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  • How Does EoR Design Work with Multi-tiered Data Center Topology

    - by S.C.
    I just did a ton of reading about the different multi-tier network topology options as outlined by Cisco, and now that I'm looking at the physical options (End of Row (EoR) vs Top of Rack(ToR)), I find myself confused about how these fit into the logical constructs. With ToR it also maps 1:1: at the top of each rack there is a switch(es) that essentially act as the access layer. They connect via fiber to other switches, maybe chassis-based, that act as the aggregation layer, that then connect to the core layer. With EoR it seems that the servers are connecting directly to the aggregation layer, skipping the access layer all together, by plugging directly into what are typically chassis switches. In EoR then is the standard 3-tier model now a 2-tier model: the servers go to the chassis switch which goes straight to the core switch? The reason it matters to me is that my understanding was that the 3-tier model was more desirable due to less complexity. The agg switch pair acts as default gateway and does routing; if you use up all of your ports in your agg layer pair it's much more complicated to add additional switches, than simply adding more switches at the access layer. Are there other downsides to this layout? Does this 3-tier architecture still apply in some way in EoR? Thanks.

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  • design question for transportation agency/workflow system

    - by George2
    I am designing a transportation agency/workflow system, and it including 3 types of people, customer who requests to transport some stuff, drivers who deliver the stuff, and truck manager who manages transport source/destination truck coordination and communicates/organizes drivers. The system is expected to be a web site, and 3 kinds of people could use the web site to submit request, accept request, monitor status of specific stuff transportation, etc. The web site is more like an open agency or a workflow system. I am wondering whether there are any existing technologies, tools or projects (better to be open source, but not a must) which I could build my application faster based on? I prefer to use .Net technologies, but not a must. Thanks in advance!

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  • Learning language is enough to create average applications ?

    - by Freshblood
    Many books teach a programming language. However, knowing a specific language is not the same as knowning application or GUI design nor project layout. So, attempting to make an average application fails after learning a language. It is clear that knowing a language is not enough to make an application. If you agree with what I have said, why doesn't anyone mention this instead of teaching pure language syntax and features? Why books don't mention how to make a better application ?

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  • Strange display language in gnome shell

    - by khalafuf
    I logged in gnome-shell, and found that the display language is set to some strange asian language (I think) without my prompt. I tried to change the locale settings but found that the default language is English (how?) despite of that strange language. Here's a snapshot, See the strange word instead of "Activity": I'm on Ubuntu 12.04 LTS. Output of locale: LANG=zh_CN.UTF-8 LANGUAGE=zh_CN:en_US:en LC_CTYPE="zh_CN.UTF-8" LC_NUMERIC=en_US.UTF-8 LC_TIME=en_US.UTF-8 LC_COLLATE="zh_CN.UTF-8" LC_MONETARY=en_US.UTF-8 LC_MESSAGES="zh_CN.UTF-8" LC_PAPER=en_US.UTF-8 LC_NAME=en_US.UTF-8 LC_ADDRESS=en_US.UTF-8 LC_TELEPHONE=en_US.UTF-8 LC_MEASUREMENT=en_US.UTF-8 LC_IDENTIFICATION=en_US.UTF-8 LC_ALL= Output of locale -a: C C.UTF-8 de_CH.utf8 en_AG en_AG.utf8 en_AU.utf8 en_BW.utf8 en_CA.utf8 en_DK.utf8 en_GB.utf8 en_IE.utf8 en_IN en_IN.utf8 en_NG en_NG.utf8 en_NZ.utf8 en_PH.utf8 en_SG.utf8 en_US.utf8 en_ZA.utf8 en_ZM en_ZM.utf8 en_ZW.utf8 POSIX zh_CN.utf8 zh_SG.utf8 Solved: This answer did it.

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  • Database Design - Surrogate keys: Part 1 of many (Rules for Surrogate Keys, E. F. Codd and C J Date

    - by tonyrogerson
    I started writing an article for my blog on surrogate keys drawing in the original research by E F Codd and C J Date, its getting a bit big :) so I'm going to chop it up into a number of posts over the coming weeks depending on my time. I'm interested in your thoughts and if you disagree please let me know but more importantly give me references back to papers stating why you take that position. Hope it makes sense. Surrogate keys There are two factions in the world of Database Design that...(read more)

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  • Principes universels du design de William Lidwell , Kritina Holden , Jill Butler, critique par Benwit

    Je viens de lire un livre intitulé "Principes universels du design" [IMG]http://images-eu.amazon.com/images/P/2212128622.08.LZZZZZZZ.jpg[/IMG] Sur la couverture recto/verso, ce qui ressemble à des traits jaunes verticaux, ce sont les noms des 125 principes de design présentés dans ce livre. Entendons nous bien, il ne s'agit pas de Design Pattern (modèle de conception pour votre modèle de données) mais des principes de design utilisé lors de la conception d'objets (IHM comprise). Quels principes de design utilisez vous dans la conception de vos IHM ? Avez vous lu ce livre, pensez vous le lire ?...

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  • Join the Authors of SSIS Design Patterns at the PASS Summit 2012!

    - by andyleonard
    My fellow authors and I will be presenting a day-long pre-conference session titled SSIS Design Patterns at the PASS Summit 2012 in Seattle Monday 5 Nov 2012! Register to learn patterns for: Package execution Package logging Loading flat file sources Loading XML sources Loading the cloud Dynamic package generation SSIS Frameworks Data warehouse ETL Data flow performance   Presenting this session: Matt Masson Tim Mitchell Jessica Moss Michelle Ufford Andy Leonard I hope to see you in Seattle!...(read more)

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  • Learn SSIS from the Authors of SSIS Design Patterns at the PASS Summit 2012!

    - by andyleonard
    Jessica Moss ( blog | @jessicammoss ), Michelle Ufford ( blog | @sqlfool ), Tim Mitchell ( blog | @tim_mitchell ), Matt Masson ( blog | @mattmasson ), and me – we are all presenting the SSIS Design Patterns pre-conference session at the PASS Summit 2012 ! We will be covering material from, and based upon, the book. We will describe and demonstrate patterns for package execution, package logging, loading flat file and XML sources, loading the cloud, dynamic package generation, SSIS Frameworks, data...(read more)

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  • GoF Design Patterns - which ones do you actually use?

    - by CraigS
    I'm trying to educate my colleagues in the area of design patterns. Some of the original Gang of Four patterns are a little esoteric, so I'm wondering if there is a sub-group of "essential" patterns that all programmers should know. As I look through the list, I think I've probably used - Abstract Factory Factory Method Singleton Bridge Facade Command Which ones do you actually use in practice, and what do you use them for? Link for those wanting a list of patterns

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  • Is there a language or design pattern that allows the *removal* of object behavior or properties in a class hierarchy?

    - by Sebastien Diot
    A well-know shortcoming of traditional class hierarchies is that they are bad when it comes to model the real world. As an example, trying to represent animals species with classes. There are actually several problems when doing that, but one that I never saw a solution to is when a sub-class "looses" a behavior or properties that was defined in a super-class, like a penguin not being able to fly (there are probably better examples, but that's the first one that comes to my mind, having seen "Madagascar 2" recently). On the one hand, you don't want to define for every property and behavior some flag that specifies if it is at all present, and check it every time before accessing that behavior or property. You would just like to say that birds can fly, simply and clearly, in the Bird class. But then it would be nice if one could define "exceptions" afterward, without having to use some horrible hacks everywhere. This often happens when a system has been productive for a while. You suddenly find an "exception" that doesn't fit in the original design at all, and you don't want to change a large portion of your code to accommodate it. So, is there some language or design patterns that can cleanly handle this problem, without requiring major changes to the "super-class", and all the code that uses it? Even if a solution only handle a specific case, several solutions might together form a complete strategy. [EDIT] Forgot about the Liskov Substitution Principle. That is why you can't do it. Assuming you define "traits/interfaces" for all major "feature groups", you can freely implement traits in different branches of the hierarchy, like the Flying trait could be implemented by Birds, and some special kind of squirrels and fish. So my question could amount to "How could I un-implement a trait?" If your super-class is a Java Serializable, you have to be one too, even if there is no way for you to serialize your state, for example if you contained a "Socket". So one way to do it is to always define all your traits in pair from the start: Flying and NotFlying (which would throw UnsupportedOperationExceiption, if not checked against). The Not-trait would not define any new interface, and could be simply checked for. Sounds like a "cheap" solution, in particular if used from the start.

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • Are UML class diagrams adequated to design javascript systems?

    - by Vandell
    Given that UML is oriented towards a more classic approach to object orientation, is it still usable in a reliable way to design javascript systems? One specific problem that I can see is that class diagrams are, in fact, a structural view of the system, and javascript is more behaviour driven, how can you deal with it? Please, keep in mind that I'm not talking abot the real world domain here, It's a model for the solution that I'm trying to achieve.

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  • Oracle Launches Mobile User Experiences Design Patterns

    - by asantaga
    Mobile design requires a different way of thinking. Use Oracle’s mobile design patterns to design iPhone, Android, or browser-based smartphone applications.  We are sharing our mobile design patterns and their baked-in, scientifically proven usability to enable Oracle customers and partners to build mobile apps quickly. Our design patterns are common solutions that developers can easily apply across all application suite products. Crafted by our insight into Oracle Fusion Middleware, the patterns are designed to work with the mobile technology provided by the Oracle Application Development Framework.  Normal 0 false false false false EN-US JA X-NONE

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  • how to really master a programming language

    - by cprogcr
    I know that learning a language, you can simply buy a book, follow the examples, and whenever possible try the exercises. But what I'm really looking is how to master the language once you've learned it. Now I know that experience is one major factor, but what about learning the internals of the language, what is the underlying structure, etc. There are articles out there saying read this book, read that book, make this game and that game. But to me this doesn't mean to master a language. I want to be able to read other people's code and understand it, no matter how hard that is. To understand when to use a function and when another, etc etc. The list could go on and on but I believe I've made the point. :) And finally, take whatever language as an example if needed, though best would be if C was taken as an example.

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  • Are UML class diagrams adequate to design javascript systems?

    - by Vandell
    Given that UML is oriented towards a more classic approach to object orientation, is it still usable in a reliable way to design javascript systems? One specific problem that I can see is that class diagrams are, in fact, a structural view of the system, and javascript is more behaviour driven, how can you deal with it? Please, keep in mind that I'm not talking abot the real world domain here, It's a model for the solution that I'm trying to achieve.

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  • Easy Server-Side Language

    - by Nizar
    Most of programming languages (Server-side languages for web development) needs a learning curve and requires some time to learn. However, I'm sure there is a difference between them. So, for example you can master the 'X' language in less time than the 'Y' language. I'm a beginner in web development, meaning that I just know HTML and CSS and now want to choose the right tool for building dynamic sites. What I'm looking for is a language that is easy to master in less time than other languages. So, is there a language that can suit my needs? If so, please let me know about what should I learn in it? (for example, which frameworks?, libraries?, IDEs?, databases?, etc). In the end, I don't want to regret my choice of the language and want to learn solid basics in it and in programming in general.

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  • How can I really master a programming language?

    - by cprogcr
    I know that learning a language, you can simply buy a book, follow the examples, and whenever possible try the exercises. But what I'm really looking is how to master the language once you've learned it. Now I know that experience is one major factor, but what about learning the internals of the language, what is the underlying structure, etc. There are articles out there saying read this book, read that book, make this game and that game. But to me this doesn't mean to master a language. I want to be able to read other people's code and understand it, no matter how hard that is. To understand when to use a function and when another, etc etc. The list could go on and on but I believe I've made the point. :) And finally, take whatever language as an example if needed, though best would be if C was taken as an example.

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  • When will the Unity Greeter begin to look like the propositions from the Design Team?

    - by Marcappuccino
    The Canonical Design Team gave a rather beautiful login screen mockup for the unity greeter. These designs, in my opinion far exceed the current UI that we have for Quantal (which I think is worse, apart from remote login), and I was led to beleive that these were the official guidelines for the greeter. Are there plans to implement these designs into the Unity Greeter? The proposal is here: https://docs.google.com/a/canonical.com/document/d/1ypvxcSmwNKKMZawit-0r6uLnbTxoA-XoyB0ZNCKNMSg/edit?pli=1 The mockups are here: https://docs.google.com/a/canonical.com/file/d/0BzP7juF4TDpQS3JCWmtHTmR6OVk/edit?pli=1

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  • Is there a factory pattern to prevent multiple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquely define what the object is (what node, what edge etc), and the others that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methods, so all these objects act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approach which accepts a Builder object and constructs the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquely defines the type of object (this is node A to node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows its state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overriding of serialization methods to make it work (ensure that when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in its place), as well as using a weakHashMap as if it was a weakHashSet to know whether an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to its own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state that is different than my memory; to tell my memory when its own state is inconsistent. I believe this is possible despite their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect that I'm posting).

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  • is a factory pattern to prevent multuple instances for same object (instance that is Equal) good design?

    - by dsollen
    I have a number of objects storing state. There are essentially two types of fields. The ones that uniquly define what the object is (what node, what edge etc), and the oens that store state describing how these things are connected (this node is connected to these edges, this edge is part of these paths) etc. My model is updating the state variables using package methdos, so these objects all act as immutable to anyone not in Model scope. All Objects extend one base type. I've toyed with the idea of a Factory approch which accepts a Builder object and construct the applicable object. However, if an instance of the object already exists (ie would return true if I created the object defined by the builder and passed it to the equal method for the existing instance) the factory returns the current object instead of creating a new instance. Because the Equal method would only compare what uniquly defines the type of object (this is node A nto node B) but won't check the dynamic state stuff (node A is currently connected to nodes C and E) this would be a way of ensuring anyone that wants my Node A automatically knows it's state connections. More importantly it would prevent aliasing nightmares of someone trying to pass an instance of node A with different state then the node A in my model has. I've never heard of this pattern before, and it's a bit odd. I would have to do some overiding of serlization methods to make it work (ensure when I read in a serilized object I add it to my facotry list of known instances, and/or return an existing factory in it's place), as well as using a weakHashMap as if it was a weakHashSet to know rather an instance exists without worrying about a quasi-memory leak occuring. I don't know if this is too confusing or prone to it's own obscure bugs. One thing I know is that plugins interface with lowest level hardware. The plugins have to be able to return state taht is different then my memory; to tell my memory when it's own state is inconsistent. I believe this is possible despit their fetching objects that exist in my memory; we allow building of objects without checking their consistency with the model until the addToModel is called anyways; and the existing plugins design was written before all this extra state existed and worked fine without ever being aware of it. Should I just be using some other design to avoid this crazyness? (I have another question to that affect I'm posting).

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  • Search Engine Optimisation & Website Design - The Reasons and Rewards of Starting Your Own Business

    The story of starting a web design company in 2010. Written as encouragement for anyone thinking of starting their own business, whether a web design company or any other business for that matter. The telling of this web design company development will include tips, pointers, advice, experiences, do's and don'ts but most importantly will give inspiration and hope to anyone thinking of going it alone, and wandering where to begin. This article will take you through the various stages of development from that initial idea to where we are now with a successful, expanding business offering Search Engine Optimisation, Website Design, Graphic Design and Client Management Systems.

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  • Free Web UI design software

    - by Pich
    Does anybody know of any free Web UI design software? EDIT: I am looking for a UI mockup tool (that is freeware) to create stuff like this: http://blogs.atlassian.com/jira/Mockups%20UI.jpg I works a developer with the task to design the UI of an application. I want to draw some examples of how the webpages can look and show it to the requirements team.

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  • Design crowd sourcing

    - by CVertex
    I'm looking to get a logo designed, but all my designer friends/colleagues are pretty busy. Since I've never done it before, I thought it would be interesting to crowd source the design. Does anyone know of any good design crowd sourcing sites?

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