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  • Is the structure used for these web pages a design pattern?

    - by aspdotnetuser
    I want to know if the structure for an ASP.NET website I'm working on uses a design pattern for it's web pages. If it is a design pattern, what is it called? The web pages have the following structure: UserDetails page (UserDetails.aspx) - includes UserDetailsController.ascx user control. UserDetailsController.ascx includes sub user controls like UserAccountDetails.ascx and UserLoginDetails.ascx etc Each sub user control contains a small amount of code/logic, the 'controller' user controls that host these sub user controls (i.e UserDetailsController.ascx) appear to call the business rules code and pass the data to the sub user controls. Is this a design pattern? What is it called?

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  • How can I implement a database TableView like thing in C++?

    - by Industrial-antidepressant
    How can I implement a TableView like thing in C++? I want to emulating a tiny relation database like thing in C++. I have data tables, and I want to transform it somehow, so I need a TableView like class. I want filtering, sorting, freely add and remove items and transforming (ex. view as UPPERCASE and so on). The whole thing is inside a GUI application, so datatables and views are attached to a GUI (or HTML or something). So how can I identify an item in the view? How can I signal it when the table is changed? Is there some design pattern for this? Here is a simple table, and a simple data item: #include <string> #include <boost/multi_index_container.hpp> #include <boost/multi_index/member.hpp> #include <boost/multi_index/ordered_index.hpp> #include <boost/multi_index/random_access_index.hpp> using boost::multi_index_container; using namespace boost::multi_index; struct Data { Data() {} int id; std::string name; }; struct row{}; struct id{}; struct name{}; typedef boost::multi_index_container< Data, indexed_by< random_access<tag<row> >, ordered_unique<tag<id>, member<Data, int, &Data::id> >, ordered_unique<tag<name>, member<Data, std::string, &Data::name> > > > TDataTable; class DataTable { public: typedef Data item_type; typedef TDataTable::value_type value_type; typedef TDataTable::const_reference const_reference; typedef TDataTable::index<row>::type TRowIndex; typedef TDataTable::index<id>::type TIdIndex; typedef TDataTable::index<name>::type TNameIndex; typedef TRowIndex::iterator iterator; DataTable() : row_index(rule_table.get<row>()), id_index(rule_table.get<id>()), name_index(rule_table.get<name>()), row_index_writeable(rule_table.get<row>()) { } TDataTable::const_reference operator[](TDataTable::size_type n) const { return rule_table[n]; } std::pair<iterator,bool> push_back(const value_type& x) { return row_index_writeable.push_back(x); } iterator erase(iterator position) { return row_index_writeable.erase(position); } bool replace(iterator position,const value_type& x) { return row_index_writeable.replace(position, x); } template<typename InputIterator> void rearrange(InputIterator first) { return row_index_writeable.rearrange(first); } void print_table() const; unsigned size() const { return row_index.size(); } TDataTable rule_table; const TRowIndex& row_index; const TIdIndex& id_index; const TNameIndex& name_index; private: TRowIndex& row_index_writeable; }; class DataTableView { DataTableView(const DataTable& source_table) {} // How can I implement this? // I want filtering, sorting, signaling upper GUI layer, and sorting, and ... }; int main() { Data data1; data1.id = 1; data1.name = "name1"; Data data2; data2.id = 2; data2.name = "name2"; DataTable table; table.push_back(data1); DataTable::iterator it1 = table.row_index.iterator_to(table[0]); table.erase(it1); table.push_back(data1); Data new_data(table[0]); new_data.name = "new_name"; table.replace(table.row_index.iterator_to(table[0]), new_data); for (unsigned i = 0; i < table.size(); ++i) std::cout << table[i].name << std::endl; #if 0 // using scenarios: DataTableView table_view(table); table_view.fill_from_source(); // synchronization with source table_view.remove(data_item1); // remove item from view table_view.add(data_item2); // add item from source table table_view.filter(filterfunc); // filtering table_view.sort(sortfunc); // sorting // modifying from source_able, hot to signal the table_view? // FYI: Table view is atteched to a GUI item table.erase(data); table.replace(data); #endif return 0; }

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

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

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  • How do you proactively guard against errors of omission?

    - by Gabriel
    I'll preface this with I don't know if anyone else who's been programming as long as I have actually has this problem, but at the very least, the answer might help someone with less xp. I just stared at this code for 5 minutes, thinking I was losing my mind that it didn't work: var usedNames = new HashSet<string>(); Func<string, string> l = (s) => { for (int i = 0; ; i++) { var next = (s + i).TrimEnd('0'); if (!usedNames.Contains(next)) { return next; } } }; Finally I noticed I forgot to add the used name to the hash set. Similarly, I've spent minutes upon minutes over omitting context.SaveChanges(). I think I get so distracted by the details that I'm thinking about that some really small details become invisible to me - it's almost at the level of mental block. Are there tactics to prevent this? update: a side effect of asking this was fixing the error it would have for i 9 (Thanks!) var usedNames = new HashSet<string>(); Func<string, string> name = (s) => { string result = s; if(usedNames.Contains(s)) for (int i = 1; ; result = s + i++) if (!usedNames.Contains(result)) break; usedNames.Add(result); return result; };

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  • EAV - is it really bad in all scenarios?

    - by Giedrius
    I'm thinking to use EAV for some of the stuff in one of the projects, but all questions about it in stackoverflow end up to answers calling EAV an anti pattern. But I'm wondering, if is it that wrong in all cases? Let's say shop product entity, it has common features, like name, description, image, price, etc., that take part in logic many places and has (semi)unique features, like watch and beach ball would be described by completely different aspects. So I think EAV would fit for storing those (semi)unique features? All this is assuming, that for showing product list, it is enough info in product table (that means no EAV is involved) and just when showing one product/comparing up to 5 products/etc. data saved using EAV is used. I've seen such approach in Magento commerce and it is quite popular, so may be there are cases, when EAV is reasonable?

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  • does class reference itself static anti pattern in prism

    - by Michael Riva
    I have an application and my desing approach look like this: class Manager { public int State; static Manager _instance = null; public static Manager Instance { get { return _instance; } set { if (_instance == value) return; _instance = value; } } public Manager() { State = 0; Instance=this; } } class Module1 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module2 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module3 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } Manager class already registered in Bootstrapper like : protected override void ConfigureContainer() { base.ConfigureContainer(); Container.RegisterType<Manager>(new ContainerControlledLifetimeManager()); } protected override void InitializeModules() { Manager man= Container.Resolve<Manager>(); } Question is do I need to define my manager object as static in its field to be able to reach its state? Or this is anti pattern or bad for performance?

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  • How Visual Studio could help to avoid duplicating code?

    - by MegaMind
    I work within a team of developers. Everyone is making their changes without carrying too much if the same thing is already implemented in the codebase. This leads to classes constantly growing and to severe duplication. I want to add line items to class definitions from which a developer could judge what this class has. Would it help? How to do it in Visual Studio? If it wouldn't help, what would be the better alternative to encourage the developers to check if something exists before implementing it?

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  • Subscribe/Publish Model in Web-based Application (c#) - Best Practices for Event Handlers

    - by KingOfHypocrites
    I was recently exposed to a desktop application that uses an publish/subscribe model to handle commands, events, etc. I can't seem to find any good examples of using this in a web application, so I wonder if I am off base in trying to use this for web based development (on the server side)? I'm using asp.net c#. My main question in regards to the design is: When using a publish/subscribe model, is it better to have generic commands/events that pass no parameters and then have the subscribers look at static context objects that contain the data relevant to the event? Or is it better to create custom arguments for every event that contain data related to the event? The whole concept of a global container seems so convenient but at the same time seems to break encapsulation. Any thoughts or best practices from anyone who has implemented this type of model in a web based application? Even suggestions on this model out of the scope of my question are appreciated.

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  • Figuring out the Call chain

    - by BDotA
    Let's say I have an assemblyA that has a method which creates an instance of assemblyB and calls its MethodFoo(). Now assemblyB also creates an instance of assemblyC and calls MethodFoo(). So no matter if I start with assemblyB in the code flow or with assemlyA, at the end we are calling that MethodFoo of AssemblyC(). My question is when I am in the MethodFoo() how can I know who has called me? Has it been a call originally from assemblyA or was it from assemlyB? Is there any design pattern or a good OO way of solving this?

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  • Extension objects pattern

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

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  • State Pattern - should a state know about its context?

    - by Extrakun
    I am referring to the state pattern as described in this link. In the example class diagram, a context has numerous states. However, it does not show how does a state communicates with a context (perhaps an input in a state has impact on a setting in the context). The two examples on the page shows either passing the context to the state via a function, or storing a reference to the context. Are those advisable? Are there other ways for a state to communicate with a context? Update to an edit: For instance, I am doing a remote control which can have several states. Say, the context has a setting for Volume, and I am in one of the states which allow me to tweak the volume. How should the state communicates with the context that the volume is being changed?

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  • implementing dynamic query handler on historical data

    - by user2390183
    EDIT : Refined question to focus on the core issue Context: I have historical data about property (house) sales collected from various sources in a centralized/cloud data source (assume info collection is handled by a third party) Planning to develop an application to query and retrieve data from this centralized data source Example Queries: Simple : for given XYZ post code, what is average house price for 3 bed room house? Complex: What is estimated price for an house at "DD,Some Street,XYZ Post Code" (worked out from average values of historic data filtered by various characteristics of the house: house post code, no of bed rooms, total area, and other deeper insights like house building type, year of built, features)? In addition to average price, the application should support other property info ** maximum, or minimum price..etc and trend (graph) on a selected property attribute over a period of time**. Hence, the queries should not enforce the search based on a primary key or few fixed fields In other words, queries can be What is the change in 3 Bed Room house price (irrespective of location) over last 30 days? What kind of properties we can get for X price (irrespective of location or house type) The challenge I have is identifying the domain (BI/ Data Analytical or DB Design or DB Query Interface or DW related or something else) this problem (dynamic query on historic data) belong to, so that I can do further exploration My findings so far I could be wrong on the following, so please correct me if you think so I briefly read about BI/Data Analytics - I think it is heavy weight solution for my problem and has scalability issues. DB Design - As I understand RDBMS works well if you know Data model at design time. I am expecting attributes about property or other entity (user) that am going to bring in, would evolve quickly. hence maintenance would be an issue. As I am going to have multiple users executing query at same time, performance would be a bottleneck Other options like Graph DB (http://www.tinkerpop.com/) seems to be bit complex (they are good. but using those tools meant for generic purpose, make me think like assembly programming to solve my problem ) BigData related solution are to analyse data from multiple unrelated domains So, Any suggestion on the space this problem fit in ? (Especially if you have design/implementation experience of back-end for property listing or similar portals)

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • Should Android and iPhone UI be different?

    - by Phonon
    I'm not completely new to developing apps, but I'm at a point where I'm trying to develop something and deploy it on several mobile platforms. To only concentrate on two major ones, suppose I'm developing an app for Android and iPhone and designing UI and the general user interaction architecture. Both platforms give guidelines as to how their UIs should work. For example, most iPhone apps have the Navigation Bar (the one that says Testing 1 and has a Back button) and an Icon Bar for navigating a program, while Android uses an Options Menu fetched via a Menu button and the "back" navigation is handled with the physical Back button on the device. I've seen many apps that try to force the same UI on every platform. For example, custom-building an iPhone style Icon Bar and putting it in their Android apps, but it just doesn't quite look right to me and it feels like it violates UI design guidelines somewhat. Are there any good design patters for implementing something sufficiently similar on both platforms, yet still platform-specific enough so that the user would not feel out of their comfort zone? What do people usually do in these situations?

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  • Is it okay to have many Abstract classes in your application?

    - by JoseK
    We initially wanted to implement a Strategy pattern with varying implementations of the methods in a commmon interface. These will get picked up at runtime based on user inputs. As it's turned out, we're having Abstract classes implementing 3 - 5 common methods and only one method left for a varying implementation i.e. the Strategy. Update: By many abstract classes I mean there are 6 different high level functionalities i.e. 6 packages , and each has it's Interface + AbstractImpl + (series of Actual Impl). Is this a bad design in any way? Any negative views in terms of later extensibility - I'm preparing for a code/design review with seniors.

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  • What is a good design pattern and terminology for decoupling output?

    - by User
    I have a program where I want to save some data record. And I want the output type to be flexible such that I could save the data record to a text file, xml file, database, push to a webservice. My take on it would be to create an interface such as DataStore with a Save() method, and the concrete subclasses such as TextFileDataStore, DatabaseDataStore, etc. What is the proper name/terminology for this type of pattern (I'm using the term "DataStore", log4net names things "appenders", .net they talk about "providers" and "persistence")? I want to come up with good class names (and method names) that fit with a convention if there is one. can you point me to a decent example, preferably in C#, C++, or java? Update Managed to find this stack overflow question, Object persistence terminology: 'repository' vs. 'store' vs. 'context' vs. 'retriever' vs. (…), which captures the terminology part of my question pretty well although there's not a decent answer yet.

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  • Is OOP becoming easier or harder?

    - by tunmise fasipe
    When the concepts of Object Oriented Programming were introduced to programmers years back it looks interesting and programming was cleaner. OOP was like this Stock stock = new Stock(); stock.addItem(item); stock.removeItem(item); That was easier to understand with self-descriptive name. But now OOP, with pattern like Data Transfer Objects (or Value Objects), Repository, Dependency Injection etc, has become more complex. To achieve the above you may have to create several classes (e.g. abstract, factory, DAO etc) and Implement several interfaces Note: I am not against best practices that makes Collaboration, Testing and Integration easier

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

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

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  • IoC containers and service locator pattern

    - by TheSilverBullet
    I am trying to get an understanding of Inversion of Control and the dos and donts of this. Of all the articles I read, there is one by Mark Seemann (which is widely linked to in SO) which strongly asks folks not to use the service locator pattern. Then somewhere along the way, I came across this article by Ken where he helps us build our own IoC. I noticed that is is nothing but an implementation of service locator pattern. Questions: Is my observation correct that this implementation is the service locator pattern? If the answer to 1. is yes, then Do all IoC containers (like Autofac) use the service locator pattern? If the answer to 1. is no, then why is this differen? Is there any other pattern (other than DI) for inversion of control?

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  • Updating query results

    - by Francisco Garcia
    Within a DDD and CQRS context, a query result is displayed as table rows. Whenever new rows are inserted or deleted, their positions must be calculated by comparing the previous query result with the most recent one. This is needed to visualize with an animation new or deleted rows. The model of my view contains an array of the displayed query results. But I need a place to compare its contents against the latest query. Right now I consider my model view part of my application layer, but the comparison of two query result sets seems something that must be done within the domain layer. Which component should cache a query result and which one compare them? Are view models (and their cached contents) supposed to be in the application layer?

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  • Structuring cascading properties - parent only or parent + entire child graph?

    - by SB2055
    I have a Folder entity that can be Moderated by users. Folders can contain other folders. So I may have a structure like this: Folder 1 Folder 2 Folder 3 Folder 4 I have to decide how to implement Moderation for this entity. I've come up with two options: Option 1 When the user is given moderation privileges to Folder 1, define a moderator relationship between Folder 1 and User 1. No other relationships are added to the db. To determine if the user can moderate Folder 3, I check and see if User 1 is the moderator of any parent folders. This seems to alleviate some of the complexity of handling updates / moved entities / additions under Folder 1 after the relationship has been defined, and reverting the relationship means I only have to deal with one entity. Option 2 When the user is given moderation privileges to Folder 1, define a new relationship between User 1 and Folder 1, and all child entities down to the grandest of grandchildren when the relationship is created, and if it's ever removed, iterate back down the graph to remove the relationship. If I add something under Folder 2 after this relationship has been made, I just copy all Moderators into the new Entity. But when I need to show only the top-level Folders that a user is Moderating, I need to query all folders that have a parent folder that the user does not moderate, as opposed to option 1, where I just query any items that the user is moderating. I think it comes down to determining if users will be querying for all parent items more than they'll be querying child items... if so, then option 1 seems better. But I'm not sure. Is either approach better than the other? Why? Or is there another approach that's better than both? I'm using Entity Framework in case it matters.

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • Making a class pseudo-immutable by setting a flag

    - by scott_fakename
    I have a java project that involves building some pretty complex objects. There are quite a lot (dozens) of different ones and some of them have a HUGE number of parameters. They also need to be immutable. So I was thinking the builder pattern would work, but it ends up require a lot of boilerplate. Another potential solution I thought of was to make a mutable class, but give it a "frozen" flag, a-la ruby. Here is a simple example: public class EqualRule extends Rule { private boolean frozen; private int target; public EqualRule() { frozen = false; } public void setTarget(int i) { if (frozen) throw new IllegalStateException( "Can't change frozen rule."); target = i; } public int getTarget() { return target; } public void freeze() { frozen = true; } @Override public boolean checkRule(int i) { return (target == i); } } and "Rule" is just an abstract class that has an abstract "checkRule" method. This cuts way down on the number of objects I need to write, while also giving me an object that becomes immutable for all intents and purposes. This kind of act like the object was its own Builder... But not quite. I'm not too excited, however, about having an immutable being disguised as a bean however. So I had two questions: 1. Before I go too far down this path, are there any huge problems that anyone sees right off the bat? For what it's worth, it is planned that this behavior will be well documented... 2. If so, is there a better solution? Thanks

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  • How to Avoid a Busy Loop Inside a Function That Returns the Object That's Being Waited For

    - by Carl Smith
    I have a function which has the same interface as Python's input builtin, but it works in a client-server environment. When it's called, the function, which runs in the server, sends a message to the client, asking it to get some input from the user. The user enters some stuff, or dismisses the prompt, and the result is passed back to the server, which passes it to the function. The function then returns the result. The function must work like Python's input [that's the spec], so it must block until it has the result. This is all working, but it uses a busy loop, which, in practice, could easily be spinning for many minutes. Currently, the function tells the client to get the input, passing an id. The client returns the result with the id. The server puts the result in a dictionary, with the id as the key. The function basically waits for that key to exist. def input(): '''simplified example''' key = unique_key() tell_client_to_get_input(key) while key not in dictionary: pass return dictionary.pop(pin) Using a callback would be the normal way to go, but the input function must block until the result is available, so I can't see how that could work. The spec can't change, as Python will be using the new input function for stuff like help and pdb, which provide their own little REPLs. I have a lot of flexibility in terms of how everything works overall, but just can't budge on the function acting exactly like Python's. Is there any way to return the result as soon as it's available, without the busy loop?

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