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  • Strategy for avoiding duplicate object ids for data shared across devices using iCloud

    - by rmaddy
    I have a data intensive iOS app that is not using CoreData nor does it support iCloud synching (yet). All of my objects are created with unique keys. I use a simple long long initialized with the current time. Then as I need a new key I increment the value by 1. This has all worked well for a few years with the app running isolated on a single device. Now I want to add support for automatic data sync across devices using iCloud. As my app is written, there is the possibility that two objects created on two different devices could end up with the same key. I need to avoid this possibility. I'm looking for ideas for solving this issue. I have a few requirements that the solution must meet: 1) The key needs to remain a single integral data type. Converting all existing keys to a compound key or to a string or other type would affect the entire code base and likely result in more bugs than it's worth. 2) The solution can't depend on an Internet connection. A user must be able to run the app and add data even with no Internet connection. The data should still resolve properly later when the data syncs through iCloud once a connection is available. I'll accept one exception to this rule. If no other option is available, I may be open to requiring an Internet connection the first time the app's data is initialized. One idea I have been toying around with in my head is logically splitting the integer key into two parts. The high 4 or 5 bits could be used as some sort of device id while the rest represents the actual key. The fuzzy part is figuring out how to come up with non-conflicting device ids that fit in a few bits. This should be viable since I don't need to deal will millions of devices. I just need to deal with the few devices that would be shared by a given iCloud account. I'm open to suggestions. Thanks.

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • WebLogic Partner Community Newsletter September 2012

    - by JuergenKress
    Dear WebLogic partner community member Happy Birthday to our WebLogic partner Community! We launched the community a year ago, it is growing fast with almost 1,000 members and with a significant impact in our business. The WebLogic partner revenue grew significant last fiscal year. I would like to thank you for your contribution. It is indeed a great opportunity for your WebLogic service revenue, like consulting, implementation or training. There will be thousands of opportunities at our joint customer base, like iAs to WebLogic migration, J2EE platform consolidation or private clouds. We will continue to highlight these opportunities in our newsletter and offer you campaign kits. Please feel free to let us know if you are interested. I would also recommend you to give us your feedback in our WebLogic Partner Community Survey 2012! Your feedback is very important for us. We continue to offer free WebLogic 12c Bootcamps across Europe. Please make sure you register asap for your local training! In addition to this we plan to offer Exalogic 2.01 Bootcamp. If you are interested to attend it then please add your details to our wiki. Our ExaLogic kit is updated with ExaLogic 2.01 ppt & training & Installation check-list & tips & Web tier roadmap. In case you want to learn more about ExaLogic, please visit Qualogy virtual demo center. We have not only released the latest version of Tuxedo 12c but Andrejus also made a Performance Audit Tool - Runtime Diagnosis for ADF Applications which is available now. We uploaded the latest WebLogic 12c and Glassfish ppt presentation for your customer meetings to the WebLogic Community Workspace (WebLogic Community membership required). Are you ready and prepared for Oracle Open World 2012? Make sure you read our tips and enjoy the conference! WebLogic Server 11gR1 Interactive Quick Reference is a wonderful online overview. Make sure you do not miss it! If you want to try WebLogic why not in the Oracle Cloud - Java Cloud Service. Our Java Guru Adam Bien published a new book Real World Java EE Patterns. If you use Java on your machine, Please make sure that you update your Java SE. Jürgen Kress Oracle WebLogic Partner Adoption EMEA To read the newsletter please visit http://tinyurl.com/WebLogicnewsSeptember2012 (OPN Account required) To become a member of the WebLogic Partner Community please register at http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: WebLogic Community newsletter,newsletter,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Why occlusion is failing sometimes?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and occlusion only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • Silverlight and WCF caching

    - by subodhnpushpak
    There are scenarios where Silverlight client calls WCF (or REST) service for data. Now, if the data is cached on the WCF layer, the calls can take considerable resources at the server if NOT cached. Keeping that in mind along with the fact that cache is an cross-cutting aspect, and therefore it should be as easy as possible to put Cache wherever required. The good thing about the solution is that it caches based on the inputs. The input can be basic type of any complex type. If input changes the data is fetched and then cached for further used. If same input is provided again, data id fetched from the cache. The cache logic itself is implemented as PostSharp aspect, and it is as easy as putting an attribute over service call to switch on cache. Notice how clean the code is:        [OperationContract]       [CacheOnArgs(typeof(int))] // based on actual value of cache        public string DoWork(int value)        {            return string.Format("You entered: {0} @ cached time {1}", value, System.DateTime.Now);        } The cache is implemented as POST Sharp as below 1: public override void OnInvocation(MethodInvocationEventArgs eventArgs) 2: { 3: try 4: { 5: object value = new object(); 6: object[] args = eventArgs.GetArgumentArray(); 7: if (args != null || args.Count() > 0) 8: { 9:   10: string key = string.Format("{0}_{1}", eventArgs.Method.Name, XMLUtility<object>.GetDataContractXml(args[0], null));// Compute the cache key (details omitted). 11:   12: 13: value = GetFromCache(key); 14: if (value == null) 15: { 16: eventArgs.Proceed(); 17: value = XMLUtility<object>.GetDataContractXml(eventArgs.ReturnValue, null); 18: value = eventArgs.ReturnValue; 19: AddToCache(key, value); 20: return; 21: } 22:   23:   24: Log(string.Format("Data returned from Cache {0}",value)); 25: eventArgs.ReturnValue = value; 26: } 27: } 28: catch (Exception ex) 29: { 30: //ApplicationLogger.LogException(ex.Message, Source.UtilityService); 31: } 32: } 33:   34: private object GetFromCache(string inputKey) { if (ServerConfig.CachingEnabled) { return WCFCache.Current[inputKey]; } return null; }private void AddToCache(string inputKey,object outputValue) 35: { 36: if (ServerConfig.CachingEnabled) 37: { 38: if (WCFCache.Current.CachedItemsNumber < ServerConfig.NumberOfCachedItems) 39: { 40: if (ServerConfig.SlidingExpirationTime <= 0 || ServerConfig.SlidingExpirationTime == int.MaxValue) 41: { 42: WCFCache.Current[inputKey] = outputValue; 43: } 44: else 45: { 46: WCFCache.Current.Insert(inputKey, outputValue, new TimeSpan(0, 0, ServerConfig.SlidingExpirationTime), true); 47:   48: // _bw.DoWork += bw_DoWork; 49: //string arg = string.Format("{0}|{1}", inputKey,outputValue); 50: //_bw.RunWorkerAsync(inputKey ); 51: } 52: } 53: } 54: }     The cache class can be extended to support Velocity / memcahe / Nache. the attribute can be used over REST services as well. Hope the above helps. Here is the code base for the same.   Please do provide your inputs / comments.

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  • Testing and Validation – You Really Do Have The Time

    - by BuckWoody
    One of the great advantages in my role as a Technical Specialist here at Microsoft is that I get to work with so many great clients. I get to see their environments and how they use them, and the way they work with SQL Server. I’ve been a data professional myself for many years. Over that time I’ve worked with many database platforms, lots of client applications, and written a lot of code in many industries. For a while I was also a consultant, so I got to see how other shops did things as well. But because I now focus on a “set” base of clients (over 500 professionals in over 150 companies) I get to see them over a longer period of time. Many of them help me understand how they use the product in their projects, and I even attend some DBA regular meetings. I see the way the product succeeds, and I see when it fails. Something that has really impacted my way of thinking is the level of importance any given shop is able to place on testing and validation. I’ve always been a big proponent of setting up a test system and following a very disciplined regimen to make sure it will work in production for any new projects, and then taking the lessons learned into production as standards. I know, I know – there’s never enough time to do things right like this. Yet the shops I see that do it have the same level of work that they output as the shops that don’t. They just make the time to do the testing and validation and create a standard that they will follow in production. And what I’ve found (surprise surprise) is that they have fewer production problems. OK, that might seem obvious – but I’ve actually tracked it and those places that do the testing and best practices really do save stress, time and trouble from that effort. We all think that’s a good idea, but we just “don’t have time”. OK – but from what I’m seeing, you can gain time if you spend a little up front. You may find that you’re actually already spending the same amount of time that you would spend in doing the testing, you’re just doing it later, at night, under the gun. Food for thought.  Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • What OpenGL version(s) to learn and/or use?

    - by zuko
    So, I'm new to OpenGL... I have general knowledge of game programming but little practical experience. I've been looking into various articles and books and trying to dive into OpenGL, but I've found the various versions and old vs new way of doing things confusing. I guess my first questions is does anyone know some figures about percentages of gamers that can run each version of OpenGL. What's the market share like? 2.x, 3.x, 4.x... I looked into the requirements for Half Life 2 since I know Valve updated it with OpenGL to run on Mac and I know they usually try to hit a very wide user-base, and they say a minimum of GeForce 8 Series. I looked at the 8800 GT on Nvidia's website and it listed support for OpenGL 2.1. Which, maybe I'm wrong, sounds ancient to me since there's already 4.x. I looked up a driver for 8800GT and it says it supports 4.2! A bit of a discrepancy there, lol. I've also read things like XP only supports up to a certain version, or OS X only supports 3.2, or all kinds of other things. Overall, I'm just confused as to how much support there is for various versions and what version to learn/use. I'm also looking for learning resources. My search results thus far have pointed me to the OpenGL SuperBible. The 4th edition has great reviews on Amazon, but it teaches 2.1. The 5th edition teaches 3.3 and there are a couple things in the reviews that mention the 4th edition is better and that the 5th edition doesn't properly teach the new features or something? Basically, even within learning material I'm seeing discrepancies and I just don't even know where to start. From what I understand, 3.x started a whole new way of doing things and I've read from various articles and reviews that you want to "stay away from deprecated features like glBegin(), glEnd()" yet a lot of books and tutorials I've seen use that method. I've seen people saying that, basically, the new way of doing stuff is more complicated yet the old way is bad . Just a side note, personally, I know I still have a lot to learn beforehand, but I'm interested in tessellation; so I guess that factors into it as well, because, as far as I understand that's only in 4.x? [just btw, my desktop supports 4.2]

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  • reference list for non-IT driven algorithmic patterns

    - by Quicker
    I am looking for a reference list for non-IT driven algorithmic patterns (which still can be helped with IT implementations of IT). An Example List would be: name; short desc; reference Travelling Salesman; find the shortest possible route on a multiple target path; http://en.wikipedia.org/wiki/Travelling_salesman_problem Ressource Disposition (aka Regulation); Distribute a limited/exceeding input on a given number output receivers based on distribution rules; http://database-programmer.blogspot.de/2010/12/critical-analysis-of-algorithm-sproc.html If there is no such list, but you instantly think of something specific, please 'put it on the desk'. Maybe I can compile something out of the input I get here (actually I am very frustrated as I did not find any such list via research by myself). Details on Scoping: I found it very hard to formulate what I want in a way everything is out that I do not need (which may be the issue why I did not find anything at google). There is a database centric definition for what I am looking for in the section 'Processes' of the second example link. That somehow fits, but the database focus sort of drifts away from the pattern thinking, which I have in mind. So here are my own thoughts around what's in and what's out: I am NOT looking for a foundational algo ref list, which is implemented as basis for any programming language. Eg. the php reference describes substr and strlen. That implements algos, but is not what I am looking for. the problem the algo does address would even exist, if there were no computers (or other IT components) the main focus of the algo is NOT to help other algo's chances are high, that there are implementions of the solution or any workaround without any IT support out there in the world however the algo could be benefitialy implemented/fully supported by a software application = means: the problem of the algo has to be addressed anyway, but running an algo implementation with software automates the process (that is why I posted it on stackoverflow and not somewhere else) typically such algo implementations have more than one input field value and more than one output field value - which implies it could not be implemented as simple function (which is fixed to produce not more than one output value) in a normalized data model often times such algo implementation outputs span accross multiple rows (sometimes multiple tables), whereby the number of output rows depends on the input paraters and rows in the table(s) at start time - which implies that any algo implementation/procedure must interact with a database (read and/or write) I am mainly looking for patterns, not for specific implementations. Example: The Travelling Salesman assumes any coordinates, however it does not say: You need a table targets with fields x and y. - however sometimes descriptions are focussed on examples with specific implementations very much - no worries, as long as the pattern gets clear

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  • OSB unit testing, part 1 by Qualogy

    - by JuergenKress
    First you need to implement the simple bpel process like this : In my current project, I inherited a lot of OSB components that have been developed by (former) team members, but they all lack unit tests. This is a situation I really dislike, since this makes it much harder to refactor or bug-fix the existing code base. So, for all newly created components (and components I have to bug-fix) I strive to add unit tests. Of course, the unit tests will be created using my favourite testing tool: soapUI ! Unit of test The unit test should be created for the service composition, which in OSB terms should be the proxy service combination with its business service. Now, since you do not want to rely on any other services, you should provide mock services for all services invoked from your Component-Under-Test. In a previous article, I wrote about mocking your services in soapUI. While this approach would also be valid here, creating a mock service (and certainly deploying it on a separate WebServer) does violate one of the core principles of unit testing: to make your unit tests as self-contained as possible, i.e. not depending on any external components. In this article, I will show you how to achieve this by simply providing a mock response inside your unit test. Scenario The scenario I implement for testing is a simple currency converter; the external request consists of a from and a to currency, and an amount (in currency from). The service will perform an exchange rate lookup using the WebServiceX CurrencyConverter and return a response to the caller consisting of both the source and target currencies and amounts. For the purpose of unit testing, I will implement a mock response for the exchange rate lookup. Read the complete article here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: Qualogy,OSB,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • Can my machine run Ubuntu( kubuntu | xubuntu | mint ) 12.04 WELL?

    - by Steve
    I have a 9 year old computer packing the hardware listed below. My question is, can I run 12.04 ( Ubuntu, Kubuntu, MINT or Xubuntu ) WELL? I was running Ubuntu 10.10 and I upgraded to 12.04 by going through each release via the update manager: 11.04 - 11.10 -12.04 During the installation process for 12.04 I saw an error message that there was an error installing and setting up part of the kernel. Later, when I tried installing a package in synaptic, I got another error message mentioning the kernel. When I rebooted, I got told somehting about my video and graphics was not configured properly and that I would have to do it manually ( like I know ). It gave me the option to enter the system in low graphics mode, but it just hanged. I had an old livecd of Xubuntu 10.10 around so I used that to get into my computer and copy data over to an external hard drive. I think tried to install Xubuntu 10.10 from the livecd, with the option "download updates" checked. The install process moved along a bit, then halted for about 5 hours. I rebooted my machine and tried the Xubuntu 10.10 installer WITHOUT the option to "download updates". The install completed in about 15 minutes. So, all of that is making me wonder if there is someting about 12.04 that does not like my hardware. I'm willing to try again, but only if I know I will not have to spend hours just to get to an error message and a hosed up system like I did last night. I also think I have a lot more RAM than is being reported in the output below. I had extra ram installed last year. I'm not good with the command line readouts, but there seems like there should be a lot more. I wasn't thrilled with Unity. I am willing to try Kubuntu 12.04. Will I run into the same problems? What is the highest version of a *ubuntu can I upgrade to? Thanks CPU Model: Intel(R) Pentium(R) 4 CPU 2.53GHz Frequency: 2533.223 MHz L2 Cache: 512 KB Bogomips: 5066.44 Numbering: family(15) model(2) stepping(7) Flags: fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe up pebs bts cid RAM ~$ free -mt total used free shared buffers cached Mem: 1506 891 615 0 91 521 -/+ buffers/cache: 278 1227 Swap: 1609 0 1609 Total: 3116 891 2225 Video Card 01:00.0 VGA compatible controller: nVidia Corporation NV18 [GeForce4 MX 440 AGP 8x] (rev a2) (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. V9180 Magic Flags: bus master, 66MHz, medium devsel, latency 32, IRQ 16 Memory at fd000000 (32-bit, non-prefetchable) [size=16M] Memory at f0000000 (32-bit, prefetchable) [size=64M] Expansion ROM at fe9e0000 [disabled] [size=128K] Kernel driver in use: nouveau Kernel modules: nouveau, nvidiafb Motherboard Intel 845PE ATX 533FSB DDR333 USB2

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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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  • Copying Properties between 2 Different Types&hellip;

    - by Shawn Cicoria
    I’m not sure where I had seen some of this base code, but this comes up time & time again on projects. Here’s a little method that copies all the R/W properties (public) between 2 distinct class definitions: It’s called as follows: private static void Test1() { MyClass obj1 = new MyClass() { Prop1 = "one", Prop2 = "two", Prop3 = 100 }; MyOtherClass obj2 = null; obj2 = CopyClass(obj1); Console.WriteLine(obj1); Console.WriteLine(obj2); } namespace Space1 { public class MyClass { public string Prop1 { get; set; } public string Prop2 { get; set; } public int Prop3 { get; set; } public override string ToString() { var rv = string.Format("MyClass: {0} Prop2: {1} Prop3 {2}", Prop1, Prop2, Prop3); return rv; } } } namespace Space2 { public class MyOtherClass { public string Prop1 { get; set; } public string Prop2 { get; set; } public int Prop3 { get; set; } public override string ToString() { var rv = string.Format("MyOtherClass: {0} Prop2: {1} Prop3 {2}", Prop1, Prop2, Prop3); return rv; } } Source of the method: /// /// Provides a Copy of Public fields between 2 distinct classes /// /// Source class name /// Target class name /// Instance of type Source /// An instance of type Target copying all public properties matching name from the Source. public static T CopyClass(S source) where T : new() { T target = default(T); BindingFlags flags = BindingFlags.Public | BindingFlags.Instance; if (source == null) { return (T)target; } if (target == null) target = new T(); PropertyInfo[] objProperties = target.GetType().GetProperties(flags); foreach (PropertyInfo pi in objProperties) { string name = pi.Name; PropertyInfo sourceProp = source.GetType().GetProperty(name, flags); if (sourceProp == null) { throw new ApplicationException(string.Format("CopyClass - object type {0} & {1} mismatch in property:{2}", source.GetType(), target.GetType(), name)); } if (pi.CanWrite && sourceProp.CanRead) { object sourceValue = sourceProp.GetValue(source, null); pi.SetValue(target, sourceValue, null); } else { throw new ApplicationException(string.Format("CopyClass - can't read/write a property object types {0} & {1} property:{2}", source.GetType(), target.GetType(), name)); } } return target; }

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  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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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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  • Ad-hoc reporting similar to Microstrategy/Pentaho - is OLAP really the only choice (is OLAP even sufficient)?

    - by TheBeefMightBeTough
    So I'm getting ready to develop an API in Java that will provide all dimensions, metrics, hierarchies, etc to a user such that they can pick and choose what they want (say, e.g., dimensions of Location (a store) and Weekly, and the metric Product Sales $), provide their choices to the api, and have it spit out an object that contains the answer to their question (the object would probably be a set of cells). I don't even believe there will be much drill up/down. The data warehouse the APIwill interface with is in a standard form (FACT tables, dimensions, star schema format). My question is, is an OLAP framework such as Mondrian the only way to achieve something akin to ad-hoc reporting? I can envisage a really large Cube (or VirtualCube) that contains most of the dimensions and metrics the user could ever want, which would give the illusion of ad-hoc reporting. The problem is that there is a ton of setup to do (so much XML) to get the framework to work with the data. Further it requires specific knowledge, such as MDX, and even moreso learning the framework peculiars (Mondrian API). Finally, I am not positive it will scale much better than simply making queries against a SQL database. OLAP to me feels like very old technology. Is performance really an issue anymore? The alternative I can think of would be dynamic SQL. If the existing tables in the data warehouse conform to a naming scheme (FACT_, DIM_, etc), or if a very simple config file/ database table containing config information existed that stored which tables are fact tables, which are dimensions, and what metrics are available, then couldn't the api read from that and assembly the appropriate sql query? Would this necessarily be harder than learning MDX, Mondrian (or another OLAP framework), and creating all the cubes? In general, I feel that OLAP is at the same time too powerful (supports drill up/down, complex functions) and outdated and am reluctant to base my architecture on it. However, I am unsure if the alternative(s), such as rolling my own ad-hoc reporting framework using dynamic SQL would remove any complexity while still fulfilling requirements, both functional and non-functional (e.g., scalability; some FACT tables have many millions of rows). I also wonder about other techniques (e.g., hive). Has anyone here tried to do ad-hoc reporting? Any advice? I expect this project to take a pretty long time (3 months min, but probably longer), so I just do not want to commit to an architecture without being absolutely sure of its pros and cons. Thanks so much.

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  • WiFi on Ubuntu 12.04 custom: downloading unbearably slow

    - by Mark
    iwconfig reports 11 Mbps, yet I've seen as low as <1 KBps. This is the latest in my laundry list of Ubuntu problems in a dual-boot machine (cyberpowerpc custom, intel i7-3820, nvidia gtx 570). I received it two days ago, Windows 7 running fine, still having problems with Ubuntu. The browsing is intermittent but unacceptable. e.g. I could get to this site last night but I couldn't post this question. The downloading is unbearably slow, I can't download anything or install any packages because the speed is so slow. e.g. I am trying to install vim which is inexplicably missing from my 12.04 install (add another one to the problems list) and my download speed reported in the terminal was 241 B/s. Yes, bytes. iwconfig reports 11 Mbps, which further adds to the confusion. User@ubuntu:~$ iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"linksys" Mode:Managed Frequency:2.437 GHz Access Point: 00:18:39:76:2C:A1 Bit Rate=11 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=36/70 Signal level=-74 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:54 Invalid misc:18 Missed beacon:0 eth0 no wireless extensions. Any ideas? I see this is a problem a lot of people, but none of the on line solutions have worked for me so far. e.g. one site recommends editing the ath9k.conf file in /etc/modprobe.d, yet this file isn't even in the folder: User@ubuntu:/$ cd etc/modprobe.d User@ubuntu:/etc/modprobe.d$ ls alsa-base.conf blacklist-oss.conf blacklist-ath_pci.conf blacklist-rare-network.conf blacklist.conf blacklist-watchdog.conf blacklist-firewire.conf dkms.conf blacklist-framebuffer.conf nvidia-current_hybrid.conf blacklist-modem.conf nvidia-graphics-drivers.conf I think the nvidia gpu might be mucking things up. I had the "blinking cursor" problem when installing in the first place, and then I had the monitor out of range problem as well. I have my faithful Asus laptop, which is running Ubuntu 12.04 just fine. The only difference is executing host -t SOA local in the terminal gives User@ubuntu:~$ host -t SOA local local has SOA record local. nobody.localhost. 42 86400 43200 604800 10800 in my new machine, and the command reports Host local. not found in the laptop. Help would be most welcome, as I am in danger of reverting back to Windows. I'm seriously considering it. Sorry for the length, trying to show my effort in resolving the issue and include terminal snippets that might be helpful.

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  • JGridView

    - by Geertjan
    JGrid was announced last week so I wanted to integrate it into a NetBeans Platform app. I.e., I'd like to use Nodes instead of the DefaultListModel that is supported natively, so that I can integrate with the Properties Window, for example: Here's how: import de.jgrid.JGrid; import java.beans.PropertyVetoException; import javax.swing.DefaultListModel; import javax.swing.JScrollPane; import javax.swing.event.ListSelectionEvent; import javax.swing.event.ListSelectionListener; import org.book.domain.Book; import org.openide.explorer.ExplorerManager; import org.openide.nodes.Node; import org.openide.util.Exceptions; public class JGridView extends JScrollPane { @Override public void addNotify() { super.addNotify(); final ExplorerManager em = ExplorerManager.find(this); if (em != null) { final JGrid grid = new JGrid(); Node root = em.getRootContext(); final Node[] nodes = root.getChildren().getNodes(); final Book[] books = new Book[nodes.length]; for (int i = 0; i < nodes.length; i++) { Node node = nodes[i]; books[i] = node.getLookup().lookup(Book.class); } grid.getCellRendererManager().setDefaultRenderer(new OpenLibraryGridRenderer()); grid.setModel(new DefaultListModel() { @Override public int getSize() { return books.length; } @Override public Object getElementAt(int i) { return books[i]; } }); grid.setUI(new BookshelfUI()); grid.getSelectionModel().addListSelectionListener(new ListSelectionListener() { @Override public void valueChanged(ListSelectionEvent e) { //Somehow compare the selected item //with the list of books and find a matching book: int selectedIndex = grid.getSelectedIndex(); for (int i = 0; i < nodes.length; i++) { String nodeName = books[i].getTitel(); if (String.valueOf(selectedIndex).equals(nodeName)) { try { em.setSelectedNodes(new Node[]{nodes[i]}); } catch (PropertyVetoException ex) { Exceptions.printStackTrace(ex); } } } } }); setViewportView(grid); } } } Above, you see references to OpenLibraryGridRenderer and BookshelfUI, both of which are part of the "JGrid-Bookshelf" sample in the JGrid download. The above is specific for Book objects, i.e., that's one of the samples that comes with the JGrid download. I need to make the above more general, so that any kind of object can be handled without requiring changes to the JGridView. Once you have the above, it's easy to integrate it into a TopComponent, just like any other NetBeans explorer view.

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  • Are there new flexible texteditors? [closed]

    - by RParadox
    Vi(m) and Emacs are almost 40 years old. Why are they still the standard, and what attempts have been made at coming up with a new flexible editor? Are there any features which can not be built into vim/emacs? My question is similar to this one: Time to drop Emacs and vi? No one had a suggestion, which surprises me. I would have thought that the core of a texteditor is very small and that people brew their own. Perhaps nobody wants to deal with supporting all the modes? Edit to clarify my question: Instead of writing modes and scripts I ask myself, why there is not a much lightweight project, which lets people custom the editor more directly? Vim has 365395 LOC (C lines all included), Emacs 1.5 million LOC. Why is there a project with say 50k LOC, which is the core, why people can use more freely? Perhaps there is such project, I haven't looked very far. I thought about putting together modules from Vim myself and experimenting with some ideas. The core of editing shouldn't be more than 10k? Vim has a lot optimizations which is really an overkill nowadays. Basically I'm looking for a code base for my own editor and Vi/Emacs are I believe not intended to be used in this way. Bill Joy said the following about vi. http://web.cecs.pdx.edu/~kirkenda/joy84.html The fundamental problem with vi is that it doesn't have a mouse and therefore you've got all these commands. In some sense, its backwards from the kind of thing you'd get from a mouse-oriented thing. I think multiple levels of undo would be wonderful, too. But fundamentally, vi is still ed inside. You can't really fool it. Its like one of those pinatas - things that have candy inside but has layer after layer of paper mache on top. It doesn't really have a unified concept. I think if I were going to go back - I wouldn't go back, but start over again.

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  • ADF Real World Developers Guide Book Review

    - by Grant Ronald
    I'm half way through my review of "Oracle ADF Real World Developer's Guide" by Jobinesh Purushothaman - unfortunately some work deadlines de-railed me from having completed my review by now but here goes.  First thing, Jobinesh works in the Oracle Product Management team with me, so is a colleague. That declaration aside, its clear that this is someone who has done the "real world" side of ADF development and that comes out in the book. In this book he addresses both the newbies and the experience developers alike.  He introduces the ADF building blocks like entity objects and view obejcts, but also goes into some of the nitty gritty details as well.  There is a pro and con to this approach; having only just learned about an entity or view object, you might then be blown away by some of the lower details of coding or lifecycle.  In that respect, you might consider this a book which you could read 3 or 4 times; maybe skipping some elements in the first read but on the next read you have a better grounding to learn the more advanced topics. One of the key issues he addresses is breaking down what happens behind the scenes.  At first, this may not seem important since you trust the framework to do everything for you - but having an understanding of what goes on is essential as you move through development.  For example, page 58 he explains the full lifecycle of what happens when you execute a query.  I think this is a great feature of his book. You see this elsewhere, for example he explains the full lifecycle of what goes on when a page is accessed : which files are involved,the JSF lifecycle etc. He also sprinkes the book with some best practices and advice which go beyond the standard features of ADF and really hits the mark in terms of "real world" advice. So in summary, this is a great ADF book, well written and covering a mass of information.  If you are brand new to ADF its still valid given it does start with the basics.  But you might want to read the book 2 or 3 times, skipping the advanced stuff on the first read.  For those who have some basics already then its going to be an awesome way to cement your knowledge and take it to the next levels.  And for the ADF experts, you are still going to pick up some great ADF nuggets.  Advice: every ADF developer should have one!

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • Should we persist with an employee still writing bad code after many years?

    - by user94986
    I've been assigned the task of managing developers for a well-established company. They have a single developer who specialises in all their C++ coding (since forever), but the quality of the work is abysmal. Code reviews and testing have revealed many problems, one of the worst being memory leaks. The developer has never tested his code for leaks, and I discovered that the applications could leak many MBs with only a minute of use. User's were reporting huge slowdowns, and his take was, "it's nothing to do with me - if they quit and restart, it's all good again." I've given him tools to detect and trace the leaks, and sat down with him for many hours to demonstrate how the tools are used, where the problems occur, and what to do to fix them. We're 6 months down the track, and I assigned him to write a new module. I reviewed it before it was integrated into our larger code base, and was dismayed to discover the same bad coding as before. The part that I find incomprehensible is that some of the coding is worse than amateurish. For example, he wanted a class (Foo) that could populate an object of another class (Bar). He decided that Foo would hold a reference to Bar, e.g.: class Foo { public: Foo(Bar& bar) : m_bar(bar) {} private: Bar& m_bar; }; But (for other reasons) he also needed a default constructor for Foo and, rather than question his initial design, he wrote this gem: Foo::Foo() : m_bar(*(new Bar)) {} So every time the default constructor is called, a Bar is leaked. To make matters worse, Foo allocates memory from the heap for 2 other objects, but he didn't write a destructor or copy constructor. So every allocation of Foo actually leaks 3 different objects, and you can imagine what happened when a Foo was copied. And - it only gets better - he repeated the same pattern on three other classes, so it isn't a one-off slip. The whole concept is wrong on so many levels. I would feel more understanding if this came from a total novice. But this guy has been doing this for many years and has had very focussed training and advice over the past few months. I realise he has been working without mentoring or peer reviews most of that time, but I'm beginning to feel he can't change. So my question is, would you persist with someone who is writing such obviously bad code?

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  • How should I refactor switch statements like this (Switching on type) to be more OO?

    - by Taytay
    I'm seeing some code like this in our code base, and want to refactor it: (Typescript psuedocode follows): class EntityManager{ private findEntityForServerObject(entityType:string, serverObject:any):IEntity { var existingEntity:IEntity = null; switch(entityType) { case Types.UserSetting: existingEntity = this.getUserSettingByUserIdAndSettingName(serverObject.user_id, serverObject.setting_name); break; case Types.Bar: existingEntity = this.getBarByUserIdAndId(serverObject.user_id, serverObject.id); break; //Lots more case statements here... } return existingEntity; } } The downsides of switching on type are self-explanatory. Normally, when switching behavior based on type, I try to push the behavior into subclasses so that I can reduce this to a single method call, and let polymorphism take care of the rest. However, the following two things are giving me pause: 1) I don't want to couple the serverObject with the class that is storing all of these objects. It doesn't know where to look for entities of a certain type. And unfortunately, the identity of a type of ServerObject varies with the type of ServerObject. (So sometimes it's just an ID, other times it's a combination of an id and a uniquely identifying string, etc). And this behavior doesn't belong down there on those subclasses. It is the responsibility of the EntityManager and its delegates. 2) In this case, I can't modify the ServerObject classes since they're plain old data objects. It should be mentioned that I've got other instances of the above method that take a parameter like "IEntity" and proceed to do almost the same thing (but slightly modify the name of the methods they're calling to get the identity of the entity). So, we might have: case Types.Bar: existingEntity = this.getBarByUserIdAndId(entity.getUserId(), entity.getId()); break; So in that case, I can change the entity interface and subclasses, but this isn't behavior that belongs in that class. So, I think that points me to some sort of map. So eventually I will call: private findEntityForServerObject(entityType:string, serverObject:any):IEntity { return aMapOfSomeSort[entityType].findByServerObject(serverObject); } private findEntityForEntity(someEntity:IEntity):IEntity { return aMapOfSomeSort[someEntity.entityType].findByEntity(someEntity); } Which means I need to register some sort of strategy classes/functions at runtime with this map. And again, I darn well better remember to register one for each my my types, or I'll get a runtime exception. Is there a better way to refactor this? I feel like I'm missing something really obvious here.

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • IXRepository and test problems

    - by Ridermansb
    Recently had a doubt about how and where to test repository methods. Let the following situation: I have an interface IRepository like this: public interface IRepository<T> where T: class, IEntity { IQueryable<T> Query(Expression<Func<T, bool>> expression); // ... Omitted } And a generic implementation of IRepository public class Repository<T> : IRepository<T> where T : class, IEntity { public IQueryable<T> Query(Expression<Func<T, bool>> expression) { return All().Where(expression).AsQueryable(); } } This is an implementation base that can be used by any repository. It contains the basic implementation of my ORM. Some repositories have specific filters, in which case we will IEmployeeRepository with a specific filter: public interface IEmployeeRepository : IRepository<Employee> { IQueryable<Employee> GetInactiveEmployees(); } And the implementation of IEmployeeRepository: public class EmployeeRepository : Repository<Employee>, IEmployeeRepository // TODO: I have a dependency with ORM at this point in Repository<Employee>. How to solve? How to test the GetInactiveEmployees method { public IQueryable<Employee> GetInactiveEmployees() { return Query(p => p.Status != StatusEmployeeEnum.Active || p.StartDate < DateTime.Now); } } Questions Is right to inherit Repository<Employee>? The goal is to reuse code once all implementing IRepository already been made. If EmployeeRepository inherit only IEmployeeRepository, I have to literally copy and paste the code of Repository<T>. In our example, in EmployeeRepository : Repository<Employee> our Repository lies in our ORM layer. We have a dependency here with our ORM impossible to perform some unit test. How to create a unit test to ensure that the filter GetInactiveEmployees return all Employees in which the Status != Active and StartDate < DateTime.Now. I can not create a Fake/Mock of IEmployeeRepository because I would be testing? Need to test the actual implementation of GetInactiveEmployees. The complete code can be found on Github

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