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  • 7 Web Design Tutorials from PSD to HTML/CSS

    - by Sushaantu
    Some time back when I was looking for some tutorials to create a website from scratch i.e. the process from designing the PSD to slice it and CSS/XHTML it, then not many quality results appeared. But that was like almost an year back and a lot of water has flown down the river Thanes since then. In this list I will give you links to some wonderful tutorials teaching you in a step by step way to design a website. These tutorials are ideal for someone who is learning web designing and has grasp of basic CSS, XHTML and little designing on Photoshop. How to Design and Code Web 2.0 Style Web Design Design a website from PSD to HTML Designing and Coding a Grunge Web Design from Scratch Creating a CSS layout from scratch Build a Sleek Portfolio Site from Scratch Designing and Coding a web design from scratch Design and Code a Dark and Sleek Web Design

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  • Getting started with modern software architecture and design using a book

    - by bitbonk
    I am a rather oldschool developer with some basic knowledge of software design principles and a good background on classic (gof) design patterns. While I continue my life as such I see lots of strange buzzwords emerge: Aspectoriented Design, Componentoriented Design, Domain Driven Design, Domain Specific Languages, Serviceoriented (SOA) Design, Test Driven Design, Extreme Programming, Agile Development, Continuous Integration, Dependency Injection, Software Factories ... Is there good book around that I can take with me on a roadtrip while it is taking me on a trip through all (most) of the above, delivering an 10,000 foot view on modern software archiceture and desing principles and approaches.

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  • Composite-like pattern and SRP violation

    - by jimmy_keen
    Recently I've noticed myself implementing pattern similar to the one described below. Starting with interface: public interface IUserProvider { User GetUser(UserData data); } GetUser method's pure job is to somehow return user (that would be an operation speaking in composite terms). There might be many implementations of IUserProvider, which all do the same thing - return user basing on input data. It doesn't really matter, as they are only leaves in composite terms and that's fairly simple. Now, my leaves are used by one own them all composite class, which at the moment follows this implementation: public interface IUserProviderComposite : IUserProvider { void RegisterProvider(Predicate<UserData> predicate, IUserProvider provider); } public class UserProviderComposite : IUserProviderComposite { public User GetUser(SomeUserData data) ... public void RegisterProvider(Predicate<UserData> predicate, IUserProvider provider) ... } Idea behind UserProviderComposite is simple. You register providers, and this class acts as a reusable entry-point. When calling GetUser, it will use whatever registered provider matches predicate for requested user data (if that helps, it stores key-value map of predicates and providers internally). Now, what confuses me is whether RegisterProvider method (brings to mind composite's add operation) should be a part of that class. It kind of expands its responsibilities from providing user to also managing providers collection. As far as my understanding goes, this violates Single Responsibility Principle... or am I wrong here? I thought about extracting register part into separate entity and inject it to the composite. As long as it looks decent on paper (in terms of SRP), it feels bit awkward because: I would be essentially injecting Dictionary (or other key-value map) ...or silly wrapper around it, doing nothing more than adding entires This won't be following composite anymore (as add won't be part of composite) What exactly is the presented pattern called? Composite felt natural to compare it with, but I realize it's not exactly the one however nothing else rings any bells. Which approach would you take - stick with SRP or stick with "composite"/pattern? Or is the design here flawed and given the problem this can be done in a better way?

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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 OOP hard because it is not natural?

    - by zvrba
    One can often hear that OOP naturally corresponds to the way people think about the world. But I would strongly disagree with this statement: We (or at least I) conceptualize the world in terms of relationships between things we encounter, but the focus of OOP is designing individual classes and their hierarchies. Note that, in everyday life, relationships and actions exist mostly between objects that would have been instances of unrelated classes in OOP. Examples of such relationships are: "my screen is on top of the table"; "I (a human being) am sitting on a chair"; "a car is on the road"; "I am typing on the keyboard"; "the coffee machine boils water", "the text is shown in the terminal window." We think in terms of bivalent (sometimes trivalent, as, for example in, "I gave you flowers") verbs where the verb is the action (relation) that operates on two objects to produce some result/action. The focus is on action, and the two (or three) [grammatical] objects have equal importance. Contrast that with OOP where you first have to find one object (noun) and tell it to perform some action on another object. The way of thinking is shifted from actions/verbs operating on nouns to nouns operating on nouns -- it is as if everything is being said in passive or reflexive voice, e.g., "the text is being shown by the terminal window". Or maybe "the text draws itself on the terminal window". Not only is the focus shifted to nouns, but one of the nouns (let's call it grammatical subject) is given higher "importance" than the other (grammatical object). Thus one must decide whether one will say terminalWindow.show(someText) or someText.show(terminalWindow). But why burden people with such trivial decisions with no operational consequences when one really means show(terminalWindow, someText)? [Consequences are operationally insignificant -- in both cases the text is shown on the terminal window -- but can be very serious in the design of class hierarchies and a "wrong" choice can lead to convoluted and hard to maintain code.] I would therefore argue that the mainstream way of doing OOP (class-based, single-dispatch) is hard because it IS UNNATURAL and does not correspond to how humans think about the world. Generic methods from CLOS are closer to my way of thinking, but, alas, this is not widespread approach. Given these problems, how/why did it happen that the currently mainstream way of doing OOP became so popular? And what, if anything, can be done to dethrone it?

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  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

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  • How often are design patterns used in the workplace using PHP

    - by Metropolis
    Hey everyone, I read a book awhile back called PHP Design Patterns and Practice, and ever since then I have been using design patterns whenever I think they are needed. However it just occurred to me that maybe most companies do not use design patterns very often for PHP, or at all. What I was wondering is, do most companies use design patterns to help improve code flexibility? And if so, what are the best design patterns to learn for PHP? Thanks for any help on this, Metropolis

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  • Custom Domain for Google App Engine and Google Apps

    - by Kevin
    I have set up and configured Google App Engine and Google Apps to use my custom domain with a cname 'www'. I have configured my DNS (via fasthosts.co.uk) with the cname and pointed it to ghs.google.com. I can access the website using the google app engine domain at capel-y-crwys.appspot.com but I can't access it via my custom domain www.capelycrwys.org.uk. I have allowed several days for propagation of the DNS etc. The really strange this is I can access the app via my custom domain when I use the web browser on my Android mobile phone. I can't access the app via my custom domain from my home internet connection, my work internet connection or a friends internet connection. I tried a few online web proxies and I can access the app via the custom domain. I posted this question on the google forums code.google.com/appengine/forum/?place=topic%2Fgoogle-appengine%2FfUP-G_0FKE4%2Fdiscussion and a commentor has said he could access the app via the custom domain. So why can't I access it direct via my home internet connection etc? I've tried loads of google searching and even found a similar sounding post here on serverfault serverfault.com/questions/208461/custom-domain-name-server-not-found-google-app-engine-and-google-apps but it doesn't have an answer that helps me.

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  • Should I use a modified singleton design pattern that only allows one reference to its instance?

    - by Graham
    Hi, I have a class that would normally just generate factory objects, however this class should only used once throughout the program in once specifix place. What is the best design pattern to use in this instance? I throught that having a modified singleton design which only allows one reference to instance throughout the program would be the correct way to go. So only the first call to getInstance() returns the factory library. Is this a good or bad idea? Have I missed out another fundermental design pattern for solving this problem? Thanks for your help.

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  • How do I set up MVP for a Winforms solution?

    - by JonWillis
    Question moved from Stackoverflow - http://stackoverflow.com/questions/4971048/how-do-i-set-up-mvp-for-a-winforms-solution I have used MVP and MVC in the past, and I prefer MVP as it controls the flow of execution so much better in my opinion. I have created my infrastructure (datastore/repository classes) and use them without issue when hard coding sample data, so now I am moving onto the GUI and preparing my MVP. Section A I have seen MVP using the view as the entry point, that is in the views constructor method it creates the presenter, which in turn creates the model, wiring up events as needed. I have also seen the presenter as the entry point, where a view, model and presenter are created, this presenter is then given a view and model object in its constructor to wire up the events. As in 2, but the model is not passed to the presenter. Instead the model is a static class where methods are called and responses returned directly. Section B In terms of keeping the view and model in sync I have seen. Whenever a value in the view in changed, i.e. TextChanged event in .Net/C#. This fires a DataChangedEvent which is passed through into the model, to keep it in sync at all times. And where the model changes, i.e. a background event it listens to, then the view is updated via the same idea of raising a DataChangedEvent. When a user wants to commit changes a SaveEvent it fires, passing through into the model to make the save. In this case the model mimics the view's data and processes actions. Similar to #b1, however the view does not sync with the model all the time. Instead when the user wants to commit changes, SaveEvent is fired and the presenter grabs the latest details and passes them into the model. in this case the model does not know about the views data until it is required to act upon it, in which case it is passed all the needed details. Section C Displaying of business objects in the view, i.e. a object (MyClass) not primitive data (int, double) The view has property fields for all its data that it will display as domain/business objects. Such as view.Animals exposes a IEnumerable<IAnimal> property, even though the view processes these into Nodes in a TreeView. Then for the selected animal it would expose SelectedAnimal as IAnimal property. The view has no knowledge of domain objects, it exposes property for primitive/framework (.Net/Java) included objects types only. In this instance the presenter will pass an adapter object the domain object, the adapter will then translate a given business object into the controls visible on the view. In this instance the adapter must have access to the actual controls on the view, not just any view so becomes more tightly coupled. Section D Multiple views used to create a single control. i.e. You have a complex view with a simple model like saving objects of different types. You could have a menu system at the side with each click on an item the appropriate controls are shown. You create one huge view, that contains all of the individual controls which are exposed via the views interface. You have several views. You have one view for the menu and a blank panel. This view creates the other views required but does not display them (visible = false), this view also implements the interface for each view it contains (i.e. child views) so it can expose to one presenter. The blank panel is filled with other views (Controls.Add(myview)) and ((myview.visible = true). The events raised in these "child"-views are handled by the parent view which in turn pass the event to the presenter, and visa versa for supplying events back down to child elements. Each view, be it the main parent or smaller child views are each wired into there own presenter and model. You can literately just drop a view control into an existing form and it will have the functionality ready, just needs wiring into a presenter behind the scenes. Section E Should everything have an interface, now based on how the MVP is done in the above examples will affect this answer as they might not be cross-compatible. Everything has an interface, the View, Presenter and Model. Each of these then obviously has a concrete implementation. Even if you only have one concrete view, model and presenter. The View and Model have an interface. This allows the views and models to differ. The presenter creates/is given view and model objects and it just serves to pass messages between them. Only the View has an interface. The Model has static methods and is not created, thus no need for an interface. If you want a different model, the presenter calls a different set of static class methods. Being static the Model has no link to the presenter. Personal thoughts From all the different variations I have presented (most I have probably used in some form) of which I am sure there are more. I prefer A3 as keeping business logic reusable outside just MVP, B2 for less data duplication and less events being fired. C1 for not adding in another class, sure it puts a small amount of non unit testable logic into a view (how a domain object is visualised) but this could be code reviewed, or simply viewed in the application. If the logic was complex I would agree to an adapter class but not in all cases. For section D, i feel D1 creates a view that is too big atleast for a menu example. I have used D2 and D3 before. Problem with D2 is you end up having to write lots of code to route events to and from the presenter to the correct child view, and its not drag/drop compatible, each new control needs more wiring in to support the single presenter. D3 is my prefered choice but adds in yet more classes as presenters and models to deal with the view, even if the view happens to be very simple or has no need to be reused. i think a mixture of D2 and D3 is best based on circumstances. As to section E, I think everything having an interface could be overkill I already do it for domain/business objects and often see no advantage in the "design" by doing so, but it does help in mocking objects in tests. Personally I would see E2 as a classic solution, although have seen E3 used in 2 projects I have worked on previously. Question Am I implementing MVP correctly? Is there a right way of going about it? I've read Martin Fowler's work that has variations, and I remember when I first started doing MVC, I understood the concept, but could not originally work out where is the entry point, everything has its own function but what controls and creates the original set of MVC objects.

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  • getting a job in game industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled at a community college for game developement. But I am skeptical about the circulum. I have no experience in the gaming industry so I wouldnt be able to tell rather its a good investment or not. So I am asking you. I dont want to get too much into detail of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the unreal engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the unreal engine, Learn python and learn how to use it's API to connect to a remote server and build game mechanics. Overall I will also recieve a associates degree in game development. I learn c++ but not c. The director said he was trying to implement c in the program as well. What I notice is I will not learn how to build a 3d game engine from scratch. They do not teach any AI. I will not learn how to work with the graphics card using a graphic's api such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requireing me to take some advances math courses such a calculus and geotomtry 1 and 2. I also got to take a physic class. I just think thats a little much for just learning how to use the unreal engine but not actually build one or try to learn the anatomy of a game engine. Is this good enough to possibly land my a job in the insdustry. If I left anything out or was not detail, please feel free to ask more questions. Thanks Guys!!

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  • I made a 2D ENGINE for Android, looking for cooperation.

    - by Roger Travis
    My name is Robert, I am an Android programmer and wanted to show off my latest project - a 2d game engine. You can see it in action here - https://play.google.com/store/apps/details?id=engineDemo.com My engine's main advantage is its ease of use. To have your level up and running, you'll need only 3 lines of code. ABoxView aboxView = new ABoxView(this); setContentView(aboxView); aboxView.loadLevel("level/level02"); Level are created in a special level constructor and object physical properties are stored in a corresponding XML file. I am looking to cooperate with those, who might be interesting in using my engine in their games. You can email me at [email protected] or post here. Thanks, Robert

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  • Should we write detailed architecture design or just an outline when designing a program?

    - by EpsilonVector
    When I'm doing design for a task, I keep fighting this nagging feeling that aside from being a general outline it's going to be more or less ignored in the end. I'll give you an example: I was writing a frontend for a device that has read/write operations. It made perfect sense in the class diagram to give it a read and a write function. Yet when it came down to actually writing them I realized they were literally the same function with just one line of code changed (read vs write function call), so to avoid code duplication I ended up implementing a do_io function with a parameter that distinguishes between operations. Goodbye original design. This is not a terribly disruptive change, but it happens often and can happen in more critical parts of the program as well, so I can't help but wondering if there's a point to design more detail than a general outline, at least when it comes to the program's architecture (obviously when you are specifying an API you have to spell everything out). This might be just the result of my inexperience in doing design, but on the other hand we have agile methodologies which sort of say "we give up on planning far ahead, everything is going to change in a few days anyway", which is often how I feel. So, how exactly should I "use" design?

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  • As an indie game dev, what processes are the best for soliciting feedback on my design/spec/idea? [closed]

    - by Jess Telford
    Background I have worked in a professional environment where the process usually goes like the following: Brain storm idea Solidify the game mechanics / design Iterate on design/idea to create a more solid experience Spec out the details of the design/idea Build it Step 3. is generally done with the stakeholders of the game (developers, designers, investors, publishers, etc) to reach an 'agreement' which meets the goals of all involved. Due to this process involving a series of often opposing and unique view points, creative solutions can surface through discussion / iteration. This is backed up by a process for collating the changes / new ideas, as well as structured time for discussion. As a (now) indie developer, I have to play the role of all the stakeholders (developers, designers, investors, publishers, etc), and often find myself too close to the idea / design to do more than minor changes, which I feel to be local maxima when it comes to the best result (I'm looking for the global maxima, of course). I have read that ideas / game designs / unique mechanics are merely multipliers of execution, and that keeping them secret is just silly. In sharing the idea with others outside the realm of my own thinking, I hope to replicate the influence other stakeholders have. I am struggling with the collation of changes / new ideas, and any kind of structured method of receiving feedback. My question: As an indie game developer, how and where can I share my ideas/designs to receive meaningful / constructive feedback? How can I successfully collate the feedback into a new iteration of the design? Are there any specialized websites, etc?

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  • Are there any open source projects for car engine sound simulation?

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • Where can I find design exercises to work on?

    - by Oak
    I feel it's important to continue practicing my problem-solving skills. Writing my own mini-projects is one way, but another is to try and solve problems posted online. It's easy to find interesting programming quizzes online that require applying clever algorithms to solve - Project Euler is one well-known example. However, in a lot of real-life projects the design of the software - especially in the initial phases - has a large impact and at later stages it cannot be tweaked as easily as plain algorithms. In order to improve these skills, I'm looking for any collection of design problems. When I say "design", I mean the abstract design of a software solution - for example what modules will there be and what are the dependencies between them, how data will flow in the program, what sort of data needs to be saved in the database, etc. Design problems are those problems that are critical to solve in the early stages of any project, but their solution is a whiteboard diagram without a single line of code. Of course these sort of problems do not have a single correct solution, but I'll be especially happy with any place that also displays pros and cons of the typical solutions that might be used to approach the problem.

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  • What modelling technique do you use for your continuous design?

    - by d3prok
    Together with my teammates, I'm trying to self-learn XP and apply its principles. We're successfully working in TDD and happily refactoring our code and design. However we're having problems with the overall view of the design of the project. Lately we were wondering what would be the "good" practices for an effective continuous design of the code. We're not strictly seeking the right model, like CRC cards, communication diagrams, etc., instead we're looking for a technique to constantly collaborate on the high level view of the system (not too high though). I'll try to explain myself better: I'm actually interested in the way CRC cards are used to brainstorm a model and I would mix them with some very rough UML diagrams (that we already use). However, what we're looking for are some principles for deciding when, how and how much to model during our iterations. Have you any suggestion on this matter? For example, when your teammates and you know you need a design session and how your meetings work?

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  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

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  • Grails, app-engine, jpa - beginner having trouble with grails generate-all

    - by John
    I'm trying to learn about grails with Google App Engine and JPA by following a few tutorials: http://www.morkeleb.com/2009/08/12/grails-and-google-appengine-beginners-guide/ http://inhouse32.appspot.com/index.html http://grails.org/plugin/app-engine I've got grails 1.3.0 RC 2, and App Engine SDK 1.3.3, and I'm using Windows 7. The steps that I try are: grails create-app appname cd appname grails install-plugin app-engine. I answer jpa when asked about jdo/jpa. It appears to install the gorm-jpa plugin automatically, although the tutorials all suggest installing gorm-jpa manually. grails install-plugin gorm-jpa (just in case) grails create-domain-class test.Person Edit the grails-app/domain/test/Person.groovy to add name and address fields: package test import javax.persistence.*; // import com.google.appengine.api.datastore.Key; @Entity class Person implements Serializable { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) Long id @Basic String name @Basic String address static constraints = { id visible:false } } grails generate-all test.Person I get errors during this final step: C:\Users\John\Workspaces\STS\appname>grails generate-all test.Person Welcome to Grails 1.3.0.RC2 - http://grails.org/ Licensed under Apache Standard License 2.0 Grails home is set to: C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2 Base Directory: C:\Users\John\Workspaces\STS\appname Resolving dependencies... Dependencies resolved in 493ms. Running script C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2\scripts\GenerateAll.groovy Environment set to development [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 1 empty directory to 1 empty directory under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [groovyc] Compiling 12 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes Note: C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\src\java\org\grails\jpa\domain\JpaGrailsDomainClass.java uses or overrides a deprecated API. Note: Recompile with -Xlint:deprecation for details. Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details. [groovyc] Compiling 8 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [native2ascii] Converting 13 files from C:\Users\John\Workspaces\STS\appname\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm-jpa-0.7.1\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\app-engine-0.8.10\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm -jpa-0.7.1\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\app-engine-0.8.10\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\a pp-engine-0.8.10\grails-app\i18n [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 2 files to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 2 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib [copy] Copying 64 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib Configuring persistence for AppEngine [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=589 ms, enhance=200 ms, total=789 ms. Consult the log for full details [groovyc] Compiling 1 source file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF Configuring persistence for AppEngine Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=585 ms, enhance=28 ms, total=613 ms. Consult the log for full details Generating views for domain class test.Person ... java.lang.reflect.InvocationTargetException at SimpleTemplateScript1.run(SimpleTemplateScript1.groovy:43) at _GrailsGenerate_groovy.generateForDomainClass(_GrailsGenerate_groovy:85) at _GrailsGenerate_groovy$_run_closure1.doCall(_GrailsGenerate_groovy:50) at GenerateAll$_run_closure1.doCall(GenerateAll.groovy:42) at gant.Gant$_dispatch_closure5.doCall(Gant.groovy:381) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy:415) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy) at gant.Gant.withBuildListeners(Gant.groovy:427) at gant.Gant.this$2$withBuildListeners(Gant.groovy) at gant.Gant$this$2$withBuildListeners.callCurrent(Unknown Source) at gant.Gant.dispatch(Gant.groovy:415) at gant.Gant.this$2$dispatch(Gant.groovy) at gant.Gant.invokeMethod(Gant.groovy) at gant.Gant.executeTargets(Gant.groovy:590) at gant.Gant.executeTargets(Gant.groovy:589) Caused by: java.lang.NoClassDefFoundError: org/hibernate/MappingException ... 15 more Caused by: java.lang.ClassNotFoundException: org.hibernate.MappingException at org.codehaus.groovy.tools.RootLoader.findClass(RootLoader.java:156) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at org.codehaus.groovy.tools.RootLoader.loadClass(RootLoader.java:128) at java.lang.ClassLoader.loadClass(ClassLoader.java:248) ... 15 more Error running generate-all: null What am I doing wrong?

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  • Grails, app-engine, jpa - TargetInvocationException

    - by John
    I'm trying to learn about grails with Google App Engine and JPA by following a few tutorials: http://www.morkeleb.com/2009/08/12/grails-and-google-appengine-beginners-guide/ http://inhouse32.appspot.com/index.html http://grails.org/plugin/app-engine I've got grails 1.3.0 RC 2, and App Engine SDK 1.3.3, and I'm using Windows 7. The steps that I try are: grails create-app appname cd appname grails install-plugin app-engine. I answer jpa when asked about jdo/jpa. It appears to install the gorm-jpa plugin automatically, although the tutorials all suggest installing gorm-jpa manually. grails install-plugin gorm-jpa (just in case) grails create-domain-class test.Person Edit the grails-app/domain/test/Person.groovy to add name and address fields: package test import javax.persistence.*; // import com.google.appengine.api.datastore.Key; @Entity class Person implements Serializable { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) Long id @Basic String name @Basic String address static constraints = { id visible:false } } grails generate-all test.Person I get errors during this final step: C:\Users\John\Workspaces\STS\appname>grails generate-all test.Person Welcome to Grails 1.3.0.RC2 - http://grails.org/ Licensed under Apache Standard License 2.0 Grails home is set to: C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2 Base Directory: C:\Users\John\Workspaces\STS\appname Resolving dependencies... Dependencies resolved in 493ms. Running script C:\Users\John\Downloads\grails-1.3.0.RC2\grails-1.3.0.RC2\scripts\GenerateAll.groovy Environment set to development [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 4 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 1 empty directory to 1 empty directory under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [groovyc] Compiling 12 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes Note: C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\src\java\org\grails\jpa\domain\JpaGrailsDomainClass.java uses or overrides a deprecated API. Note: Recompile with -Xlint:deprecation for details. Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details. [groovyc] Compiling 8 source files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [native2ascii] Converting 13 files from C:\Users\John\Workspaces\STS\appname\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm-jpa-0.7.1\grails-app\i18n [mkdir] Created dir: C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\app-engine-0.8.10\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\gorm-jpa-0.7.1\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\gorm -jpa-0.7.1\grails-app\i18n [native2ascii] Converting 1 file from C:\Users\John\.grails\1.3.0.RC2\projects\appname\plugins\app-engine-0.8.10\grails-app\i18n to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources\plugins\a pp-engine-0.8.10\grails-app\i18n [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 2 files to C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copied 2 empty directories to 2 empty directories under C:\Users\John\.grails\1.3.0.RC2\projects\appname\resources [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\plugins\app-engine-0.8.10 [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib [copy] Copying 64 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\lib Configuring persistence for AppEngine [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes\META-INF [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\app-engine-0.8.10 [mkdir] Created dir: C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 [copy] Copying 2 files to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\plugins\gorm-jpa-0.7.1 Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=589 ms, enhance=200 ms, total=789 ms. Consult the log for full details [groovyc] Compiling 1 source file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF\classes [copy] Copying 1 file to C:\Users\John\.grails\1.3.0.RC2\projects\appname [copy] Copying 1 file to C:\Users\John\Workspaces\STS\appname\web-app\WEB-INF Configuring persistence for AppEngine Packaging AppEngine jar files Enhancing JDO classes [enhance] DataNucleus Enhancer (version 1.1.4) : Enhancement of classes [enhance] DataNucleus Enhancer completed with success for 1 classes. Timings : input=585 ms, enhance=28 ms, total=613 ms. Consult the log for full details Generating views for domain class test.Person ... java.lang.reflect.InvocationTargetException at SimpleTemplateScript1.run(SimpleTemplateScript1.groovy:43) at _GrailsGenerate_groovy.generateForDomainClass(_GrailsGenerate_groovy:85) at _GrailsGenerate_groovy$_run_closure1.doCall(_GrailsGenerate_groovy:50) at GenerateAll$_run_closure1.doCall(GenerateAll.groovy:42) at gant.Gant$_dispatch_closure5.doCall(Gant.groovy:381) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy:415) at gant.Gant$_dispatch_closure7.doCall(Gant.groovy) at gant.Gant.withBuildListeners(Gant.groovy:427) at gant.Gant.this$2$withBuildListeners(Gant.groovy) at gant.Gant$this$2$withBuildListeners.callCurrent(Unknown Source) at gant.Gant.dispatch(Gant.groovy:415) at gant.Gant.this$2$dispatch(Gant.groovy) at gant.Gant.invokeMethod(Gant.groovy) at gant.Gant.executeTargets(Gant.groovy:590) at gant.Gant.executeTargets(Gant.groovy:589) Caused by: java.lang.NoClassDefFoundError: org/hibernate/MappingException ... 15 more Caused by: java.lang.ClassNotFoundException: org.hibernate.MappingException at org.codehaus.groovy.tools.RootLoader.findClass(RootLoader.java:156) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at org.codehaus.groovy.tools.RootLoader.loadClass(RootLoader.java:128) at java.lang.ClassLoader.loadClass(ClassLoader.java:248) ... 15 more Error running generate-all: null What am I doing wrong?

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  • Has anyone ever worked with a UX designer who also did the graphic design, is it a good combination?

    - by Ami
    I need to design a new framework for web based apps, including both UX guidelines and the art/graphic design guidelines such as what menus will look like, headers, colors, fonts etc. The UX designers I met, were unable to provide the artistic side, and the graphic designers didn't have the UX skills. Should I continue to look for one person with both skills, or is it better broken to two separate tasks?

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  • Cloud Computing Forces Better Design Practices

    - by Herve Roggero
    Is cloud computing simply different than on premise development, or is cloud computing actually forcing you to create better applications than you normally would? In other words, is cloud computing merely imposing different design principles, or forcing better design principles?  A little while back I got into a discussion with a developer in which I was arguing that cloud computing, and specifically Windows Azure in his case, was forcing developers to adopt better design principles. His opinion was that cloud computing was not yielding better systems; just different systems. In this blog, I will argue that cloud computing does force developers to use better design practices, and hence better applications. So the first thing to define, of course, is the word “better”, in the context of application development. Looking at a few definitions online, better means “superior quality”. As it relates to this discussion then, I stipulate that cloud computing can yield higher quality applications in terms of scalability, everything else being equal. Before going further I need to also outline the difference between performance and scalability. Performance and scalability are two related concepts, but they don’t mean the same thing. Scalability is the measure of system performance given various loads. So when developers design for performance, they usually give higher priority to a given load and tend to optimize for the given load. When developers design for scalability, the actual performance at a given load is not as important; the ability to ensure reasonable performance regardless of the load becomes the objective. This can lead to very different design choices. For example, if your objective is to obtains the fastest response time possible for a service you are building, you may choose the implement a TCP connection that never closes until the client chooses to close the connection (in other words, a tightly coupled service from a connectivity standpoint), and on which a connection session is established for faster processing on the next request (like SQL Server or other database systems for example). If you objective is to scale, you may implement a service that answers to requests without keeping session state, so that server resources are released as quickly as possible, like a REST service for example. This alternate design would likely have a slower response time than the TCP service for any given load, but would continue to function at very large loads because of its inherently loosely coupled design. An example of a REST service is the NO-SQL implementation in the Microsoft cloud called Azure Tables. Now, back to cloud computing… Cloud computing is designed to help you scale your applications, specifically when you use Platform as a Service (PaaS) offerings. However it’s not automatic. You can design a tightly-coupled TCP service as discussed above, and as you can imagine, it probably won’t scale even if you place the service in the cloud because it isn’t using a connection pattern that will allow it to scale [note: I am not implying that all TCP systems do not scale; I am just illustrating the scalability concepts with an imaginary TCP service that isn’t designed to scale for the purpose of this discussion]. The other service, using REST, will have a better chance to scale because, by design, it minimizes resource consumption for individual requests and doesn’t tie a client connection to a specific endpoint (which means you can easily deploy this service to hundreds of machines without much trouble, as long as your pockets are deep enough). The TCP and REST services discussed above are both valid designs; the TCP service is faster and the REST service scales better. So is it fair to say that one service is fundamentally better than the other? No; not unless you need to scale. And if you don’t need to scale, then you don’t need the cloud in the first place. However, it is interesting to note that if you do need to scale, then a loosely coupled system becomes a better design because it can almost always scale better than a tightly-coupled system. And because most applications grow overtime, with an increasing user base, new functional requirements, increased data and so forth, most applications eventually do need to scale. So in my humble opinion, I conclude that a loosely coupled system is not just different than a tightly coupled system; it is a better design, because it will stand the test of time. And in my book, if a system stands the test of time better than another, it is of superior quality. Because cloud computing demands loosely coupled systems so that its underlying service architecture can be leveraged, developers ultimately have no choice but to design loosely coupled systems for the cloud. And because loosely coupled systems are better… … the cloud forces better design practices. My 2 cents.

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  • Any good tutorials or resources for learning how to design a scalable and "component" based game 'fr

    - by CodeJustin.com
    In short I'm creating a 2D mmorpg and unlike my last "mmo" I started developing I want to make sure that this one will scale well and work well when I want to add new in-game features or modify existing ones. With my last attempt with an avatar chat within the first few thousand lines of code and just getting basic features added into the game I seen my code quality lowering and my ability to add new features or modify old ones was getting lower too as I added more features in. It turned into one big mess that some how ran, lol. This time I really need to buckle down and find a design that will allow me to create a game framework that will be easy to add and remove features (aka things like playing mini-games within my world or a mail system or buddy list or a new public area with interactive items). I'm thinking that maybe a component based approach MIGHT be what I'm looking for but I'm really not sure. I have read documents on mmorpg design and 2d game engine architecture but nothing really explained a way of designing a game framework that will basically let me "plug-in" new features into the main game and use the resources of the main game without changing much within my 'main game code'. Hope someone understands what I mean, any help will is appreciated.

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  • Use Extension method to write cleaner code

    - by Fredrik N
    This blog post will show you step by step to refactoring some code to be more readable (at least what I think). Patrik Löwnedahl gave me some of the ideas when we where talking about making code much cleaner. The following is an simple application that will have a list of movies (Normal and Transfer). The task of the application is to calculate the total sum of each movie and also display the price of each movie. class Program { enum MovieType { Normal, Transfer } static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfNormalMovie = 0; int totalPriceOfTransferMovie = 0; foreach (var movie in movies) { if (movie == MovieType.Normal) { totalPriceOfNormalMovie += 2; Console.WriteLine("$2"); } else if (movie == MovieType.Transfer) { totalPriceOfTransferMovie += 3; Console.WriteLine("$3"); } } } private static IEnumerable<MovieType> GetMovies() { return new List<MovieType>() { MovieType.Normal, MovieType.Transfer, MovieType.Normal }; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } In the code above I’m using an enum, a good way to add types (isn’t it ;)). I also use one foreach loop to calculate the price, the loop has a condition statement to check what kind of movie is added to the list of movies. I want to reuse the foreach only to increase performance and let it do two things (isn’t that smart of me?! ;)). First of all I can admit, I’m not a big fan of enum. Enum often results in ugly condition statements and can be hard to maintain (if a new type is added we need to check all the code in our app to see if we use the enum somewhere else). I don’t often care about pre-optimizations when it comes to write code (of course I have performance in mind). I rather prefer to use two foreach to let them do one things instead of two. So based on what I don’t like and Martin Fowler’s Refactoring catalog, I’m going to refactoring this code to what I will call a more elegant and cleaner code. First of all I’m going to use Split Loop to make sure the foreach will do one thing not two, it will results in two foreach (Don’t care about performance here, if the results will results in bad performance, you can refactoring later, but computers are so fast to day, so iterating through a list is not often so time consuming.) Note: The foreach actually do four things, will come to is later. var movies = GetMovies(); int totalPriceOfNormalMovie = 0; int totalPriceOfTransferMovie = 0; foreach (var movie in movies) { if (movie == MovieType.Normal) { totalPriceOfNormalMovie += 2; Console.WriteLine("$2"); } } foreach (var movie in movies) { if (movie == MovieType.Transfer) { totalPriceOfTransferMovie += 3; Console.WriteLine("$3"); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } To remove the condition statement we can use the Where extension method added to the IEnumerable<T> and is located in the System.Linq namespace: foreach (var movie in movies.Where( m => m == MovieType.Normal)) { totalPriceOfNormalMovie += 2; Console.WriteLine("$2"); } foreach (var movie in movies.Where( m => m == MovieType.Transfer)) { totalPriceOfTransferMovie += 3; Console.WriteLine("$3"); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The above code will still do two things, calculate the total price, and display the price of the movie. I will not take care of it at the moment, instead I will focus on the enum and try to remove them. One way to remove enum is by using the Replace Conditional with Polymorphism. So I will create two classes, one base class called Movie, and one called MovieTransfer. The Movie class will have a property called Price, the Movie will now hold the price:   public class Movie { public virtual int Price { get { return 2; } } } public class MovieTransfer : Movie { public override int Price { get { return 3; } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The following code has no enum and will use the new Movie classes instead: class Program { static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfNormalMovie = 0; int totalPriceOfTransferMovie = 0; foreach (var movie in movies.Where( m => m is Movie)) { totalPriceOfNormalMovie += movie.Price; Console.WriteLine(movie.Price); } foreach (var movie in movies.Where( m => m is MovieTransfer)) { totalPriceOfTransferMovie += movie.Price; Console.WriteLine(movie.Price); } } private static IEnumerable<Movie> GetMovies() { return new List<Movie>() { new Movie(), new MovieTransfer(), new Movie() }; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   If you take a look at the foreach now, you can see it still actually do two things, calculate the price and display the price. We can do some more refactoring here by using the Sum extension method to calculate the total price of the movies:   static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfNormalMovie = movies.Where(m => m is Movie) .Sum(m => m.Price); int totalPriceOfTransferMovie = movies.Where(m => m is MovieTransfer) .Sum(m => m.Price); foreach (var movie in movies.Where( m => m is Movie)) Console.WriteLine(movie.Price); foreach (var movie in movies.Where( m => m is MovieTransfer)) Console.WriteLine(movie.Price); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now when the Movie object will hold the price, there is no need to use two separate foreach to display the price of the movies in the list, so we can use only one instead: foreach (var movie in movies) Console.WriteLine(movie.Price); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If we want to increase the Maintainability index we can use the Extract Method to move the Sum of the prices into two separate methods. The name of the method will explain what we are doing: static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfMovie = TotalPriceOfMovie(movies); int totalPriceOfTransferMovie = TotalPriceOfMovieTransfer(movies); foreach (var movie in movies) Console.WriteLine(movie.Price); } private static int TotalPriceOfMovieTransfer(IEnumerable<Movie> movies) { return movies.Where(m => m is MovieTransfer) .Sum(m => m.Price); } private static int TotalPriceOfMovie(IEnumerable<Movie> movies) { return movies.Where(m => m is Movie) .Sum(m => m.Price); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now to the last thing, I love the ForEach method of the List<T>, but the IEnumerable<T> doesn’t have it, so I created my own ForEach extension, here is the code of the ForEach extension method: public static class LoopExtensions { public static void ForEach<T>(this IEnumerable<T> values, Action<T> action) { Contract.Requires(values != null); Contract.Requires(action != null); foreach (var v in values) action(v); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } I will now replace the foreach by using this ForEach method: static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfMovie = TotalPriceOfMovie(movies); int totalPriceOfTransferMovie = TotalPriceOfMovieTransfer(movies); movies.ForEach(m => Console.WriteLine(m.Price)); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The ForEach on the movies will now display the price of the movie, but maybe we want to display the name of the movie etc, so we can use Extract Method by moving the lamdba expression into a method instead, and let the method explains what we are displaying: movies.ForEach(DisplayMovieInfo); private static void DisplayMovieInfo(Movie movie) { Console.WriteLine(movie.Price); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now the refactoring is done! Here is the complete code:   class Program { static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfMovie = TotalPriceOfMovie(movies); int totalPriceOfTransferMovie = TotalPriceOfMovieTransfer(movies); movies.ForEach(DisplayMovieInfo); } private static void DisplayMovieInfo(Movie movie) { Console.WriteLine(movie.Price); } private static int TotalPriceOfMovieTransfer(IEnumerable<Movie> movies) { return movies.Where(m => m is MovieTransfer) .Sum(m => m.Price); } private static int TotalPriceOfMovie(IEnumerable<Movie> movies) { return movies.Where(m => m is Movie) .Sum(m => m.Price); } private static IEnumerable<Movie> GetMovies() { return new List<Movie>() { new Movie(), new MovieTransfer(), new Movie() }; } } public class Movie { public virtual int Price { get { return 2; } } } public class MovieTransfer : Movie { public override int Price { get { return 3; } } } pulbic static class LoopExtensions { public static void ForEach<T>(this IEnumerable<T> values, Action<T> action) { Contract.Requires(values != null); Contract.Requires(action != null); foreach (var v in values) action(v); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } I think the new code is much cleaner than the first one, and I love the ForEach extension on the IEnumerable<T>, I can use it for different kind of things, for example: movies.Where(m => m is Movie) .ForEach(DoSomething); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } By using the Where and ForEach extension method, some if statements can be removed and will make the code much cleaner. But the beauty is in the eye of the beholder. What would you have done different, what do you think will make the first example in the blog post look much cleaner than my results, comments are welcome! If you want to know when I will publish a new blog post, you can follow me on twitter: http://www.twitter.com/fredrikn

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  • Where do we put "asking the world" code when we separate computation from side effects?

    - by Alexey
    According to Command-Query Separation principle, as well as Thinking in Data and DDD with Clojure presentations one should separate side effects (modifying the world) from computations and decisions, so that it would be easier to understand and test both parts. This leaves an unanswered question: where relatively to the boundary should we put "asking the world"? On the one hand, requesting data from external systems (like database, extental services' APIs etc) is not referentially transparent and thus should not sit together with pure computational and decision making code. On the other hand, it's problematic, or maybe impossible to tease them apart from computational part and pass it as an argument as because we may not know in advance which data we may need to request.

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