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  • Bridge or Factory and How

    - by Chris
    I'm trying to learn patterns and I've got a job that is screaming for a pattern, I just know it but I can't figure it out. I know the filter type is something that can be abstracted and possibly bridged. I'M NOT LOOKING FOR A CODE REWRITE JUST SUGGESTIONS. I'm not looking for someone to do my job. I would like to know how patterns could be applied to this example. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Data; using System.IO; using System.Xml; using System.Text.RegularExpressions; namespace CopyTool { class CopyJob { public enum FilterType { TextFilter, RegExFilter, NoFilter } public FilterType JobFilterType { get; set; } private string _jobName; public string JobName { get { return _jobName; } set { _jobName = value; } } private int currentIndex; public int CurrentIndex { get { return currentIndex; } } private DataSet ds; public int MaxJobs { get { return ds.Tables["Job"].Rows.Count; } } private string _filter; public string Filter { get { return _filter; } set { _filter = value; } } private string _fromFolder; public string FromFolder { get { return _fromFolder; } set { if (Directory.Exists(value)) { _fromFolder = value; } else { throw new DirectoryNotFoundException(String.Format("Folder not found: {0}", value)); } } } private List<string> _toFolders; public List<string> ToFolders { get { return _toFolders; } } public CopyJob() { Initialize(); } private void Initialize() { if (ds == null) { ds = new DataSet(); } ds.ReadXml(Properties.Settings.Default.ConfigLocation); LoadValues(0); } public void Execute() { ExecuteJob(FromFolder, _toFolders, Filter, JobFilterType); } public void ExecuteAll() { string OrigPath; List<string> DestPaths; string FilterText; FilterType FilterWay; foreach (DataRow rw in ds.Tables["Job"].Rows) { OrigPath = rw["FromFolder"].ToString(); FilterText = rw["FilterText"].ToString(); switch (rw["FilterType"].ToString()) { case "TextFilter": FilterWay = FilterType.TextFilter; break; case "RegExFilter": FilterWay = FilterType.RegExFilter; break; default: FilterWay = FilterType.NoFilter; break; } DestPaths = new List<string>(); foreach (DataRow crw in rw.GetChildRows("Job_ToFolder")) { DestPaths.Add(crw["FolderPath"].ToString()); } ExecuteJob(OrigPath, DestPaths, FilterText, FilterWay); } } private void ExecuteJob(string OrigPath, List<string> DestPaths, string FilterText, FilterType FilterWay) { FileInfo[] files; switch (FilterWay) { case FilterType.RegExFilter: files = GetFilesByRegEx(new Regex(FilterText), OrigPath); break; case FilterType.TextFilter: files = GetFilesByFilter(FilterText, OrigPath); break; default: files = new DirectoryInfo(OrigPath).GetFiles(); break; } foreach (string fld in DestPaths) { CopyFiles(files, fld); } } public void MoveToJob(int RecordNumber) { Save(); LoadValues(RecordNumber - 1); } public void AddToFolder(string folderPath) { if (Directory.Exists(folderPath)) { _toFolders.Add(folderPath); } else { throw new DirectoryNotFoundException(String.Format("Folder not found: {0}", folderPath)); } } public void DeleteToFolder(int index) { _toFolders.RemoveAt(index); } public void Save() { DataRow rw = ds.Tables["Job"].Rows[currentIndex]; rw["JobName"] = _jobName; rw["FromFolder"] = _fromFolder; rw["FilterText"] = _filter; switch (JobFilterType) { case FilterType.RegExFilter: rw["FilterType"] = "RegExFilter"; break; case FilterType.TextFilter: rw["FilterType"] = "TextFilter"; break; default: rw["FilterType"] = "NoFilter"; break; } DataRow[] ToFolderRows = ds.Tables["Job"].Rows[currentIndex].GetChildRows("Job_ToFolder"); for (int i = 0; i <= ToFolderRows.GetUpperBound(0); i++) { ToFolderRows[i].Delete(); } foreach (string fld in _toFolders) { DataRow ToFolderRow = ds.Tables["ToFolder"].NewRow(); ToFolderRow["JobId"] = ds.Tables["Job"].Rows[currentIndex]["JobId"]; ToFolderRow["Job_Id"] = ds.Tables["Job"].Rows[currentIndex]["Job_Id"]; ToFolderRow["FolderPath"] = fld; ds.Tables["ToFolder"].Rows.Add(ToFolderRow); } } public void Delete() { ds.Tables["Job"].Rows.RemoveAt(currentIndex); LoadValues(currentIndex++); } public void MoveNext() { Save(); currentIndex++; LoadValues(currentIndex); } public void MovePrevious() { Save(); currentIndex--; LoadValues(currentIndex); } public void MoveFirst() { Save(); LoadValues(0); } public void MoveLast() { Save(); LoadValues(ds.Tables["Job"].Rows.Count - 1); } public void CreateNew() { Save(); int MaxJobId = 0; Int32.TryParse(ds.Tables["Job"].Compute("Max(JobId)", "").ToString(), out MaxJobId); DataRow rw = ds.Tables["Job"].NewRow(); rw["JobId"] = MaxJobId + 1; ds.Tables["Job"].Rows.Add(rw); LoadValues(ds.Tables["Job"].Rows.IndexOf(rw)); } public void Commit() { Save(); ds.WriteXml(Properties.Settings.Default.ConfigLocation); } private void LoadValues(int index) { if (index > ds.Tables["Job"].Rows.Count - 1) { currentIndex = ds.Tables["Job"].Rows.Count - 1; } else if (index < 0) { currentIndex = 0; } else { currentIndex = index; } DataRow rw = ds.Tables["Job"].Rows[currentIndex]; _jobName = rw["JobName"].ToString(); _fromFolder = rw["FromFolder"].ToString(); _filter = rw["FilterText"].ToString(); switch (rw["FilterType"].ToString()) { case "TextFilter": JobFilterType = FilterType.TextFilter; break; case "RegExFilter": JobFilterType = FilterType.RegExFilter; break; default: JobFilterType = FilterType.NoFilter; break; } if (_toFolders == null) _toFolders = new List<string>(); _toFolders.Clear(); foreach (DataRow crw in rw.GetChildRows("Job_ToFolder")) { AddToFolder(crw["FolderPath"].ToString()); } } private static FileInfo[] GetFilesByRegEx(Regex rgx, string locPath) { DirectoryInfo d = new DirectoryInfo(locPath); FileInfo[] fullFileList = d.GetFiles(); List<FileInfo> filteredList = new List<FileInfo>(); foreach (FileInfo fi in fullFileList) { if (rgx.IsMatch(fi.Name)) { filteredList.Add(fi); } } return filteredList.ToArray(); } private static FileInfo[] GetFilesByFilter(string filter, string locPath) { DirectoryInfo d = new DirectoryInfo(locPath); FileInfo[] fi = d.GetFiles(filter); return fi; } private void CopyFiles(FileInfo[] files, string destPath) { foreach (FileInfo fi in files) { bool success = false; int i = 0; string copyToName = fi.Name; string copyToExt = fi.Extension; string copyToNameWithoutExt = Path.GetFileNameWithoutExtension(fi.FullName); while (!success && i < 100) { i++; try { if (File.Exists(Path.Combine(destPath, copyToName))) throw new CopyFileExistsException(); File.Copy(fi.FullName, Path.Combine(destPath, copyToName)); success = true; } catch (CopyFileExistsException ex) { copyToName = String.Format("{0} ({1}){2}", copyToNameWithoutExt, i, copyToExt); } } } } } public class CopyFileExistsException : Exception { public string Message; } }

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  • MVC - Cocoa interface - Cocoa Design pattern book

    - by Idan
    So I started reading this book: http://www.amazon.com/Cocoa-Design-Patterns-Erik-Buck/dp/0321535022 On chapter 2 it explains about the MVC design pattern and gives and example which I need some clarification to. The simple example shows a view with the following fields: hourlyRate, WorkHours, Standarthours , salary. The example is devided into 3 parts : View - contains some text fiels and a table (the table contains a list of employees' data). Controller - comprised of NSArrayController class (contains an array of MyEmployee) Model - MyEmployee class which describes an employee. MyEmployee class has one method which return the salary according to the calculation logic, and attributes in accordance with the view UI controls. MyEmployee inherits from NSManagedObject. Few things i'm not sure of : 1. Inside the MyEmplpyee class implemenation file, the calculation method gets the class attributes using sentence like " [[self valueForKey:@"hourlyRate"] floatValue];" Howevern, inside the header there is no data member named hourlyRate or any of the view fields. I'm not quite sure how does it work, and how it gets the value from the right view field. (does it have to be the same name as the field name in the view). maybe the conncetion is made somehow using the Interface builder and was not shown in the book ? and more important: 2. how does it seperate the view from the model ? let's say ,as the book implies might happen, I decide one day to remove one of the fields in the view. as far as I understand, that means changing the way the salary method works in MyEmplpyee (cause we have one field less) , and removing one attribute from the same calss. So how is that separate the View from the Model if changing one reflect on the other ? I guess I get something wrong... Any comments ? Thanks

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  • Moq and accessing called parameters

    - by lozzar
    I've just started to implement unit tests (using xUnit and Moq) on an already established project of mine. The project extensively uses dependency injection via the unity container. I have two services A and B. Service A is the one being tested in this case. Service A calls B and gives it a delegate to an internal function. This 'callback' is used to notify A when a message has been received that it must handle. Hence A calls (where b is an instance of service B): b.RegisterHandler(Guid id, Action<byte[]> messageHandler); In order to test service A, I need to be able to call messageHandler, as this is the only way it currently accepts messages. Can this be done using Moq? ie. Can I mock service B, such that when RegisterHandler is called, the value of messageHandler is passed out to my test? Or do I need to redesign this? Are there any design patterns I should be using in this case? Does anyone know of any good resources on this kind of design?

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  • C# Static constructors design problem - need to specify parameter

    - by Neil Dobson
    I have a re-occurring design problem with certain classes which require one-off initialization with a parameter such as the name of an external resource such as a config file. For example, I have a corelib project which provides application-wide logging, configuration and general helper methods. This object could use a static constructor to initialize itself but it need access to a config file which it can't find itself. I can see a couple of solutions, but both of these don't seem quite right: 1) Use a constructor with a parameter. But then each object which requires corelib functionality should also know the name of the config file, so this has to be passed around the application. Also if I implemented corelib as a singleton I would also have to pass the config file as a parameter to the GetInstance method, which I believe is also not right. 2) Create a static property or method to pass through the config file or other external parameter. I have sort of used the latter method and created a Load method which initializes an inner class which it passes through the config file in the constructor. Then this inner class is exposed through a public property MyCoreLib. public static class CoreLib { private static MyCoreLib myCoreLib; public static void Load(string configFile) { myCoreLib = new MyCoreLib(configFile); } public static MyCoreLib MyCoreLib { get { return myCoreLib; } } public class MyCoreLib { private string configFile; public MyCoreLib(string configFile) { this.configFile = configFile; } public void DoSomething() { } } } I'm still not happy though. The inner class is not initialized until you call the load method, so that needs to be considered anywhere the MyCoreLib is accessed. Also there is nothing to stop someone calling the load method again. Any other patterns or ideas how to accomplish this?

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  • USE case to Class Diagram - How do I?

    - by 01010011
    Hi, I would like your guidance on how to create classes and their relationships (generalization, association, aggregation and composition) accurately from my USE case diagram (please see below). I am trying to create this class diagram so I can use it to create a simple online PHP application that allows the user to register an account, login and logout, and store, search and retrieve data from a MySQL database. Are my classes correct? Or should I create more classes? And if so, what classes are missing? What relationships should I use when connecting the register, login, logout, search_database and add_to_database to the users? I'm new to design patterns and UML class diagrams but from my understanding, the association relationship relates one object with another object; the aggregation relationship is a special kind of association that allows "a part" to belong to more than one "whole" (e.g. a credit card and its PIN - the PIN class can also be used in a debit card class); and a composition relationship is a special form of aggregation that allows each part to belong to only one whole at a time. I feel like I have left out some classes or something because I just can't seem to find the relationships from my understanding of relationships. Any assistance will be really appreciated. Thanks in advance. USE CASE DIAGRAM CLASS DIAGRAM

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  • Flexible Decorator Pattern?

    - by Omar Kooheji
    I was looking for a pattern to model something I'm thinking of doing in a personal project and I was wondering if a modified version of the decorator patter would work. Basicly I'm thinking of creating a game where the characters attributes are modified by what items they have equiped. The way that the decorator stacks it's modifications is perfect for this, however I've never seen a decorator that allows you to drop intermediate decorators, which is what would happen when items are unequiped. Does anyone have experience using the decorator pattern in this way? Or am I barking up the wrong tree? Clarification To explain "Intermediate decorators" if for example my base class is coffe which is decorated with milk which is decorated with sugar (using the example in Head first design patterns) milk would be an intermediate decorator as it decorates the base coffee, and is decorated by the sugar. Yet More Clarification :) The idea is that items change stats, I'd agree that I am shoehorning the decorator into this. I'll look into the state bag. essentially I want a single point of call for the statistics and for them to go up/down when items are equiped/unequiped. I could just apply the modifiers to the characters stats on equiping and roll them back when unequiping. Or whenever a stat is asked for iterate through all the items and calculate the stat. I'm just looking for feedback here, I'm aware that I might be using a chainsaw where scissors would be more appropriate...

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  • Design to distribute work when generating task oriented input for legacy dos application?

    - by TheDeeno
    I'm attempting to automate a really old dos application. I've decided the best way to do this is via input redirection. The legacy app (menu driven) has many tasks within tasks with branching logic. In order to easily understand and reuse the input for these tasks, I'd like to break them into bit size pieces. Since I'll need to start a fresh app on each run, repeating a context to consume a bit might be messy. I'd like to create an object model that: allows me to concentrate on the task at hand allows me to reuse common tasks from different start points prevents me from calling a task from the wrong start point To be more explicit, given I have the following task hierarchy: START A A1 A1a A1b A2 A2a B B1 B1a I'd like an object model that lets me generate an input file for task "A1b" buy using building blocks like: START -> do_A, do_A1, do_A1b but prevents me from: START -> do_A1 // because I'm assuming a different call chain from above This will help me write "do_A1b" because I can always assume the same starting context and will simplify writing "do_A1a" because it has THE SAME starting context. What patterns will help me out here? I'm using ruby at the moment so if dynamic language features can help, I'm game.

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  • Design considerations for temporarily transforming a player into an animal in a role playing game

    - by mikedev
    I am working on a role playing game for fun and to practice design patterns. I would like players to be able to transform themselves into different animals. For example, a Druid might be able to shape shift into a cheetah. Right now I'm planning on using the decorator pattern to do this but my question is - how do I make it so that when a druid is in the cheetah form, they can only access skills for the cheetah? In other words, they should not be able to access their normal Druid skills. Using the decorator pattern it appears that even in the cheetah form my druid will be able to access their normal druid skills. class Druid : Character { // many cool druid skills and spells void LightHeal(Character target) { } } abstract class CharacterDecorator : Character { Character DecoratedCharacter; } class CheetahForm : CharacterDecorator { Character DecoratedCharacter; public CheetahForm(Character decoratedCharacter) { DecoratedCharacter= decoratedCharacter; } // many cool cheetah related skills void CheetahRun() { // let player move very fast } } now using the classes Druid myDruid = new Druid(); myDruid.LightHeal(myDruid); // casting light heal here is fine myDruid = new CheetahForm(myDruid); myDruid.LightHeal(myDruid); // casting here should not be allowed Hmmmm...now that I think about it, will myDruid be unable to us the Druid class spells/skills unless the class is down-casted? But even if that's the case, is there a better way to ensure that myDruid at this point is locked out from all Druid related spells/skills until it is cast back to a Druid (since currently it's in CheetahForm)

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  • Modeling related objects and their templates

    - by Duddle
    Hello everybody! I am having trouble correctly modeling related objects that can use templates. This is not homework, but part of a small project in the university. In this application the user can add several elements, which can either be passive or active. Each concrete element has different attributes, these must be set by the user. See diagram 1: Since the user will create many elements, we want there to be templates for each type of element, so some of the attributes are filled in automatically. See diagram 2: In my opinion, this is a bad design. For example, to get all possible templates for a PassiveElementA-object, there has to be a list/set somewhere that only holds PassiveElementATemplate-objects. There has to be a separate list for each subclass of Element. So if you wanted to add a new PassiveElement-child, you also have to edit the class which holds all these separate lists. I cannot figure out a good way to solve this problem. Since the concrete classes (i.e. PassiveElementA, ..., PassiveElementZ) have so many different attributes, many of the design patterns I know do not work. Thanks in advance for any hints, and sorry for my bad English.

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  • Design pattern to use instead of multiple inheritance

    - by mizipzor
    Coming from a C++ background, Im used to multiple inheritance. I like the feeling of a shotgun squarely aimed at my foot. Nowadays, I work more in C# and Java, where you can only inherit one baseclass but implement any number of interfaces (did I get the terminology right?). For example, lets consider two classes that implement a common interface but different (yet required) baseclasses: public class TypeA : CustomButtonUserControl, IMagician { public void DoMagic() { // ... } } public class TypeB : CustomTextUserControl, IMagician { public void DoMagic() { // ... } } Both classes are UserControls so I cant substitute the base class. Both needs to implement the DoMagic function. My problem now is that both implementations of the function are identical. And I hate copy-and-paste code. The (possible) solutions: I naturally want TypeA and TypeB to share a common baseclass, where I can write that identical function definition just once. However, due to having the limit of just one baseclass, I cant find a place along the hierarchy where it fits. One could also try to implement a sort of composite pattern. Putting the DoMagic function in a separate helper class, but the function here needs (and modifies) quite a lot of internal variables/fields. Sending them all as (reference) parameters would just look bad. My gut tells me that the adapter pattern could have a place here, some class to convert between the two when necessery. But it also feels hacky. I tagged this with language-agnostic since it applies to all languages that use this one-baseclass-many-interfaces approach. Also, please point out if I seem to have misunderstood any of the patterns I named. In C++ I would just make a class with the private fields, that function implementation and put it in the inheritance list. Whats the proper approach in C#/Java and the like?

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  • Factory Pattern: Determining concrete factory class instantiation?

    - by Chris
    I'm trying to learn patterns and I'm stuck on determining how or where a Factory Pattern determines what class to instanciate. If I have a Application that calls the factory and sends it, say, an xml config file to determine what type of action to take, where does that logic for interpreting the config file happen? THE FACTORY using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace myNamespace { public abstract class SourceFactory { abstract public UploadSource getUploadSource(); } public class TextSourceFactory : SourceFactory { public override UploadSource getUploadSource() { return new TextUploadSource(); } } public class XmlSourceFacotry : SourceFactory { public override UploadSource getUploadSource() { return new XmlUploadSource(); } } public class SqlSourceFactory : SourceFactory { public override UploadSource getUploadSource() { return new SqlUploadSource(); } } } THE CLASSES using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace myNamespace { public abstract class UploadSource { abstract public void Execute(); } public class TextUploadSource : UploadSource { public override void Execute() { Console.WriteLine("You executed a text upload source"); } } public class XmlUploadSource : UploadSource { public override void Execute() { Console.WriteLine("You executed an XML upload source"); } } public class SqlUploadSource : UploadSource { public override void Execute() { Console.WriteLine("You executed a SQL upload source"); } } }

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  • Design suggestion for expression tree evaluation with time-series data

    - by Lirik
    I have a (C#) genetic program that uses financial time-series data and it's currently working but I want to re-design the architecture to be more robust. My main goals are: sequentially present the time-series data to the expression trees. allow expression trees to access previous data rows when needed. to optimize performance of the data access while evaluating the expression trees. keep a common interface so various types of data can be used. Here are the possible approaches I've thought about: I can evaluate the expression tree by passing in a data row into the root node and let each child node use the same data row. I can evaluate the expression tree by passing in the data row index and letting each node get the data row from a shared DataSet (currently I'm passing the row index and going to multiple synchronized arrays to get the data). Hybrid: an immutable data set is accessible by all of the expression trees and each expression tree is evaluated by passing in a data row. The benefit of the first approach is that the data row is being passed into the expression tree and there is no further query done on the data set (which should increase performance in a multithreaded environment). The drawback is that the expression tree does not have access to the rest of the data (in case some of the functions need to do calculations using previous data rows). The benefit of the second approach is that the expression trees can access any data up to the latest data row, but unless I specify what that row is, I'll have to iterate through the rows and figure out which one is the last one. The benefit of the hybrid is that it should generally perform better and still provide access to the earlier data. It supports two basic "views" of data: the latest row and the previous rows. Do you guys know of any design patterns or do you have any tips that can help me build this type of system? Should I use a DataSet to hold and present the data, or are there more efficient ways to present rows of data while maintaining a simple interface? FYI: All of my code is written in C#.

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  • Which book should I choose?

    - by sebastianlarsson
    Hi guys, I'm looking for a good read on object oriented design. The two books I'm currently looking Head First Design Patterns and Head First Object object-oriented analysis & design. They seem very similar when looking at the contents and browsing through available sample text. Which one would be the best choice? About myself: I have a bachelor in computer science and I am currently studying Msc. Software Quality Engineering (read Software Engineering with focus on Quality). I am already confident in object-oriented design and have a lot of programming courses in my backpack. I have done games in c++, courses in advanced java programming (I am SCJP certified), but my preferred language is C#. I have also worked with Java for the last 7 months while studying. I am currently also studying for certificates in C# (apart from my usual studies). So I believe I have the prerequisites of actually understanding the contents of both books. Reason: I just want to be better and keep evolving as a programmer. I think it is fun. I believe Bert Bates and Kathy Sierra are involved in both these books and I have previously read their SCJP preparation book in java. I really do enjoy their style of writing. Other books which I am considering are: Clean Code: A Handbook Of Agile Software Craftsmanship Thx in advance Sebastian

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  • What do I name this class whose sole purpose is to report failure?

    - by Blair Holloway
    In our system, we have a number of classes whose construction must happen asynchronously. We wrap the construction process in another class that derives from an IConstructor class: class IConstructor { public: virtual void Update() = 0; virtual Status GetStatus() = 0; virtual int GetLastError() = 0; }; There's an issue with the design of the current system - the functions that create the IConstructor-derived classes are often doing additional work which can also fail. At that point, instead of getting a constructor which can be queried for an error, a NULL pointer is returned. Restructuring the code to avoid this is possible, but time-consuming. In the meantime, I decided to create a constructor class which we create and return in case of error, instead of a NULL pointer: class FailedConstructor : public IConstructor public: virtual void Update() {} virtual Status GetStatus() { return STATUS_ERROR; } virtual int GetLastError() { return m_errorCode; } private: int m_errorCode; }; All of the above this the setup for a mundane question: what do I name the FailedConstructor class? In our current system, FailedConstructor would indicate "a class which constructs an instance of Failed", not "a class which represents a failed attempt to construct another class". I feel like it should be named for one of the design patterns, like Proxy or Adapter, but I'm not sure which.

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  • 'Forward-Compatible' Program Design

    - by Jeffrey Kern
    The majority of my questions I've asked here so far on StackOverflow have been how to implement individual concepts and techniques towards developing a software-based NES clone via the XNA environment. The small samples that I've thrown together on my PC work relatively great and everything. Except I hit a brick wall. How do I merge all of these samples together. Having proof-of-concept is amazing, except when you need it to go beyond just that. I now have samples strewn about that I'm trying to merge, some of them incomplete. And now I'm stuck with the chicken-and-the-egg situation of where I would like to incorporate these samples together, to make sure they work, but I cannot without test data. And I don't have tools to create test data, because they'd need to be based off of the individual pieces that need to be put together. In my mind, I'm having nightmares with circular reference. For my sample data, I am hoping to save it in XML and write a specification - and then make sample data by hand - but I'm too paranoid of manually creating an XML file full of incorrect data and blaming it on my code, or vice-versa. It doesn't help that the end-result of my work is graphic-oriented, which makes it interseting how a graphic on the screen can be visualized in XML Nodes. I guess, my question is this: What design patterns and disciplines exist in the coding world that address this type of concern? I've always relied on brute-force coding and restarting a project with a whole new code base in attempts to further along my goals, but I doubt that would be the best way to do so. Within my college career, the majority of my programming was to work on simple projects that came out of a book, or with a given correct data set and a verifyable result. I don't have that, as my own design documents that I am going by could be terribly wrong.

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  • Implementation/interface inheritance design question.

    - by Neil G
    I would like to get the stackoverflow community's opinion on the following three design patterns. The first is implementation inheritance; the second is interface inheritance; the third is a middle ground. My specific question is: Which is best? implementation inheritance: class Base { X x() const = 0; void UpdateX(A a) { y_ = g(a); } Y y_; } class Derived: Base { X x() const { return f(y_); } } interface inheritance: class Base { X x() const = 0; void UpdateX(A a) = 0; } class Derived: Base { X x() const { return x_; } void UpdateX(A a) { x_ = f(g(a)); } X x_; } middle ground: class Base { X x() const { return x_; } void UpdateX(A a) = 0; X x_; } class Derived: Base { void UpdateX(A a) { x_ = f(g(a)); } } I know that many people prefer interface inheritance to implementation inheritance. However, the advantage of the latter is that with a pointer to Base, x() can be inlined and the address of x_ can be statically calculated.

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  • OOP, Interface Design and Encapsulation

    - by Mau
    C# project, but it could be applied to any OO languages. 3 interfaces interacting: public interface IPublicData {} public /* internal */ interface IInternalDataProducer { string GetData(); } public interface IPublicWorker { IPublicData DoWork(); IInternalDataProducer GetInternalProducer(); } public class Engine { Engine(IPublicWorker worker) {} IPublicData Run() { DoSomethingWith(worker.GetInternalProducer().GetData()); return worker.DoWork(); } } Clearly Engine is parametric in the actual worker that does the job. A further source of parametrization is how we produce the 'internal data' via IInternalDataProducer. This implementation requires IInternalDataProducer to be public because it's part of the declaration of the public interface IPublicWorker. However, I'd like it to be internal since it's only used by the engine. A solution is make the IPublicWorker produce the internal data itself, but that's not very elegant since there's only a couple of ways of producing it (while there are many more worker implementations), therefore it's nice to delegate to a couple of separate concrete classes. Moreover, the IInternalDataProducer is used in more places inside the engine, so it's good for the engine to pass around the actual object. I'm looking for elegant ideas/patterns. Cheers :-)

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  • Auto increment with a Unit Of Work

    - by Derick
    Context I'm building a persistence layer to abstract different types of databases that I'll be needing. On the relational part I have mySQL, Oracle and PostgreSQL. Let's take the following simplified MySQL tables: CREATE TABLE Contact ( ID varchar(15), NAME varchar(30) ); CREATE TABLE Address ( ID varchar(15), CONTACT_ID varchar(15), NAME varchar(50) ); I use code to generate system specific alpha numeric unique ID's fitting 15 chars in this case. Thus, if I insert a Contact record with it's Addresses I have my generated Contact.ID and Address.CONTACT_IDs before committing. I've created a Unit of Work (amongst others) as per Martin Fowler's patterns to add transaction support. I'm using a key based Identity Map in the UoW to track the changed records in memory. It works like a charm for the scenario above, all pretty standard stuff so far. The question scenario comes in when I have a database that is not under my control and the ID fields are auto-increment (or in Oracle sequences). In this case I do not have the db generated Contact.ID beforehand, so when I create my Address I do not have a value for Address.CONTACT_ID. The transaction has not been started on the DB session since all is kept in the Identity Map in memory. Question: What is a good approach to address this? (Avoiding unnecessary db round trips) Some ideas: Retrieve the last ID: I can do a call to the database to retrieve the last Id like: SELECT Auto_increment FROM information_schema.tables WHERE table_name='Contact'; But this is MySQL specific and probably something similar can be done for the other databases. If do this then would need to do the 1st insert, get the ID and then update the children (Address.CONTACT_IDs) – all in the current transaction context.

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  • When is factory method better than simple factory and vice versa?

    - by Bruce
    Hi all Working my way through the Head First Design Patterns book. I believe I understand the simple factory and the factory method, but I'm having trouble seeing what advantages factory method brings over simple factory. If an object A uses a simple factory to create its B objects, then clients can create it like this: A a = new A(new BFactory()); whereas if an object uses a factory method, a client can create it like this: A a = new ConcreteA(); // ConcreteA contains a method for instantiating the same Bs that the BFactory above creates, with the method hardwired into the subclass of A, ConcreteA. So in the case of the simple factory, clients compose A with a B factory, whereas with the factory method, the client chooses the appropriate subclass for the types of B it wants. There really doesn't seem to be much to choose between them. Either you have to choose which BFactory you want to compose A with, or you have to choose the right subclass of A to give you the Bs. Under what circumstances is one better than the other? Thanks all!

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  • Why does C# not provide the C++ style 'friend' keyword?

    - by Ash
    The C++ friend keyword allows a class A to designate class B as it's friend. This allows Class B to access the private/protected members of class A. I've never read anything as to why this was left out of C# (and VB.NET). Most answers to this earlier StackOverflow question seem to be saying it is a useful part of C++ and there are good reasons to use it. In my experience I'd have to agree. Another question seems to me to be really asking how to do something similar to friend in a C# application. While the answers generally revolve around nested classes, it doesn't seem quite as elegant as using the friend keyword. The original Design Patterns book uses the friend keyword regularly throughout its examples. So in summary, why is friend missing from C#, and what is the "best practice" way (or ways) of simulating it in C#? (By the way, the "internal" keyword is not the same thing, it allows ALL classes within the entire assembly to access internal members, friend allows you to give access to a class to just one other class.)

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  • MSMQ - Message Queue Abstraction and Pattern

    - by Maxim Gershkovich
    Hi All, Let me define the problem first and why a messagequeue has been chosen. I have a datalayer that will be transactional and EXTREMELY insert heavy and rather then attempt to deal with these issues when they occur I am hoping to implement my application from the ground up with this in mind. I have decided to tackle this problem by using the Microsoft Message Queue and perform inserts as time permits asynchronously. However I quickly ran into a problem. Certain inserts that I perform may need to be recalled (ie: retrieved) immediately (imagine this is for POS system and what happens if you need to recall the last transaction - one that still hasn’t been inserted). The way I decided to tackle this problem is by abstracting the MessageQueue and combining it in my data access layer thereby creating the illusion of a single set of data being returned to the user of the datalayer (I have considered the other issues that occur in such a scenario (ie: essentially dirty reads and such) and have concluded for my purposes I can control these issues). However this is where things get a little nasty... I’ve worked out how to get the messages back and such (trivial enough problem) but where I am stuck is; how do I create a generic (or at least somewhat generic) way of querying my message queue? One where I can minimize the duplication between the SQL queries and MessageQueue queries. I have considered using LINQ (but have very limited understanding of the technology) and have also attempted an implementation with Predicates which so far is pretty smelly. Are there any patterns for such a problem that I can utilize? Am I going about this the wrong way? Does anyone have an of their own ideas about how I can tackle this problem? Does anyone even understand what I am talking about? :-) Any and ALL input would be highly appreciated and seriously considered… Thanks again.

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  • Object Design catalog and resources

    - by Tauren
    I'm looking for web sites, books, or other resources that provide a catalog of object designs used in common scenarios. I'm not looking for generic design patterns, but for samples of actual object designs that were used to solve real problems. For instance, I'm about to build an internal messaging system for a web application, similar to Facebook's messaging system. This system will allow administrators to send messages to all members, to selected groups of members, or to individuals. Members can send messages to other members or groups of members. Fairly common stuff and a feature that I'm sure thousands of web applications require. I know each situation is different and there are a million ways to design this solution. Although this scenario isn't really all that complex, I'm sure the basic design of the necessary objects and relationships for a system like this has already been done many times. It would be nice to review other similar designs before building my own. Is there a place where people can share their designs and others can browse/search through the catalog to review and provide feedback on them? StackOverflow could be used to a degree for this, but doesn't really provide a catalog of designs. Any other resources that would relate?

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  • Issue with class design to model user preferences for different classes

    - by Mulone
    Hi all, I'm not sure how to design a couple of classes in my app. Basically that's a situation: each user can have many preferences each preference can be referred to an object of different classes (e.g. album, film, book etc) the preference is expressed as a set of values (e.g. score, etc). The problem is that many users can have preferences on the same objects, e.g.: John: score=5 for filmid=apocalypsenow Paul: score=3 for filmid=apocalypsenow And naturally I don't want to duplicate the object film in each user. So I could create a class called "preference" holding a score and then a target object, something like: User{ hasMany preferences } Preference{ belongsTo User double score Film target Album target //etc } and then define just one target. Then I would create an interface for the target Classes (album, film etc): Interface canBePreferred{ hasMany preferences } And implement all of those classes. This could work, but it looks pretty ugly and it would requires a lot of joins to work. Do you have some patterns I could use to model this nicely? Cheers, Mulone

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  • Suggestions for opening the Rails toolbox to design a challenge game?

    - by keruilin
    How would you suggest designing a challenge system as part of a food-eating game so that it's automated as possible? All RoR tools, design patterns and logic are at your disposal (e.g., admin consoles, crontab, arch, etc.). Prize goes to whoever can suggest the simplest and most-automated design! Here are the requirements: User has many challenges. Badge has many challenges. (A unique badge is awarded for each challenge won.) Only one challenge can run at a time. Each challenge has a limited number of days that it runs. For example, one challenge can run 3 days, while another runs 7 days. Challenges can be seasonal. For example, "Eat 13 Pumpkins" only runs during the Fall. New challenges are added to the game on an ongoing basis. For example, a new challenge every week. Each challenge has a certain probability of being selected to run. For example, "Eat 10 Pies" challenge has 10% chance of being selected to run. As each new challenge is added to the database, I want the probabilities of running to change dynamically. I want to avoid the scenario where I'm manually updating a database field just to change the probability from 10% to 5%, for example. Challenges act like Easter eggs. Challenge icons pop-up at different places on the webpage. User is awarded a badge for successfully completing a challenge, but only when it's active. There is some wait time between each challenge. Between 1 and 7 days. Which wait time is random, but the probability of the wait time being short is high and the probability of it being a long wait time is low.

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  • What do you call a generalized (non-GUI-related) "Model-View-Controller" architecture?

    - by dcuccia
    I am currently refactoring code that coordinates multiple hardware components for data acquisition, and feeling a bit like I'm recreating the wheel. In particular, an MVC-like pattern seems to be emerging. Except, this has nothing to do with a GUI and I'm worried that I'm forcing this particular pattern where another might be more appropriate. Here's my scenario: Individual hardware "component" classes obey interface contracts for each hardware type. Previously, component instances were orchestrated by a single monolithic InstrumentController class, which relied heavily on configuration + branching logic for executing a specific acquisition sequence. After an iteration, I have a separate controller for each component, with these controllers all managed by a small InstrumentControllerBase (or its derivatives). The composite system will receive "input" either programmatically or via inter-hardware component triggering - in either case these interactions are routed to, and handled by, the appropriate controller. So, I have something that feels MVC-esque, but I don't know if that's because I'm forcing the point. With little direct MVC experience in application development, it's hard to know if I'm just trying to make my scenario fit MVC, where another pattern might be a good alternative or complimentary. My problem is, search results and wiki documentation of these family of patterns seems to immediately drop me into GUI-specific discussions. I understand "M means Model data and the V means View" - but do you call the superset pattern? Component-Commander-Controller? Whence can I exhume examples exemplary?

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