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  • TDD and WCF behavior

    - by Frederic Hautecoeur
    Some weeks ago I wanted to develop a WCF behavior using TDD. I have lost some time trying to use mocks. After a while i decided to just use a host and a client. I don’t like this approach but so far I haven’t found a good and fast solution to use Unit Test for testing a WCF behavior. To Implement my solution I had to : Create a Dummy Service Definition; Create the Dummy Service Implementation; Create a host; Create a client in my test; Create and Add the behavior; Dummy Service Definition This is just a simple service, composed of an Interface and a simple implementation. The structure is aimed to be easily customizable for my future needs.   Using Clauses : 1: using System.Runtime.Serialization; 2: using System.ServiceModel; 3: using System.ServiceModel.Channels; The DataContract: 1: [DataContract()] 2: public class MyMessage 3: { 4: [DataMember()] 5: public string MessageString; 6: } The request MessageContract: 1: [MessageContract()] 2: public class RequestMessage 3: { 4: [MessageHeader(Name = "MyHeader", Namespace = "http://dummyservice/header", Relay = true)] 5: public string myHeader; 6:  7: [MessageBodyMember()] 8: public MyMessage myRequest; 9: } The response MessageContract: 1: [MessageContract()] 2: public class ResponseMessage 3: { 4: [MessageHeader(Name = "MyHeader", Namespace = "http://dummyservice/header", Relay = true)] 5: public string myHeader; 6:  7: [MessageBodyMember()] 8: public MyMessage myResponse; 9: } The ServiceContract: 1: [ServiceContract(Name="DummyService", Namespace="http://dummyservice",SessionMode=SessionMode.Allowed )] 2: interface IDummyService 3: { 4: [OperationContract(Action="Perform", IsOneWay=false, ProtectionLevel=System.Net.Security.ProtectionLevel.None )] 5: ResponseMessage DoThis(RequestMessage request); 6: } Dummy Service Implementation 1: public class DummyService:IDummyService 2: { 3: #region IDummyService Members 4: public ResponseMessage DoThis(RequestMessage request) 5: { 6: ResponseMessage response = new ResponseMessage(); 7: response.myHeader = "Response"; 8: response.myResponse = new MyMessage(); 9: response.myResponse.MessageString = 10: string.Format("Header:<{0}> and Request was <{1}>", 11: request.myHeader, request.myRequest.MessageString); 12: return response; 13: } 14: #endregion 15: } Host Creation The most simple host implementation using a Named Pipe binding. The GetBinding method will create a binding for the host and can be used to create the same binding for the client. 1: public static class TestHost 2: { 3: 4: internal static string hostUri = "net.pipe://localhost/dummy"; 5:  6: // Create Host method. 7: internal static ServiceHost CreateHost() 8: { 9: ServiceHost host = new ServiceHost(typeof(DummyService)); 10:  11: // Creating Endpoint 12: Uri namedPipeAddress = new Uri(hostUri); 13: host.AddServiceEndpoint(typeof(IDummyService), GetBinding(), namedPipeAddress); 14:  15: return host; 16: } 17:  18: // Binding Creation method. 19: internal static Binding GetBinding() 20: { 21: NamedPipeTransportBindingElement namedPipeTransport = new NamedPipeTransportBindingElement(); 22: TextMessageEncodingBindingElement textEncoding = new TextMessageEncodingBindingElement(); 23:  24: return new CustomBinding(textEncoding, namedPipeTransport); 25: } 26:  27: // Close Method. 28: internal static void Close(ServiceHost host) 29: { 30: if (null != host) 31: { 32: host.Close(); 33: host = null; 34: } 35: } 36: } Checking the service A simple test tool check the plumbing. 1: [TestMethod] 2: public void TestService() 3: { 4: using (ServiceHost host = TestHost.CreateHost()) 5: { 6: host.Open(); 7:  8: using (ChannelFactory<IDummyService> channel = 9: new ChannelFactory<IDummyService>(TestHost.GetBinding() 10: , new EndpointAddress(TestHost.hostUri))) 11: { 12: IDummyService svc = channel.CreateChannel(); 13: try 14: { 15: RequestMessage request = new RequestMessage(); 16: request.myHeader = Guid.NewGuid().ToString(); 17: request.myRequest = new MyMessage(); 18: request.myRequest.MessageString = "I want some beer."; 19:  20: ResponseMessage response = svc.DoThis(request); 21: } 22: catch (Exception ex) 23: { 24: Assert.Fail(ex.Message); 25: } 26: } 27: host.Close(); 28: } 29: } Running the service should show that the client and the host are running fine. So far so good. Adding the Behavior Add a reference to the Behavior project and add the using entry in the test class. We just need to add the behavior to the service host : 1: [TestMethod] 2: public void TestService() 3: { 4: using (ServiceHost host = TestHost.CreateHost()) 5: { 6: host.Description.Behaviors.Add(new MyBehavior()); 7: host.Open();¨ 8: …  If you set a breakpoint in your behavior and run the test in debug mode, you will hit the breakpoint. In this case I used a ServiceBehavior. To add an Endpoint behavior you have to add it to the endpoints. 1: host.Description.Endpoints[0].Behaviors.Add(new MyEndpointBehavior()) To add a contract or an operation behavior a custom attribute should work on the service contract definition. I haven’t tried that yet.   All the code provided in this blog and in the following files are for sample use. Improvements I don’t like to instantiate a client and a service to test my behaviors. But so far I have' not found an easy way to do it. Today I am passing a type of endpoint to the host creator and it creates the right binding type. This allows me to easily switch between bindings at will. I have used the same approach to test Mex Endpoints, another post should come later for this. Enjoy !

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  • Anti-Forgery Request in ASP.NET MVC and AJAX

    - by Dixin
    Background To secure websites from cross-site request forgery (CSRF, or XSRF) attack, ASP.NET MVC provides an excellent mechanism: The server prints tokens to cookie and inside the form; When the form is submitted to server, token in cookie and token inside the form are sent by the HTTP request; Server validates the tokens. To print tokens to browser, just invoke HtmlHelper.AntiForgeryToken():<% using (Html.BeginForm()) { %> <%: this.Html.AntiForgeryToken(Constants.AntiForgeryTokenSalt)%> <%-- Other fields. --%> <input type="submit" value="Submit" /> <% } %> which writes to token to the form:<form action="..." method="post"> <input name="__RequestVerificationToken" type="hidden" value="J56khgCvbE3bVcsCSZkNVuH9Cclm9SSIT/ywruFsXEgmV8CL2eW5C/gGsQUf/YuP" /> <!-- Other fields. --> <input type="submit" value="Submit" /> </form> and the cookie: __RequestVerificationToken_Lw__=J56khgCvbE3bVcsCSZkNVuH9Cclm9SSIT/ywruFsXEgmV8CL2eW5C/gGsQUf/YuP When the above form is submitted, they are both sent to server. [ValidateAntiForgeryToken] attribute is used to specify the controllers or actions to validate them:[HttpPost] [ValidateAntiForgeryToken(Salt = Constants.AntiForgeryTokenSalt)] public ActionResult Action(/* ... */) { // ... } This is very productive for form scenarios. But recently, when resolving security vulnerabilities for Web products, I encountered 2 problems: It is expected to add [ValidateAntiForgeryToken] to each controller, but actually I have to add it for each POST actions, which is a little crazy; After anti-forgery validation is turned on for server side, AJAX POST requests will consistently fail. Specify validation on controller (not on each action) Problem For the first problem, usually a controller contains actions for both HTTP GET and HTTP POST requests, and usually validations are expected for HTTP POST requests. So, if the [ValidateAntiForgeryToken] is declared on the controller, the HTTP GET requests become always invalid:[ValidateAntiForgeryToken(Salt = Constants.AntiForgeryTokenSalt)] public class SomeController : Controller { [HttpGet] public ActionResult Index() // Index page cannot work at all. { // ... } [HttpPost] public ActionResult PostAction1(/* ... */) { // ... } [HttpPost] public ActionResult PostAction2(/* ... */) { // ... } // ... } If user sends a HTTP GET request from a link: http://Site/Some/Index, validation definitely fails, because no token is provided. So the result is, [ValidateAntiForgeryToken] attribute must be distributed to each HTTP POST action in the application:public class SomeController : Controller { [HttpGet] public ActionResult Index() // Works. { // ... } [HttpPost] [ValidateAntiForgeryToken(Salt = Constants.AntiForgeryTokenSalt)] public ActionResult PostAction1(/* ... */) { // ... } [HttpPost] [ValidateAntiForgeryToken(Salt = Constants.AntiForgeryTokenSalt)] public ActionResult PostAction2(/* ... */) { // ... } // ... } Solution To avoid a large number of [ValidateAntiForgeryToken] attributes (one attribute for one HTTP POST action), I created a wrapper class of ValidateAntiForgeryTokenAttribute, where HTTP verbs can be specified:[AttributeUsage(AttributeTargets.Class | AttributeTargets.Method, AllowMultiple = false, Inherited = true)] public class ValidateAntiForgeryTokenWrapperAttribute : FilterAttribute, IAuthorizationFilter { private readonly ValidateAntiForgeryTokenAttribute _validator; private readonly AcceptVerbsAttribute _verbs; public ValidateAntiForgeryTokenWrapperAttribute(HttpVerbs verbs) : this(verbs, null) { } public ValidateAntiForgeryTokenWrapperAttribute(HttpVerbs verbs, string salt) { this._verbs = new AcceptVerbsAttribute(verbs); this._validator = new ValidateAntiForgeryTokenAttribute() { Salt = salt }; } public void OnAuthorization(AuthorizationContext filterContext) { string httpMethodOverride = filterContext.HttpContext.Request.GetHttpMethodOverride(); if (this._verbs.Verbs.Contains(httpMethodOverride, StringComparer.OrdinalIgnoreCase)) { this._validator.OnAuthorization(filterContext); } } } When this attribute is declared on controller, only HTTP requests with the specified verbs are validated:[ValidateAntiForgeryTokenWrapper(HttpVerbs.Post, Constants.AntiForgeryTokenSalt)] public class SomeController : Controller { // Actions for HTTP GET requests are not affected. // Only HTTP POST requests are validated. } Now one single attribute on controller turns on validation for all HTTP POST actions. Submit token via AJAX Problem For AJAX scenarios, when request is sent by JavaScript instead of form:$.post(url, { productName: "Tofu", categoryId: 1 // Token is not posted. }, callback); This kind of AJAX POST requests will always be invalid, because server side code cannot see the token in the posted data. Solution The token must be printed to browser then submitted back to server. So first of all, HtmlHelper.AntiForgeryToken() must be called in the page where the AJAX POST will be sent. Then jQuery must find the printed token in the page, and post it:$.post(url, { productName: "Tofu", categoryId: 1, __RequestVerificationToken: getToken() // Token is posted. }, callback); To be reusable, this can be encapsulated in a tiny jQuery plugin:(function ($) { $.getAntiForgeryToken = function () { // HtmlHelper.AntiForgeryToken() must be invoked to print the token. return $("input[type='hidden'][name='__RequestVerificationToken']").val(); }; var addToken = function (data) { // Converts data if not already a string. if (data && typeof data !== "string") { data = $.param(data); } data = data ? data + "&" : ""; return data + "__RequestVerificationToken=" + encodeURIComponent($.getAntiForgeryToken()); }; $.postAntiForgery = function (url, data, callback, type) { return $.post(url, addToken(data), callback, type); }; $.ajaxAntiForgery = function (settings) { settings.data = addToken(settings.data); return $.ajax(settings); }; })(jQuery); Then in the application just replace $.post() invocation with $.postAntiForgery(), and replace $.ajax() instead of $.ajaxAntiForgery():$.postAntiForgery(url, { productName: "Tofu", categoryId: 1 }, callback); // Token is posted. This solution looks hard coded and stupid. If you have more elegant solution, please do tell me.

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  • Getting Started with Prism (aka Composite Application Guidance for WPF and Silverlight)

    - by dotneteer
    Overview Prism is a framework from the Microsoft Patterns and Practice team that allow you to create WPF and Silverlight in a modular way. It is especially valuable for larger projects in which a large number of developers can develop in parallel. Prism achieves its goal by supplying several services: · Dependency Injection (DI) and Inversion of control (IoC): By using DI, Prism takes away the responsibility of instantiating and managing the life time of dependency objects from individual components to a container. Prism relies on containers to discover, manage and compose large number of objects. By varying the configuration, the container can also inject mock objects for unit testing. Out of the box, Prism supports Unity and MEF as container although it is possible to use other containers by subclassing the Bootstrapper class. · Modularity and Region: Prism supplies the framework to split application into modules from the application shell. Each module is a library project that contains both UI and code and is responsible to initialize itself when loaded by the shell. Each window can be further divided into regions. A region is a user control with associated model. · Model, view and view-model (MVVM) pattern: Prism promotes the user MVVM. The use of DI container makes it much easier to inject model into view. WPF already has excellent data binding and commanding mechanism. To be productive with Prism, it is important to understand WPF data binding and commanding well. · Event-aggregation: Prism promotes loosely coupled components. Prism discourages for components from different modules to communicate each other, thus leading to dependency. Instead, Prism supplies an event-aggregation mechanism that allows components to publish and subscribe events without knowing each other. Architecture In the following, I will go into a little more detail on the services provided by Prism. Bootstrapper In a typical WPF application, application start-up is controls by App.xaml and its code behind. The main window of the application is typically specified in the App.xaml file. In a Prism application, we start a bootstrapper in the App class and delegate the duty of main window to the bootstrapper. The bootstrapper will start a dependency-injection container so all future object instantiations are managed by the container. Out of box, Prism provides the UnityBootstrapper and MefUnityBootstrapper abstract classes. All application needs to either provide a concrete implementation of one of these bootstrappers, or alternatively, subclass the Bootstrapper class with another DI container. A concrete bootstrapper class must implement the CreateShell method. Its responsibility is to resolve and create the Shell object through the DI container to serve as the main window for the application. The other important method to override is ConfigureModuleCatalog. The bootstrapper can register modules for the application. In a more advance scenario, an application does not have to know all its modules at compile time. Modules can be discovered at run time. Readers to refer to one of the Open Modularity Quick Starts for more information. Modules Once modules are registered with or discovered by Prism, they are instantiated by the DI container and their Initialize method is called. The DI container can inject into a module a region registry that implements IRegionViewRegistry interface. The module, in its Initialize method, can then call RegisterViewWithRegion method of the registry to register its regions. Regions Regions, once registered, are managed by the RegionManager. The shell can then load regions either through the RegionManager.RegionName attached property or dynamically through code. When a view is created by the region manager, the DI container can inject view model and other services into the view. The view then has a reference to the view model through which it can interact with backend services. Service locator Although it is possible to inject services into dependent classes through a DI container, an alternative way is to use the ServiceLocator to retrieve a service on demard. Prism supplies a service locator implementation and it is possible to get an instance of the service by calling: ServiceLocator.Current.GetInstance<IServiceType>() Event aggregator Prism supplies an IEventAggregator interface and implementation that can be injected into any class that needs to communicate with each other in a loosely-coupled fashion. The event aggregator uses a publisher/subscriber model. A class can publishes an event by calling eventAggregator.GetEvent<EventType>().Publish(parameter) to raise an event. Other classes can subscribe the event by calling eventAggregator.GetEvent<EventType>().Subscribe(EventHandler, other options). Getting started The easiest way to get started with Prism is to go through the Prism Hands-On labs and look at the Hello World QuickStart. The Hello World QuickStart shows how bootstrapper, modules and region works. Next, I would recommend you to look at the Stock Trader Reference Implementation. It is a more in depth example that resemble we want to set up an application. Several other QuickStarts cover individual Prism services. Some scenarios, such as dynamic module discovery, are more advanced. Apart from the official prism document, you can get an overview by reading Glen Block’s MSDN Magazine article. I have found the best free training material is from the Boise Code Camp. To be effective with Prism, it is important to understands key concepts of WPF well first, such as the DependencyProperty system, data binding, resource, theme and ICommand. It is also important to know your DI container of choice well. I will try to explorer these subjects in depth in the future. Testimony Recently, I worked on a desktop WPF application using Prism. I had a wonderful experience with Prism. The Prism is flexible enough even in the presence of third party controls such as Telerik WPF controls. We have never encountered any significant obstacle.

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  • Don’t Program by Fear, Question Everything

    - by João Angelo
    Perusing some code base I’ve recently came across with a code comment that I would like to share. It was something like this: class Animal { public Animal() { this.Id = Guid.NewGuid(); } public Guid Id { get; private set; } } class Cat : Animal { public Cat() : base() // Always call base since it's not always done automatically { } } Note: All class names were changed to protect the innocent. To clear any possible doubts the C# specification explicitly states that: If an instance constructor has no constructor initializer, a constructor initializer of the form base() is implicitly provided. Thus, an instance constructor declaration of the form C(...) {...} is exactly equivalent to C(...): base() {...} So in conclusion it’s clearly an incorrect comment but what I find alarming is how a comment like that gets into a code base and survives the test of time. Not to forget what it can do to someone who is making a jump from other technologies to C# and reads stuff like that.

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  • PlanetQuest and the start of a new project!

    - by TATWORTH
    At the Planet Quest http://planetquest.jpl.nasa.gov/ web site there is an interesting page on the number of planets detected around other stars. There is a link to a page at http://planetquest.jpl.nasa.gov/widget.cfm for an applet to poll for this information. I downloaded the applet but had no wish to install it. Instead I viewed it in Notepad++ and found that it contacted http://planetquest.jpl.nasa.gov/atlas/xml/planetstats.cfm to get data on the latest discovery. I have amedned the CommonData project and have wrote a class in that to poll for the information. I have amended the CommonData project and have wrote a class in that to poll for the information.  That class and its unit test will form the basis for a new project.

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  • Do Not Optimize Without Measuring

    - by Alois Kraus
    Recently I had to do some performance work which included reading a lot of code. It is fascinating with what ideas people come up to solve a problem. Especially when there is no problem. When you look at other peoples code you will not be able to tell if it is well performing or not by reading it. You need to execute it with some sort of tracing or even better under a profiler. The first rule of the performance club is not to think and then to optimize but to measure, think and then optimize. The second rule is to do this do this in a loop to prevent slipping in bad things for too long into your code base. If you skip for some reason the measure step and optimize directly it is like changing the wave function in quantum mechanics. This has no observable effect in our world since it does represent only a probability distribution of all possible values. In quantum mechanics you need to let the wave function collapse to a single value. A collapsed wave function has therefore not many but one distinct value. This is what we physicists call a measurement. If you optimize your application without measuring it you are just changing the probability distribution of your potential performance values. Which performance your application actually has is still unknown. You only know that it will be within a specific range with a certain probability. As usual there are unlikely values within your distribution like a startup time of 20 minutes which should only happen once in 100 000 years. 100 000 years are a very short time when the first customer tries your heavily distributed networking application to run over a slow WIFI network… What is the point of this? Every programmer/architect has a mental performance model in his head. A model has always a set of explicit preconditions and a lot more implicit assumptions baked into it. When the model is good it will help you to think of good designs but it can also be the source of problems. In real world systems not all assumptions of your performance model (implicit or explicit) hold true any longer. The only way to connect your performance model and the real world is to measure it. In the WIFI example the model did assume a low latency high bandwidth LAN connection. If this assumption becomes wrong the system did have a drastic change in startup time. Lets look at a example. Lets assume we want to cache some expensive UI resource like fonts objects. For this undertaking we do create a Cache class with the UI themes we want to support. Since Fonts are expensive objects we do create it on demand the first time the theme is requested. A simple example of a Theme cache might look like this: using System; using System.Collections.Generic; using System.Drawing; struct Theme { public Color Color; public Font Font; } static class ThemeCache { static Dictionary<string, Theme> _Cache = new Dictionary<string, Theme> { {"Default", new Theme { Color = Color.AliceBlue }}, {"Theme12", new Theme { Color = Color.Aqua }}, }; public static Theme Get(string theme) { Theme cached = _Cache[theme]; if (cached.Font == null) { Console.WriteLine("Creating new font"); cached.Font = new Font("Arial", 8); } return cached; } } class Program { static void Main(string[] args) { Theme item = ThemeCache.Get("Theme12"); item = ThemeCache.Get("Theme12"); } } This cache does create font objects only once since on first retrieve of the Theme object the font is added to the Theme object. When we let the application run it should print “Creating new font” only once. Right? Wrong! The vigilant readers have spotted the issue already. The creator of this cache class wanted to get maximum performance. So he decided that the Theme object should be a value type (struct) to not put too much pressure on the garbage collector. The code Theme cached = _Cache[theme]; if (cached.Font == null) { Console.WriteLine("Creating new font"); cached.Font = new Font("Arial", 8); } does work with a copy of the value stored in the dictionary. This means we do mutate a copy of the Theme object and return it to our caller. But the original Theme object in the dictionary will have always null for the Font field! The solution is to change the declaration of struct Theme to class Theme or to update the theme object in the dictionary. Our cache as it is currently is actually a non caching cache. The funny thing was that I found out with a profiler by looking at which objects where finalized. I found way too many font objects to be finalized. After a bit debugging I found the allocation source for Font objects was this cache. Since this cache was there for years it means that the cache was never needed since I found no perf issue due to the creation of font objects. the cache was never profiled if it did bring any performance gain. to make the cache beneficial it needs to be accessed much more often. That was the story of the non caching cache. Next time I will write something something about measuring.

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  • Polymorphism and passing

    - by Tucker Morgan
    Ok i am going to try and state my question as clearly as possible, but if you have trouble understanding it please just ask for clarification, i really want to figure out how to do this. I am writing a text based RPG, and i have three class that inherit from a super class, they all have special attacks that they can preform, at the same time i have a class that holds the function which handles battles in my game. Now how do i get the unique special abilities functions for whatever role the player chooses into the battle function. Also i am using the vector.push_back method to handle how my sub classes are referenced Please help me your my only hope

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  • How can I store spell & items using a std::vector implementation?

    - by Vladimir Marenus
    I'm following along with a book from GameInstitute right now, and it's asking me to: Allow the player to buy and carry healing potions and potions of fireball. You can add an Item array (after you define the item class) to the Player class for storing them, or use a std::vector to store them. I think I would like to use the std::vector implementation, because that seems to confuse me less than making an item class, but I am unsure how to do so. I've heard from many people that vectors are great ways to store dynamic values (such as items, weapons, etc), but I've not seen it used.

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  • Cross-language Extension Method Calling

    - by Tom Hines
    Extension methods are a concise way of binding functions to particular types. In my last post, I showed how Extension methods can be created in the .NET 2.0 environment. In this post, I discuss calling the extensions from other languages. Most of the differences I find between the Dot Net languages are mainly syntax.  The declaration of Extensions is no exception.  There is, however, a distinct difference with the framework accepting excensions made with C++ that differs from C# and VB.  When calling the C++ extension from C#, the compiler will SOMETIMES say there is no definition for DoCPP with the error: 'string' does not contain a definition for 'DoCPP' and no extension method 'DoCPP' accepting a first argument of type 'string' could be found (are you missing a using directive or an assembly reference?) If I recompile, the error goes away. The strangest problem with calling the C++ extension from C# is that I first must make SOME type of reference to the class BEFORE using the extension or it will not be recognized at all.  So, if I first call the DoCPP() as a static method, the extension works fine later.  If I make a dummy instantiation of the class, it works.  If I have no forward reference of the class, I get the same error as before and recompiling does not fix it.  It seems as if this none of this is supposed to work across the languages. I have made a few work-arounds to get the examples to compile and run. Note the following examples: Extension in C# using System; namespace Extension_CS {    public static class CExtension_CS    {  //in C#, the "this" keyword is the key.       public static void DoCS(this string str)       {          Console.WriteLine("CS\t{0:G}\tCS", str);       }    } } Extension in C++ /****************************************************************************\  * Here is the C++ implementation.  It is the least elegant and most quirky,  * but it works. \****************************************************************************/ #pragma once using namespace System; using namespace System::Runtime::CompilerServices;     //<-Essential // Reference: System.Core.dll //<- Essential namespace Extension_CPP {        public ref class CExtension_CPP        {        public:               [Extension] // or [ExtensionAttribute] /* either works */               static void DoCPP(String^ str)               {                      Console::WriteLine("C++\t{0:G}\tC++", str);               }        }; } Extension in VB ' Here is the VB implementation.  This is not as elegant as the C#, but it's ' functional. Imports System.Runtime.CompilerServices ' Public Module modExtension_VB 'Extension methods can be defined only in modules.    <Extension()> _       Public Sub DoVB(ByVal str As String)       Console.WriteLine("VB" & Chr(9) & "{0:G}" & Chr(9) & "VB", str)    End Sub End Module   Calling program in C# /******************************************************************************\  * Main calling program  * Intellisense and VS2008 complain about the CPP implementation, but with a  * little duct-tape, it works just fine. \******************************************************************************/ using System; using Extension_CPP; using Extension_CS; using Extension_VB; // vitual namespace namespace TestExtensions {    public static class CTestExtensions    {       /**********************************************************************\        * For some reason, this needs a direct reference into the C++ version        * even though it does nothing than add a null reference.        * The constructor provides the fake usage to please the compiler.       \**********************************************************************/       private static CExtension_CPP x = null;   // <-DUCT_TAPE!       static CTestExtensions()       {          // Fake usage to stop compiler from complaining          if (null != x) {} // <-DUCT_TAPE       }       static void Main(string[] args)       {          string strData = "from C#";          strData.DoCPP();          strData.DoCS();          strData.DoVB();       }    } }   Calling program in VB  Imports Extension_CPP Imports Extension_CS Imports Extension_VB Imports System.Runtime.CompilerServices Module TestExtensions_VB    <Extension()> _       Public Sub DoCPP(ByVal str As String)       'Framework does not treat this as an extension, so use the static       CExtension_CPP.DoCPP(str)    End Sub    Sub Main()       Dim strData As String = "from VB"       strData.DoCS()       strData.DoVB()       strData.DoCPP() 'fake    End Sub End Module  Calling program in C++ // TestExtensions_CPP.cpp : main project file. #include "stdafx.h" using namespace System; using namespace Extension_CPP; using namespace Extension_CS; using namespace Extension_VB; void main(void) {        /*******************************************************\         * Extension methods are called like static methods         * when called from C++.  There may be a difference in         * syntax when calling the VB extension as VB Extensions         * are embedded in Modules instead of classes        \*******************************************************/     String^ strData = "from C++";     CExtension_CPP::DoCPP(strData);     CExtension_CS::DoCS(strData);     modExtension_VB::DoVB(strData); //since Extensions go in Modules }

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  • Question on refactoring and code design

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

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  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

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  • Calculated Columns in Entity Framework Code First Migrations

    - by David Paquette
    I had a couple people ask me about calculated properties / columns in Entity Framework this week.  The question was, is there a way to specify a property in my C# class that is the result of some calculation involving 2 properties of the same class.  For example, in my database, I store a FirstName and a LastName column and I would like a FullName property that is computed from the FirstName and LastName columns.  My initial answer was: 1: public string FullName 2: { 3: get { return string.Format("{0} {1}", FirstName, LastName); } 4: } Of course, this works fine, but this does not give us the ability to write queries using the FullName property.  For example, this query: 1: var users = context.Users.Where(u => u.FullName.Contains("anan")); Would result in the following NotSupportedException: The specified type member 'FullName' is not supported in LINQ to Entities. Only initializers, entity members, and entity navigation properties are supported. It turns out there is a way to support this type of behavior with Entity Framework Code First Migrations by making use of Computed Columns in SQL Server.  While there is no native support for computed columns in Code First Migrations, we can manually configure our migration to use computed columns. Let’s start by defining our C# classes and DbContext: 1: public class UserProfile 2: { 3: public int Id { get; set; } 4: 5: public string FirstName { get; set; } 6: public string LastName { get; set; } 7: 8: [DatabaseGenerated(DatabaseGeneratedOption.Computed)] 9: public string FullName { get; private set; } 10: } 11: 12: public class UserContext : DbContext 13: { 14: public DbSet<UserProfile> Users { get; set; } 15: } The DatabaseGenerated attribute is needed on our FullName property.  This is a hint to let Entity Framework Code First know that the database will be computing this property for us. Next, we need to run 2 commands in the Package Manager Console.  First, run Enable-Migrations to enable Code First Migrations for the UserContext.  Next, run Add-Migration Initial to create an initial migration.  This will create a migration that creates the UserProfile table with 3 columns: FirstName, LastName, and FullName.  This is where we need to make a small change.  Instead of allowing Code First Migrations to create the FullName property, we will manually add that column as a computed column. 1: public partial class Initial : DbMigration 2: { 3: public override void Up() 4: { 5: CreateTable( 6: "dbo.UserProfiles", 7: c => new 8: { 9: Id = c.Int(nullable: false, identity: true), 10: FirstName = c.String(), 11: LastName = c.String(), 12: //FullName = c.String(), 13: }) 14: .PrimaryKey(t => t.Id); 15: Sql("ALTER TABLE dbo.UserProfiles ADD FullName AS FirstName + ' ' + LastName"); 16: } 17: 18: 19: public override void Down() 20: { 21: DropTable("dbo.UserProfiles"); 22: } 23: } Finally, run the Update-Database command.  Now we can query for Users using the FullName property and that query will be executed on the database server.  However, we encounter another potential problem. Since the FullName property is calculated by the database, it will get out of sync on the object side as soon as we make a change to the FirstName or LastName property.  Luckily, we can have the best of both worlds here by also adding the calculation back to the getter on the FullName property: 1: [DatabaseGenerated(DatabaseGeneratedOption.Computed)] 2: public string FullName 3: { 4: get { return FirstName + " " + LastName; } 5: private set 6: { 7: //Just need this here to trick EF 8: } 9: } Now we can both query for Users using the FullName property and we also won’t need to worry about the FullName property being out of sync with the FirstName and LastName properties.  When we run this code: 1: using(UserContext context = new UserContext()) 2: { 3: UserProfile userProfile = new UserProfile {FirstName = "Chanandler", LastName = "Bong"}; 4: 5: Console.WriteLine("Before saving: " + userProfile.FullName); 6: 7: context.Users.Add(userProfile); 8: context.SaveChanges(); 9:  10: Console.WriteLine("After saving: " + userProfile.FullName); 11:  12: UserProfile chanandler = context.Users.First(u => u.FullName == "Chanandler Bong"); 13: Console.WriteLine("After reading: " + chanandler.FullName); 14:  15: chanandler.FirstName = "Chandler"; 16: chanandler.LastName = "Bing"; 17:  18: Console.WriteLine("After changing: " + chanandler.FullName); 19:  20: } We get this output: It took a bit of work, but finally Chandler’s TV Guide can be delivered to the right person. The obvious downside to this implementation is that the FullName calculation is duplicated in the database and in the UserProfile class. This sample was written using Visual Studio 2012 and Entity Framework 5. Download the source code here.

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  • Ingame menu is not working correctly

    - by Johnny
    The ingame menu opens when the player presses Escape during the main game. If the player presses Y in the ingame menu, the game switches to the main menu. Up to here, everything works. But: On the other hand, if the player presses N in the ingame menu, the game should switch back to the main game(should resume the main game). But that doesn't work. The game just rests in the ingame menu if the player presses N. I set a breakpoint in this line of the Ingamemenu class: KeyboardState kbState = Keyboard.GetState(); CurrentSate/currentGameState and LastState/lastGameState have the same state: IngamemenuState. But LastState/lastGameState should not have the same state than CurrentSate/currentGameState. What is wrong? Why is the ingame menu not working correctly? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; IState lastState, currentState; public enum GameStates { IntroState = 0, MenuState = 1, MaingameState = 2, IngamemenuState = 3 } public void ChangeGameState(GameStates newState) { lastGameState = currentGameState; lastState = currentState; switch (newState) { case GameStates.IntroState: currentState = new Intro(this); currentGameState = GameStates.IntroState; break; case GameStates.MenuState: currentState = new Menu(this); currentGameState = GameStates.MenuState; break; case GameStates.MaingameState: currentState = new Maingame(this); currentGameState = GameStates.MaingameState; break; case GameStates.IngamemenuState: currentState = new Ingamemenu(this); currentGameState = GameStates.IngamemenuState; break; } currentState.Load(Content); } public void ChangeCurrentToLastGameState() { currentGameState = lastGameState; currentState = lastState; } public GameStates CurrentState { get { return currentGameState; } set { currentGameState = value; } } public GameStates LastState { get { return lastGameState; } set { lastGameState = value; } } private GameStates currentGameState = GameStates.IntroState; private GameStates lastGameState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { ChangeGameState(GameStates.IntroState); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); currentState.Load(Content); } protected override void Update(GameTime gameTime) { currentState.Update(gameTime); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Update(gameTime); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Render(spriteBatch); } currentState.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } public interface IState { void Load(ContentManager content); void Update(GameTime gametime); void Render(SpriteBatch batch); } public class Intro : IState { Texture2D Titelbildschirm; private Game1 game1; public Intro(Game1 game) { game1 = game; } public void Load(ContentManager content) { Titelbildschirm = content.Load<Texture2D>("gruft"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Space)) game1.ChangeGameState(Game1.GameStates.MenuState); } public void Render(SpriteBatch batch) { batch.Draw(Titelbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Menu:IState { Texture2D Choosescreen; private Game1 game1; public Menu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Choosescreen = content.Load<Texture2D>("menubild"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Enter)) game1.ChangeGameState(Game1.GameStates.MaingameState); if (kbState.IsKeyDown(Keys.Escape)) game1.Exit(); } public void Render(SpriteBatch batch) { batch.Draw(Choosescreen, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Maingame : IState { Texture2D Spielbildschirm, axe; Vector2 position = new Vector2(100,100); private Game1 game1; public Maingame(Game1 game) { game1 = game; } public void Load(ContentManager content) { Spielbildschirm = content.Load<Texture2D>("hauszombie"); axe = content.Load<Texture2D>("axxx"); } public void Update(GameTime gametime) { KeyboardState keyboardState = Keyboard.GetState(); float delta = (float)gametime.ElapsedGameTime.TotalSeconds; position.X += 5 * delta; position.Y += 3 * delta; if (keyboardState.IsKeyDown(Keys.Escape)) game1.ChangeGameState(Game1.GameStates.IngamemenuState); } public void Render(SpriteBatch batch) { batch.Draw(Spielbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); batch.Draw(axe, position, Color.White); } } public class Ingamemenu : IState { Texture2D Quitscreen; private Game1 game1; public Ingamemenu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Quitscreen = content.Load<Texture2D>("quit"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Y)) game1.ChangeGameState(Game1.GameStates.MenuState); if (kbState.IsKeyDown(Keys.N)) game1.ChangeCurrentToLastGameState(); } public void Render(SpriteBatch batch) { batch.Draw(Quitscreen, new Rectangle(200, 200, 200, 200), Color.White); } }

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  • Implementing a "state-machine" logic for methods required by an object in C++

    - by user827992
    What I have: 1 hypothetical object/class + other classes and related methods that gives me functionality. What I want: linking this object to 0 to N methods in realtime on request when an event is triggered Each event is related to a single method or a class, so a single event does not necessarily mean "connect this 1 method only" but can also mean "connect all the methods from that class or a group of methods" Avoiding linked lists because I have to browse the entire list to know what methods are linked, because this does not ensure me that the linked methods are kept in a particular order (let's say an alphabetic order by their names or classes), and also because this involve a massive amount of pointers usage. Example: I have an object Employee Jon, Jon acquires knowledge and forgets things pretty easily, so his skills may vary during a period of time, I'm responsible for what Jon can add or remove from his CV, how can I implement this logic?

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  • A design pattern for data binding an object (with subclasses) to asp.net user control

    - by Rohith Nair
    I have an abstract class called Address and I am deriving three classes ; HomeAddress, Work Address, NextOfKin address. My idea is to bind this to a usercontrol and based on the type of Address it should bind properly to the ASP.NET user control. My idea is the user control doesn't know which address it is going to present and based on the type it will parse accordingly. How can I design such a setup, based on the fact that, the user control can take any type of address and bind accordingly. I know of one method like :- Declare class objects for all the three types (Home,Work,NextOfKin). Declare an enum to hold these types and based on the type of this enum passed to user control, instantiate the appropriate object based on setter injection. As a part of my generic design, I just created a class structure like this :- I know I am missing a lot of pieces in design. Can anybody give me an idea of how to approach this in proper way.

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Authorizing a module in a framework

    - by Devon
    I've been studying PHP frameworks and I've been looking for how you would go about properly authorizing a module for classes, methods, and database actions. For example, lets say I want a framework that includes different modules from different programmers: Some core class may require special access, not all modules should have access to every core class unless authorized to. I do not want one module to be able to call another module's class/method if it is not supposed to be able to. I also don't want a security flaw in one module to be able to affect another module's database tables. I suppose an easy way to go about this is have a database table for authorization to consult, but I doubt that is the best way to go about this. I'd appreciate any advice or pointing me in the right direction for some reading.

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  • Changing CSS classes when different strings are displayed in a text element with jQuery

    - by Nick Maddren
    I'm just wondering if this method would be possible using jQuery HTML and PHP. Basically I have a filtering system were products are listed, some have different attribute values such as Hatchback for example. The text element that holds these PHP echo's also have a css class that implements an icon. I'm just wondering can I alter class's that are added to a html element just by looking at the string? So for example if the string displays "Pick-up" then jQuery alters the class and adds the one associated with the "Pick-up" string? Thanks sorry if this is a little confusing, I can explain more if needed.

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  • Builder Pattern: When to fail?

    - by skiwi
    When implementing the Builder Pattern, I often find myself confused with when to let building fail and I even manage to take different stands on the matter every few days. First some explanation: With failing early I mean that building an object should fail as soon as an invalid parameter is passed in. So inside the SomeObjectBuilder. With failing late I mean that building an object only can fail on the build() call that implicitely calls a constructor of the object to be built. Then some arguments: In favor of failing late: A builder class should be no more than a class that simply holds values. Moreover, it leads to less code duplication. In favor of failing early: A general approach in software programming is that you want to detect issues as early as possible and therefore the most logical place to check would be in the builder class' constructor, 'setters' and ultimately in the build method. What is the general concensus about this?

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • embedding LEFT OUTER JOIN within INNER JOIN

    - by user3424954
    I am having some problems with one of the question's answered in the book "SQL FOR MERE MORTALS". Here is the problem statement Here is the Database Structure Here is the answer which I am unable to comprehend Here is an answer which looks perfect to me Now the problem with the first answer I am having is: We first use LEFT OUTER JOIN for recipe class and recipes. So it selects all recipe class rows but only matching recipes. Perfecty fine as the question is demanding. Lets call this result set R. Now in the next step when we use INNER JOIN to join RecipieIngridients, it should filter out the rows from R in which Recipie ID doesn't match with the Recipe Id in Recipie Ingredients and hence filtering out the related Recipe class and recipe description also(Since it filters out the entire row of R). So this contradicts with the problem which demands all recipieID and RecipieDescription to be displayed from Recipe_Classes Table in this very step only. How can it be correct. Or Am i Missing some concept.

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  • Does the LGPL allow me to do this?

    - by user1229892
    I am planning to develop a commercial software using a LGPL software. In the LGPL software that I am using some functions in a class are not fully implemented. I want to modify the LGPL code so that the class and not-implemented functions are made visible outside the dll by adding dllexport infront of class and by adding virtual keyword infront of function. Then I plan to implement those functions in my proprietary software. I am ready to distribute the modified LGPL code but not proprietary software that implements functions in the way I want. Does that violate LGPL terms and conditions?

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  • Purpose of NOP instruction and align statement in x86 assembly

    - by alvonellos
    It has been a year or so since I last took an assembly class. In that class, we were using MASM with the Irvine libraries to make it easier to program in. After we'd gone through most of the instructions, he said that the NOP instruction essentially did nothing and not to worry about using it. Anyway, it was about midterm and he has some example code that wouldn't run properly, so he told us to add a NOP instruction and it worked fine. I asked I'm after class why and what it actually did, and he said he didn't know. Anybody know?

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  • How to build a Singleton-like dependency injector replacement (Php)

    - by Erparom
    I know out there are a lot of excelent containers, even frameworks almost entirely DI based with good strong IoC classes. However, this doesn't help me to "define" a new pattern. (This is Php code but understandable to anyone) Supose we have: //Declares the singleton class bookSingleton { private $author; private static $bookInstance; private static $isLoaned = FALSE; //The private constructor private function __constructor() { $this->author = "Onecrappy Writer Ofcheap Novels"; } //Sets the global isLoaned state and also gets self instance public static function loanBook() { if (self::$isLoaned === FALSE) { //Book already taken, so return false return FALSE; } else { //Ok, not loaned, lets instantiate (if needed and loan) if (!isset(self::$bookInstance)) { self::$bookInstance = new BookSingleton(); } self::$isLoaned = TRUE; } } //Return loaned state to false, so another book reader can take the book public function returnBook() { $self::$isLoaned = FALSE; } public function getAuthor() { return $this->author; } } Then we get the singelton consumtion class: //Consumes the Singleton class BookBorrower() { private $borrowedBook; private $haveBookState; public function __construct() { this->haveBookState = FALSE; } //Use the singelton-pattern behavior public function borrowBook() { $this->borrowedBook = BookSingleton::loanBook(); //Check if was successfully borrowed if (!this->borrowedBook) { $this->haveBookState = FALSE; } else { $this->haveBookState = TRUE; } } public function returnBook() { $this->borrowedBook->returnBook(); $this->haveBookState = FALSE; } public function getBook() { if ($this->haveBookState) { return "The book is loaned, the author is" . $this->borrowedbook->getAuthor(); } else { return "I don't have the book, perhaps someone else took it"; } } } At last, we got a client, to test the behavior function __autoload($class) { require_once $class . '.php'; } function write ($whatever,$breaks) { for($break = 0;$break<$breaks;$break++) { $whatever .= "\n"; } echo nl2br($whatever); } write("Begin Singleton test", 2); $borrowerJuan = new BookBorrower(); $borrowerPedro = new BookBorrower(); write("Juan asks for the book", 1); $borrowerJuan->borrowBook(); write("Book Borrowed? ", 1); write($borrowerJuan->getAuthorAndTitle(),2); write("Pedro asks for the book", 1); $borrowerPedro->borrowBook(); write("Book Borrowed? ", 1); write($borrowerPedro->getAuthorAndTitle(),2); write("Juan returns the book", 1); $borrowerJuan->returnBook(); write("Returned Book Juan? ", 1); write($borrowerJuan->getAuthorAndTitle(),2); write("Pedro asks again for the book", 1); $borrowerPedro->borrowBook(); write("Book Borrowed? ", 1); write($borrowerPedro->getAuthorAndTitle(),2); This will end up in the expected behavior: Begin Singleton test Juan asks for the book Book Borrowed? The book is loaned, the author is = Onecrappy Writer Ofcheap Novels Pedro asks for the book Book Borrowed? I don't have the book, perhaps someone else took it Juan returns the book Returned Book Juan? I don't have the book, perhaps someone else took it Pedro asks again for the book Book Borrowed? The book is loaned, the author is = Onecrappy Writer Ofcheap Novels So I want to make a pattern based on the DI technique able to do exactly the same, but without singleton pattern. As far as I'm aware, I KNOW I must inject the book inside "borrowBook" function instead of taking a static instance: public function borrowBook(BookNonSingleton $book) { if (isset($this->borrowedBook) || $book->isLoaned()) { $this->haveBook = FALSE; return FALSE; } else { $this->borrowedBook = $book; $this->haveBook = TRUE; return TRUE; } } And at the client, just handle the book: $borrowerJuan = new BookBorrower(); $borrowerJuan-borrowBook(new NonSingletonBook()); Etc... and so far so good, BUT... Im taking the responsability of "single instance" to the borrower, instead of keeping that responsability inside the NonSingletonBook, that since it has not anymore a private constructor, can be instantiated as many times... making instances on each call. So, What does my NonSingletonBook class MUST be in order to never allow borrowers to have this same book twice? (aka) keep the single instance. Because the dependency injector part of the code (borrower) does not solve me this AT ALL. Is it needed the container with an "asShared" method builder with static behavior? No way to encapsulate this functionallity into the Book itself? "Hey Im a book and I shouldn't be instantiated more than once, I'm unique"

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  • Cyclic Dependencies.

    - by PhilCK
    Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided. I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies. // Foo #include <Bar.hpp> class Foo { bar& m_bar; }; and // Bar class Foo; class Bar { Foo* m_foo; }; I do this alot in Ruby, but dynamic languages are more forgiving in this instance, where as static ones, not so much.

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