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  • Open source equivelants to VS / web reference proxy classes?

    - by seraphym
    As an ASP.NET developer, I'm used to working with how VS/C# transparently autogens proxy classes for web references (yes, I know, we're spoiled), but now that I'm creating documentation for more than one coding platform I'm trying to discover what the equivelant to that is in any other framework. So is there a similar way to work transparently with web reference proxy classes for say, RoR, PHP, and Python? And if there's nothing integrated, are there tools you recommend to autogen the proxy classes, or do you recommend to roll custom classes?

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  • What happens if two COM classes each without a threading model are implemented in one in-proc COM se

    - by sharptooth
    Consider a situation. I have an in-proc COM server that contains two COM classes. Both classes are marked as "no threading model" in the registry - the "ThreadingModel" value is just absent. Both classes read/write the same set of global variable without any synchronization. As far as I know "no threading model" will enforce COM to disallow concurrent access to the same or different instances of the same class by different threads. Will COM prevent concurrent access to instances of the two abovementioned different classes? Do I need synchronization when accessing the global variables from two different COM classes in this situation?

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  • How bad is it to have two methods with the same name but different signatures in two classes?

    - by Super User
    I have a design problem related to a public interface, the names of methods, and the understanding of my API and code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class has one public method named collision, and the second has one private method called _collision. The two methods differs in argument type and number. As an example let's say that _collision checks if the object is colliding with another object with certain conditions l, r, t, b (collide on the left side, right side, etc) and returns true or false. The public collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think it's better to avoid overloading the design with different names for methods that do almost the same thing, but in distinct contexts and classes. Is this clear enough to the reader or I should change the method's name?

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  • How bad it's have two methods with the same name but differents signatures in two classes?

    - by Super User
    I have a design problem relationated with the public interface, the names of methods and the understanding of my API and my code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class have one public method named collision and the second have one private method called _collision. The two methods differs in arguments type and number. In the API _m method is private. For the example let's say that the _collision method checks if the object is colliding with another_ object with certain conditions l, r, t, b (for example, collide the left side, the right side, etc) and returns true or false according to the case. The collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think is better avoid overload the design with different names for methods who do almost the same think, but in distinct contexts and classes. This is clear enough to the reader or I should change the method's name?

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  • What's the best way to manage reusable classes/libraries separately?

    - by Tom
    When coding, I naturally often come up with classes or a set of classes with a high reusability. I'm looking for an easy, straight-forward way to work on them separately. I'd like to be able to easily integrate them into any project; it also should be possible to switch to a different version with as few commands as possible. Am I right with the assumption that git (or another VCS) is best suited for this? I thought of setting up local repositories for each class/project/library/plugin and then just cloning/pulling them. It would be great if I could reference those projects by name, not by the full path. Like git clone someproject. edit: To clarify, I know what VCS are about and I do use them. I'm just looking for a comfortable way to store and edit some reusable pieces of code (including unit tests) separately and to be able to include them (without the unit tests) in other projects, without having to manually copy files. Apache Maven is a good example, but I'm looking for a language-independent solution, optimally command-line-based.

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  • DB Object passing between classes singleton, static or other?

    - by Stephen
    So I'm designing a reporting system at work it's my first project written OOP and I'm stuck on the design choice for the DB class. Obviously I only want to create one instance of the DB class per-session/user and then pass it to each of the classes that need it. What I don't know it what's best practice for implementing this. Currently I have code like the following:- class db { private $user = 'USER'; private $pass = 'PASS'; private $tables = array( 'user','report', 'etc...'); function __construct(){ //SET UP CONNECTION AND TABLES } }; class report{ function __construct ($params = array(), $db, $user) { //Error checking/handling trimed //$db is the database object we created $this->db = $db; //$this->user is the user object for the logged in user $this->user = $user; $this->reportCreate(); } public function setPermission($permissionId = 1) { //Note the $this->db is this the best practise solution? $this->db->permission->find($permissionId) //Note the $this->user is this the best practise solution? $this->user->checkPermission(1) $data=array(); $this->db->reportpermission->insert($data) } };//end report I've been reading about using static classes and have just come across Singletons (though these appear to be passé already?) so what's current best practice for doing this?

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  • Dynamic Class Inheritance For PHP

    - by VirtuosiMedia
    I have a situation where I think I might need dynamic class inheritance in PHP 5.3, but the idea doesn't sit well and I'm looking for a different design pattern to solve my problem if it's possible. Use Case I have a set of DB abstraction layer classes that dynamically compiles SQL queries, with one DAL class for each DB type (MySQL, MsSQL, Oracle, etc.). Each table in the database has its own class that extends the appropriate DAL class. The idea is that you interact with the table classes, but never directly use the DAL class. If you want to support a different DB type for your app, you don't need to rewrite any queries or even any code, you simply change a setting that swaps one DAL class out for another...and that's it. To give you a better idea of how this is used, you can take a look at the DAL class, the table classes, and how they are used on this StackExchange Code Review page. To really understand what I'm trying to do, please take a look at my implementation first before suggesting a solution. Issues The strategy that I had used previously was to have all of the DAL classes share the same class name. This eliminated autoloading, so I had to manually load the appropriate DAL class in a switch statement. However, this approach presents some problems for testing and documentation purposes, so I'd like to find a different way to solve the problem of loading the correct DAL class more elegantly. Update to clarify the issue The problem basically boils down to inconsistencies in the class name (pre-PHP 5.3) or class namespace (PHP 5.3) and its location in the directory structure. At this point, all of my DAL classes have the same name, DBObject, but reside in different folders, MySQL, Oracle, etc. My table classes all extend DBObject, but which DBObject they extend varies depending on which one has been loaded. Basically, I'm trying to have my cake and eat it too. The table classes act as a stable API and extend a dynamic backend, the DAL (DBObject) classes. It works great, but I outsmarted myself and because of the inconsistencies with the class names and their locations, I can't autoload the DBObject, which makes running unit tests and generating API docs impossible for the DBObject classes because the tests and docs rely on auto-loading. Just loading the appropriate DBObject into memory using a factory method won't work because there will be times when I need to load multiple DBObjects for testing. Because the classes currently share a name, this causes a class is already defined error. I can make exceptions for the DBObjects in my test code, obviously, but I'm looking for something a little less hacky as there may future instances where something similar would need to be done. Solutions? Worst case scenario, I can continue my current strategy, but I don't like it very much, especially as I'll soon be converting my code to PHP 5.3. I suspect that I can use some sort of dynamic inheritance via either namespaces (preferred) or a dynamic class extension, but I haven't been able to find good examples of this implemented in the wild. In your answers, please suggest either an alternate pattern that would work for this use case or an example of dynamic inheritance done right. Please assume PHP 5.3 with namespaced code. Any code examples are greatly encouraged. The preferred constraints for the solution are: DAL class can be autoloaded. DAL classes don't share the same exact same namespace, but share the same class name. As an example, I would prefer to use classes named DbObject that use namespaces like Vm\Db\MySql and Vm\Db\Oracle. Table classes don't have to be rewritten with a change in DB type. The appropriate DB type is determined via a single setting only. That setting is the only thing that should need to change to interchange DB types. Ideally, the setting check should occur only once per page load, but I'm flexible on that.

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  • Multiple classes in a single .cs file - good or bad?

    - by Sergio
    Is it advisable to create multiple classes within a .cs file or should each .cs file have an individual class? For example: public class Items { public class Animal { } public class Person { } public class Object { } } Dodging the fact for a minute that this is a poor example of good architecture, is having more than a single class in a .cs file a code smell?

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  • Why is my class worse than the hierarchy of classes in the book (beginner OOP)?

    - by aditya menon
    I am reading this book. The author is trying to model a lesson in a college. The goal is to output the Lesson Type (Lecture or Seminar), and the Charges for the lesson depending on whether it is a hourly or fixed price lesson. So the output should be: lesson charge 20. Charge type: hourly rate. lesson type seminar. lesson charge 30. Charge type: fixed rate. lesson type lecture. When the input is as follows: $lessons[] = new Lesson('hourly rate', 4, 'seminar'); $lessons[] = new Lesson('fixed rate', null, 'lecture'); I wrote this: class Lesson { private $chargeType; private $duration; private $lessonType; public function __construct($chargeType, $duration, $lessonType) { $this->chargeType = $chargeType; $this->duration = $duration; $this->lessonType = $lessonType; } public function getChargeType() { return $this->getChargeType; } public function getLessonType() { return $this->getLessonType; } public function cost() { if($this->chargeType == 'fixed rate') { return "30"; } else { return $this->duration * 5; } } } $lessons[] = new Lesson('hourly rate', 4, 'seminar'); $lessons[] = new Lesson('fixed rate', null, 'lecture'); foreach($lessons as $lesson) { print "lesson charge {$lesson->cost()}."; print " Charge type: {$lesson->getChargeType()}."; print " lesson type {$lesson->getLessonType()}."; print "<br />"; } But according to the book, I am wrong (I am pretty sure I am, too). The author gave a large hierarchy of classes as the solution instead. In a previous chapter, the author stated the following 'four signposts' as the time when I should consider changing my class structure: Code Duplication The Class Who Knew Too Much About His Context The Jack of All Trades - Classes that try to do many things Conditional Statements The only problem I can see is Conditional Statements, and that too in a vague manner - so why refactor this? What problems do you think might arise in the future that I have not foreseen?

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  • Is it evil to model JSON responses to classes when they are mostly smilar?

    - by Aybe
    Here's the problem : While implementing a C# wrapper for an online API (Discogs) I've been faced to a dilemma : quite often the responses returned have mostly similar members and while modeling these responses to classes, some questions surfaces on which way to go would be the best. Example : Querying for a 'release' or a 'master' will return an object that contains an array of 'artist', however these 'artists' do not exactly have the same members. Currently I decided to represent these 'artists' as a single 'Artist' class, against having respective 'ReleaseArtist' and 'MasterArtist' classes which soon becomes very confusing even though another problem arises : when a category (master or release) does not return these members, they will be null. Though it might sound confusing as well I find it less confusing than the former situation as I've tackled the problem by simply not showing null members when visualizing these objects. Is this the right approach to follow ? An example of these differences : public class Artist { public List<Alias> Aliases { get; set; } public string DataQuality { get; set; } public List<Image> Images { get; set; } public string Name { get; set; } public List<string> NameVariations { get; set; } public string Profile { get; set; } public string Realname { get; set; } public string ReleasesUrl { get; set; } public string ResourceUrl { get; set; } public string Uri { get; set; } public List<string> Urls { get; set; } } public class ReleaseArtist { public string Join { get; set; } public string Name { get; set; } public string Anv { get; set; } public string Tracks { get; set; } public string Role { get; set; } public string ResourceUrl { get; set; } public int Id { get; set; } }

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  • How can I use UML to model a relationship between two classes, where one has functions exposed as friend to the other?

    - by user1796528
    I have a two classes: ------------ --------------- X Y ------------ --------------- relation ------------ ------------------ --------------- A() C() B() D() E() ------------ --------------- I want to inherit just these two functions from X class, where they are defined with the friend access modifier. My class will be: --------------- Y --------------- --------------- C() A() D() --------------- Y class uses some functions of X class namely A and D. How can I model this relationship in a UML class diagram?

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  • Multiple classes in a single .cs file - good or bad?

    - by Sergio
    Is it advisable to create multiple classes within a .cs file or should each .cs file have an individual class? For example: public class Items { public class Animal { } public class Person { } public class Object { } } Dodging the fact for a minute that this is a poor example of good architecture, is having more than a single class in a .cs file a code smell?

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  • Is it dangerous for me to give some of my Model classes Control-like methods?

    - by Pureferret
    In my personal project I have tried to stick to MVC, but I've also been made aware that sticking to MVC too tightly can be a bad thing as it makes writing awkward and forces the flow of the program in odd ways (i.e. some simple functions can be performed by something that normally wouldn't, and avoid MVC related overheads). So I'm beginning to feel justified in this compromise: I have some 'manager programs' that 'own' data and have some way to manipulate it, as such I think they'd count as both part of the model, and part of the control, and to me this feels more natural than keepingthem separate. For instance: One of my Managers is the PlayerCharacterManager that has these methods: void buySkill(PlayerCharacter playerCharacter, Skill skill); void changeName(); void changeRole(); void restatCharacter(); void addCharacterToGame(); void createNewCharacter(); PlayerCharacter getPlayerCharacter(); List<PlayerCharacter> getPlayersCharacter(Player player); List<PlayerCharacter> getAllCharacters(); I hope the mothod names are transparent enough that they don't all need explaining. I've called it a manager because it will help manage all of the PlayerCharacter 'model' objects the code creates, and create and keep a map of these. I may also get it to store other information in the future. I plan to have another two similar classes for this sort of control, but I will orchestrate when and how this happens, and what to do with the returned data via a pure controller class. This splitting up control between informed managers and the controller, as opposed to operating just through a controller seems like it will simplify my code and make it flow more. My question is, is this a dangerous choice, in terms of making the code harder to follow/test/fix? Is this somethign established as good or bad or neutral? I oculdn't find anything similar except the idea of Actors but that's not quite why I'm trying to do. Edit: Perhaps an example is needed; I'm using the Controller to update the view and access the data, so when I click the 'Add new character to a player button' it'll call methods in the controller that then go and tell the PlayerCharacterManager class to create a new character instance, it'll call the PlayerManager class to add that new character to the player-character map, and then it'll add this information to the database, and tell the view to update any GUIs effected. That is the sort of 'control sequence' I'm hoping to create with these manager classes.

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  • Want to Optimize Your Own Site? Then SEO Classes Are the Answer

    If you have decided to learn search engine optimization because you would like your website to gain higher ranking by adding targeted keywords then the best way to do this would be to attend SEO classes online. This way you won't have to pay professional SEO companies as you will be capable of setting up your own business in no time one you have completed your training.

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  • Code structure for multiple applications with a common core

    - by Azrael Seraphin
    I want to create two applications that will have a lot of common functionality. Basically, one system is a more advanced version of the other system. Let's call them Simple and Advanced. The Advanced system will add to, extend, alter and sometimes replace the functionality of the Simple system. For instance, the Advanced system will add new classes, add properties and methods to existing Simple classes, change the behavior of classes, etc. Initially I was thinking that the Advanced classes simply inherited from the Simple classes but I can see the functionality diverging quite significantly as development progresses, even while maintaining a core base functionality. For instance, the Simple system might have a Project class with a Sponsor property whereas the Advanced system has a list of Project.Sponsors. It seems poor practice to inherit from a class and then hide, alter or throw away significant parts of its features. An alternative is just to run two separate code bases and copy the common code between them but that seems inefficient, archaic and fraught with peril. Surely we have moved beyond the days of "copy-and-paste inheritance". Another way to structure it would be to use partial classes and have three projects: Core which has the common functionality, Simple which extends the Core partial classes for the simple system, and Advanced which also extends the Core partial classes for the advanced system. Plus having three test projects as well for each system. This seems like a cleaner approach. What would be the best way to structure the solution/projects/code to create two versions of a similar system? Let's say I later want to create a third system called Extreme, largely based on the Advanced system. Do I then create an AdvancedCore project which both Advanced and Extreme extend using partial classes? Is there a better way to do this? If it matters, this is likely to be a C#/MVC system but I'd be happy to do this in any language/framework that is suitable.

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  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

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  • Always importing too many classes... I think!

    - by Bill
    I have a basic problem with knowing which classes to import for a given application, renderer, AS package, mxml component, etc. There seems to be hundreds of classes (both mx and flash) and I'm never sure which one(s) to import... so I just keep adding import statements until the errors go away. Is there a reference somewhere that I don't know about? Or does this just come with experience? Also... does importing a load of classes actually make the file size larger or does Flex only import the classes used nregardless of what I specify? If it only uses what is needed, why wouldn't everyone just do: import mx.*;

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  • How do game programmers design their classes to reuse in AI, network and play and pass mode?

    - by Amogh Talpallikar
    For a two player game where, your opponent could be on the network, CPU itself or near you where you would play turn by turn on the same machine. How do people design classes for re-use ? I am in a similar situation and have no experience in making such complex games. But here is what I have thought, If I am a player object , I should only be interacting with the GameManager or GameEngine Singleton , from which I will get various notifications about the game status. I dont care where and who my opponent is, this GameManager depending upon the game mode, will interact with gameNetworkManager , or AI tell me what the opponent played. I am not sure about the scenario where we play and pass [turn by turn on same machine]. Hoping for a brief but clear explanation or at least a link to a similar resource.:)

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  • Entity Framework - in model first, how do I get my EF classes to be based on the existing domain cla

    - by Greg
    Hi, If I already have domain classes, and I want to be able persist them using EF via a model first approach how do I do this? For example do I go to the EF designer (in VS2010) and create the model and generate the classes, then go to these EF classes and somehow manually modify them? But then would there be an issue if I needed to change the model and re-create database TSQL from the model for updates? What's the easiest approach?

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  • IOC - Should util classes with static helper methods be wired up with IOC?

    - by Greg
    Hi, Just trying to still get my head around IOC principles. Q1: Static Methods - Should util classes with static helper methods be wired up with IOC? For example if I have a HttpUtils class with a number of static methods, should I be trying to pass it to other business logic classes via IOC? Follow on questions for this might be: Q2: Singletons - What about things like logging where you may typically get access to it via a Logger.getInstance() type call. Would you normally leave this as is, and NOT use IOC for injecting the logger into business classes that need it? Q3: Static Classes - I haven't really used this concept, but are there any guidelines for how you'd typically handle this if you were moving to an IOC based approach. Thanks in advance.

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • Strategies for when to use properties and when to use internal variables on internal classes?

    - by Edward Tanguay
    In almost all of my classes, I have a mixture of properties and internal class variables. I have always chosen one or the other by the rule "property if you need it externally, class variable if not". But there are many other issues which make me rethink this often, e.g.: at some point I want to use an internal variable from outside the class, so I have to refactor it into a property which makes me wonder why I don't just make all my internal variables properties in case I have to access them externally anyway, since most classes are internal classes anyway it aren't exposed on an API so it doesn't really matter if the internal variables are accessible from outside the class or not but then since C# doesn't allow you to instantiate e.g. List<string> property in the definition, then these properties have to be initialized in every possible constructor, so these variables I would rather have internal variables just to keep things cleaner in that they are all initialized in one place C# code reads more cleanly if constructor/method parameters are camel case and you assign them to pascal case properties instead of the ambiguity of seeing "templateIdCode" and having to look around to see if it is a local variable, method parameter or internal class variable, e.g. it is easier when you see "TemplateIdCode = templateIdCode" that this is a parameter being assigned to a class property. This would be an argument for always using only properties on internal classes. e.g.: public class TextFile { private string templateIdCode; private string absoluteTemplatePathAndFileName; private string absoluteOutputDirectory; private List<string> listItems = new List<string>(); public string Content { get; set; } public List<string> ReportItems { get; set; } public TextFile(string templateIdCode) { this.templateIdCode = templateIdCode; ReportItems = new List<string>(); Initialize(); } ... When creating internal (non-API) classes, what are your strategies in deciding if you should create an internal class variable or a property?

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  • What classes are useful for an aspiring software developer? [closed]

    - by Anonymouse
    I'm a freshman in college trying to graduate in 3 years with a Math/CS dual major, and I don't have a lot of time to be fooling around with useless classes. I've tested out of most of my gen eds and science-y courses, but I need to know: what math and cs courses are most important for someone interested in algorithm development? Math courses already taken: Calc I-III,Linear Algebra, Discrete Math. CS courses taken: Java. Math courses I'm planning to take: ODE, Linear Algebra II, Vector calc, Logic, (Analysis or Algebra), Stats, probability CS courses I'm planning to take: C(required), Data Structures, Numerical Methods, Intro to Analysis of Algorithms. Which is better, analysis or algebra? Did I take enough CS courses? Am I missing out on anything? Thanks.

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