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  • ASP.NET MVC: post-redirect-get pattern, with only two overloaded action methods

    - by Rafi
    Is it possible to implement post-redirect-get pattern, with two overloaded action methods(One for GET action and the other for POST action) in ASP.NET MVC. In all of the MVC post-redirect-get pattern samples, I have seen three different action methods for the post-redirect-get process, each having different names. Is this really required? For Eg:(Does the code shown below, follows Post-Redirect-Get pattern?) public class SalaryTransferController : Controller { // // GET: /SalaryTransfer/ [HttpGet] public ActionResult Index(int id) { SalaryTransferIndexViewModel vm = new SalaryTransferIndexViewModel(id) { SelectedDivision = DivisionEnum.Contracting }; //Do some processing here return View(vm); } // // POST: /SalaryTransfer/ [HttpPost] public ActionResult Index(SalaryTransferIndexViewModel vm) { bool validationsuccess = false; //validate if (validationsuccess) return RedirectToAction("Index", new {id=1234 }); else return View(vm); } } Thank you for your responses.

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  • php preg_match pattern to extract a specific information, regex

    - by Michael
    I need to extract a specific Id from a html document but the problem is that the id must not "be used". Here is the html content http://pastebin.com/wF2dx8JZ As you may see there are different html blocks . Some of them contain the "Used" word so I need to extract only the first id which is not used. Basically I can write a simple pattern like : $pattern = "/javascript:tw(.*))/"; preg_match_all($pattern, $content, $matches); $id = $matches[1][0]; However in this case I'm also getting the "ids" which are used so I don't know how to exclude them from the equation . Any idea would be highly appreciated.

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  • strategy for observer pattern?

    - by fayer
    I want to use observer pattern for a logging system. We have got logObservers and logObservables. The class that will have to log something will implement iLogObservable and include these methods: private $logObservers = array(); public function addLogObserver($logObserver) { $this->logObservers[] = $logObserver; } public function removeLogObserver($logObserver) { $this->logObservers[] = $logObserver; } public function write($type, $message) { foreach($this->logObservers as $logObserver) { $logObserver->log($level, $message); ; } } Then I noticed, that a lot of classes that will use logging will have these methods and I have to copy paste. So isn't it better to have these methods in a class I call LogObservable or just Log and then use strategy (instantiate this class inside all classes that will have to log). When I change the methods in Log, all logObservables will be affected. However, I have not seen anyone use observer pattern with strategy pattern yet, but it seems to be very efficient and remove the duplications. What do you think?

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  • What's wrong with my svn:ignore pattern?

    - by boris callens
    I have the pattern svn:ignore datasheets/*/*.pdf It is supposed to ignore all pdfs that are at an arbitrary depth under multiple "datasheet" directories under the current root folder. As an example: say I have a dir structure like this Websites -web1 -dataSheets -AT -ignore.pdf -BE -NL -ignore.pdf -FR -ignore.pdf -ignore2.pdf -licenseAgreements -important.pdf -web2 -datasheets -etc In this example the pattern needs to ignore all the ignore.pdfs without ingoring the important.pdf too. The shown pattern still includes all my pdf files. I know there are a bunch of similar questions, but none of them seem to tackle the problem with the various hierarchy levels.

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  • Is this class + constructor definition pattern overly redundant?

    - by Protector one
    I often come across a pattern similar to this: class Person { public string firstName, lastName; public Person(string firstName, string lastName) { this.firstName = firstName; this.lastName = lastName; } } This feels overly redundant (I imagine typing "firstName" once, instead of thrice could be enough…), but I can't think of a proper alternative. Any ideas? Maybe I just don't know about a certain design pattern I should be using here? Edit - I think I need to elaborate a little. I'm not asking how to make the example code "better", but rather, "shorter". In its current state, all member names appear 3 times (declaration, initialization, constructor arguments), and it feels rather redundant. So I'm wondering if there is a pattern (or semantic sugar) to get (roughly) the same behavior, but with less bloat. I apologize for being unclear initially.

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  • Dependency Injection & Singleton Design pattern

    - by SysAdmin
    How do we identify when to use dependency injection or singleton pattern. I have read in lot of websites where they say "Use Dependency injection over singleton pattern". But I am not sure if I totally agree with them. For my small or medium scale projects I definitely see the use of singleton pattern straightforward. For example Logger. I could use Logger.GetInstance().Log(...) But, instead of this, why do I need to inject every class I create, with the logger's instance?.

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  • How to apply Abstract Factory Pattern ???

    - by Amit
    I am new to Design Pattern and I have a scenario here... and not sure as how to implement the pattern ... We have multiple vendors Philips, Onida... Each vendor (philips, onida...) may have different type of product i.e. Plasma or Normal TV I want specific product of each vendor using Abstract Factory Pattern... Thanks in advance for any help... My implementation so far... public enum TvType { Samsung = 0,LG = 1,Philips = 2, Sony = 3 } public enum Product { Plasma = 0,NormalTV = 1 } concrete class of each vendor.... that returns each product and also the interface that contains ProductInfo i.e. if Vendor is ... then it must have this product....

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  • How to determine item at a index in pattern

    - by el.gringogrande
    I have the following elements in a list/array a1,a2,a3 and these elements are used to build another list in a predictable pattern example a1,a1,a2,a2,a3,a3,a1,a1,a2,a2,a3,a3... The pattern may change but I will always know how many times each element repeats and all elements repeats the same number of times. And the elements always show up in the same order. so another pattern might be a1,a1,a1,a2,a2,a2,a3,a3,a3,a1,a1,a1,a2,a2,a2,a3,a3,a3... or a1,a2,a3,a1,a2,a3 it will never be a2,a2,a1,a1,a3,a3... or a1,a2,a3,a2,a3,a1 etc How I determine what element is at any index in the list?

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  • Java: Extend SimpleDateFormat with new pattern letters

    - by Adam Matan
    Java's SimpleDateFormat is used to format a Date object to a string. The formatter supports various pattern letters, which denote textual representation of a Date field. For example, yy is two-letter year, yyyy is four-letter year, and E is day of week. For example, A SimpleDateFormat initialized with yyyy.MM.dd G 'at' HH:mm:ss z will format a date to something like 2001.07.04 AD at 12:08:56 PDT. I would like to add some pattern letters to SimpleDateFormat. For example, want C to denote Hebrew weekday (??? ?????, ??? ???, ...). What's the right way to extend SimpleDateFormat with these new pattern letters? The only online example I could find seems somewhat complicated. I can live with formatting only, without parsing.

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  • Session State Anti-Pattern

    - by Curiosity
    I know the SOLID principles and other design patterns fairly well and have been programming for some time now - seeing many a bit of code throughout the years. Having said that, I'm having trouble coming up with a name to give the pattern, or lack thereof, to bits of code I've been dealing with at a current engagement. The application is an ASP.NET C# WebForms application, backed by a SQL Server/Mainframe backend (more mainframe than backend) and it's riddled with Session State properties being accessed/mutated from multiple pages/classes. Accessing/mutating global variables/application state was usually shunned upon while I was in school. Apparently the creators of this magnificent application didn't think it was such a bad idea. Question: Is there a name for such a pattern/anti-pattern that relies so heavily on Session State? I'd like to call the pig by its name ...

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  • tool for creating seamless pattern?

    - by Pennf0lio
    Hi, I'm a designer, that uses Illustrator and Photoshop to create my artworks. Now I know it can be done in photshop and illustrator but the process is kinda time consuming, You have to keep adjusting the position just to achieve seamless pattern. Now if there a software or plugin that will make your life easy, I would definitely would like to know. Thanks!

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  • Handling null values and missing object properties in Silverlight 4

    - by PeterTweed
    Before Silverlight 4 to bind a data object to the UI and display a message associated with either a null value or if the binding path was wrong, you would need to write a Converter.  In Silverlight 4 we find the addition of the markup extensions TargetNullValue and FallbackValue that allows us to display a value when a null value is found in the bound to property and display a value when the property being bound to is not found. This post will show you how to use both markup extensions. Steps: 1. Create a new Silverlight 4 application 2. In the body of the MainPage.xaml.cs file replace the MainPage class with the following code:     public partial class MainPage : UserControl     {         public MainPage()         {             InitializeComponent();             this.Loaded += new RoutedEventHandler(MainPage_Loaded);         }           void MainPage_Loaded(object sender, RoutedEventArgs e)         {             person p = new person() { NameValue = "Peter Tweed" };             this.DataContext = p;         }     }       public class person     {         public string NameValue { get; set; }         public string TitleValue { get; set; }     } This code defines a class called person with two properties.  A new instance of the class is created, only defining the value for one of the properties and bound to the DataContext of the page. 3.  In the MainPage.xaml file copy the following XAML into the LayoutRoot grid:         <Grid.RowDefinitions>             <RowDefinition Height="60*" />             <RowDefinition Height="28*" />             <RowDefinition Height="28*" />             <RowDefinition Height="30*" />             <RowDefinition Height="154*" />         </Grid.RowDefinitions>         <Grid.ColumnDefinitions>             <ColumnDefinition Width="86*" />             <ColumnDefinition Width="314*" />         </Grid.ColumnDefinitions>         <TextBlock Grid.Row="1" Height="23" HorizontalAlignment="Left" Margin="32,0,0,0" Name="textBlock1" Text="Name Value:" VerticalAlignment="Top" />         <TextBlock Grid.Row="2" Height="23" HorizontalAlignment="Left" Margin="32,0,0,0" Name="textBlock2" Text="Title Value:" VerticalAlignment="Top" />         <TextBlock Grid.Row="3" Height="23" HorizontalAlignment="Left" Margin="32,0,0,0" Name="textBlock3" Text="Non Existant Value:" VerticalAlignment="Top" />         <TextBlock Grid.Column="1" Grid.Row="1" Height="23" HorizontalAlignment="Left" Name="textBlock4" Text="{Binding NameValue, TargetNullValue='No Name!!!!!!!'}" VerticalAlignment="Top" Margin="6,0,0,0" />         <TextBlock Grid.Column="1" Grid.Row="2" Height="23" HorizontalAlignment="Left" Name="textBlock5" Text="{Binding TitleValue, TargetNullValue='No Title!!!!!!!'}" VerticalAlignment="Top" Margin="6,0,0,0" />         <TextBlock Grid.Column="1" Grid.Row="3" Height="23" HorizontalAlignment="Left" Margin="6,0,0,0" Name="textBlock6" Text="{Binding AgeValue, FallbackValue='No such property!'}" VerticalAlignment="Top" />    This XAML defines three textblocks – two of which use the TargetNull and one that uses the FallbackValue markup extensions.  4. Run the application and see the person name displayed as defined for the person object, the expected string displayed for the TargetNullValue when no value exists for the boudn property and the expected string displayed for the FallbackValue when the property bound to is not found on the bound object. It's that easy!

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • Can I autofill a pattern that changes periodically?

    - by user234479
    I am trying to create an autofill similar to below, essentially requiring excel to realise that every 3 cells down the row number being referenced increases by 10. I have tried but it does not seem to recognise the pattern. Is there any way around this? ='Book1'!$A1:$D17 ='Book1'!$A1:$D17 ='Book1'!$A1:$D17 ='Book1'!$A11:$D17 ='Book1'!$A11:$D17 ='Book1'!$A11:$D17 ='Book1'!$A21:$D17 ='Book1'!$A21:$D17 ='Book1'!$A21:$D17

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  • What is the value in hiding the details through abstractions? Isn't there value in transparency?

    - by user606723
    Background I am not a big fan of abstraction. I will admit that one can benefit from adaptability, portability and re-usability of interfaces etc. There is real benefit there, and I don't wish to question that, so let's ignore it. There is the other major "benefit" of abstraction, which is to hide implementation logic and details from users of this abstraction. The argument is that you don't need to know the details, and that one should concentrate on their own logic at this point. Makes sense in theory. However, whenever I've been maintaining large enterprise applications, I always need to know more details. It becomes a huge hassle digging deeper and deeper into the abstraction at every turn just to find out exactly what something does; i.e. having to do "open declaration" about 12 times before finding the stored procedure used. This 'hide the details' mentality seems to just get in the way. I'm always wishing for more transparent interfaces and less abstraction. I can read high level source code and know what it does, but I'll never know how it does it, when how it does it, is what I really need to know. What's going on here? Has every system I've ever worked on just been badly designed (from this perspective at least)? My philosophy When I develop software, I feel like I try to follow a philosophy I feel is closely related to the ArchLinux philosophy: Arch Linux retains the inherent complexities of a GNU/Linux system, while keeping them well organized and transparent. Arch Linux developers and users believe that trying to hide the complexities of a system actually results in an even more complex system, and is therefore to be avoided. And therefore, I never try to hide complexity of my software behind abstraction layers. I try to abuse abstraction, not become a slave to it. Question at heart Is there real value in hiding the details? Aren't we sacrificing transparency? Isn't this transparency valuable?

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  • Is comparing an OO compiler to a SQL compiler/optimizer valid?

    - by Brad
    I'm now doing a lot of SQL development at my new job where as before I was doing Object Oriented desktop app stuff. I keep running across very large scripts (thousands of lines) and wanting to refactor in some way. I am seeing that SQL is a different sort of beast and it's probably fine to have these big scripts for the most part but while explaining this to me people are also insisting that the whole idea of refactoring is bad. That stuff like the .NET compiler are actually burdened by refactored code and that a big wall of code is more efficient and better design than code designed for reuse, readability and scalability. The other argument is that OO compilers are almost dangerously inefficient and don't have efficient memory management or runs too many CPU instructions compared to older "simpler" compilers and compared to SQL. Are these valid complaints? Even if some compiler like a C compiler is modestly more "efficient" (whatever that means on this high of a level without seeing code) would you want to write applications in C over C# or Java? Is comparing an OO compiler to a SQL compiler/optimizer even valid?

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  • [C#][XNA] Draw() 20,000 32 by 32 Textures or 1 Large Texture 20,000 Times

    - by Rudi
    The title may be confusing - sorry about that, it's a poor summary. Here's my dilemma. I'm programming in C# using the .NET Framework 4, and aiming to make a tile-based game with XNA. I have one large texture (256 pixels by 4096 pixels). Remember this is a tile-based game, so this texture is so massive only because it contains many tiles, which are each 32 pixels by 32 pixels. I think the experts will definitely know what a tile-based game is like. The orientation is orthogonal (like a chess board), not isometric. In the Game.Draw() method, I have two choices, one of which will be incredibly more efficient than the other. Choice/Method #1: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { SpriteBatch.Draw( MyLargeTexture, // One large 256 x 4096 texture new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(x, y, 32, 32), // Notice the source rectangle 'cuts out' 32 by 32 squares from the texture corresponding to the loop Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the first method is referencing one large texture many many times, each time using a small rectangle of this large texture to draw the appropriate tile image. Choice/Method #2: Semi-Pseudocode: public void Draw() { // map tiles are drawn left-to-right, top-to-bottom for (int x = 0; x < mapWidth; x++) { for (int y = 0; y < mapHeight; y++) { Texture2D tileTexture = map.GetTileTexture(x, y); // Getting a small 32 by 32 texture (different each iteration of the loop) SpriteBatch.Draw( tileTexture, new Rectangle(x, y, 32, 32), // Destination rectangle - ignore this, its ok new Rectangle(0, 0, tileTexture.Width, tileTexture.Height), // Notice the source rectangle uses the entire texture, because the entire texture IS 32 by 32 Color.White); // No tint - ignore this, its ok } } } Caption: So, effectively, the second method is drawing many small textures many times. The Question: Which method and why? Personally, I would think it would be incredibly more efficient to use the first method. If you think about what that means for the tile array in a map (think of a large map with 2000 by 2000 tiles, let's say), each Tile object would only have to contain 2 integers, for the X and Y positions of the source rectangle in the one large texture - 8 bytes. If you use method #2, however, each Tile object in the tile array of the map would have to store a 32by32 Texture - an image - which has to allocate memory for the R G B A pixels 32 by 32 times - is that 4096 bytes per tile then? So, which method and why? First priority is speed, then memory-load, then efficiency or whatever you experts believe.

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  • Avoiding bloated Domain Objects

    - by djcredo
    We're trying to move data from our bloated Service layer into our Domain layer using a DDD approach. We currently have a lot of business logic in our services, which is spread out all over the place and doesn't benefit from inheritance. We have a central Domain class which is the focus of most of our work - a Trade. The Trade object will know how to price itself, how to estimate risk, validate itself, etc. We can then replace conditionals with polymorphism. Eg: SimpleTrade will price itself one way, but ComplexTrade will price itself another. However, we are worried that this will bloat the Trade class(s). It really should be in charge of its own processing but the class size is going to increase exponentially as more features are added. So we have choices: Put processing logic in Trade class. Processing logic is now polymorphic based on the type of the trade, but Trade class is now has multiple responsibilites (pricing, risk, etc) and is large Put processing logic into other class such as TradePricingService. No longer polymorphic with the Trade inheritance tree, but classes are smaller and easier to test. What would be the suggested approach?

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  • My proposed design is usually worse than my colleague's - how do I get better?

    - by user151193
    I have been programming for couple of years and am generally good when it comes to fixing problems and creating small-to-medium scripts, however, I'm generally not good at designing large scale programs in object oriented way. Few questions Recently, a colleague who has same number of years of experience as me and I were working on a problem. I was working on a problem longer than him, however, he came up with a better solution and in the end we're going to use his design. This really affected me. I admit his design is better, but I wanted to come up with a design as good as his. I'm even contemplating quitting the job. Not sure why but suddenly I feel under some pressure e.g. what would juniors think of me and etc? Is it normal? Or I'm thinking a little too much into this? My job involves programming in Python. I try to read source code but how do you think I can improve me design skills? Are there any good books or software that I should study? Please enlighten me. I will really appreciate your help.

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  • Design suggestions needed to create a MathBuilder framework

    - by Darf Zon
    Let explain what I'm trying to create. I'm creating a framework, the idea is to provide base classes to generate a math problem. Why do I need this framework? Because at first time, I realized when I create a new math problem I always do the same steps. Configuration settings such range numbers. For example if I'm developing multiplications, in beginner level only generate the first number between 2-5 or in advanced level, the first number will be between 6- 9, for example. Generate problem method. All the time I need to invoke a method like this to generate the problem. This one receives the configuration settings and generate the number according to them. And generate the object with the respective data. Validate the problem. Sometimes the problem generated is not valid. For example, supposed I'm creating fractions in most simplified, if I receive 2/4, the program should detect that this is not valid and must generate another like this one, 1/4. Load the view. All of them, have a custom view (please watch below the images). All of the problems must know how to CHECK if the user result is correct. All of this problems has answers. Some of them just require one answer, anothers may require more than one, so I guess a way to maintain flexibility to the developer has all the answers he wanna used. At the beginning I started using PRISM. Generate modules for each math problem was the idea and load it in the main system. I guess are the most important things of this idea. Let me showing some problems which I create in a WPF standalone program. Here I have a math problem about areas. When I generate the problem a set to the view the object and it draw it. In beginner level, I set in the configuration settings that just load square types. But in advance level, can load triangles and squares randomly. In this another, generate a binary problem like addition, subtraction, multiplication or division. Above just generate a single problem. The idea of this is to show a test o quiz, I mean get a worksheet (this I call as a collection of problems) where the user can answer it. I hope gets the idea with my ugly drawing. How to load this math problems? As I said above, I started using PRISM, and each module contains a math problem kind. This is a snapshot of my first demo. Below show the modules loaded, and center the respective configurations or levels. Until momment, I have no idea to start creating this software. I just know that I need a question | problem class, response class, user class. But I get lost about what properties should have to contain in it. Please give a little hand of this framework. I put much effort on this question, so if any isn't clear, let me know to clarify it.

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  • Starting to create a MathBuilder framework, help to start creating the design

    - by Darf Zon
    Let explain what I'm trying to create. I'm creating a framework, the idea is to provide base classes to generate a math problem. Why do I need this framework? Because at first time, I realized when I create a new math problem I always do the same steps. Configuration settings such range numbers. For example if I'm developing multiplications, in beginner level only generate the first number between 2-5 or in advanced level, the first number will be between 6- 9, for example. Generate problem method. All the time I need to invoke a method like this to generate the problem. This one receives the configuration settings and generate the number according to them. And generate the object with the respective data. Validate the problem. Sometimes the problem generated is not valid. For example, supposed I'm creating fractions in most simplified, if I receive 2/4, the program should detect that this is not valid and must generate another like this one, 1/4. Load the view. All of them, have a custom view (please watch below the images). All of the problems must know how to CHECK if the user result is correct. All of this problems has answers. Some of them just require one answer, anothers may require more than one, so I guess a way to maintain flexibility to the developer has all the answers he wanna used. At the beginning I started using PRISM. Generate modules for each math problem was the idea and load it in the main system. I guess are the most important things of this idea. Let me showing some problems which I create in a WPF standalone program. Here I have a math problem about areas. When I generate the problem a set to the view the object and it draw it. In beginner level, I set in the configuration settings that just load square types. But in advance level, can load triangles and squares randomly. In this another, generate a binary problem like addition, subtraction, multiplication or division. Above just generate a single problem. The idea of this is to show a test o quiz, I mean get a worksheet (this I call as a collection of problems) where the user can answer it. I hope gets the idea with my ugly drawing. How to load this math problems? As I said above, I started using PRISM, and each module contains a math problem kind. This is a snapshot of my first demo. Below show the modules loaded, and center the respective configurations or levels. Until momment, I have no idea to start creating this software. I just know that I need a question | problem class, response class, user class. But I get lost about what properties should have to contain in it. Please give a little hand of this framework. I put much effort on this question, so if any isn't clear, let me know to clarify it.

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  • How do we keep dependent data structures up to date?

    - by Geo
    Suppose you have a parse tree, an abstract syntax tree, and a control flow graph, each one logically derived from the one before. In principle it is easy to construct each graph given the parse tree, but how can we manage the complexity of updating the graphs when the parse tree is modified? We know exactly how the tree has been modified, but how can the change be propagated to the other trees in a way that doesn't become difficult to manage? Naturally the dependent graph can be updated by simply reconstructing it from scratch every time the first graph changes, but then there would be no way of knowing the details of the changes in the dependent graph. I currently have four ways to attempt to solve this problem, but each one has difficulties. Nodes of the dependent tree each observe the relevant nodes of the original tree, updating themselves and the observer lists of original tree nodes as necessary. The conceptual complexity of this can become daunting. Each node of the original tree has a list of the dependent tree nodes that specifically depend upon it, and when the node changes it sets a flag on the dependent nodes to mark them as dirty, including the parents of the dependent nodes all the way down to the root. After each change we run an algorithm that is much like the algorithm for constructing the dependent graph from scratch, but it skips over any clean node and reconstructs each dirty node, keeping track of whether the reconstructed node is actually different from the dirty node. This can also get tricky. We can represent the logical connection between the original graph and the dependent graph as a data structure, like a list of constraints, perhaps designed using a declarative language. When the original graph changes we need only scan the list to discover which constraints are violated and how the dependent tree needs to change to correct the violation, all encoded as data. We can reconstruct the dependent graph from scratch as though there were no existing dependent graph, and then compare the existing graph and the new graph to discover how it has changed. I'm sure this is the easiest way because I know there are algorithms available for detecting differences, but they are all quite computationally expensive and in principle it seems unnecessary so I'm deliberately avoiding this option. What is the right way to deal with these sorts of problems? Surely there must be a design pattern that makes this whole thing almost easy. It would be nice to have a good solution for every problem of this general description. Does this class of problem have a name?

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  • Why is there no service-oriented language?

    - by Wolfgang
    Edit: To avoid further confusion: I am not talking about web services and such. I am talking about structuring applications internally, it's not about how computers communicate. It's about programming languages, compilers and how the imperative programming paradigm is extended. Original: In the imperative programming field, we saw two paradigms in the past 20 years (or more): object-oriented (OO), and service-oriented (SO) aka. component-based (CB). Both paradigms extend the imperative programming paradigm by introducing their own notion of modules. OO calls them objects (and classes) and lets them encapsulates both data (fields) and procedures (methods) together. SO, in contrast, separates data (records, beans, ...) from code (components, services). However, only OO has programming languages which natively support its paradigm: Smalltalk, C++, Java and all other JVM-compatibles, C# and all other .NET-compatibles, Python etc. SO has no such native language. It only comes into existence on top of procedural languages or OO languages: COM/DCOM (binary, C, C++), CORBA, EJB, Spring, Guice (all Java), ... These SO frameworks clearly suffer from the missing native language support of their concepts. They start using OO classes to represent services and records. This leads to designs where there is a clear distinction between classes that have methods only (services) and those that have fields only (records). Inheritance between services or records is then simulated by inheritance of classes. Technically, its not kept so strictly but in general programmers are adviced to make classes to play only one of the two roles. They use additional, external languages to represent the missing parts: IDL's, XML configurations, Annotations in Java code, or even embedded DSL like in Guice. This is especially needed, but not limited to, since the composition of services is not part of the service code itself. In OO, objects create other objects so there is no need for such facilities but for SO there is because services don't instantiate or configure other services. They establish an inner-platform effect on top of OO (early EJB, CORBA) where the programmer has to write all the code that is needed to "drive" SO. Classes represent only a part of the nature of a service and lots of classes have to be written to form a service together. All that boiler plate is necessary because there is no SO compiler which would do it for the programmer. This is just like some people did it in C for OO when there was no C++. You just pass the record which holds the data of the object as a first parameter to the procedure which is the method. In a OO language this parameter is implicit and the compiler produces all the code that we need for virtual functions etc. For SO, this is clearly missing. Especially the newer frameworks extensively use AOP or introspection to add the missing parts to a OO language. This doesn't bring the necessary language expressiveness but avoids the boiler platform code described in the previous point. Some frameworks use code generation to produce the boiler plate code. Configuration files in XML or annotations in OO code is the source of information for this. Not all of the phenomena that I mentioned above can be attributed to SO but I hope it clearly shows that there is a need for a SO language. Since this paradigm is so popular: why isn't there one? Or maybe there are some academic ones but at least the industry doesn't use one.

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  • Is my class structure good enough?

    - by Rivten
    So I wanted to try out this challenge on reddit which is mostly about how you structure your data the best you can. I decided to challenge my C++ skills. Here's how I planned this. First, there's the Game class. It deals with time and is the only class main has access to. A game has a Forest. For now, this class does not have a lot of things, only a size and a Factory. Will be put in better use when it will come to SDL-stuff I guess A Factory is the thing that deals with the Game Objects (a.k.a. Trees, Lumberjack and Bears). It has a vector of all GameObjects and a queue of Events which will be managed at the end of one month. A GameObject is an abstract class which can be updated and which can notify the Event Listener The EventListener is a class which handles all the Events of a simulation. It can recieve events from a Game Object and notify the Factory if needed, the latter will manage correctly the event. So, the Tree, Lumberjack and Bear classes all inherits from GameObject. And Sapling and Elder Tree inherits from Tree. Finally, an Event is defined by an event_type enumeration (LUMBERJACK_MAWED, SAPPLING_EVOLUTION, ...) and an event_protagonists union (a GameObject or a pair of GameObject (who killed who ?)). I was quite happy at first with this because it seems quite logic and flexible. But I ended up questionning this structure. Here's why : I dislike the fact that a GameObject need to know about the Factory. Indeed, when a Bear moves somewhere, it needs to know if there's a Lumberjack ! Or it is the Factory which handles places and objects. It would be great if a GameObject could only interact with the EventListener... or maybe it's not that much of a big deal. Wouldn't it be better if I separate the Factory in three vectors ? One for each kind of GameObject. The idea would be to optimize research. If I'm looking do delete a dead lumberjack, I would only have to look in one shorter vector rather than a very long vector. Another problem arises when I want to know if there is any particular object in a given case because I have to look for all the gameObjects and see if they are at the given case. I would tend to think that the other idea would be to use a matrix but then the issue would be that I would have empty cases (and therefore unused space). I don't really know if Sapling and Elder Tree should inherit from Tree. Indeed, a Sapling is a Tree but what about its evolution ? Should I just delete the sapling and say to the factory to create a new Tree at the exact same place ? It doesn't seem natural to me to do so. How could I improve this ? Is the design of an Event quite good ? I've never used unions before in C++ but I didn't have any other ideas about what to use. Well, I hope I have been clear enough. Thank you for taking the time to help me !

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  • Can I set a property on an object that is only declared on the instance type, when I don't know the

    - by WilberBeast
    Let me explain. I have a List into which I am adding various ASP.NET controls. I then wish to loop through the list and set a CssClass, however not every Control supports the property CssClass. What I would like to do is test if the underlying instance type supports the CssClass property and set it, but I'm not sure how to do the conversion prior to setting the property since I don't know the type of each Control object. I know that I can use typeof or x.GetType(), but I'm not sure how to use these to convert the controls back to the instance type in order to test for and then set the property. Actually I seem to have solved this, so I thought that I would post the code here for others. foreach (Control c in controlList) { PropertyInfo pi = c.GetType().GetProperty("CssClass"); if (pi != null) pi.SetValue(c, "desired_css_class", null); } I hope that this helps someone else as I has taken me hours to research these 2 lines of code. Cheers Steve

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