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  • XNA Moddable Game - Architecture Design and Reflection

    - by David K
    I've decided to embark on an XNA moddable game project of a simple rogue style. For all purposes of this question, I'm going to not be using a scripting engine, but rather allow modders to directly compile assemblies that are loaded by the game at run time. I know about the security problems this may raise. So in order to expose the moddable content, I have gone about creating a generic project in XNA called MyModel. This contains a number of interfaces that all inherit from IPlugin, such as IGameSystem, IRenderingSystem, IHud, IInputSystem etc. Then I've created another project called MyRogueModel. This references MyModel project, and holds interfaces such as IMonster, IPlayer, IDungeonGenerator, IInventorySystem. More rogue specific interfaces, but again, all interfaces in this project inherit from IPlugin. Then finally, I've created another project called MyRogueGame, that references both MyModel and MyRogueModel projects. This project will be the game that you run and play. Here I have put the actual implementation of the Monster, DungeonGenerator, InputSystem and RenderingSystem classes. This project will also scan the mods directory during run time and load any IPlugins it finds using reflection and override anything it finds from the default. For example if it finds a new implementation of the DungeonGenerator it will use that one instead. Now my question is, in order to get this far, I have effectively 2 projects that contain nothing but interfaces... which seems a little... strange ? For people to create mods for the game, I would give them both the MyModel and MyRogueModel assemblies in which they would reference. I'm not sure whether this is the right way to do it, but my reasoning goes as follows : If I write 1 input system, I can use it in any game I write. If I create 3 rogue like games, and a modder writes 1 rendering system, that modder could use the rendering system for all 3 games, because it all comes from the MyModel project. I come from a more web based C# role, so having empty interface projects doesn't seem wrong, its just something I haven't done before. Before I embark on something that might be crazy, I'd just like to know whether this is a foolish idea and whether there's a better (or established) design principle I should be following ?

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  • Software Architecture and MEF composition location

    - by Leonardo
    Introduction My software (a bunch of webapi's) consist of 4 projects: Core, FrontWebApi, Library and Administration. Library is a code library project that consists of only interfaces and enumerators. All my classes in other projects inherit from at least one interface, and this interface is in the library. Generally speaking, my interfaces define either Entities, Repositories or Controllers. This project references no other project or any special dlls... just the regular .Net stuff... Core is a class-library project where concrete implementation of Entities and Repositories. In some cases i have more than 1 implementation for a Repository (ex: one for azure table storage and one for regular Sql). This project handles the intelligence (business rules mostly) and persistence, and it references only the Library. FrontWebApi is a ASP.NET MVC 4 WebApi project that implements the controllers interfaces to handle web-requests (from a mobile native app)... It references the Core and the Library. Administration is a code-library project that represents a "optional-module", meaning: if it is present, it provides extra-features (such as Access Control Lists) to the application, but if its not, no problem. Administration is also only referencing the Library and implementing concrete classes of a few interfaces such as "IAccessControlEntry"... I intend to make this available with a "setup" that will create any required database table or anything like that. But it is important to notice that the Core has no reference to this project... Development Now, in order to have a decoupled code I decide to use IoC and because this is a small project, I decided to do it using MEF, specially because of its advertised "composition" capabilities. I arranged all the imports/exports and constructors and everything, but something is quite not perfect in my "mental-visualisation": Main Question Where should I "Compose" the objects? I mean: Technically, the only place where real implementation access is required is in the Repositories, because in order to retrieve data from wherever, entities instances will be necessary, and in all other places. The repositories could also provide a public "GetCleanInstanceOf()" right? Then all other places will be just fine working with the interfaces instead of concrete classes... Secondary Question Should "Administration" implement the concrete object for "IAccessControlGeneralRepository" or the Core should?

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  • Software Architecture - From design to sucessful implementation

    - by user20358
    As the subject goes; once a software architect puts down the high level design and approach to a software that is to be developed from scratch, how does the team ensure that it is implemented successfully? To my mind the following things will need to be done Proper understanding of requirements Setting down coding practices and guidelines Regular code reviews to ensure the guidelines are being adhered to Revisiting the requirements phase and making necessary changes to design based on client inputs if there are any changes to requirements Proper documentation of what is being done in code Proper documentation of requirements and changes to them Last but not the least, implementing the design via object oriented code where appropriate Did I miss anything? Would love to hear any mistakes that you have learned from in your project experiences. What went wrong, what could have been done better. Thanks for taking the time..

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  • Architecture- Tracking lead origin when data is submitted by a server

    - by Kevin
    I'm looking for some assistance in determining the least complex strategy for tracking leads on an affiliate's website. The idea is to make the affiliate's integration with my application as easy as possible. I've run into theoretical barriers, so i'm here to explore other options. Application Overview: This is a lead aggregation / distribution platform. We will be focusing on the affiliate portion of this website. Essentially affiliates sign up, enter in marketing campaigns and sell us their conversions. Problem to be solved: We want to track a lead's origin and other events on the affiliate site. We want to know what pages, ads, and forms they viewed before they converted. This can easily be solved with pixel tracking. Very straightforward. Theoretical Issues: I thought I would ask affiliates to place the pixel where I could log impressions and set a third party cookie when the pixel is first called. Then I could associate future impressions with this cookie. The problem is that when the visitor converts on the affiliate's site and I receive their information via HTTP POST from the Affiliate's server I wouldn't be able to access the cookie and associate it with the lead record unless the lead lands on my processor via a redirect and is then redirected back to the affiliate's landing page. I don't want to force the affiliates to submit their forms directly to my tracking site, so allowing them to make an HTTP POST from their server side form processor would be ideal. I've considered writing JavaScript to set a First Party cookie but this seems to make things more complicated for the affiliate. I also considered having the affiliate submit the lead's data via a conversion pixel. This seems to be the most ideal scenario so far as almost all pixels are as easy as copy/paste. The only complication comes from the conversion pixel- which would submit all of the lead information and the request would come from the visitor's machine so I could access my third party cookie.

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  • Turn-based JRPG battle system architecture resources

    - by BenoitRen
    The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode. I have been unable to find any resources about how a classic turn-based JRPG battle system is structured. All I find are discussions about damage formula. I've tried googling, searching gamedev.net's message board, and crawling through C++-related questions here on Stack Exchange. I've also tried reading source code of existing open source RPGs, but without a guide of some sort it's like trying to find a needle in a haystack. I'm not looking for a set of rules like D&D or anything similar. I'm talking purely about code and object structure design. A battle system asks the player for input using menus. Next the battle turn is executed as the heroes and the enemies execute their actions. Can anyone point me in the right direction? Thanks in advance.

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  • Modular enterprise architecture using MVC and Orchard CMS

    - by MrJD
    I'm making a large scale MVC application using Orchard. And I'm going to be separating my logic into modules. I'm also trying to heavily decouple the application for maximum extensibility and testability. I have a rudimentary understanding of IoC, Repository Pattern, Unit of Work pattern and Service Layer pattern. I've made myself a diagram. I'm wondering if it is correct and if there is anything I have missed regarding an extensible application. Note that each module is a separate project. Update So I have many UI modules that use the db module, that's why they've been split up. There are other services the UI modules will use. The UI modules have been split up because they will be made over time, independent of each other.

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  • Architecture of an action multiplayer game from scratch

    - by lcf
    Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have familiarized myself with concepts like lag compensation, view interpolation, input prediction and pretty much everything that I need for this. I have also prepared a set of prototypes to confirm that I understood everything correctly. My question is about the situation when game engine must be rewind to the past to find out whether there was a "hit" (sometimes it may involve the whole 'recomputation' of the world from that moment in the past up to the present moment. I already have a piece of code that does it, but it's not as neat as I need it to be. The domain logic of the app (the physics of the game) must be separated from the presentation (render) and infrastructure tools (e.g. the remote server interaction specifics). How do I organize all this? :) Is there any worthy implementation with open sources I can take a look at? What I'm thinking is something like this: -> Render / User Input -> Game Engine (this is the so called service layer) -> Processing User Commands & Remote Server -> Domain (Physics) How would you add into this scheme the concept of "ticks" or "interactions" with the possibility to rewind and recalculate "the game"? Remember, I cannot change the Domain/Physics but only the Game Engine. Should I store an array of "World's States"? Should they be just some representations of the world, optimized for this purpose somehow (how?) or should they be actual instances of the world (i.e. including behavior and all that). Has anybody had similar experience? (never worked on a game before if that matters)

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  • Architecture a for a central renderer rather than self-rendering

    - by The Communist Duck
    For the architectural side of rendering, there's two main ways: having each object render itself, and having a single renderer which renders everything. I'm currently aiming for the second idea, for the following reasons: The list can be sorted to only use shaders once. Else each object would have to bind the shader, because it's not sure if it's active. The objects could be sorted and grouped. Easier to swap APIs. With a few macro lines, it can be easy to swap between a DirectX renderer and an OpenGL renderer (not a reason for my project, but still a good point) Easier to manage rendering code Of course, if anyone has strong recommendations for the first method, I will listen to them. But I was wondering how make this work. First idea The renderer has a list of pointers to the renderable components of each entity, which register themselves on RenderCompoent creation. However, I'm worrying that this may end up as a lot of extra pointer weight. But I can sort the list of pointers every so often. Second idea The entire list of entities is passed to the renderer each render call. The renderer then sorts the list (each call, or maybe once?) and gets what it wants. That's a lot of passing and/or sorting, however. Other ideas ??? PROFIT Anyone got ideas? Thank you.

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  • help me to choose between two software architecture

    - by alex
    // stupid title, but I could not think anything smarter I have a code (see below, sorry for long code but it's very-very simple): namespace Option1 { class AuxClass1 { string _field1; public string Field1 { get { return _field1; } set { _field1 = value; } } // another fields. maybe many fields maybe several properties public void Method1() { // some action } public void Method2() { // some action 2 } } class MainClass { AuxClass1 _auxClass; public AuxClass1 AuxClass { get { return _auxClass; } set { _auxClass = value; } } public MainClass() { _auxClass = new AuxClass1(); } } } namespace Option2 { class AuxClass1 { string _field1; public string Field1 { get { return _field1; } set { _field1 = value; } } // another fields. maybe many fields maybe several properties public void Method1() { // some action } public void Method2() { // some action 2 } } class MainClass { AuxClass1 _auxClass; public string Field1 { get { return _auxClass.Field1; } set { _auxClass.Field1 = value; } } public void Method1() { _auxClass.Method1(); } public void Method2() { _auxClass.Method2(); } public MainClass() { _auxClass = new AuxClass1(); } } } class Program { static void Main(string[] args) { // Option1 Option1.MainClass mainClass1 = new Option1.MainClass(); mainClass1.AuxClass.Field1 = "string1"; mainClass1.AuxClass.Method1(); mainClass1.AuxClass.Method2(); // Option2 Option2.MainClass mainClass2 = new Option2.MainClass(); mainClass2.Field1 = "string2"; mainClass2.Method1(); mainClass2.Method2(); Console.ReadKey(); } } What option (option1 or option2) do you prefer ? In which cases should I use option1 or option2 ? Is there any special name for option1 or option2 (composition, aggregation) ?

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  • Would this be a good web application architecture?

    - by Gustav Bertram
    My problem Our MVC based framework does not allow us to cache only part of our output. Ideally we want to cahce static and semi-static bits, and run dynamic bits. In addition, we need to consider data caching that reacts to database changes. My idea The concept I came up with was to represent a page as a tree of XML fragment objects. (I say XML, but I mean XHTML). Some of the fragments are dynamic, and can pull their data directly from models or other sources, but most of the fragments are static scaffolding. If a subtree of fragments is completely static, then I imagine that they could unfold into pure XML that would then be cached as the text representation of their parent element. This process would ideally continue until we are left with a root element that contains all of the static XML, and has a couple of dynamic XML fragments that are resolved and attached to the relevant nodes of the XML tree just before the page is displayed. In addition to separating content into dynamic and static fragments, some fragments could be dynamic and cached. A simple expiry time which propagates up through the XML fragment tree would indicate that a specific fragment should periodically be refreshed. A newspaper section or front page does not need to be updated each second. Minutes or sometimes even longer is sufficient. Other fragments would be dynamic and uncached. Typically too many articles are viewed for them to be cached - the cache would overflow. Some individual articles may be cached if they are extremely popular. Functional notes The folding mechanism could be to be smart enough to judge when it would be more profitable to fold a dynamic cached fragment and propagate the expiry date to the parent fragment, or to keep it separate and simple attach to the XML tree when resolving the page. If some dynamic cached fragments are associated to database objects through mechanisms like a globally unique content id, then changes to the database could trigger changes to the output cache. If fragments store the identifiers of parent fragments, then they could trigger a refolding process that would then include the updated data. A set of pure XML with an ordered array of fragment objects (that each store the identifying information of the node to which they should be attached), can be resolved in a fairly simple way by walking the XML tree, and merging the data from the fragments. Because it is not necessary to parse and construct the entire tree in memory before attaching nodes, processing should be fairly fast. The identifiers of each fragment would be a combination of relevant identity data and the type of fragment object. Cached parent fragments would contain references to these identifiers, in order to then either pull them from the fragment cache, or to run their code. The controller's responsibility is reduced to making changes to the database, and telling the root XML fragment object to render itself. The Question My question has two parts: Is this a good design? Are there any obvious flaws I'm missing? Has somebody else thought of this before? References? Is there an existing alternative that I should consider? A cool templating engine maybe?

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  • Architecture for a template-building, WYSIWIG application

    - by Sam Selikoff
    I'm building a WYSIWYG designer in Ember.js. The designer will allow users to create campaigns - think MailChimp. To build a campaign, users will choose an existing template. The template will have a defined layout. The user will then be taken to the designer, where he will be able to edit the text and style, and additionally change some layout options. I've been thinking about how best to go about structuring this app, and there are a few hurdles. Specifically, the output of the campaign will be dynamic: eventually, it will be published somewhere, and when the consumers (not my users, but the people clicking on the campaign that my user created) visit the campaign, certain pieces of data will change, depending on the type of consumer viewing the campaign. That means the ultimate output of the designer will be a dynamic site. The data that is dynamic for this site - the end product - will not be manipulated by the user in the designer. However, the data that will be manipulated by the user in the designer are things like copy, styles, layout options, etc. I'll call the first set of variables server-side data, and the second client-side data. It seems, then, that the process will go something like this: I'll need to create templates for this designer that have two dynamic segments. For instance, the server-side data could be Liquid expressions, and the client-side data Handlebars expressions. When the user creates a campaign, I would compile the template on the back end using some dummy data for the server-side variables, and serve up a handlebars template to the Ember app. The user would then edit the template, and the Ember app would save all his edits to the JS variables that were powering the template. This way he'd be able to preview the template. When he saves, he'll send back the selected template, along with all the data and options he's made. When it comes time to publish, the back-end system will have to do two things: compile the template with Handlebars using the campaign data, and then compile the template with Liquid using the server-side data Is my thinking roughly accurate about this, or is there a simpler way?

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  • Suggestions needed on an architecture for a multiple clients and customisable web application

    - by ValidfroM
    Our product is a web based course managemant system. We have 10+ clients and in future we may get more clients. (Asp.net,SQL Server) Currently if one of our customers need extra functionality or customised business logic, we will change the db schema and code to meet the needs. (we only have one branch code base and one database schema) To make the change wont affect each others route, we use a client flag, which defined in a web config file, thus those extra fields and biz logic only applied to a particular customer's system. if(ClientId = 'ABC') { //DO ABC Stuff } else { //Normal Route } One of our senior colleagues said, in this way, small company like us can save resources on supporting multiple resources. But what I feel is, this strategy makes our code and database even harder to maintain. Anyone there crossed similar situation? How do you handle that?

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  • Bringing in New Architecture During Maintenance on Legacy Systems

    - by Mike L.
    I have been tasked with adding some new features to a legacy ASP.NET MVC2 project. The codebase is a disaster and I want to write these new features with some thought behind the implementation and not just throw these new features into the mess. I would like to introduce things like dependency injection and the orchestrator pattern; just to the code that I am going to write. I don't have enough time to try to refactor the entire system. Is it OK to not be consistent with the rest of the codebase and add new features following different design principles? Should I not introduce new patterns and just get the features implemented? I feel like it might be confusing to the next person to see parts of the system using a design that other parts are not following.

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  • ASP.NET MVC 3 (C#) Software Architecture

    - by ryanzec
    I am starting on a relatively large and ambitious ASP.NET MVC 3 project and just thinking about the best way to organize my code. The project is basically going to be a general management system that will be capable of supporting any type management system whether it be a blogging system, cms, reservation system, wikis, forums, project management system, etc…, each of them being just a separate 'module'. You can read more about it on my blog posted here : http://www.ryanzec.com/index.php/blog/details/8 (forgive me, the style of the site kinda sucks). For those who don't want to read the long blog post the basic idea is that the core system itself is nothing more than a users system with an admin interface to manage the users system. Then you just add on module as you need them and the module I will be creating is a simple blog post to test it out before I move on to the big module which is a project management system. Now I am just trying to think of the best way to structure this so that it is easy for users to add in there own modules but easy for me to update to core system without worrying about the user modifying the core code. I think the ideal way would be to have a number of core projects that user is specifically told not to modify otherwise the system may become unstable and future updates would not work. When the user wants to add in there own modules, they would just add in a new project (or multiple projects). The thing is I am not sure that it is even possible to use multiple projects all with their own controllers, razor view template, css, javascript, etc... in one web application. Ideally each module would have some of it own razor view templates, css, javascript, image files and also need access to some of the core razor view templates, css, javascript, image files which would is in a separate project. It is possible to have 1 web application run off of controllers, razor view templates, css, javascript, image files that are store in multiple projects? Is there a better was to structure this to allow the user to easily add in module with having to modify the core code?

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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  • Modular Web App Network Architecture

    - by nairware
    Assuming that I am dealing with dedicated physical servers or VPSs, is it conceivable and does it make sense to have distinct servers setup with the following roles to host a web application? Reverse Proxy Web server Application server Database server Specific points of interest: I am confused how to even separate the web and application servers. My understanding was that such 3-tier architectures were feasible. It is unclear to me if the app server would reside directly between the web and database server, or if the web server could directly interact with the database as well. The app server could either do the computational heavy-lifting on behalf of the app server or it could do heavy-lifting plus control all of the business logic (as implied in the diagram above, thus denying the web server of direct database access). I am also unsure what role the reverse proxy (ex. nginx) could and should fulfill as a web server, given the above mentioned setup. I know that nginx has web server features. But I do not know if it makes sense to have the reverse proxy be its own VPS, given that the web server–in theory–would be separate from the app server.

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  • Architecture : am I doing things right?

    - by Jeremy D
    I'm trying to use a '~classic' layered arch using .NET and Entity Framework. We are starting from a legacy database which is a little bit crappy: Inconsistent naming Unneeded views (view referencing other views, select * views etc...) Aggregated columns Potatoes and Carrots in the same table etc... So I ended with fully isolating my database structure from my domain model. To do so EF entities are hidden from presentation layer. The goal is to permit an easier database refactoring while lowering the impact of it on applications. I'm now facing a lot of challenges and I'm starting to ask myself if I'm doing things right. My Domain Model is highly volatile, it keeps evolving with apps as new fields needs are arising. Complexity of it keeps raising and class it contains start to get a lot of properties. Creating include strategy and reprojecting to EF is very tricky (my domain objects don't have any kind of lazy/eager loading relationship properties): DomainInclude<Domain.Model.Bar>.Include("Customers").Include("Customers.Friends") // To... IFooContext.Bars.Include(...).Include(...).Where(...) Some framework are raping the isolation levels (Devexpress Grids which needs either XPO or IQueryable for filtering and paging large data sets) I'm starting to ask myself if : the isolation of EF auto-generated entities is an unneeded cost. I should allow frameworks to hit IQueryable? Slow slope to hell? (it's really hard to isolate DevExpress framework, any successful experience?) the high volatility of my domain model is normal? Did you have similar difficulties? Any advice based on experience?

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  • C# class architecture for REST services

    - by user15370
    Hi. I am integrating with a set of REST services exposed by our partner. The unit of integration is at the project level meaning that for each project created on our partners side of the fence they will expose a unique set of REST services. To be more clear, assume there are two projects - project1 and project2. The REST services available to access the project data would then be: /project1/search/getstuff?etc... /project1/analysis/getstuff?etc... /project1/cluster/getstuff?etc... /project2/search/getstuff?etc... /project2/analysis/getstuff?etc... /project2/cluster/getstuff?etc... My task is to wrap these services in a C# class to be used by our app developer. I want to make it simple for the app developer and am thinking of providing something like the following class. class ProjectClient { SearchClient _searchclient; AnalysisClient _analysisclient; ClusterClient _clusterclient; string Project {get; set;} ProjectClient(string _project) { Project = _project; } } SearchClient, AnalysisClient and ClusterClient are my classes to support the respective services shown above. The problem with this approach is that ProjectClient will need to provide public methods for each of the API's exposed by SearchClient, etc... public void SearchGetStuff() { _searchclient.getStuff(); } Any suggestions how I can architect this better?

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  • Software architecture for two similar classes which require different input parameters for the same method

    - by I Like to Code
    I am writing code to simulate a supply chain. The supply chain can be simulated in either an intermediate stocking or a cross-docking configuration. So, I wrote two simulator objects IstockSimulator and XdockSimulator. Since the two objects share certain behaviors (e.g. making shipments, demand arriving), I wrote an abstract simulator object AbstractSimulator which is a parent class of the two simulator objects. The abstract simulator object has a method runSimulation() which takes an input parameter of class SimulationParameters. Up till now, the simulation parameters only contains fields that are common to both simulator objects, such as randomSeed, simulationStartPeriod and simulationEndPeriod. However, I now want to include fields that are specific to the type of simulation that is being run, i.e. an IstockSimulationParameters class for an intermediate stocking simulation, and a XdockSimulationParameters class for a cross-docking simulation. My current idea is take the method runSimulation() out of the AbstractSimulator class, but to put a runSimulation(IstockSimulationParameters) method in the IstockSimulator class, and a runSimulation(XdockSimulationParameters) method in the IstockSimulator class. I am worried however, that this approach will lead to code duplication. What should I do?

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  • Data architecture for event log metrics?

    - by elliot42
    My service has a large ongoing number of user events, and we would like to do things like "count occurrence of event type T since date D." We are trying to make two basic decisions: What to store? Storing every event vs. only storing aggregates (Event log style) log every event and count them later, vs. (Time-series style) store a single aggregated "count of event E for date D" for every day Where to store the data In a relational database (particularly MySQL) In a non-relational (NoSQL) database In flat log files (collected centrally over the network via syslog-ng) What is standard practice / where can I read more about comparing the different types of systems? Additional details: The total event stream is large, potentially hundreds of thousands of entries per day But our current need is only to count certain types of events within it We don't necessarily need real-time access to the raw data or aggregation results IMHO, "log all events to files, crawl them at a later time to filter and aggregate the stream" is a pretty standard UNIX Way, but my Rails-y compatriots seem to think that nothing is real unless it's in MySQL.

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  • PyQt application architecture

    - by L. De Leo
    I'm trying to give a sound structure to a PyQt application that implements a card game. So far I have the following classes: Ui_Game: this describes the ui of course and is responsible of reacting to the events emitted by my CardWidget instances MainController: this is responsible for managing the whole application: setup and all the subsequent states of the application (like starting a new hand, displaying the notification of state changes on the ui or ending the game) GameEngine: this is a set of classes that implement the whole game logic Now, the way I concretely coded this in Python is the following: class CardWidget(QtGui.QLabel): def __init__(self, filename, *args, **kwargs): QtGui.QLabel.__init__(self, *args, **kwargs) self.setPixmap(QtGui.QPixmap(':/res/res/' + filename)) def mouseReleaseEvent(self, ev): self.emit(QtCore.SIGNAL('card_clicked'), self) class Ui_Game(QtGui.QWidget): def __init__(self, window, *args, **kwargs): QtGui.QWidget.__init__(self, *args, **kwargs) self.setupUi(window) self.controller = None def place_card(self, card): cards_on_table = self.played_cards.count() + 1 print cards_on_table if cards_on_table <= 2: self.played_cards.addWidget(card) if cards_on_table == 2: self.controller.play_hand() class MainController(object): def __init__(self): self.app = QtGui.QApplication(sys.argv) self.window = QtGui.QMainWindow() self.ui = Ui_Game(self.window) self.ui.controller = self self.game_setup() Is there a better way other than injecting the controller into the Ui_Game class in the Ui_Game.controller? Or am I totally off-road?

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  • Gathering application architecture

    - by userbb
    Suppose there is system for gathering info about system activities. There is a client part with an interface and there are agent parts that are installed on each machine. I estimate that there could be max 20 computers now. Later could be more like 50. My solutions: Agent stores data into local database e.g. sqlite. There is also a service which can be used by a client to query data. So if a client wants to display data for 50 computers, he sends a query to 50 computers. I'am on that solution now but maybe it's totally wrong. Agent stores data into local database (I don't known good one for that). There is also server (main database) and local databases are synchronized with the server. In this case, a client connects to the main database to display data. Agent sends data in realtime to main database. So same as point 2, but there is no sync. Like in point 3, but agent buffers data in local database and sends it in small chunks to main database. What is the best approach?

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  • Architecture for dashboard showing aggregated stats [on hold]

    - by soulnafein
    I'd like to know what are common architectural pattern for the following problem. Web application A has information on sales, users, responsiveness score, etc. Some of this information are computationally intensive and or have a complex business logic (e.g. responsiveness score). I'm building a separate application (B) for internal admin tasks that modifies data in web application A and report on data from web application A. For writing I'm planning to use a restful api. E.g. create a new entity, update entity, etc. In application B I'd like to show some graphs and other aggregate data for the previous 12 months. I'm planning to store the aggregate data for each month in redis. Some data should update more often, e.g every 10 minutes. I can think of 3 ways of doing this. A scheduled task in app B that connects to an api of app A that provides some aggregated data. Then app B stores it in Redis and use that to visualise pages. Cons: it makes complex calculation within a web request, requires lot's of work e.g. api server and client, storing, etc., pros: business logic still lives in app A. A scheduled task in app A that aggregates data in an non-web process and stores it directly in Redis to be accessed by app B. A scheduled task in app A that aggregates data in a non-web process and uses an api in app B to save it. I'd like to know if there is a well known architectural solution to this type of problems and if not what are other pros/cons for the solution I've suggested?

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  • Mobile (Client) to Amazon S3 (Server) - Architecture

    - by wasabii
    let's start off with the problem statement: My iOS application has a login form. When the user logs in, a call is made to my API and access granted or denied. If access was granted, I want the user to be able to upload pictures to his account and/or manage them. As storage I've picked Amazon S3, and I figured it'd be a good idea to have one bucket called "myappphotos" for instance, which contains lots of folders. The folder names are hashes of a user's email and a secret key. So, every user has his own, unique folder in my Amazon S3 bucket. Since I've just recently started working with AWS, here's my question: What are the best practices for setting up a system like this? I want the user to be able to upload pictures directly to Amazon S3, but of course I cannot hard-code the access key. So I need my API to somehow talk to Amazon and request an access token of sorts - only for the particular folder that belongs to the user I'm making the request for. Can anyone help me out and/or guide me to some sources where a similar problem was addressed? Don't think I'm the first one and the amazon documentation is so extensive that I don't really know where to start looking. Thanks a lot!

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  • Examples of different architecture methodologies

    - by Lane
    Is there a resource or site which illustrates building the same application (desktop or web) using several different contrasting architectures? Such as MVP versus MVVM versus MVC, etc. It would be very helpful to see how they look side-by-side using real-world code instead of comparing written theory to written theory. I've often found that something can be described well in a book, but when you go to implement it, the subtleties and weaknesses of the theory become readily apparent.

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