DetermineOnRoadComponent, not required anywhere. // Requires CoordinateLatitude and CoordinateLongitude (TransformCoordinatesComponent) public bool OnRoad { get; set; } } Problems: I'm very concerned about the dependency that a component has on properties. The way to solve this would be to create specific types for each component. The problem then is that I cannot chain them together like this. The other problem is the order of components in the pipeline matters. There is some dependency. The current structure does not provide any static or runtime checking for such a thing. Any feedback would be appreciated.

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  • Building a template engine - starting point

    - by Anirudh
    We're building a Django-based project with a template component. This component will be separate from the project as such and can be Django/Python, Node, Java or whatever works. The template has to be rendered into HTML. The templates will contain references to objects with properties that are defined in the DB, say, a Bus. For eg, it could be something like [object type="vehicle" weight="heavy"] and it would have to pull a random object from the DB fulfilling the criteria : type="vehicle" weight="heavy" (bus/truck/jet) and then substitute that tag with an image, say, of a Bus. Also it would have to be able to handle some processing. Eg: What is [X type="integer" lte="10"] + [Y type="integer" lte="10"] [option X+Y correct_ans="true"] [option X-Y correct_ans="false"] [option X+y+1 correct_ans="false"] The engine would be expected to fill in a random integer value <= 10 for X and Y and show radioboxes for each of the options. Would also have to store the fact that the first option is the correct answer. Does it to make sense to write something from the scratch? Or is it better to use an existing templating system (like Django's own templating system) as a starting point? Any suggestions on how I can approach this?

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  • Making Modular, Reusable and Loosely Coupled MVC Components

    - by Dusan
    I am building MVC3 application and need some general guidelines on how to manage complex client side interaction between my components. Here is my definition of one component in general way: Component which has it's own controller, model and view. All of the component's logic is placed inside these three parts and component is sort of "standalone", it contains it's own form, data needed for interaction, updates itself with Ajax and so on. Beside this internal logic and behavior of the component, it needs to be able to "Talk" to the outside world. By this I mean it should provide data and events (sort of) so when this component gets embedded in pages can notify other components which then can update based on the current state and data. I have an idea to use client ViewModel (in java-script) which would hookup all relevant components on page and control interaction between them. This would make components reusable, modular - independent of the context in which they are used. How would you do this, I am a bit stuck as I do not know if this is a good approach and there is a technical possibility to achieve this using java-script/jquery. The confusing part is about update via Ajax, how to ensure that component is properly linked to ViewModel when component is Ajax updated (or even worse removed or dynamically added). Also, how should this ViewModel be constructed and which technicalities to use here and in components to work as synergy??? On the web, I have found the various examples of the similar approach, but they are oversimplified (even for dummies) or over specific and do not provide valuable resource or general solution for this kind of implementation. If you have some serious examples it would be, also, very helpful. Note: My aim is to make interactions between many components on the same page simpler and more robust and elegant.

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  • Best Method of function parameter validation

    - by Aglystas
    I've been dabbling with the idea of creating my own CMS for the experience and because it would be fun to run my website off my own code base. One of the decisions I keep coming back to is how best to validate incoming parameters for functions. This is mostly in reference to simple data types since object validation would be quite a bit more complex. At first I debated creating a naming convention that would contain information about what the parameters should be, (int, string, bool, etc) then I also figured I could create options to validate against. But then in every function I still need to run some sort of parameter validation that parses the parameter name to determine what the value can be then validate against it, granted this would be handled by passing the list of parameters to function but that still needs to happen and one of my goals is to remove the parameter validation from the function itself so that you can only have the actual function code that accomplishes the intended task without the additional code for validation. Is there any good way of handling this, or is it so low level that typically parameter validation is just done at the start of the function call anyway, so I should stick with doing that.

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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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