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  • Is this proper OO design for C++?

    - by user121917
    I recently took a software processes course and this is my first time attempting OO design on my own. I am trying to follow OO design principles and C++ conventions. I attempted and gave up on MVC for this application, but I am trying to "decouple" my classes such that they can be easily unit-tested and so that I can easily change the GUI library used and/or the target OS. At this time, I have finished designing classes but have not yet started implementing methods. The function of the software is to log all packets sent and received, and display them on the screen (like WireShark, but for one local process only). The software accomplishes this by hooking the send() and recv() functions in winsock32.dll, or some other pair of analogous functions depending on what the intended Target is. The hooks add packets to SendPacketList/RecvPacketList. The GuiLogic class starts a thread which checks for new packets. When new packets are found, it utilizes the PacketFilter class to determine the formatting for the new packet, and then sends it to MainWindow, a native win32 window (with intent to later port to Qt).1 Full size image of UML class diagram Here are my classes in skeleton/header form (this is my actual code): class PacketModel { protected: std::vector<byte> data; int id; public: PacketModel(); PacketModel(byte* data, unsigned int size); PacketModel(int id, byte* data, unsigned int size); int GetLen(); bool IsValid(); //len >= sizeof(opcode_t) opcode_t GetOpcode(); byte* GetData(); //returns &(data[0]) bool GetData(byte* outdata, int maxlen); void SetData(byte* pdata, int len); int GetId(); void SetId(int id); bool ParseData(char* instr); bool StringRepr(char* outstr); byte& operator[] (const int index); }; class SendPacket : public PacketModel { protected: byte* returnAddy; public: byte* GetReturnAddy(); void SetReturnAddy(byte* addy); }; class RecvPacket : public PacketModel { protected: byte* callAddy; public: byte* GetCallAddy(); void SetCallAddy(byte* addy); }; //problem: packets may be added to list at any time by any number of threads //solution: critical section associated with each packet list class Synch { public: void Enter(); void Leave(); }; template<class PacketType> class PacketList { private: static const int MAX_STORED_PACKETS = 1000; public: static const int DEFAULT_SHOWN_PACKETS = 100; private: vector<PacketType> list; Synch synch; //wrapper for critical section public: void AddPacket(PacketType* packet); PacketType* GetPacket(int id); int TotalPackets(); }; class SendPacketList : PacketList<SendPacket> { }; class RecvPacketList : PacketList<RecvPacket> { }; class Target //one socket { bool Send(SendPacket* packet); bool Inject(RecvPacket* packet); bool InitSendHook(SendPacketList* sendList); bool InitRecvHook(RecvPacketList* recvList); }; class FilterModel { private: opcode_t opcode; int colorID; bool bFilter; char name[41]; }; class FilterFile { private: FilterModel filter; public: void Save(); void Load(); FilterModel* GetFilter(opcode_t opcode); }; class PacketFilter { private: FilterFile filters; public: bool IsFiltered(opcode_t opcode); bool GetName(opcode_t opcode, char* namestr); //return false if name does not exist COLORREF GetColor(opcode_t opcode); //return default color if no custom color }; class GuiLogic { private: SendPacketList sendList; RecvPacketList recvList; PacketFilter packetFilter; void GetPacketRepr(PacketModel* packet); void ReadNew(); void AddToWindow(); public: void Refresh(); //called from thread void GetPacketInfo(int id); //called from MainWindow }; I'm looking for a general review of my OO design, use of UML, and use of C++ features. I especially just want to know if I'm doing anything considerably wrong. From what I've read, design review is on-topic for this site (and off-topic for the Code Review site). Any sort of feedback is greatly appreciated. Thanks for reading this.

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  • Design Patterns: Should I learn them?

    - by prelic
    So it's kinda weird asking two questions back-to-back, but they aren't very related and I didn't want to combine them, but I'm not spamming questions, I promise! Anyway, I'm a recent college grad, and my education only touched on design patterns...we implemented a few simple ones, touched on the fact that there were more complicated ones, and were instructed to turn to the GoF book if we wanted to learn more. My question is, is it worth learning the patterns in the GoF book? To me, it's always seemed counter-intuitive to try and make a problem fit a classic pattern, but obviously the book, and the patterns, are famous for a reason. Do they show up enough that I should be learning them? Thanks again!

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  • How do we keep dependent data structures up to date?

    - by Geo
    Suppose you have a parse tree, an abstract syntax tree, and a control flow graph, each one logically derived from the one before. In principle it is easy to construct each graph given the parse tree, but how can we manage the complexity of updating the graphs when the parse tree is modified? We know exactly how the tree has been modified, but how can the change be propagated to the other trees in a way that doesn't become difficult to manage? Naturally the dependent graph can be updated by simply reconstructing it from scratch every time the first graph changes, but then there would be no way of knowing the details of the changes in the dependent graph. I currently have four ways to attempt to solve this problem, but each one has difficulties. Nodes of the dependent tree each observe the relevant nodes of the original tree, updating themselves and the observer lists of original tree nodes as necessary. The conceptual complexity of this can become daunting. Each node of the original tree has a list of the dependent tree nodes that specifically depend upon it, and when the node changes it sets a flag on the dependent nodes to mark them as dirty, including the parents of the dependent nodes all the way down to the root. After each change we run an algorithm that is much like the algorithm for constructing the dependent graph from scratch, but it skips over any clean node and reconstructs each dirty node, keeping track of whether the reconstructed node is actually different from the dirty node. This can also get tricky. We can represent the logical connection between the original graph and the dependent graph as a data structure, like a list of constraints, perhaps designed using a declarative language. When the original graph changes we need only scan the list to discover which constraints are violated and how the dependent tree needs to change to correct the violation, all encoded as data. We can reconstruct the dependent graph from scratch as though there were no existing dependent graph, and then compare the existing graph and the new graph to discover how it has changed. I'm sure this is the easiest way because I know there are algorithms available for detecting differences, but they are all quite computationally expensive and in principle it seems unnecessary so I'm deliberately avoiding this option. What is the right way to deal with these sorts of problems? Surely there must be a design pattern that makes this whole thing almost easy. It would be nice to have a good solution for every problem of this general description. Does this class of problem have a name?

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  • Design Patterns and their most common uses for them [closed]

    - by cable729
    Possible Duplicate: What are some programming design patterns that are useful in game development? As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had before. So now I'm looking at design patterns that I can use for my next project. One design pattern that I've seen a lot is the 'composition method,' which uses actors and components. Is that the right name for it? I'd like to look more at this and see what the advantages/pitfalls are. So what design patterns are out there, and what are the advantages/disadvantages to them?

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  • Design Patterns for these scenarios

    - by user1899749
    Please help me to find design patterns for following situations. Situation 1: how can a smart robot use Wi-Fi? Situation 2: How can a Smart robot automatically go to rechargeable unit while there is no remote signal? Situation 3: Voice recognition component (If homeowner itself at home and motion detection is off then how can Smart Robot voice recognition component will recognize those very sensitive sentences) Situation 4: Motion detection component (How can Smart Robot send video stream on cell phone while homeowner/resident driving) I am looking for the design patterns for above Situations to answer following question. if not using design patterns, then what’re the difficulties?

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  • Repository Design Pattern Guidance

    - by thefactor
    Let's say you have an MVVM CRM application. You have a number of customer objects in memory, through a repository. What would be the appropriate place to handle tasks that aren't associated with traditional MVVM tasks from a GUI? For example, let's say every few minutes you want to check to see if their address is valid and pop up a notification if it is not. Or you want to send out an hourly e-mail update. Or you want a window to pop up to remind you to call a customer at a specific time. Where does this logic go? It's not GUI/action-oriented, and it's not logic that would be appropriate for a repository, I think.

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  • Domain-Driven-Design question

    - by Michael
    Hello everyone, I have a question about DDD. I'm building a application to learn DDD and I have a question about layering. I have an application that works like this: UI layer calls = Application Layer - Domain Layer - Database Here is a small example of how the code looks: //****************UI LAYER************************ //Uses Ioc to get the service from the factory. //This factory would be in the MyApp.Infrastructure.dll IImplementationFactory factory = new ImplementationFactory(); //Interface and implementation for Shopping Cart service would be in MyApp.ApplicationLayer.dll IShoppingCartService service = factory.GetImplementationFactory<IShoppingCartService>(); //This is the UI layer, //Calling into Application Layer //to get the shopping cart for a user. //Interface for IShoppingCart would be in MyApp.ApplicationLayer.dll //and implementation for IShoppingCart would be in MyApp.Model. IShoppingCart shoppingCart = service.GetShoppingCartByUserName(userName); //Show shopping cart information. //For example, items bought, price, taxes..etc ... //Pressed Purchase button, so even for when //button is pressed. //Uses Ioc to get the service from the factory again. IImplementationFactory factory = new ImplementationFactory(); IShoppingCartService service = factory.GetImplementationFactory<IShoppingCartService>(); service.Purchase(shoppingCart); //**********************Application Layer********************** public class ShoppingCartService : IShoppingCartService { public IShoppingCart GetShoppingCartByUserName(string userName) { //Uses Ioc to get the service from the factory. //This factory would be in the MyApp.Infrastructure.dll IImplementationFactory factory = new ImplementationFactory(); //Interface for repository would be in MyApp.Infrastructure.dll //but implementation would by in MyApp.Model.dll IShoppingCartRepository repository = factory.GetImplementationFactory<IShoppingCartRepository>(); IShoppingCart shoppingCart = repository.GetShoppingCartByUserName(username); //Do shopping cart logic like calculating taxes and stuff //I would put these in services but not sure? ... return shoppingCart; } public void Purchase(IShoppingCart shoppingCart) { //Do Purchase logic and calling out to repository ... } } I've seem to put most of my business rules in services rather than the models and I'm not sure if this is correct? Also, i'm not completely sure if I have the laying correct? Do I have the right pieces in the correct place? Also should my models leave my domain model? In general I'm I doing this correct according DDD? Thanks!

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  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

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  • Design Application to "Actively" Invite Users (pretend they have privileges)

    - by user3086451
    I am designing an application where users message one another privately, and may send messages to any Entity in the database (an Entity may not have a user account yet, it is a professional database). I am not sure how to best design the database and the API to allow messaging unregistered users. The application should remain secure, and data only accessed by those with correct permissions. Messages sent to persons without user accounts serve as an invitation. The invited person should be able to view the message, act on it, and complete the user registration upon receiving an InviteMessage. In simple terms, I have: User misc user fields (email, pw, dateJoined) Entity (large professional dataset): personalDetails... user->User (may be null) UserMessage: sender->User recipient->User dateCreated messageContent, other fields..... InviteMessage: sender->User recipient->Entity expiringUrl inviteeEmail inviteePhone I plan to alert the user when selecting a recipient that is not registered yet, and inform that he may send the message as an invitation by providing email, phone where we can send the invitation. Invitations will have a unique, one-time-use URL, e.g. uuid.uuid4(). When accessed, the invitee will see the InviteMessage and details about completing his/her registration profile. When registration is complete, InviteMessage details to a new instance of UserMessage (to not lose their data), and assign it to the newly created User. The ability to interact with and invite persons who do not yet have accounts is a key feature of the application, and it seems better to separate the invitation from the private, app messages (easier to keep functionality separate, better if data model changes). Is this a reasonable, good design? If not, what would you suggest? Do you have any improvements? Am I correct to choose to create a separate endpoint for creating invitations via the API?

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  • The importance of Design Patterns with Javascript, NodeJs et al

    - by Lewis
    With Javascript appearing to be the ubiquitous programming language of the web over the next few years, new frameworks popping up every five minutes and event driven programming taking a lead both server and client side: Do you as a Javascript developer consider the traditional Design Patterns as important or less important than they have been with other languages / environments?. Please name the top three design patterns you, as a Javascript developer use regularly and give an example of how they have helped in your Javascript development.

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  • Design patterns to avoiding breaking the SRP while performing heavy data logging

    - by Kazark
    A class that performs both computations and data logging seems to have at least two responsibilities. Given a system for which the specifications require heavy data logging, what kind of design patterns or architectural patterns can be used to avoid bloating all the classes with logging calls every time they compute something? The decorator pattern be used (e.g. Interpolator decorated to LoggingInterpolator), but it seems that would result in a situation hardly more desirable in which almost every major class would need to be decorated with logging.

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  • Wrappers/law of demeter seems to be an anti-pattern...

    - by Robert Fraser
    I've been reading up on this "Law of Demeter" thing, and it (and pure "wrapper" classes in general) seem to generally be anti patterns. Consider an implementation class: class Foo { void doSomething() { /* whatever */ } } Now consider two different implementations of another class: class Bar1 { private static Foo _foo = new Foo(); public static Foo getFoo() { return _foo; } } class Bar2 { private static Foo _foo = new Foo(); public static void doSomething() { _foo.doSomething(); } } And the ways to call said methods: callingMethod() { Bar1.getFoo().doSomething(); // Version 1 Bar2.doSomething(); // Version 2 } At first blush, version 1 seems a bit simpler, and follows the "rule of Demeter", hide Foo's implementation, etc, etc. But this ties any changes in Foo to Bar. For example, if a parameter is added to doSomething, then we have: class Foo { void doSomething(int x) { /* whatever */ } } class Bar1 { private static Foo _foo = new Foo(); public static Foo getFoo() { return _foo; } } class Bar2 { private static Foo _foo = new Foo(); public static void doSomething(int x) { _foo.doSomething(x); } } callingMethod() { Bar1.getFoo().doSomething(5); // Version 1 Bar2.doSomething(5); // Version 2 } In both versions, Foo and callingMethod need to be changed, but in Version 2, Bar also needs to be changed. Can someone explain the advantage of having a wrapper/facade (with the exception of adapters or wrapping an external API or exposing an internal one).

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  • Good Video Game User Interface Design Books/Websites?

    - by Tucker Morgan
    I having been programming games for some time, but while my teachers say that my code is good and advanced, my friends say that the interface is hard to understand and not the easiest to navigate. I want to learn how to design good user interfaces so that I can program better games, and people will have a easier time getting around. Does anyone know of any good books or websites about designing video game interfaces?

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  • Subclassing to avoid line length

    - by Super User
    The standard line length of code is 80 characters per line. This is accepted and followed by the most of programmers. I working on a state machine of a character and is necessary for me follow this too. I have four classes who pass this limit. I can subclass each class in two more and then avoid the line length limit. class Stand class Walk class Punch class Crouch The new classes would be StandLeft, StandRight and so on. Stand, Walk, Punch and Crouch would be then abstract classes. The question if there is a limit for the long of the hierarchies tree or this is depends of the case.

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  • Why should ViewModel route actions to Controller when using the MVCVM pattern?

    - by Lea Hayes
    When reading examples across the Internet (including the MSDN reference) I have found that code examples are all doing the following type of thing: public class FooViewModel : BaseViewModel { public FooViewModel(FooController controller) { Controller = controller; } protected FooController Controller { get; private set; } public void PerformSuperAction() { // This just routes action to controller... Controller.SuperAction(); } ... } and then for the view: public class FooView : BaseView { ... private void OnSuperButtonClicked() { ViewModel.PerformSuperAction(); } } Why do we not just do the following? public class FooView : BaseView { ... private void OnSuperButtonClicked() { ViewModel.Controller.SuperAction(); // or, even just use a shortcut property: Controller.SuperAction(); } }

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  • How do I handle priority and propagation in an event system?

    - by Peeter
    Lets say I have a simple event system with the following syntax: object = new Object(); object.bind("my_trigger", function() { print "hello"; }); object.bind("my_trigger", function() { print "hello2"; }); object.trigger("my_trigger"); How could I make sure hello2 is printed out first (I do not want my code to depend on which order the events are binded). Ontop of that, how would I prevent my events from propagating (e.g. I want to stop every other event from being executed)

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  • Why avoid Java Inheritance "Extends"

    - by newbie
    Good day! Jame Gosling said “You should avoid implementation inheritance whenever possible.” and instead, use interface inheritance. But why? How can we avoid inheriting the structure of an object using the keyword "extends", and at the same time make our code Object Oriented? Could someone please give an Object Oriented example illustrating this concept in a scenario like "ordering a book in a bookstore?" Thank you in advance.

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  • DDD: service contains two repository

    - by tikhop
    Does it correct way to have two repository inside one service and will it be an application or domain service? Suppose I have a Passenger object that should contains Passport (government id) object. I am getting Passenger from PassengerRepository. PassengerRepository create request to server and obtain data (json) than parse received data and store inside repository. I have confused because I want to store Passport as Entity and put it to PassportRepository but all information about password contains inside json than i received above. I guess that I should create a PassengerService that will be include PassengerRepository and PassportRepository with several methods like removePassport, addPassport, getAllPassenger and etc. UPDATE: So I guess that the better way is represent Passport as VO and store all passports inside Passenger aggregate. However there is another question: Where I should put the methods (methods calls server api) for management passenger's passport. I think the better place is so within Passenger aggregate.

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  • Patterns & Practices: Composite Services CTP2 is Public

    - by HernanDL
    Finally the last CTP and pre-release version for the Composite Services is out. There were quite a lot of changes since CTP1. We added many new samples and many enhancements to the repository (DB) which is now called Inventory in sync with SOA Patterns. Here is a brief list of the main changes according to the included documentations.   Changes and additions in this release This CTP release contains reusable source code and samples to illustrate implementation for the following patterns and scenarios: Repair and Resubmit – this pattern is implemented in ESB Toolkit 2.0 as part of Exception Management Framework (EMF). This code drop provides code sample how to implement this pattern for Windows AppFabric workflow service, using Exceptions Web Service and workflow activities to create fault message, which will be created in EMF database.  Analytic Tracing – this code drop contains reusable code and samples for implementing ETW tracing: event collector service and database that store collected events. This capability may be used for scenarios that need flexibility on how collected events are decoded and processed via extensibility points you can configure and implement:  plugins and event decoders with leveraging ETW tracing capabilities provided by the event collector service.   Inventory Centralization – this code drop contains service catalog database, web services and samples to show how to implement Metadata Centralization, Schema Centralization and Policy Centralization patterns.  Service Virtualization – we included sample for implementing this pattern using WCF routing service( which is part of .NET framework) and service metadata centralization capabilities to define routing service metadata in service catalog. Termination Notification – we included sample for implementing this pattern using sample WCF service and policy centralization capabilities provided by this CTP release.   You will also find many new videos that will be uploaded to the home page any time soon. Stay tunned for new posts regarding implemetation details and advanced customizations for custom policy exporters/importers and monitoring.

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  • Is context inheritance, as shown by Head First Design Patterns' Duck example, irrelevant to strategy pattern?

    - by Korey Hinton
    In Head First Design Patterns it teaches the strategy pattern by using a Duck example where different subclasses of Duck can be assigned a particular behavior at runtime. From my understanding the purpose of the strategy pattern is to change an object's behavior at runtime. Emphasis on "an" meaning one. Could I further simplify this example by just having a Duck class (no derived classes)? Then when implementing one duck object it can be assigned different behaviors based on certain circumstances that aren't dependent on its own object type. For example: FlyBehavior changes based on the weather or QuackBehavior changes based on the time of day or how hungry a duck is. Would my example above constitute the strategy pattern as well? Is context inheritance (Duck) irrelevant to the strategy pattern or is that the reason for the strategy pattern? Here is the UML diagram from the Head First book:

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  • How to design application for scaling the application?

    - by Muhammad
    I have one application which handles hardware events connected on the same computer's PCIe slots. The maximum number of PCIe slots on motherboard are two. I have utilized both slots. Now for scaling the application I need either more PCIe slots in same computer or I use another computer. So consider I am using another computer with same application and hardware connected on the PCIe Slots. Now my problem is that I want to design application over it which can access both computers hardware devices and does the process on it. The processed data should be send back to the respective PC's hardware. Please refer the attached diagram for expansion.

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  • Are there any specific workflows or design patterns that are commonly used to create large functional programming applications?

    - by Andrew
    I have been exploring Clojure for a while now, although I haven't used it on any nontrivial projects. Basically, I have just been getting comfortable with the syntax and some of the idioms. Coming from an OOP background, with Clojure being the first functional language that I have looked very much into, I'm naturally not as comfortable with the functional way of doing things. That said, are there any specific workflows or design patterns that are common with creating large functional applications? I'd really like to start using functional programming "for real", but I'm afraid that with my current lack of expertise, it would result in an epic fail. The "Gang of Four" is such a standard for OO programmers, but is there anything similar that is more directed at the functional paradigm? Most of the resources that I have found have great programming nuggets, but they don't step back to give a broader, more architectural look.

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  • Lua Patterns,Tips and Tricks

    - by Robert Gould
    This is a Tips & Tricks question with the purpose of letting people accumulate their patterns, tips and tricks for Lua. Lua is a great scripting language, however there is a lack of documented patterns, and I'm sure everyone has their favorites, so newcomers and people wondering if they should use it or not can actually appreciate the language's beauty.

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