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  • Use decorator and factory together to extend objects?

    - by TheClue
    I'm new to OOP and design pattern. I've a simple app that handles the generation of Tables, Columns (that belong to Table), Rows (that belong to Column) and Values (that belong to Rows). Each of these object can have a collection of Property, which is in turn defined as an enum. They are all interfaces: I used factories to get concrete instances of these products, depending on circumnstances. Now I'm facing the problem of extending these classes. Let's say I need another product called "SpecialTable" which in turn has some special properties or new methods like 'getSomethingSpecial' or an extended set of Property. The only way is to extend/specialize all my elements (ie. build a SpecialTableFactory, a SpecialTable interface and a SpecialTableImpl concrete)? What to do if, let's say, I plan to use standard methods like addRow(Column column, String name) that doesn't need to be specialized? I don't like the idea to inherit factories and interfaces, but since SpecialTable has more methods than Table i guess it cannot share the same factory. Am I wrong? Another question: if I need to define product properties at run time (a Table that is upgraded to SpecialTable at runtime), i guess i should use a decorator. Is it possible (and how) to combine both factory and decorator design? Is it better to use a State or Strategy pattern, instead?

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Where ORMs blur the lines between code and data, how do you decide what logic should be a stored procedure, and what should be coded?

    - by PhonicUK
    Take the following pseudocode: CreateInvoiceAndCalculate(ItemsAndQuantities, DispatchAddress, User); And say CreateInvoice does the following: Create a new entry in an Invoices table belonging to the specified User to be sent to the given DispatchAddress. Create a new entry in an InvoiceItems table for each of the items in ItemsAndQuantities, storing the Item, the Quantity, and the cost of the item as of now (by looking it up from an Items table) Calculate the total amount of the invoice (ex shipping and taxes) and store it in the new Invoice row. At a glace you wouldn't be able to tell if this was a method in my applications code, or a stored procedure in the database that is being exposed as a function by the ORM. And to some extent it doesn't really matter. Now technically none of this is business logic. You're not making any decisions - just performing a calculation and creating records. However some may argue that because you are performing a calculation that affects the business (the total amount to be invoiced) that this isn't something that should be done in a stored procedure and instead should be in code. So for this specific example - why would it be more appropriate to do one or the other? And where do you draw the line? Or does it even particular matter as long as it's sufficiently well documented?

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  • Where we should put validation for domain model

    - by adisembiring
    I still looking best practice for domain model validation. Is that good to put the validation in constructor of domain model ? my domain model validation example as follows: public class Order { private readonly List<OrderLine> _lineItems; public virtual Customer Customer { get; private set; } public virtual DateTime OrderDate { get; private set; } public virtual decimal OrderTotal { get; private set; } public Order (Customer customer) { if (customer == null) throw new ArgumentException("Customer name must be defined"); Customer = customer; OrderDate = DateTime.Now; _lineItems = new List<LineItem>(); } public void AddOderLine //.... public IEnumerable<OrderLine> AddOderLine { get {return _lineItems;} } } public class OrderLine { public virtual Order Order { get; set; } public virtual Product Product { get; set; } public virtual int Quantity { get; set; } public virtual decimal UnitPrice { get; set; } public OrderLine(Order order, int quantity, Product product) { if (order == null) throw new ArgumentException("Order name must be defined"); if (quantity <= 0) throw new ArgumentException("Quantity must be greater than zero"); if (product == null) throw new ArgumentException("Product name must be defined"); Order = order; Quantity = quantity; Product = product; } } Thanks for all of your suggestion.

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  • I know of three ways in which SRP helps reduce coupling. Are there even more? [closed]

    - by user1483278
    I'd like to figure all the possible ways SRP helps us reduce coupling. Thus far I can think of three: 1) If class A has more than one responsibility, these responsibilities become coupled and as such changes to one of these responsibilities may require changes to other of A's responsibilities. 2) Related functionality usually needs to be changed for the same reason and by grouping it togerther in a single class, the changes can be made in as few places as possible ( at best changes only need be made to the class which groups together these functionalities) 3) Assuming class A performs two tasks ( thus may change for two reasons ), then number of classes utilising A will be greater than if A performed just a single task ( reason being that some classes will need A to perform first task, other will need A for second task, and still others will utilise it for both tasks ).This also means that when A breaks, the number of classes ( utilising A ) being impaired will be greater than if A performed just a single task. Can SRP also help reduce coupling in any other way, not described above? Thank you

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  • How to control messages to the same port from different emitters?

    - by Alex In Paris
    Scene: A company has many factories X, each emits a message to the same receive port in a Biztalk server Y; if all messages are processed without much delay, each will trigger an outgoing message to another system Z. Problem: Sometimes a factory loses its connection for a half-day or more and, when the connection is reestablished, thousands of messages get emitted. Now, the messages still get processed well by Y (Biztalk can easily handle the load) but system Z can't handle the flood and may lock up and severely delay the processing of all other messages from the other X. What is the solution? Creating multiple receive locations that permits us to pause one X or another would lose us information if the factory isn't smart enough to know whether the message was received or not. What is the basic pattern to apply in Biztalk for this problem? Would some throttling parameters help to limit the flow from any one X? Or are their techniques on the end part of Y which I should use instead ? I would prefer this last one since I can be confident that the message box will remember any failures, which could then be resumed.

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  • How to choose between using a Domain Event, or letting the application layer orchestrate everything

    - by Mr Happy
    I'm setting my first steps into domain driven design, bought the blue book and all, and I find myself seeing three ways to implement a certain solution. For the record: I'm not using CQRS or Event Sourcing. Let's say a user request comes into the application service layer. The business logic for that request is (for whatever reason) separated into a method on an entity, and a method on a domain service. How should I go about calling those methods? The options I have gathered so far are: Let the application service call both methods Use method injection/double dispatch to inject the domain service into the entity, letting the entity do it's thing and then let it call the method of the domain service (or the other way around, letting the domain service call the method on the entity) Raise a domain event in the entity method, a handler of which calls the domain service. (The kind of domain events I'm talking about are: http://www.udidahan.com/2009/06/14/domain-events-salvation/) I think these are all viable, but I'm unable to choose between them. I've been thinking about this a long time and I've come to a point where I no longer see the semantic differences between the three. Do you know of some guidelines when to use what?

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  • How to layer if statements when order of logic is irrelevant?

    - by jimmyjimmy
    Basically I have a series of logic in my website that can lead to 5 total outcomes. Basically two different if tests and then a catch all else statement. For example: if cond1: if mod1: #do things elif mod2: #do things elif cond2: if mod1: #do things elif mod2 #do things else: #do things I was thinking about rewriting it like this: if cond1 and mod1: #do things elif cond1 and mod2: #do things elif cond2 and mod1: #do things elif cond2 and mod2: #do things else: #do things Is there any real difference in these two coding options/a better choice for this kind of logic testing?

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  • Flags with deferred use

    - by Trenton Maki
    Let's say I have a system. In this system I have a number of operations I can do but all of these operations have to happen as a batch at a certain time, while calls to activate and deactivate these operations can come in at any time. To implement this, I could use flags like doOperation1 and doOperation2 but this seems like it would become difficult to maintain. Is there a design pattern, or something similar, that addresses this situation?

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  • Client-server application design issue

    - by user2547823
    I have a collection of clients on server's side. And there are some objects that need to work with that collection - adding and removing clients, sending message to them, updating connection settings and so on. They should perform these actions simultaneously, so mutex or another synchronization primitive is required. I want to share one instance of collection between these objects, but all of them require access to private fields of collection. I hope that code sample makes it more clear[C++]: class Collection { std::vector< Client* > clients; Mutex mLock; ... } class ClientNotifier { void sendMessage() { mLock.lock(); // loop over clients and send message to each of them } } class ConnectionSettingsUpdater { void changeSettings( const std::string& name ) { mLock.lock(); // if client with this name is inside collection, change its settings } } As you can see, all these classes require direct access to Collection's private fields. Can you give me an advice about how to implement such behaviour correctly, i.e. keeping Collection's interface simple without it knowing about its users?

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  • Design pattern: static function call with input/output containers?

    - by Pavlo Dyban
    I work for a company in software research department. We use algorithms from our real software and wrap them so that we can use them for prototyping. Every time an algorithm interface changes, we need to adapt our wrappers respectively. Recently all algorithms have been refactored in such a manner that instead of accepting many different inputs and returning outputs via referenced parameters, they now accept one input data container and one output data container (the latter is passed by reference). Algorithm interface is limited to a static function call like that: class MyAlgorithm{ static bool calculate(MyAlgorithmInput input, MyAlgorithmOutput &output); } This is actually a very powerful design, though I have never seen it in a C++ programming environment before. Changes in the number of parameters and their data types are now encapsulated and they don't change the algorithm callback. In the latest algorithm which I have developed I used the same scheme. Now I want to know if this is a popular design pattern and what it is called.

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  • Correct way to inject dependencies in Business logic service?

    - by Sri Harsha Velicheti
    Currently the structure of my application is as below Web App -- WCF Service (just a facade) -- Business Logic Services -- Repository - Entity Framework Datacontext Now each of my Business logic service is dependent on more than 5 repositories ( I have interfaces defined for all the repos) and I am doing a Constructor injection right now(poor mans DI instead of using a proper IOC as it was determined that it would be a overkill for our project). Repositories have references to EF datacontexts. Now some of the methods in the Business logic service require only one of the 5 repositories, so If I need to call that method I would end up instantiating a Service which will instatiate all 5 repositories which is a waste. An example: public class SomeService : ISomeService { public(IFirstRepository repo1, ISecondRepository repo2, IThirdRepository repo3) {} // My DoSomething method depends only on repo1 and doesn't use repo2 and repo3 public DoSomething() { //uses repo1 to do some stuff, doesn't use repo2 and repo3 } public DoSomething2() { //uses repo2 and repo3 to do something, doesn't require repo1 } public DoSomething3() { //uses repo3 to do something, doesn't require repo1 and repo2 } } Now if my I have to use DoSomething method on SomeService I end up creating both IFirstRepository,ISecondRepository and IThirdRepository but using only IFirstRepository, now this is bugging me, I can seem to accept that I am un-necessarily creating repositories and not using them. Is this a correct design? Are there any better alternatives? Should I be looking at Lazy instantiation Lazy<T> ?

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  • Visitor-pattern vs inheritance for rendering

    - by akaltar
    I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class calls the gl_* functions itself, this makes the code hard to optimize and hard to implement something like setting the quality of rendering: class sphere : public renderable { public: void render() { glDrawElements(...); } }; I was thinking about implementing a system where I would create a Renderer class that would render my objects: class sphere { void render( renderer* r ) { r->renderme( *this ); } }; class renderer { renderme( sphere& sphere ) { // magically get render resources here // magically render a sphere here } }; My main problem is where should I store the VBOs and where should I Create them when using this method? Should I even use this approach or stick to the current one, perhaps something else? PS: I already asked this question on SO but got no proper answers.

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  • Interfaces on an abstract class

    - by insta
    My coworker and I have different opinions on the relationship between base classes and interfaces. I'm of the belief that a class should not implement an interface unless that class can be used when an implementation of the interface is required. In other words, I like to see code like this: interface IFooWorker { void Work(); } abstract class BaseWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker, IFooWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } The DbWorker is what gets the IFooWorker interface, because it is an instantiatable implementation of the interface. It completely fulfills the contract. My coworker prefers the nearly identical: interface IFooWorker { void Work(); } abstract class BaseWorker : IFooWorker { ... base class behaviors ... public abstract void Work() { } protected string CleanData(string data) { ... } } class DbWorker : BaseWorker { public void Work() { Repository.AddCleanData(base.CleanData(UI.GetDirtyData())); } } Where the base class gets the interface, and by virtue of this all inheritors of the base class are of that interface as well. This bugs me but I can't come up with concrete reasons why, outside of "the base class cannot stand on its own as an implementation of the interface". What are the pros & cons of his method vs. mine, and why should one be used over another?

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  • Should this code/logic be included in Business Objects class or a separate class?

    - by aspdotnetuser
    I have created a small application which has a three tier architecture and I have business object classes to represent entities such as User, Orders, UserType etc. In these classes I have methods that are executed when the Constuctor method of, for example, User is called. These methods perform calculations and generate details that setup data for attributes that are part of each User object. Here is the structure for the project in Visual Studio: Here is some code from the business object class User.cs: Public Class User { public string Name { get; set; } public int RandomNumber { get; set; } etc public User { Name = GetName(); RandomNumber = GetRandomNumber(); } public string GetName() { .... return name; } public int GetRandomNumber() { ... return randomNumber; } } Should this logic be included in the Business Object classes or should it be included in a Utilities class of some kind? Or in the business rules?

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  • What Design Pattern is seperating transform converters

    - by RevMoon
    For converting a Java object model into XML I am using the following design: For different types of objects (e.g. primitive types, collections, null, etc.) I define each its own converter, which acts appropriate with respect to the given type. This way it can easily extended without adding code to a huge if-else-then construct. The converters are chosen by a method which tests whether the object is convertable at all and by using a priority ordering. The priority ordering is important so let's say a List is not converted by the POJO converter, even though it is convertable as such it would be more appropriate to use the collection converter. What design pattern is that? I can only think of a similarity to the command pattern.

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  • How do you plan your asynchronous code?

    - by NullOrEmpty
    I created a library that is a invoker for a web service somewhere else. The library exposes asynchronous methods, since web service calls are a good candidate for that matter. At the beginning everything was just fine, I had methods with easy to understand operations in a CRUD fashion, since the library is a kind of repository. But then business logic started to become complex, and some of the procedures involves the chaining of many of these asynchronous operations, sometimes with different paths depending on the result value, etc.. etc.. Suddenly, everything is very messy, to stop the execution in a break point it is not very helpful, to find out what is going on or where in the process timeline have you stopped become a pain... Development becomes less quick, less agile, and to catch those bugs that happens once in a 1000 times becomes a hell. From the technical point, a repository that exposes asynchronous methods looked like a good idea, because some persistence layers could have delays, and you can use the async approach to do the most of your hardware. But from the functional point of view, things became very complex, and considering those procedures where a dozen of different calls were needed... I don't know the real value of the improvement. After read about TPL for a while, it looked like a good idea for managing tasks, but in the moment you have to combine them and start to reuse existing functionality, things become very messy. I have had a good experience using it for very concrete scenarios, but bad experience using them broadly. How do you work asynchronously? Do you use it always? Or just for long running processes? Thanks.

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  • Using packages (gems, eggs, etc.) to create decoupled architectures

    - by Juan Carlos Coto
    The main issue Seeing the good support most modern programming platforms have for package management (think gem, npm, pip, etc), does it make sense to design an application or system be composed of internally developed packages, so as to promote and create a loosely coupled architecture? Example An example of this would be to create packages for database access, as well as for authentication and other components of the system. These, of course, use external packages as well. Then, your system imports and uses these packages - instead of including their code within its own code base. Considerations To me, it seems that this would promote code decoupling and help maintainability, almost in a Web-based-vs.-desktop-application kind of way (updates are applied almost automatically, single code base for single functionality, etc.). Does this seem like a rational and sane design concept? Is this actually used as a standard way of structuring applications today? Thanks very much!

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  • Best practice to collect information from child objects

    - by Markus
    I'm regularly seeing the following pattern: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) c.AddRequiredStuff(collection); // do something with the collection ... } public abstract void AddRequiredStuff(StuffCollection collection); } public class ConcreteItem : BaseItem { // ... public override void AddRequiredStuff(StuffCollection collection) { Stuff stuff; // ... collection.Add(stuff); } } Where I would use something like this, for better information hiding: public abstract class BaseItem { BaseItem[] children; // ... public void DoSomethingWithStuff() { StuffCollection collection = new StuffCollection(); foreach(child c : children) collection.AddRange(c.RequiredStuff()); // do something with the collection ... } public abstract StuffCollection RequiredStuff(); } public class ConcreteItem : BaseItem { // ... public override StuffCollection RequiredStuff() { StuffCollection stuffCollection; Stuff stuff; // ... stuffCollection.Add(stuff); return stuffCollection; } } What are pros and cons of each solution? For me, giving the implementation access to parent's information is some how disconcerting. On the other hand, initializing a new list, just to collect the items is a useless overhead ... What is the better design? How would it change, if DoSomethingWithStuff wouldn't be part of BaseItem but a third class? PS: there might be missing semicolons, or typos; sorry for that! The above code is not meant to be executed, but just for illustration.

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  • Motivation for service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such case. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - well, why not just import the BL.dll (and the DAL.dll) to the other UI, and whenever making a change re-copy the dll files, it might not be so 'neat', but is the all purpose of the service layer to prevent this? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

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  • What are the caveats of the event system built on Messenger rather than on classic .NET events?

    - by voroninp
    MVVM Light and PRISM offer messenger to implement event system. the approximate interface looks like the following one: interface Messanger { void Subscribe<TMessageParam>(Action<TMessageParam> action); void Unsubscribe<TMessageParam>(Action<TMessageParam> action); void Unsubscribe<TMessageParam>(objec actionOwner); void Notify<TMessageParam>(TMessageParam param); } Now this model seems beneficial comparing to classic .net events. It works well with Dependency Injection. Actions are stored as weak references so memory leaks are avioded and unsubscribe is not a must. The only annoyance is the need to declare new TMessageParam for each specific message. But everything comes at a cost. And what I'm really worried about is that I see no shortcomings of this approach. Has anoyne the experience of some troubles with this design pattern?

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  • Is it dangerous for me to give some of my Model classes Control-like methods?

    - by Pureferret
    In my personal project I have tried to stick to MVC, but I've also been made aware that sticking to MVC too tightly can be a bad thing as it makes writing awkward and forces the flow of the program in odd ways (i.e. some simple functions can be performed by something that normally wouldn't, and avoid MVC related overheads). So I'm beginning to feel justified in this compromise: I have some 'manager programs' that 'own' data and have some way to manipulate it, as such I think they'd count as both part of the model, and part of the control, and to me this feels more natural than keepingthem separate. For instance: One of my Managers is the PlayerCharacterManager that has these methods: void buySkill(PlayerCharacter playerCharacter, Skill skill); void changeName(); void changeRole(); void restatCharacter(); void addCharacterToGame(); void createNewCharacter(); PlayerCharacter getPlayerCharacter(); List<PlayerCharacter> getPlayersCharacter(Player player); List<PlayerCharacter> getAllCharacters(); I hope the mothod names are transparent enough that they don't all need explaining. I've called it a manager because it will help manage all of the PlayerCharacter 'model' objects the code creates, and create and keep a map of these. I may also get it to store other information in the future. I plan to have another two similar classes for this sort of control, but I will orchestrate when and how this happens, and what to do with the returned data via a pure controller class. This splitting up control between informed managers and the controller, as opposed to operating just through a controller seems like it will simplify my code and make it flow more. My question is, is this a dangerous choice, in terms of making the code harder to follow/test/fix? Is this somethign established as good or bad or neutral? I oculdn't find anything similar except the idea of Actors but that's not quite why I'm trying to do. Edit: Perhaps an example is needed; I'm using the Controller to update the view and access the data, so when I click the 'Add new character to a player button' it'll call methods in the controller that then go and tell the PlayerCharacterManager class to create a new character instance, it'll call the PlayerManager class to add that new character to the player-character map, and then it'll add this information to the database, and tell the view to update any GUIs effected. That is the sort of 'control sequence' I'm hoping to create with these manager classes.

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  • Any recommended books/resources on component-based design?

    - by user1163640
    I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited to get started using it However, one aspect that have sparked my interested, and which I think will become a very important part of our future development, is Unity's approach to component-based design with scripting; with less focus on typical hierarchical aspect. Question I was wondering if anyone could recommend any good books on this subject? I have had trouble finding any books or books with reliable reviews, and was wondering if anyone more experienced here had something to say on the issue? Any other kind of resource would be excellent too, I'm just interested in getting to learn everything I can about it. This is not meant as a discussion about best books or resources on the topic, but simply a question regarding any resources that any of you find useful. Thank you all for your time!

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  • When decomposing a large function, how can I avoid the complexity from the extra subfunctions?

    - by missingno
    Say I have a large function like the following: function do_lots_of_stuff(){ { //subpart 1 ... } ... { //subpart N ... } } a common pattern is to decompose it into subfunctions function do_lots_of_stuff(){ subpart_1(...) subpart_2(...) ... subpart_N(...) } I usually find that decomposition has two main advantages: The decomposed function becomes much smaller. This can help people read it without getting lost in the details. Parameters have to be explicitly passed to the underlying subfunctions, instead of being implicitly available by just being in scope. This can help readability and modularity in some situations. However, I also find that decomposition has some disadvantages: There are no guarantees that the subfunctions "belong" to do_lots_of_stuff so there is nothing stopping someone from accidentally calling them from a wrong place. A module's complexity grows quadratically with the number of functions we add to it. (There are more possible ways for things to call each other) Therefore: Are there useful convention or coding styles that help me balance the pros and cons of function decomposition or should I just use an editor with code folding and call it a day? EDIT: This problem also applies to functional code (although in a less pressing manner). For example, in a functional setting we would have the subparts be returning values that are combined in the end and the decomposition problem of having lots of subfunctions being able to use each other is still present. We can't always assume that the problem domain will be able to be modeled on just some small simple types with just a few highly orthogonal functions. There will always be complicated algorithms or long lists of business rules that we still want to correctly be able to deal with. function do_lots_of_stuff(){ p1 = subpart_1() p2 = subpart_2() pN = subpart_N() return assembleStuff(p1, p2, ..., pN) }

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  • Main class passes dbConn obj to all its services, I need to change the dbConn for one of its services. - suggestion for design pattern

    - by tech_learner
    There is this main class and there are several services ( which uses db connection to retrieve data ) These services are initialized in the main class db properties are obtained from the property file and then dbconnection is opened by calling a method dbOpen() written in the main class and the resultant connection object is set to the service objects by iterating through the list of services and by calling setConnection method on the service note: that the services are instantiated in the main class and the main class is not a superclass for services. I also need to mention that there is this recycle db connection scenario only main class is aware of. /** connects to DB, optionally recycling existing connection), * throws RuntimeException if unable to connect */ private void connectDb(boolean recycle) { try { if (recycle) { log.status( log.getSB().append("Recycling DB Connection") ); closeDb(); } openDb(); for ( int i = 0 ; i < service.length ; i++ ) { service[i].setConnection(db); } } One of the service needs to use a different database, what is the best design pattern to use?

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