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  • Do I suffer from encapsulation overuse?

    - by Florenc
    I have noticed something in my code in various projects that seems like code smell to me and something bad to do, but I can't deal with it. While trying to write "clean code" I tend to over-use private methods in order to make my code easier to read. The problem is that the code is indeed cleaner but it's also more difficult to test (yeah I know I can test private methods...) and in general it seems a bad habit to me. Here's an example of a class that reads some data from a .csv file and returns a group of customers (another object with various fields and attributes). public class GroupOfCustomersImporter { //... Call fields .... public GroupOfCustomersImporter(String filePath) { this.filePath = filePath; customers = new HashSet<Customer>(); createCSVReader(); read(); constructTTRP_Instance(); } private void createCSVReader() { //.... } private void read() { //.... Reades the file and initializes the class attributes } private void readFirstLine(String[] inputLine) { //.... Method used by the read() method } private void readSecondLine(String[] inputLine) { //.... Method used by the read() method } private void readCustomerLine(String[] inputLine) { //.... Method used by the read() method } private void constructGroupOfCustomers() { //this.groupOfCustomers = new GroupOfCustomers(**attributes of the class**); } public GroupOfCustomers getConstructedGroupOfCustomers() { return this.GroupOfCustomers; } } As you can see the class has only a constructor which calls some private methods to get the job done, I know that's not a good practice not a good practice in general but I prefer to encapsulate all the functionality in the class instead of making the methods public in which case a client should work this way: GroupOfCustomersImporter importer = new GroupOfCustomersImporter(filepath) importer.createCSVReader(); read(); GroupOfCustomer group = constructGoupOfCustomerInstance(); I prefer this because I don't want to put useless lines of code in the client's side code bothering the client class with implementation details. So, Is this actually a bad habit? If yes, how can I avoid it? Please note that the above is just a simple example. Imagine the same situation happening in something a little bit more complex.

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  • Creating Entity as an aggregation

    - by Jamie Dixon
    I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept written about here is that of: OBJECT AS A PURE AGGREGATION. I'm wondering how I might go about creating game entities as pure aggregation using C#. I've not quite grasped the concept of how this might work yet. (Perhaps the entity is an array of objects implementing a certain interface or base type?) My current thinking still involves having a concrete class for each entity type that then implements the relevant interfaces (IMoveable, ICollectable, ISpeakable etc). How can I go about creating an entity purely as an aggregation without having any concrete type for that entity?

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  • Distinguishing repetitive code with the same implementation

    - by KyelJmD
    Given this sample code import java.util.ArrayList; import blackjack.model.items.Card; public class BlackJackPlayer extends Player { private double bet; private Hand hand01 = new Hand(); private Hand hand02 = new Hand(); public void addCardToHand01(Card c) { hand01.addCard(c); } public void addCardToHand02(Card c) { hand02.addCard(c); } public void bustHand01() { hand01.setBust(true); } public void bustHand02() { hand02.setBust(true); } public void standHand01() { hand01.setStand(true); } public void standHand02() { hand02.setStand(true); } public boolean isHand01Bust() { return hand01.isBust(); } public boolean isHand02Bust() { return hand02.isBust(); } public boolean isHand01Standing() { return hand01.isStanding(); } public boolean isHand02Standing() { return hand02.isStanding(); } public int getHand01Score(){ return hand01.getCardScore(); } public int getHand02Score(){ return hand02.getCardScore(); } } Is this considered as a repetitive code? providing that each method is operating a seperate field but doing the same implementation ? Note that hand01 and hand02 should be distinct. if this is considered as repetitive code, how would I address this? providing that each hand is a seperate entity

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  • Understanding “Dispatcher” in WPF

    - by Pawan_Mishra
    Level : Beginner to intermediate Consider the following program MainWindow.xaml 1: < Window x:Class ="DispatcherTrial.MainWindow" 2: xmlns ="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 3: xmlns:x ="http://schemas.microsoft.com/winfx/2006/xaml" 4: Title ="MainWindow" Height ="350" Width ="525" > 5: < Grid > 6: < Grid.RowDefinitions > 7: < RowDefinition /> 8: < RowDefinition /> 9: </ Grid.RowDefinitions...(read more)

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  • Writing A Transact SQL (TSQL) Procedure For SQL Server 2008 To Delete Rows From Table Safely

    In this post, we will show and explain a small TSQL Sql Server 2008 procedure that deletes all rows in a table that are older than some specified date.  That is, say the table has 10,000,000 rows in it the accumulated over the past 2 years.  Say you want to delete all but [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Writing A Transact SQL (TSQL) Procedure For SQL Server 2008 To Delete Rows From Table Safely

    In this post, we will show and explain a small TSQL Sql Server 2008 procedure that deletes all rows in a table that are older than some specified date.  That is, say the table has 10,000,000... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How should I design a correct OO design in case of a Business-logic wide operation

    - by Mithir
    EDIT: Maybe I should ask the question in a different way. in light of ammoQ's comment, I realize that I've done something like suggested which is kind of a fix and it is fine by me. But I still want to learn for the future, so that if I develop new code for operations similar to this, I can design it correctly from the start. So, if I got the following characteristics: The relevant input is composed from data which is connected to several different business objects All the input data is validated and cross-checked Attempts are made in order to insert the data to the DB All this is just a single operation from Business side prospective, meaning all of the cross checking and validations are just side effects. I can't think of any other way but some sort of Operator/Coordinator kind of Object which activates the entire procedure, but then I fall into a Functional-Decomposition kind of code. so is there a better way in doing this? Original Question In our system we have many complex operations which involve many validations and DB activities. One of the main Business functionality could have been designed better. In short, there were no separation of layers, and the code would only work from the scenario in which it was first designed at, and now there were more scenarios (like requests from an API or from other devices) So I had to redesign. I found myself moving all the DB code to objects which acts like Business to DB objects, and I've put all the business logic in an Operator kind of a class, which I've implemented like this: First, I created an object which will hold all the information needed for the operation let's call it InformationObject. Then I created an OperatorObject which will take the InformationObject as a parameter and act on it. The OperatorObject should activate different objects and validate or check for existence or any scenario in which the business logic is compromised and then make the operation according to the information on the InformationObject. So my question is - Is this kind of implementation correct? PS, this Operator only works on a single Business-wise Operation.

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  • Designing a social network with CQRS, graph databases and relational databases in mind

    - by Siraj Mansour
    I have done quite an amount of research on the topic so far, but i couldn't come up with a conclusion to make up my mind. I am designing a social network and during my research i stumbled upon graph databases, i found neo4j pretty interesting for user relations and traversing through nodes. I also thought of using a relational database such as MS-SQL or MySQL to store entity data only and depending on neo4j for connections between entities. Of course this means more work in my application to store and pull data in and out of 2 different sources. My first question : Is using this approach (graph + relational) a good approach for designing my social network keeping in mind that users on social networks don't have to in synch with real data by split second ? What are the positives and negatives of this approach ? My Second question : I've been doing some reading on CQRS and as i understood it is mostly useful for collaborative environments, and environments where users see a lot of "stale" data. social networks has shared comments, events, etc .. and many users query or update the same data. Could CQRS be a helpful approach ? Would it give any performance/scalability benefits or non-useful complexity ? Is it fairly applicable with my possible choice of (graph + relational) databases approach mentioned in the question above ? My purpose is to know if the approaches i have mentioned above seem good enough for the business context.

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • Location, Orientation, and Writing a Custom Control with Mono for Android, .NET, and C#

    - by Wallym
    Like real estate, mobile is about location, location, location. That means that direction is an important item. And just as important is how this information is presented to the user. In Nov. 2011, we talked about building a user interface in Mono For Android. In this article, I'll expand a little bit on that by creating a compass that displays north. We'll use Android's built-in sensor support to determine the orientation of the device, then use a custom control to display North. The output will look like

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  • Duplication in parallel inheritance hierarchies

    - by flamingpenguin
    Using an OO language with static typing (like Java), what are good ways to represent the following model invariant without large amounts of duplication. I have two (actually multiple) flavours of the same structure. Each flavour requires its own (unique to that flavour data) on each of the objects within that structure as well as some shared data. But within each instance of the aggregation only objects of one (the same) flavour are allowed. FooContainer can contain FooSources and FooDestinations and associations between the "Foo" objects BarContainer can contain BarSources and BarDestinations and associations between the "Bar" objects interface Container() { List<? extends Source> sources(); List<? extends Destination> destinations(); List<? extends Associations> associations(); } interface FooContainer() extends Container { List<? extends FooSource> sources(); List<? extends FooDestination> destinations(); List<? extends FooAssociations> associations(); } interface BarContainer() extends Container { List<? extends BarSource> sources(); List<? extends BarDestination> destinations(); List<? extends BarAssociations> associations(); } interface Source { String getSourceDetail1(); } interface FooSource extends Source { String getSourceDetail2(); } interface BarSource extends Source { String getSourceDetail3(); } interface Destination { String getDestinationDetail1(); } interface FooDestination extends Destination { String getDestinationDetail2(); } interface BarDestination extends Destination { String getDestinationDetail3(); } interface Association { Source getSource(); Destination getDestination(); } interface FooAssociation extends Association { FooSource getSource(); FooDestination getDestination(); String getFooAssociationDetail(); } interface BarAssociation extends Association { BarSource getSource(); BarDestination getDestination(); String getBarAssociationDetail(); }

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  • How do I set up MVP for a Winforms solution?

    - by JonWillis
    Question moved from Stackoverflow - http://stackoverflow.com/questions/4971048/how-do-i-set-up-mvp-for-a-winforms-solution I have used MVP and MVC in the past, and I prefer MVP as it controls the flow of execution so much better in my opinion. I have created my infrastructure (datastore/repository classes) and use them without issue when hard coding sample data, so now I am moving onto the GUI and preparing my MVP. Section A I have seen MVP using the view as the entry point, that is in the views constructor method it creates the presenter, which in turn creates the model, wiring up events as needed. I have also seen the presenter as the entry point, where a view, model and presenter are created, this presenter is then given a view and model object in its constructor to wire up the events. As in 2, but the model is not passed to the presenter. Instead the model is a static class where methods are called and responses returned directly. Section B In terms of keeping the view and model in sync I have seen. Whenever a value in the view in changed, i.e. TextChanged event in .Net/C#. This fires a DataChangedEvent which is passed through into the model, to keep it in sync at all times. And where the model changes, i.e. a background event it listens to, then the view is updated via the same idea of raising a DataChangedEvent. When a user wants to commit changes a SaveEvent it fires, passing through into the model to make the save. In this case the model mimics the view's data and processes actions. Similar to #b1, however the view does not sync with the model all the time. Instead when the user wants to commit changes, SaveEvent is fired and the presenter grabs the latest details and passes them into the model. in this case the model does not know about the views data until it is required to act upon it, in which case it is passed all the needed details. Section C Displaying of business objects in the view, i.e. a object (MyClass) not primitive data (int, double) The view has property fields for all its data that it will display as domain/business objects. Such as view.Animals exposes a IEnumerable<IAnimal> property, even though the view processes these into Nodes in a TreeView. Then for the selected animal it would expose SelectedAnimal as IAnimal property. The view has no knowledge of domain objects, it exposes property for primitive/framework (.Net/Java) included objects types only. In this instance the presenter will pass an adapter object the domain object, the adapter will then translate a given business object into the controls visible on the view. In this instance the adapter must have access to the actual controls on the view, not just any view so becomes more tightly coupled. Section D Multiple views used to create a single control. i.e. You have a complex view with a simple model like saving objects of different types. You could have a menu system at the side with each click on an item the appropriate controls are shown. You create one huge view, that contains all of the individual controls which are exposed via the views interface. You have several views. You have one view for the menu and a blank panel. This view creates the other views required but does not display them (visible = false), this view also implements the interface for each view it contains (i.e. child views) so it can expose to one presenter. The blank panel is filled with other views (Controls.Add(myview)) and ((myview.visible = true). The events raised in these "child"-views are handled by the parent view which in turn pass the event to the presenter, and visa versa for supplying events back down to child elements. Each view, be it the main parent or smaller child views are each wired into there own presenter and model. You can literately just drop a view control into an existing form and it will have the functionality ready, just needs wiring into a presenter behind the scenes. Section E Should everything have an interface, now based on how the MVP is done in the above examples will affect this answer as they might not be cross-compatible. Everything has an interface, the View, Presenter and Model. Each of these then obviously has a concrete implementation. Even if you only have one concrete view, model and presenter. The View and Model have an interface. This allows the views and models to differ. The presenter creates/is given view and model objects and it just serves to pass messages between them. Only the View has an interface. The Model has static methods and is not created, thus no need for an interface. If you want a different model, the presenter calls a different set of static class methods. Being static the Model has no link to the presenter. Personal thoughts From all the different variations I have presented (most I have probably used in some form) of which I am sure there are more. I prefer A3 as keeping business logic reusable outside just MVP, B2 for less data duplication and less events being fired. C1 for not adding in another class, sure it puts a small amount of non unit testable logic into a view (how a domain object is visualised) but this could be code reviewed, or simply viewed in the application. If the logic was complex I would agree to an adapter class but not in all cases. For section D, i feel D1 creates a view that is too big atleast for a menu example. I have used D2 and D3 before. Problem with D2 is you end up having to write lots of code to route events to and from the presenter to the correct child view, and its not drag/drop compatible, each new control needs more wiring in to support the single presenter. D3 is my prefered choice but adds in yet more classes as presenters and models to deal with the view, even if the view happens to be very simple or has no need to be reused. i think a mixture of D2 and D3 is best based on circumstances. As to section E, I think everything having an interface could be overkill I already do it for domain/business objects and often see no advantage in the "design" by doing so, but it does help in mocking objects in tests. Personally I would see E2 as a classic solution, although have seen E3 used in 2 projects I have worked on previously. Question Am I implementing MVP correctly? Is there a right way of going about it? I've read Martin Fowler's work that has variations, and I remember when I first started doing MVC, I understood the concept, but could not originally work out where is the entry point, everything has its own function but what controls and creates the original set of MVC objects.

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  • How to handle "circular dependency" in dependency injection

    - by Roel
    The title says "Circular Dependency", but it is not the correct wording, because to me the design seems solid. However, consider the following scenario, where the blue parts are given from external partner, and orange is my own implementation. Also assume there is more then one ConcreteMain, but I want to use a specific one. (In reality, each class has some more dependencies, but I tried to simplify it here) I would like to instanciate all of this with Depency Injection (Unity), but I obviously get a StackOverflowException on the following code, because Runner tries to instantiate ConcreteMain, and ConcreteMain needs a Runner. IUnityContainer ioc = new UnityContainer(); ioc.RegisterType<IMain, ConcreteMain>() .RegisterType<IMainCallback, Runner>(); var runner = ioc.Resolve<Runner>(); How can I avouid this? Is there any way to structure this so that I can use it with DI? The scenario I'm doing now is setting everything up manually, but that puts a hard dependency on ConcreteMain in the class which instantiates it. This is what i'm trying to avoid (with Unity registrations in configuration). All source code below (very simplified example!); public class Program { public static void Main(string[] args) { IUnityContainer ioc = new UnityContainer(); ioc.RegisterType<IMain, ConcreteMain>() .RegisterType<IMainCallback, Runner>(); var runner = ioc.Resolve<Runner>(); Console.WriteLine("invoking runner..."); runner.DoSomethingAwesome(); Console.ReadLine(); } } public class Runner : IMainCallback { private readonly IMain mainServer; public Runner(IMain mainServer) { this.mainServer = mainServer; } public void DoSomethingAwesome() { Console.WriteLine("trying to do something awesome"); mainServer.DoSomething(); } public void SomethingIsDone(object something) { Console.WriteLine("hey look, something is finally done."); } } public interface IMain { void DoSomething(); } public interface IMainCallback { void SomethingIsDone(object something); } public abstract class AbstractMain : IMain { protected readonly IMainCallback callback; protected AbstractMain(IMainCallback callback) { this.callback = callback; } public abstract void DoSomething(); } public class ConcreteMain : AbstractMain { public ConcreteMain(IMainCallback callback) : base(callback){} public override void DoSomething() { Console.WriteLine("starting to do something..."); var task = Task.Factory.StartNew(() =>{ Thread.Sleep(5000);/*very long running task*/ }); task.ContinueWith(t => callback.SomethingIsDone(true)); } }

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  • Switch interface implementation using configuration

    - by Marcos
    We want to allow the same core service to be either fully implemented or, as other option, to be a proxy toward a client legacy system (via a WSDL for example). In that way, we have both implementation (proxy & full) and we switch which one to use in the configuration of the app. So in a nutshell, Some desired features: Two different implementation (proxy, full) instead of one implementation with a switch inside Switch implementation using configuration: dependency injection? reflection? Nice-to-have: the packaged delivered to the client doesn’t have to change depending on the choice between proxy or full Nice-to-have: Client can develop their custom implementation of the Core Interface and configure the applciation to use that one With this background, the question is: What alternatives we have to choose one implementation or other of an interface just changing configuration? Thanks

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  • Design pattern for window management in a Java Swing app

    - by Lord Torgamus
    I've just started creating my very first little Java Swing app. When the program opens, it brings up a single, simple window with a label and a couple buttons. Clicking one of those buttons is supposed to wipe out the welcome screen and replace it with a totally different panel. I'm not sure what the best way to create that functionality is. One method would be to pass my JFrame as an argument into... just about every other component, but that feels hacky to me. Or, there's making each panel double as an action listener, but that doesn't seem right, either. Is there a design pattern I should be applying here? "Replace the contents of the main — and only — window" must be a reasonably common operation. A name for the pattern would be enough; I can use Google on my own from there. (I wouldn't say no to a longer explanation, though.)

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  • Writing to the UI with MonoDroid using RunOnUIThread

    - by Wallym
    I've been pulling my hair out over the past day or so trying to update the UI in my test app.  I was having problem after problem.  I finally got down to my base problem.  I could not write out to my TextView.  WTF could be causing that?  I can write to my UI in other parts of my app.  This is pure craziness.  I thought long and hard and nothing was coming to me.  Wait, the light bulb went on.  I am in the wrong thread.  Great, how do I write in the correct thread?  MonoDroid supports the entire AsyncTask set of objects, but this seemed like overkill.  I was reading and came across RunOnUIThread().......Bing..........The lightbulb has been invented...BlueStar Airlines (oh wait, wrong context). Anyway, here is what I needed:this.RunOnUiThread(() => TextViewControl.Text = "Hello World"); Enjoy!!!!!!!  Remember kiddies, running on the main ui for off device operations is bad, not as bad as crossing the streams bad, but bad as in trying to drive on a flat tire bad. It won't kill you, but it does keep you from getting anywhere.

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  • RPi and Java Embedded GPIO: Writing Java code to blink LED

    - by hinkmond
    So, you've followed the previous steps to install Java Embedded on your Raspberry Pi ?, you went to Fry's and picked up some jumper wires, LEDs, and resistors ?, you hooked up the wires, LED, and resistor the the correct pins ?, and now you want to start programming in Java on your RPi? Yes? ???????! OK, then... Here we go. You can use the following source code to blink your first LED on your RPi using Java. In the code you can see that I'm not using any complicated gpio libraries like wiringpi or pi4j, and I'm not doing any low-level pin manipulation like you can in C. And, I'm not using python (hell no!). This is Java programming, so we keep it simple (and more readable) than those other programming languages. See: Write Java code to do this In the Java code, I'm opening up the RPi Debian Wheezy well-defined file handles to control the GPIO ports. First I'm resetting everything using the unexport/export file handles. (On the RPi, if you open the well-defined file handles and write certain ASCII text to them, you can drive your GPIO to perform certain operations. See this GPIO reference). Next, I write a "1" then "0" to the value file handle of the GPIO0 port (see the previous pinout diagram). That makes the LED blink. Then, I loop to infinity. Easy, huh? import java.io.* /* * Java Embedded Raspberry Pi GPIO app */ package jerpigpio; import java.io.FileWriter; /** * * @author hinkmond */ public class JerpiGPIO { static final String GPIO_OUT = "out"; static final String GPIO_ON = "1"; static final String GPIO_OFF = "0"; static final String GPIO_CH00="0"; /** * @param args the command line arguments */ public static void main(String[] args) { FileWriter commandFile; try { /*** Init GPIO port for output ***/ // Open file handles to GPIO port unexport and export controls FileWriter unexportFile = new FileWriter("/sys/class/gpio/unexport"); FileWriter exportFile = new FileWriter("/sys/class/gpio/export"); // Reset the port unexportFile.write(GPIO_CH00); unexportFile.flush(); // Set the port for use exportFile.write(GPIO_CH00); exportFile.flush(); // Open file handle to port input/output control FileWriter directionFile = new FileWriter("/sys/class/gpio/gpio"+GPIO_CH00+"/direction"); // Set port for output directionFile.write(GPIO_OUT); directionFile.flush(); /*--- Send commands to GPIO port ---*/ // Opne file handle to issue commands to GPIO port commandFile = new FileWriter("/sys/class/gpio/gpio"+GPIO_CH00+"/value"); // Loop forever while (true) { // Set GPIO port ON commandFile.write(GPIO_ON); commandFile.flush(); // Wait for a while java.lang.Thread.sleep(200); // Set GPIO port OFF commandFile.write(GPIO_OFF); commandFile.flush(); // Wait for a while java.lang.Thread.sleep(200); } } catch (Exception exception) { exception.printStackTrace(); } } } Hinkmond

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  • Integrating BizTalk Server and StreamInsight paper

    - by gsusx
    With all the holidays madness I didn't realized that my "Integrating BizTalk Server and StreamInsight" paper is now available on MSDN . This paper was originally an idea of the BizTalk product team and intends to present some fundamental scenarios that can be enabled by the combination of BizTalk Server and StreamInsight. Thanks to everybody who, directly or indirectly, provided feedback about this paper: Syed Rasheed, Mark Simms , Richard Seroter , Roman Schindlauer and Torsten Grabs from the StreamInsight...(read more)

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  • Announcing SO-Aware Test Workbench

    - by gsusx
    Yesterday was a big day for Tellago Studios . After a few months hands down working, we announced the release of the SO-Aware Test Workbench tool which brings sophisticated performance testing and test visualization capabilities to theWCF world. This work has been the result of the feedback received by many of our SO-Aware and Tellago customers in terms of how to improve the WCF testing. More importantly, with the SO-Aware Test Workbench we are trying to address what has been one of the biggest challenges...(read more)

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  • Tellago Devlabs: A RESTful API for BizTalk Server Business Rules

    - by gsusx
    Tellago DevLabs keeps growing as the primary example of our commitment to open source! Today, we are very happy to announce the availability of the BizTalk Business Rules Data Service API which extends our existing BizTalk Data Services solution with an OData API for the BizTalk Server Business Rules engine. Tellago’s Vishal Mody led the implementation of this version of the API with some input from other members of our technical staff. The motivation The fundamental motivation behind the BRE Data...(read more)

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  • Dynamic Forms: Pattern or AntiPattern?

    - by Segfault
    I'm sure you've seen it. The database has a bunch of tables called Forms, Controls,FormsControls, ControlSets, Actions and the program that queries these tables has a dynamically generated user interface. It will read all the forms, load a home page that has links to them all, or embed them in some tabbed or paged home page, and for each of those forms it will read the various text boxes, check boxes, radio buttons, submit buttons, combo boxes, labels and whatnot from the controls and form-to-control join tables, lay those elements out according to the database and link all the controls to logic according to other rules in the database. To me, this is an anti-pattern. It actually make the application more difficult to maintain because the design of it is now spread out into multiple different systems. Also, the database is not source controlled. Sure, it may make one or two changes go more quickly, after you've analyzed the program anyway to understand how to change the data and as long as you don't stray from the sort of changes that were anticipated and accounted for, but that's often just not sustainable. What say you?

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  • Central Exception Handler

    - by J-unior
    Recently I've been thinking about a general ExceptionHandler, that I could initialize once in my app context and inject it everywhere. The idea that it will have quite simple interface with just public void handle(Exception ex), and then according to exception type it should decide what to do, maybe just log it, or show an alert message to the user, or maybe kill the whole app. The question is, what is the prettiest way to write such handler without lots of instanceofs? Unfortunately googling gives me only the default exception handler for RuntimeException that was introduced in Java 5. My first idea is to create an enum, that will have Class field for exception type and it will return the appropriate execution point, for example a concrete exception handler that also implements the interface public void handle(Exception ex), but with the required casting already.

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  • Learning PostgreSql: Reading and Writing From .Net

    - by Alexander Kuznetsov
    In this post we shall do some setup tasks, save a few rows of data from a .Net client to PostgreSql, and read it back. Setting up We have set up a virtual machine running Red Hat Linux, installed PostgreSql 9.3 on it, and made sure there is enough disk space. 9.3 is a very recent version, released this September. Because PostgreSqlis not known for releasing before the full testing is complete, we did not have to wait for the next service pack or something like that. Smoke test On the client machine...(read more)

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  • Question on refactoring and code design

    - by Software Engeneering Learner
    Suppose, I have a class with a constant static final field. Then I want in certain situations that field to be different. It still can be final, because it should be initialized in constructor. My question is, what strategy I should use: add this field value into the constructor create 2 subclasses, replace original field usage with some protected method and override it in subclasses Or create some composite class that will held instance of my class inside and somehow change that value? Which approach should I use and why?

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  • C# Item system design approach, should I use abstract classes, interfaces or virutals?

    - by vexe
    I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of features and made a lot of enhancements) Now I'm thinking about how to approach the items system, If you've played any Resident Evil game or any of its likes you should be familiar with what I'm trying to achieve. Here's a very simple category I made for the items: So you have different items, with different operations you could perform on them, there are usable items that you could use, like for example herbs and first aid kits that 'using' them would affect your health, keys to unlock doors, and equipable items that you could 'equip' like weapons. Also, you can 'combine' two items together to get new one, like for example mixing a green and red herb would give you a new type of herb, or combining a lighter with a paper, would give you a burnt paper, or ammo with a gun, would reload the gun or something. etc. You know the usual RE drill. Not all items are 'transformable', in that, for example: lighter + paper = burnt paper (it's the paper that 'transforms' to burnt paper and not the lighter, the lighter is not transformable it will remain as it is) green herb + red herb = newHerb1 (both herbs will vanish and transform to this new type of herb) ammo + gun = reload gun (ammo state will remain as it is, it won't change but it will just decrease, nothing will happen to the gun it just gets reloaded) Also a key note to remember is that you can't just combine items randomly, each item has a 'mating' item(s). So to sum up, different items, and different operations on them. The question is, how to approach this, design-wise? I've been learning about interfaces, but it just doesn't quite get into my head, I mean, why not just use classes with the good old inheritance? I know the technical details of interfaces and that the cool thing about them is that they don't require an inheritance chain, but I just can't see how to use them properly, that is, if they were the right thing to use here. So should I go with just classes and inheritance? just like in the tree I showed you? or should I think more about how to use interfaces? (IUsable, IEquipable, ITransformable) - why not just use classes UsableItem, Equipable item, TransformableItem? I want something that won't give me headaches in the long run, something resilient/flexible to future changes. I'm OK using classes, but I smell something better here. The way I'm thinking is to possibly use both inheritance and interfaces, so that you have a branch like this: item - equipable - weapon. but then again, the weapon has methods like 'reload' 'examine' 'equip' some of them 'combine' so I'm thinking to make weapon implement ICombinable?... not all items get used the same way, using herbs will increase your health, using a key will open a door, so IUsable maybe? Should I use a big database (XML for example) for all the items, items names, mates, nRowsReq, nColsReq, etc? Thanks so much for your answers in advanced, note that demo 3 is coming after I'm done with items :D

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