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  • C#/.NET Little Wonders: The ConcurrentDictionary

    - by James Michael Hare
    Once again we consider some of the lesser known classes and keywords of C#.  In this series of posts, we will discuss how the concurrent collections have been developed to help alleviate these multi-threading concerns.  Last week’s post began with a general introduction and discussed the ConcurrentStack<T> and ConcurrentQueue<T>.  Today's post discusses the ConcurrentDictionary<T> (originally I had intended to discuss ConcurrentBag this week as well, but ConcurrentDictionary had enough information to create a very full post on its own!).  Finally next week, we shall close with a discussion of the ConcurrentBag<T> and BlockingCollection<T>. For more of the "Little Wonders" posts, see the index here. Recap As you'll recall from the previous post, the original collections were object-based containers that accomplished synchronization through a Synchronized member.  While these were convenient because you didn't have to worry about writing your own synchronization logic, they were a bit too finely grained and if you needed to perform multiple operations under one lock, the automatic synchronization didn't buy much. With the advent of .NET 2.0, the original collections were succeeded by the generic collections which are fully type-safe, but eschew automatic synchronization.  This cuts both ways in that you have a lot more control as a developer over when and how fine-grained you want to synchronize, but on the other hand if you just want simple synchronization it creates more work. With .NET 4.0, we get the best of both worlds in generic collections.  A new breed of collections was born called the concurrent collections in the System.Collections.Concurrent namespace.  These amazing collections are fine-tuned to have best overall performance for situations requiring concurrent access.  They are not meant to replace the generic collections, but to simply be an alternative to creating your own locking mechanisms. Among those concurrent collections were the ConcurrentStack<T> and ConcurrentQueue<T> which provide classic LIFO and FIFO collections with a concurrent twist.  As we saw, some of the traditional methods that required calls to be made in a certain order (like checking for not IsEmpty before calling Pop()) were replaced in favor of an umbrella operation that combined both under one lock (like TryPop()). Now, let's take a look at the next in our series of concurrent collections!For some excellent information on the performance of the concurrent collections and how they perform compared to a traditional brute-force locking strategy, see this wonderful whitepaper by the Microsoft Parallel Computing Platform team here. ConcurrentDictionary – the fully thread-safe dictionary The ConcurrentDictionary<TKey,TValue> is the thread-safe counterpart to the generic Dictionary<TKey, TValue> collection.  Obviously, both are designed for quick – O(1) – lookups of data based on a key.  If you think of algorithms where you need lightning fast lookups of data and don’t care whether the data is maintained in any particular ordering or not, the unsorted dictionaries are generally the best way to go. Note: as a side note, there are sorted implementations of IDictionary, namely SortedDictionary and SortedList which are stored as an ordered tree and a ordered list respectively.  While these are not as fast as the non-sorted dictionaries – they are O(log2 n) – they are a great combination of both speed and ordering -- and still greatly outperform a linear search. Now, once again keep in mind that if all you need to do is load a collection once and then allow multi-threaded reading you do not need any locking.  Examples of this tend to be situations where you load a lookup or translation table once at program start, then keep it in memory for read-only reference.  In such cases locking is completely non-productive. However, most of the time when we need a concurrent dictionary we are interleaving both reads and updates.  This is where the ConcurrentDictionary really shines!  It achieves its thread-safety with no common lock to improve efficiency.  It actually uses a series of locks to provide concurrent updates, and has lockless reads!  This means that the ConcurrentDictionary gets even more efficient the higher the ratio of reads-to-writes you have. ConcurrentDictionary and Dictionary differences For the most part, the ConcurrentDictionary<TKey,TValue> behaves like it’s Dictionary<TKey,TValue> counterpart with a few differences.  Some notable examples of which are: Add() does not exist in the concurrent dictionary. This means you must use TryAdd(), AddOrUpdate(), or GetOrAdd().  It also means that you can’t use a collection initializer with the concurrent dictionary. TryAdd() replaced Add() to attempt atomic, safe adds. Because Add() only succeeds if the item doesn’t already exist, we need an atomic operation to check if the item exists, and if not add it while still under an atomic lock. TryUpdate() was added to attempt atomic, safe updates. If we want to update an item, we must make sure it exists first and that the original value is what we expected it to be.  If all these are true, we can update the item under one atomic step. TryRemove() was added to attempt atomic, safe removes. To safely attempt to remove a value we need to see if the key exists first, this checks for existence and removes under an atomic lock. AddOrUpdate() was added to attempt an thread-safe “upsert”. There are many times where you want to insert into a dictionary if the key doesn’t exist, or update the value if it does.  This allows you to make a thread-safe add-or-update. GetOrAdd() was added to attempt an thread-safe query/insert. Sometimes, you want to query for whether an item exists in the cache, and if it doesn’t insert a starting value for it.  This allows you to get the value if it exists and insert if not. Count, Keys, Values properties take a snapshot of the dictionary. Accessing these properties may interfere with add and update performance and should be used with caution. ToArray() returns a static snapshot of the dictionary. That is, the dictionary is locked, and then copied to an array as a O(n) operation.  GetEnumerator() is thread-safe and efficient, but allows dirty reads. Because reads require no locking, you can safely iterate over the contents of the dictionary.  The only downside is that, depending on timing, you may get dirty reads. Dirty reads during iteration The last point on GetEnumerator() bears some explanation.  Picture a scenario in which you call GetEnumerator() (or iterate using a foreach, etc.) and then, during that iteration the dictionary gets updated.  This may not sound like a big deal, but it can lead to inconsistent results if used incorrectly.  The problem is that items you already iterated over that are updated a split second after don’t show the update, but items that you iterate over that were updated a split second before do show the update.  Thus you may get a combination of items that are “stale” because you iterated before the update, and “fresh” because they were updated after GetEnumerator() but before the iteration reached them. Let’s illustrate with an example, let’s say you load up a concurrent dictionary like this: 1: // load up a dictionary. 2: var dictionary = new ConcurrentDictionary<string, int>(); 3:  4: dictionary["A"] = 1; 5: dictionary["B"] = 2; 6: dictionary["C"] = 3; 7: dictionary["D"] = 4; 8: dictionary["E"] = 5; 9: dictionary["F"] = 6; Then you have one task (using the wonderful TPL!) to iterate using dirty reads: 1: // attempt iteration in a separate thread 2: var iterationTask = new Task(() => 3: { 4: // iterates using a dirty read 5: foreach (var pair in dictionary) 6: { 7: Console.WriteLine(pair.Key + ":" + pair.Value); 8: } 9: }); And one task to attempt updates in a separate thread (probably): 1: // attempt updates in a separate thread 2: var updateTask = new Task(() => 3: { 4: // iterates, and updates the value by one 5: foreach (var pair in dictionary) 6: { 7: dictionary[pair.Key] = pair.Value + 1; 8: } 9: }); Now that we’ve done this, we can fire up both tasks and wait for them to complete: 1: // start both tasks 2: updateTask.Start(); 3: iterationTask.Start(); 4:  5: // wait for both to complete. 6: Task.WaitAll(updateTask, iterationTask); Now, if I you didn’t know about the dirty reads, you may have expected to see the iteration before the updates (such as A:1, B:2, C:3, D:4, E:5, F:6).  However, because the reads are dirty, we will quite possibly get a combination of some updated, some original.  My own run netted this result: 1: F:6 2: E:6 3: D:5 4: C:4 5: B:3 6: A:2 Note that, of course, iteration is not in order because ConcurrentDictionary, like Dictionary, is unordered.  Also note that both E and F show the value 6.  This is because the output task reached F before the update, but the updates for the rest of the items occurred before their output (probably because console output is very slow, comparatively). If we want to always guarantee that we will get a consistent snapshot to iterate over (that is, at the point we ask for it we see precisely what is in the dictionary and no subsequent updates during iteration), we should iterate over a call to ToArray() instead: 1: // attempt iteration in a separate thread 2: var iterationTask = new Task(() => 3: { 4: // iterates using a dirty read 5: foreach (var pair in dictionary.ToArray()) 6: { 7: Console.WriteLine(pair.Key + ":" + pair.Value); 8: } 9: }); The atomic Try…() methods As you can imagine TryAdd() and TryRemove() have few surprises.  Both first check the existence of the item to determine if it can be added or removed based on whether or not the key currently exists in the dictionary: 1: // try add attempts an add and returns false if it already exists 2: if (dictionary.TryAdd("G", 7)) 3: Console.WriteLine("G did not exist, now inserted with 7"); 4: else 5: Console.WriteLine("G already existed, insert failed."); TryRemove() also has the virtue of returning the value portion of the removed entry matching the given key: 1: // attempt to remove the value, if it exists it is removed and the original is returned 2: int removedValue; 3: if (dictionary.TryRemove("C", out removedValue)) 4: Console.WriteLine("Removed C and its value was " + removedValue); 5: else 6: Console.WriteLine("C did not exist, remove failed."); Now TryUpdate() is an interesting creature.  You might think from it’s name that TryUpdate() first checks for an item’s existence, and then updates if the item exists, otherwise it returns false.  Well, note quite... It turns out when you call TryUpdate() on a concurrent dictionary, you pass it not only the new value you want it to have, but also the value you expected it to have before the update.  If the item exists in the dictionary, and it has the value you expected, it will update it to the new value atomically and return true.  If the item is not in the dictionary or does not have the value you expected, it is not modified and false is returned. 1: // attempt to update the value, if it exists and if it has the expected original value 2: if (dictionary.TryUpdate("G", 42, 7)) 3: Console.WriteLine("G existed and was 7, now it's 42."); 4: else 5: Console.WriteLine("G either didn't exist, or wasn't 7."); The composite Add methods The ConcurrentDictionary also has composite add methods that can be used to perform updates and gets, with an add if the item is not existing at the time of the update or get. The first of these, AddOrUpdate(), allows you to add a new item to the dictionary if it doesn’t exist, or update the existing item if it does.  For example, let’s say you are creating a dictionary of counts of stock ticker symbols you’ve subscribed to from a market data feed: 1: public sealed class SubscriptionManager 2: { 3: private readonly ConcurrentDictionary<string, int> _subscriptions = new ConcurrentDictionary<string, int>(); 4:  5: // adds a new subscription, or increments the count of the existing one. 6: public void AddSubscription(string tickerKey) 7: { 8: // add a new subscription with count of 1, or update existing count by 1 if exists 9: var resultCount = _subscriptions.AddOrUpdate(tickerKey, 1, (symbol, count) => count + 1); 10:  11: // now check the result to see if we just incremented the count, or inserted first count 12: if (resultCount == 1) 13: { 14: // subscribe to symbol... 15: } 16: } 17: } Notice the update value factory Func delegate.  If the key does not exist in the dictionary, the add value is used (in this case 1 representing the first subscription for this symbol), but if the key already exists, it passes the key and current value to the update delegate which computes the new value to be stored in the dictionary.  The return result of this operation is the value used (in our case: 1 if added, existing value + 1 if updated). Likewise, the GetOrAdd() allows you to attempt to retrieve a value from the dictionary, and if the value does not currently exist in the dictionary it will insert a value.  This can be handy in cases where perhaps you wish to cache data, and thus you would query the cache to see if the item exists, and if it doesn’t you would put the item into the cache for the first time: 1: public sealed class PriceCache 2: { 3: private readonly ConcurrentDictionary<string, double> _cache = new ConcurrentDictionary<string, double>(); 4:  5: // adds a new subscription, or increments the count of the existing one. 6: public double QueryPrice(string tickerKey) 7: { 8: // check for the price in the cache, if it doesn't exist it will call the delegate to create value. 9: return _cache.GetOrAdd(tickerKey, symbol => GetCurrentPrice(symbol)); 10: } 11:  12: private double GetCurrentPrice(string tickerKey) 13: { 14: // do code to calculate actual true price. 15: } 16: } There are other variations of these two methods which vary whether a value is provided or a factory delegate, but otherwise they work much the same. Oddities with the composite Add methods The AddOrUpdate() and GetOrAdd() methods are totally thread-safe, on this you may rely, but they are not atomic.  It is important to note that the methods that use delegates execute those delegates outside of the lock.  This was done intentionally so that a user delegate (of which the ConcurrentDictionary has no control of course) does not take too long and lock out other threads. This is not necessarily an issue, per se, but it is something you must consider in your design.  The main thing to consider is that your delegate may get called to generate an item, but that item may not be the one returned!  Consider this scenario: A calls GetOrAdd and sees that the key does not currently exist, so it calls the delegate.  Now thread B also calls GetOrAdd and also sees that the key does not currently exist, and for whatever reason in this race condition it’s delegate completes first and it adds its new value to the dictionary.  Now A is done and goes to get the lock, and now sees that the item now exists.  In this case even though it called the delegate to create the item, it will pitch it because an item arrived between the time it attempted to create one and it attempted to add it. Let’s illustrate, assume this totally contrived example program which has a dictionary of char to int.  And in this dictionary we want to store a char and it’s ordinal (that is, A = 1, B = 2, etc).  So for our value generator, we will simply increment the previous value in a thread-safe way (perhaps using Interlocked): 1: public static class Program 2: { 3: private static int _nextNumber = 0; 4:  5: // the holder of the char to ordinal 6: private static ConcurrentDictionary<char, int> _dictionary 7: = new ConcurrentDictionary<char, int>(); 8:  9: // get the next id value 10: public static int NextId 11: { 12: get { return Interlocked.Increment(ref _nextNumber); } 13: } Then, we add a method that will perform our insert: 1: public static void Inserter() 2: { 3: for (int i = 0; i < 26; i++) 4: { 5: _dictionary.GetOrAdd((char)('A' + i), key => NextId); 6: } 7: } Finally, we run our test by starting two tasks to do this work and get the results… 1: public static void Main() 2: { 3: // 3 tasks attempting to get/insert 4: var tasks = new List<Task> 5: { 6: new Task(Inserter), 7: new Task(Inserter) 8: }; 9:  10: tasks.ForEach(t => t.Start()); 11: Task.WaitAll(tasks.ToArray()); 12:  13: foreach (var pair in _dictionary.OrderBy(p => p.Key)) 14: { 15: Console.WriteLine(pair.Key + ":" + pair.Value); 16: } 17: } If you run this with only one task, you get the expected A:1, B:2, ..., Z:26.  But running this in parallel you will get something a bit more complex.  My run netted these results: 1: A:1 2: B:3 3: C:4 4: D:5 5: E:6 6: F:7 7: G:8 8: H:9 9: I:10 10: J:11 11: K:12 12: L:13 13: M:14 14: N:15 15: O:16 16: P:17 17: Q:18 18: R:19 19: S:20 20: T:21 21: U:22 22: V:23 23: W:24 24: X:25 25: Y:26 26: Z:27 Notice that B is 3?  This is most likely because both threads attempted to call GetOrAdd() at roughly the same time and both saw that B did not exist, thus they both called the generator and one thread got back 2 and the other got back 3.  However, only one of those threads can get the lock at a time for the actual insert, and thus the one that generated the 3 won and the 3 was inserted and the 2 got discarded.  This is why on these methods your factory delegates should be careful not to have any logic that would be unsafe if the value they generate will be pitched in favor of another item generated at roughly the same time.  As such, it is probably a good idea to keep those generators as stateless as possible. Summary The ConcurrentDictionary is a very efficient and thread-safe version of the Dictionary generic collection.  It has all the benefits of type-safety that it’s generic collection counterpart does, and in addition is extremely efficient especially when there are more reads than writes concurrently. Tweet Technorati Tags: C#, .NET, Concurrent Collections, Collections, Little Wonders, Black Rabbit Coder,James Michael Hare

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  • Persisting settings without using Options dialog in Visual Studio

    - by Utkarsh Shigihalli
    Originally posted on: http://geekswithblogs.net/onlyutkarsh/archive/2013/11/02/persisting-settings-without-using-options-dialog-in-visual-studio.aspxIn one of my previous blog post we have seen persisting settings using Visual Studio's options dialog. Visual Studio options has many advantages in automatically persisting user options for you. However, during our latest Team Rooms extension development, we decided to provide our users; ability to use our preferences directly from Team Explorer. The main reason was that we had only one simple option for user and we thought it is cumbersome for user to go to Tools –> Options dialog to change this. Another reason was, we wanted to highlight this setting to user as soon as he is using our extension.   So if you are in such a scenario where you do not want to use VS options window, but still would like to persist the settings, this post will guide you through. Visual Studio SDK provides two ways to persist settings in your extensions. One is using DialogPage as shown in my previous post. Another way is to use by implementing IProfileManager interface which I will explain in this post. Please note that the class implementing IProfileManager should be independent class. This is because, VS instantiates this class during Tools –> Import and Export Settings. IProfileManager provides 2 different sets of methods (total 4 methods) to persist the settings. They are LoadSettingsFromXml and SaveSettingsToXml – Implement these methods to persist settings to disk from VS settings storage. The VS will persist your settings along with other options to disk. LoadSettingsFromStorage and SaveSettingsToStorage – Implement these methods to persist settings to local storage, usually it be registry. VS calls LoadSettingsFromStorage method when it is initializing the package too. We are going to use the 2nd set of methods for this example. First, we are creating a separate class file called UserOptions.cs. Please note that, we also need to implement IComponent, which can be done by inheriting Component along with IProfileManager. [ComVisible(true)] [Guid("XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX")] public class UserOptions : Component, IProfileManager { private const string SUBKEY_NAME = "TForVS2013"; private const string TRAY_NOTIFICATIONS_STRING = "TrayNotifications"; ... } Define the property so that it can be used to set and get from other classes. public bool TrayNotifications { get; set; } Implement the members of IProfileManager. public void LoadSettingsFromStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME)) { if (reg != null) { // Key already exists, so just update this setting. TrayNotifications = Convert.ToBoolean(reg.GetValue(TRAY_NOTIFICATIONS_STRING, true)); } } } catch (TeamRoomException exception) { TrayNotifications = true; ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void LoadSettingsFromXml(IVsSettingsReader reader) { reader.ReadSettingBoolean(TRAY_NOTIFICATIONS_STRING, out _isTrayNotificationsEnabled); TrayNotifications = (_isTrayNotificationsEnabled == 1); } public void ResetSettings() { } public void SaveSettingsToStorage() { RegistryKey reg = null; try { using (reg = Package.UserRegistryRoot.OpenSubKey(SUBKEY_NAME, true)) { if (reg != null) { // Key already exists, so just update this setting. reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } else { reg = Package.UserRegistryRoot.CreateSubKey(SUBKEY_NAME); reg.SetValue(TRAY_NOTIFICATIONS_STRING, TrayNotifications); } } } catch (TeamRoomException exception) { ExceptionReporting.Report(exception); } finally { if (reg != null) { reg.Close(); } } } public void SaveSettingsToXml(IVsSettingsWriter writer) { writer.WriteSettingBoolean(TRAY_NOTIFICATIONS_STRING, TrayNotifications ? 1 : 0); } Let me elaborate on the method implementation. The Package class provides UserRegistryRoot (which is HKCU\Microsoft\VisualStudio\12.0 for VS2013) property which can be used to create and read the registry keys. So basically, in the methods above, I am checking if the registry key exists already and if not, I simply create it. Also, in case there is an exception I return the default values. If the key already exists, I update the value. Also, note that you need to make sure that you close the key while exiting from the method. Very simple right? Accessing and settings is simple too. We just need to use the exposed property. UserOptions.TrayNotifications = true; UserOptions.SaveSettingsToStorage(); Reading settings is as simple as reading a property. UserOptions.LoadSettingsFromStorage(); var trayNotifications = UserOptions.TrayNotifications; Lastly, the most important step. We need to tell Visual Studio shell that our package exposes options using the UserOptions class. For this we need to decorate our package class with ProvideProfile attribute as below. [ProvideProfile(typeof(UserOptions), "TForVS2013", "TeamRooms", 110, 110, false, DescriptionResourceID = 401)] public sealed class TeamRooms : Microsoft.VisualStudio.Shell.Package { ... } That's it. If everything is alright, once you run the package you will also see your options appearing in "Import Export settings" window, which allows you to export your options.

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  • Developing JSON API for a Carpool Engine

    - by Siddharth
    I am developing a new set of API methods for carpooling/cab booking, so if a developer needs to develop an app or webportal for carpooling, he can call my JSON API. Basically making it easy for developers. My API current has: AddVehicle AddJourney SearchJourney SubscribeToThisJourney(journey) SubscriberList(journey) to get list of people who have subscribed for this journey AcceptSubscription(subscriber) AcceptedSubcriberList SubscriberList to get list of providers I have subscribed to I need help with replacing subscriber with something else. It's difficult to remember, and confusing when you see 3 methods that mean very different things: SubscriberList, SubscribedToThisJourneyList and AcceptedSubscriberList. Confusing to remember. One is a list of who I have subscribed to Who has subscribed to me Whose subscription I have accepted How can I name these methods to make them easier to understand and remember?

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  • C# async and actors

    - by Alex.Davies
    If you read my last post about async, you might be wondering what drove me to write such odd code in the first place. The short answer is that .NET Demon is written using NAct Actors. Actors are an old idea, which I believe deserve a renaissance under C# 5. The idea is to isolate each stateful object so that only one thread has access to its state at any point in time. That much should be familiar, it's equivalent to traditional lock-based synchronization. The different part is that actors pass "messages" to each other rather than calling a method and waiting for it to return. By doing that, each thread can only ever be holding one lock. This completely eliminates deadlocks, my least favourite concurrency problem. Most people who use actors take this quite literally, and there are plenty of frameworks which help you to create message classes and loops which can receive the messages, inspect what type of message they are, and process them accordingly. But I write C# for a reason. Do I really have to choose between using actors and everything I love about object orientation in C#? Type safety Interfaces Inheritance Generics As it turns out, no. You don't need to choose between messages and method calls. A method call makes a perfectly good message, as long as you don't wait for it to return. This is where asynchonous methods come in. I have used NAct for a while to wrap my objects in a proxy layer. As long as I followed the rule that methods must always return void, NAct queued up the call for later, and immediately released my thread. When I needed to get information out of other actors, I could use EventHandlers and callbacks (continuation passing style, for any CS geeks reading), and NAct would call me back in my isolated thread without blocking the actor that raised the event. Using callbacks looks horrible though. To remind you: m_BuildControl.FilterEnabledForBuilding(    projects,    enabledProjects = m_OutOfDateProjectFinder.FilterNeedsBuilding(        enabledProjects,             newDirtyProjects =             {                 ....... Which is why I'm really happy that NAct now supports async methods. Now, methods are allowed to return Task rather than just void. I can await those methods, and C# 5 will turn the rest of my method into a continuation for me. NAct will run the other method in the other actor's context, but will make sure that when my method resumes, we're back in my context. Neither actor was ever blocked waiting for the other one. Apart from when they were actually busy doing something, they were responsive to concurrent messages from other sources. To be fair, you could use async methods with lock statements to achieve exactly the same thing, but it's ugly. Here's a realistic example of an object that has a queue of data that gets passed to another object to be processed: class QueueProcessor {    private readonly ItemProcessor m_ItemProcessor = ...     private readonly object m_Sync = new object();    private Queue<object> m_DataQueue = ...    private List<object> m_Results = ...     public async Task ProcessOne() {         object data = null;         lock (m_Sync)         {             data = m_DataQueue.Dequeue();         }         var processedData = await m_ItemProcessor.ProcessData(data); lock (m_Sync)         {             m_Results.Add(processedData);         }     } } We needed to write two lock blocks, one to get the data to process, one to store the result. The worrying part is how easily we could have forgotten one of the locks. Compare that to the version using NAct: class QueueProcessorActor : IActor { private readonly ItemProcessor m_ItemProcessor = ... private Queue<object> m_DataQueue = ... private List<object> m_Results = ... public async Task ProcessOne()     {         // We are an actor, it's always thread-safe to access our private fields         var data = m_DataQueue.Dequeue();         var processedData = await m_ItemProcessor.ProcessData(data);         m_Results.Add(processedData);     } } You don't have to explicitly lock anywhere, NAct ensures that your code will only ever run on one thread, because it's an actor. Either way, async is definitely better than traditional synchronous code. Here's a diagram of what a typical synchronous implementation might do: The left side shows what is running on the thread that has the lock required to access the QueueProcessor's data. The red section is where that lock is held, but doesn't need to be. Contrast that with the async version we wrote above: Here, the lock is released in the middle. The QueueProcessor is free to do something else. Most importantly, even if the ItemProcessor sometimes calls the QueueProcessor, they can never deadlock waiting for each other. So I thoroughly recommend you use async for all code that has to wait a while for things. And if you find yourself writing lots of lock statements, think about using actors as well. Using actors and async together really takes the misery out of concurrent programming.

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  • REST API rule about tunneling

    - by miku
    Just read this in the REST API Rulebook: GET and POST must not be used to tunnel other request methods. Tunneling refers to any abuse of HTTP that masks or misrepresents a message’s intent and undermines the protocol’s transparency. A REST API must not compromise its design by misusing HTTP’s request methods in an effort to accommodate clients with limited HTTP vocabulary. Always make proper use of the HTTP methods as specified by the rules in this section. [highlights by me] But then a lot of frameworks use tunneling to expose REST interfaces via HTML forms, since <form> knows only about GET and POST. My most recent example is a MethodRewriteMiddleware for flask (submitted by the author of the framework): http://flask.pocoo.org/snippets/38/. Any ways to comply to the "Rule" without hacks or add-ons in web frameworks?

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  • C#/.NET Little Wonders: The Generic Func Delegates

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. Back in one of my three original “Little Wonders” Trilogy of posts, I had listed generic delegates as one of the Little Wonders of .NET.  Later, someone posted a comment saying said that they would love more detail on the generic delegates and their uses, since my original entry just scratched the surface of them. Last week, I began our look at some of the handy generic delegates built into .NET with a description of delegates in general, and the Action family of delegates.  For this week, I’ll launch into a look at the Func family of generic delegates and how they can be used to support generic, reusable algorithms and classes. Quick Delegate Recap Delegates are similar to function pointers in C++ in that they allow you to store a reference to a method.  They can store references to either static or instance methods, and can actually be used to chain several methods together in one delegate. Delegates are very type-safe and can be satisfied with any standard method, anonymous method, or a lambda expression.  They can also be null as well (refers to no method), so care should be taken to make sure that the delegate is not null before you invoke it. Delegates are defined using the keyword delegate, where the delegate’s type name is placed where you would typically place the method name: 1: // This delegate matches any method that takes string, returns nothing 2: public delegate void Log(string message); This delegate defines a delegate type named Log that can be used to store references to any method(s) that satisfies its signature (whether instance, static, lambda expression, etc.). Delegate instances then can be assigned zero (null) or more methods using the operator = which replaces the existing delegate chain, or by using the operator += which adds a method to the end of a delegate chain: 1: // creates a delegate instance named currentLogger defaulted to Console.WriteLine (static method) 2: Log currentLogger = Console.Out.WriteLine; 3:  4: // invokes the delegate, which writes to the console out 5: currentLogger("Hi Standard Out!"); 6:  7: // append a delegate to Console.Error.WriteLine to go to std error 8: currentLogger += Console.Error.WriteLine; 9:  10: // invokes the delegate chain and writes message to std out and std err 11: currentLogger("Hi Standard Out and Error!"); While delegates give us a lot of power, it can be cumbersome to re-create fairly standard delegate definitions repeatedly, for this purpose the generic delegates were introduced in various stages in .NET.  These support various method types with particular signatures. Note: a caveat with generic delegates is that while they can support multiple parameters, they do not match methods that contains ref or out parameters. If you want to a delegate to represent methods that takes ref or out parameters, you will need to create a custom delegate. We’ve got the Func… delegates Just like it’s cousin, the Action delegate family, the Func delegate family gives us a lot of power to use generic delegates to make classes and algorithms more generic.  Using them keeps us from having to define a new delegate type when need to make a class or algorithm generic. Remember that the point of the Action delegate family was to be able to perform an “action” on an item, with no return results.  Thus Action delegates can be used to represent most methods that take 0 to 16 arguments but return void.  You can assign a method The Func delegate family was introduced in .NET 3.5 with the advent of LINQ, and gives us the power to define a function that can be called on 0 to 16 arguments and returns a result.  Thus, the main difference between Action and Func, from a delegate perspective, is that Actions return nothing, but Funcs return a result. The Func family of delegates have signatures as follows: Func<TResult> – matches a method that takes no arguments, and returns value of type TResult. Func<T, TResult> – matches a method that takes an argument of type T, and returns value of type TResult. Func<T1, T2, TResult> – matches a method that takes arguments of type T1 and T2, and returns value of type TResult. Func<T1, T2, …, TResult> – and so on up to 16 arguments, and returns value of type TResult. These are handy because they quickly allow you to be able to specify that a method or class you design will perform a function to produce a result as long as the method you specify meets the signature. For example, let’s say you were designing a generic aggregator, and you wanted to allow the user to define how the values will be aggregated into the result (i.e. Sum, Min, Max, etc…).  To do this, we would ask the user of our class to pass in a method that would take the current total, the next value, and produce a new total.  A class like this could look like: 1: public sealed class Aggregator<TValue, TResult> 2: { 3: // holds method that takes previous result, combines with next value, creates new result 4: private Func<TResult, TValue, TResult> _aggregationMethod; 5:  6: // gets or sets the current result of aggregation 7: public TResult Result { get; private set; } 8:  9: // construct the aggregator given the method to use to aggregate values 10: public Aggregator(Func<TResult, TValue, TResult> aggregationMethod = null) 11: { 12: if (aggregationMethod == null) throw new ArgumentNullException("aggregationMethod"); 13:  14: _aggregationMethod = aggregationMethod; 15: } 16:  17: // method to add next value 18: public void Aggregate(TValue nextValue) 19: { 20: // performs the aggregation method function on the current result and next and sets to current result 21: Result = _aggregationMethod(Result, nextValue); 22: } 23: } Of course, LINQ already has an Aggregate extension method, but that works on a sequence of IEnumerable<T>, whereas this is designed to work more with aggregating single results over time (such as keeping track of a max response time for a service). We could then use this generic aggregator to find the sum of a series of values over time, or the max of a series of values over time (among other things): 1: // creates an aggregator that adds the next to the total to sum the values 2: var sumAggregator = new Aggregator<int, int>((total, next) => total + next); 3:  4: // creates an aggregator (using static method) that returns the max of previous result and next 5: var maxAggregator = new Aggregator<int, int>(Math.Max); So, if we were timing the response time of a web method every time it was called, we could pass that response time to both of these aggregators to get an idea of the total time spent in that web method, and the max time spent in any one call to the web method: 1: // total will be 13 and max 13 2: int responseTime = 13; 3: sumAggregator.Aggregate(responseTime); 4: maxAggregator.Aggregate(responseTime); 5:  6: // total will be 20 and max still 13 7: responseTime = 7; 8: sumAggregator.Aggregate(responseTime); 9: maxAggregator.Aggregate(responseTime); 10:  11: // total will be 40 and max now 20 12: responseTime = 20; 13: sumAggregator.Aggregate(responseTime); 14: maxAggregator.Aggregate(responseTime); The Func delegate family is useful for making generic algorithms and classes, and in particular allows the caller of the method or user of the class to specify a function to be performed in order to generate a result. What is the result of a Func delegate chain? If you remember, we said earlier that you can assign multiple methods to a delegate by using the += operator to chain them.  So how does this affect delegates such as Func that return a value, when applied to something like the code below? 1: Func<int, int, int> combo = null; 2:  3: // What if we wanted to aggregate the sum and max together? 4: combo += (total, next) => total + next; 5: combo += Math.Max; 6:  7: // what is the result? 8: var comboAggregator = new Aggregator<int, int>(combo); Well, in .NET if you chain multiple methods in a delegate, they will all get invoked, but the result of the delegate is the result of the last method invoked in the chain.  Thus, this aggregator would always result in the Math.Max() result.  The other chained method (the sum) gets executed first, but it’s result is thrown away: 1: // result is 13 2: int responseTime = 13; 3: comboAggregator.Aggregate(responseTime); 4:  5: // result is still 13 6: responseTime = 7; 7: comboAggregator.Aggregate(responseTime); 8:  9: // result is now 20 10: responseTime = 20; 11: comboAggregator.Aggregate(responseTime); So remember, you can chain multiple Func (or other delegates that return values) together, but if you do so you will only get the last executed result. Func delegates and co-variance/contra-variance in .NET 4.0 Just like the Action delegate, as of .NET 4.0, the Func delegate family is contra-variant on its arguments.  In addition, it is co-variant on its return type.  To support this, in .NET 4.0 the signatures of the Func delegates changed to: Func<out TResult> – matches a method that takes no arguments, and returns value of type TResult (or a more derived type). Func<in T, out TResult> – matches a method that takes an argument of type T (or a less derived type), and returns value of type TResult(or a more derived type). Func<in T1, in T2, out TResult> – matches a method that takes arguments of type T1 and T2 (or less derived types), and returns value of type TResult (or a more derived type). Func<in T1, in T2, …, out TResult> – and so on up to 16 arguments, and returns value of type TResult (or a more derived type). Notice the addition of the in and out keywords before each of the generic type placeholders.  As we saw last week, the in keyword is used to specify that a generic type can be contra-variant -- it can match the given type or a type that is less derived.  However, the out keyword, is used to specify that a generic type can be co-variant -- it can match the given type or a type that is more derived. On contra-variance, if you are saying you need an function that will accept a string, you can just as easily give it an function that accepts an object.  In other words, if you say “give me an function that will process dogs”, I could pass you a method that will process any animal, because all dogs are animals.  On the co-variance side, if you are saying you need a function that returns an object, you can just as easily pass it a function that returns a string because any string returned from the given method can be accepted by a delegate expecting an object result, since string is more derived.  Once again, in other words, if you say “give me a method that creates an animal”, I can pass you a method that will create a dog, because all dogs are animals. It really all makes sense, you can pass a more specific thing to a less specific parameter, and you can return a more specific thing as a less specific result.  In other words, pay attention to the direction the item travels (parameters go in, results come out).  Keeping that in mind, you can always pass more specific things in and return more specific things out. For example, in the code below, we have a method that takes a Func<object> to generate an object, but we can pass it a Func<string> because the return type of object can obviously accept a return value of string as well: 1: // since Func<object> is co-variant, this will access Func<string>, etc... 2: public static string Sequence(int count, Func<object> generator) 3: { 4: var builder = new StringBuilder(); 5:  6: for (int i=0; i<count; i++) 7: { 8: object value = generator(); 9: builder.Append(value); 10: } 11:  12: return builder.ToString(); 13: } Even though the method above takes a Func<object>, we can pass a Func<string> because the TResult type placeholder is co-variant and accepts types that are more derived as well: 1: // delegate that's typed to return string. 2: Func<string> stringGenerator = () => DateTime.Now.ToString(); 3:  4: // This will work in .NET 4.0, but not in previous versions 5: Sequence(100, stringGenerator); Previous versions of .NET implemented some forms of co-variance and contra-variance before, but .NET 4.0 goes one step further and allows you to pass or assign an Func<A, BResult> to a Func<Y, ZResult> as long as A is less derived (or same) as Y, and BResult is more derived (or same) as ZResult. Sidebar: The Func and the Predicate A method that takes one argument and returns a bool is generally thought of as a predicate.  Predicates are used to examine an item and determine whether that item satisfies a particular condition.  Predicates are typically unary, but you may also have binary and other predicates as well. Predicates are often used to filter results, such as in the LINQ Where() extension method: 1: var numbers = new[] { 1, 2, 4, 13, 8, 10, 27 }; 2:  3: // call Where() using a predicate which determines if the number is even 4: var evens = numbers.Where(num => num % 2 == 0); As of .NET 3.5, predicates are typically represented as Func<T, bool> where T is the type of the item to examine.  Previous to .NET 3.5, there was a Predicate<T> type that tended to be used (which we’ll discuss next week) and is still supported, but most developers recommend using Func<T, bool> now, as it prevents confusion with overloads that accept unary predicates and binary predicates, etc.: 1: // this seems more confusing as an overload set, because of Predicate vs Func 2: public static SomeMethod(Predicate<int> unaryPredicate) { } 3: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } 4:  5: // this seems more consistent as an overload set, since just uses Func 6: public static SomeMethod(Func<int, bool> unaryPredicate) { } 7: public static SomeMethod(Func<int, int, bool> binaryPredicate) { } Also, even though Predicate<T> and Func<T, bool> match the same signatures, they are separate types!  Thus you cannot assign a Predicate<T> instance to a Func<T, bool> instance and vice versa: 1: // the same method, lambda expression, etc can be assigned to both 2: Predicate<int> isEven = i => (i % 2) == 0; 3: Func<int, bool> alsoIsEven = i => (i % 2) == 0; 4:  5: // but the delegate instances cannot be directly assigned, strongly typed! 6: // ERROR: cannot convert type... 7: isEven = alsoIsEven; 8:  9: // however, you can assign by wrapping in a new instance: 10: isEven = new Predicate<int>(alsoIsEven); 11: alsoIsEven = new Func<int, bool>(isEven); So, the general advice that seems to come from most developers is that Predicate<T> is still supported, but we should use Func<T, bool> for consistency in .NET 3.5 and above. Sidebar: Func as a Generator for Unit Testing One area of difficulty in unit testing can be unit testing code that is based on time of day.  We’d still want to unit test our code to make sure the logic is accurate, but we don’t want the results of our unit tests to be dependent on the time they are run. One way (of many) around this is to create an internal generator that will produce the “current” time of day.  This would default to returning result from DateTime.Now (or some other method), but we could inject specific times for our unit testing.  Generators are typically methods that return (generate) a value for use in a class/method. For example, say we are creating a CacheItem<T> class that represents an item in the cache, and we want to make sure the item shows as expired if the age is more than 30 seconds.  Such a class could look like: 1: // responsible for maintaining an item of type T in the cache 2: public sealed class CacheItem<T> 3: { 4: // helper method that returns the current time 5: private static Func<DateTime> _timeGenerator = () => DateTime.Now; 6:  7: // allows internal access to the time generator 8: internal static Func<DateTime> TimeGenerator 9: { 10: get { return _timeGenerator; } 11: set { _timeGenerator = value; } 12: } 13:  14: // time the item was cached 15: public DateTime CachedTime { get; private set; } 16:  17: // the item cached 18: public T Value { get; private set; } 19:  20: // item is expired if older than 30 seconds 21: public bool IsExpired 22: { 23: get { return _timeGenerator() - CachedTime > TimeSpan.FromSeconds(30.0); } 24: } 25:  26: // creates the new cached item, setting cached time to "current" time 27: public CacheItem(T value) 28: { 29: Value = value; 30: CachedTime = _timeGenerator(); 31: } 32: } Then, we can use this construct to unit test our CacheItem<T> without any time dependencies: 1: var baseTime = DateTime.Now; 2:  3: // start with current time stored above (so doesn't drift) 4: CacheItem<int>.TimeGenerator = () => baseTime; 5:  6: var target = new CacheItem<int>(13); 7:  8: // now add 15 seconds, should still be non-expired 9: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(15); 10:  11: Assert.IsFalse(target.IsExpired); 12:  13: // now add 31 seconds, should now be expired 14: CacheItem<int>.TimeGenerator = () => baseTime.AddSeconds(31); 15:  16: Assert.IsTrue(target.IsExpired); Now we can unit test for 1 second before, 1 second after, 1 millisecond before, 1 day after, etc.  Func delegates can be a handy tool for this type of value generation to support more testable code.  Summary Generic delegates give us a lot of power to make truly generic algorithms and classes.  The Func family of delegates is a great way to be able to specify functions to calculate a result based on 0-16 arguments.  Stay tuned in the weeks that follow for other generic delegates in the .NET Framework!   Tweet Technorati Tags: .NET, C#, CSharp, Little Wonders, Generics, Func, Delegates

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  • Is it appropriate for a class to only be a collection of information with no logic?

    - by qegal
    Say I have a class Person that has instance variables age, weight, and height, and another class Fruit that has instance variables sugarContent and texture. The Person class has no methods save setters and getters, while the Fruit class has both setters and getters and logic methods like calculateSweetness. Is the Fruit class the type of class that is better practice than the Person class. What I mean by this is that the Person class seems like it doesn't have much purpose; it exists solely to organize data, while the Fruit class organizes data and actually contains methods for logic.

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  • UML Class Diagram: Abstract or Interface?

    - by J Smith
    I am modeling a class diagram and have spotted an opportunity to simplify it slightly. What I want to know is, would this it be better to implement an abstract class or an interface? The scenario is this, I have the classes: Artist Genre Album Song All of which share the methods getName, setName, and getCount (playcount that is). Would it be best to create an abstract 'Music' class with the aforementioned abstract methods, or should I create an interface, since the classes that implement the interface have to include all of the interface's methods (I think, correct me if I'm wrong). I hope I've given enough detail, please ask questions if I haven't. Thanks!

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  • looking for information about HP openview servicedesk api or understanding an api without any information about one

    - by Zagorulkin Dmitry
    Good day folks. I am very confused in this situation. I need to implement system which will be based on HP open view service desk 4.5 api. But this system are reached the end of supporting period. On oficial site no information available I am looking an information about this API(articles, samples etc). Now i have only web-api.jar and javadoc. Methods in javadoc is bad documented. If you have any info, please share it with me. Thanks. Second question: there are methods for api(with huge amount of methods) understanding if it not documented or information is not available? PS:If it question is not belong here i will delete it.

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  • Azure November CTP updates

    - by kaleidoscope
    Below some modifications to be noted, which were shipped in latest Nov CTP. 1. StorageClient class has been deprecated. We can now find StorageClient methods in Microsoft.WindowsAzure.StorageClient.  CloudStorageAccount (which replaces the StorageAccountInfo from July CTP. 2. The basic interface for RoleEntryPoint (from which we inherit our Web Role and WorkerRole) has been changed in Nov CTP. Now we have 3 new methods called OnStart (), OnStop () and Run (). The methods that have been discontinued are Start() and Stop() You can find more information on RoleEntryPoint at : http://msdn.microsoft.com/en-us/library/microsoft.windowsazure.serviceruntime.roleentrypoint.aspx\ Lokesh, M

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  • HP openview servicedesk: looking for api information ?

    - by Zagorulkin Dmitry
    Good day folks. I am very confused in this situation. I need to implement system which will be based on HP open view service desk 4.5 api. But this system are reached the end of supporting period. On oficial site no information available I am looking an information about this API(articles, samples etc). Now i have only web-api.jar and javadoc. Methods in javadoc is bad documented. If you have any info, please share it with me. Thanks. Second question: there are methods for api(with huge amount of methods) understanding if it not documented or information is not available? PS:If it question is not belong here i will delete it.

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • C# replacing out parameters with struct

    - by Jonathan
    I'm encountering a lot of methods in my project that have a bunch of out parameters embedded in them and its making it cumbersome to call the methods as I have to start declaring the variables before calling the methods. As such, I would like to refactor the code to return a struct instead and was wondering if this is a good idea. One of the examples from an interface: void CalculateFinancialReturnTotals(FinancialReturn fr, out decimal expenses, out decimal revenue, out decimal levyA, out decimal levyB, out decimal profit, out decimal turnover, out string message) and if I was to refactor that, i would be putting all the out parameters in the struct such that the method signature is much simpler as below. [structName] CalculateFinancialReturnTotals(FinancialReturn fr); Please advise.

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  • Less is More Redux

    In my short happy life as a developer, Ive run into all kinds of development efforts that include frameworks, libraries, web sites, and much more.The one thing that stands out as an irritant to me is complexity. Specifically, unnecessary complexity. Ive seen developers author entire library assemblies that provide wrapper utility methods consisting of calls to .NET BCL methods that take one line of code methods that could have been called inline without even the need for the helper classes.Ive seen...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to verify the Liskov substitution principle in an inheritance hierarchy?

    - by Songo
    Inspired by this answer: Liskov Substitution Principle requires that Preconditions cannot be strengthened in a subtype. Postconditions cannot be weakened in a subtype. Invariants of the supertype must be preserved in a subtype. History constraint (the "history rule"). Objects are regarded as being modifiable only through their methods (encapsulation). Since subtypes may introduce methods that are not present in the supertype, the introduction of these methods may allow state changes in the subtype that are not permissible in the supertype. The history constraint prohibits this. I was hoping if someone would post a class hierarchy that violates these 4 points and how to solve them accordingly. I'm looking for an elaborate explanation for educational purposes on how to identify each of the 4 points in the hierarchy and the best way to fix it. Note: I was hoping to post a code sample for people to work on, but the question itself is about how to identify the faulty hierarchies :)

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  • Why does Zend discourage "floating functions"?

    - by kojiro
    Zend's Coding Standard Naming Convention says Functions in the global scope (a.k.a "floating functions") are permitted but discouraged in most cases. Consider wrapping these functions in a static class. The common wisdom in Python says practically the opposite: Finally, use staticmethod sparingly! There are very few situations where static-methods are necessary in Python, and I've seen them used many times where a separate "top-level" function would have been clearer. (Not only does the above StackOverflow answer warn against overuse of static methods, but more than one Python linter will warn the same.) Is this something that can be generalized across programming languages, and if so, why does Python differ so from PHP? If it's not something that can be generalized, what is the basis for one approach or the other, and is there a way to immediately recognize in a language whether you should prefer bare functions or static methods?

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  • Non-trivial functions that operate on any monad

    - by Strilanc
    I'm looking for examples of interesting methods that take an arbitrary monad and do something useful with it. Monads are extremely general, so methods that operate on monads are widely applicable. On the other hand, methods I know of that can apply to any monad tend to be... really, really trivial. Barely worth extracting into a function. Here's a really boring example: joinTwice. It just flattens an m m m t into an m t: join n = n >>= id joinTwice n = (join . join) n main = print (joinTwice [[[1],[2, 3]], [[4]]]) -- prints [1,2,3,4] The only non-trivial method for monads that I know of is bindFold (see my answer below). Are there more?

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  • Optimization of time-varying parameters

    - by brama
    I need to find an optimal set of "n" parameter values that minimize an objective function (a 2-hr simulation of a system). I have looked at genetic algorithm and simulated annealing methods, but was wondering if there are any better algorithms and guidance on their merits and limitations. With the above optimization methods I can find the optimal parameter values that hold true for the entire simulation duration. Incase, I want to find the optimal "time varying" parameter values (parameter values change with time during the 2-hr simulation), are there any methods/ideas other than making each time varying parameter value a variable to optimize? Any thoughts?

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  • Where can I find good (well organized) examples of game code?

    - by smasher
    Where can I find good (well organized) examples of game code? I'm hoping that I can pick up some organizational tips. Most examples in books are too short and leave out lots of detail for the sake of brevity. I'm particularly interested on how to group your variables and methods so that another programmer would know where to look in the code. For example initializers at the top, then methods that take input, then methods that update views. I don't care about a particular language, as long as its OOP. I looked at the Quake 2 and 3 sources, but they're straight C and not much help for getting tips on organizing your objects. So, have you seen some good source? Any pointers to code that makes you say "wow, that's well organized" would be great.

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  • How to ensure that a member variable is initialized before calling a class method

    - by Omkar Ekbote
    There's a class with a parametrized constructor that initializes a member variable. All public methods of the class then use this member variable to do something. I want to ensure that the caller always creates an object using the parametrized constructor (there is also a setter for this member variable) and then call that object's methods. In essence, it should be impossible for the caller to call any method without setting a value to the member variable (either by using the parametrized constructor or the setter). Currently, a caller can simply make an object using the default constructor and then call that object's method - I want to avoid checking whether or not the member variable is set in each and every one of the 20-odd methods of the class (and throw an exception if it is not). Though a runtime solution is acceptable (better than the one I mentioned above); a compile-time solution is preferable so that any developer will not be allowed to make that mistake and then waste hours debuggging it!

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  • DDD: service contains two repository

    - by tikhop
    Does it correct way to have two repository inside one service and will it be an application or domain service? Suppose I have a Passenger object that should contains Passport (government id) object. I am getting Passenger from PassengerRepository. PassengerRepository create request to server and obtain data (json) than parse received data and store inside repository. I have confused because I want to store Passport as Entity and put it to PassportRepository but all information about password contains inside json than i received above. I guess that I should create a PassengerService that will be include PassengerRepository and PassportRepository with several methods like removePassport, addPassport, getAllPassenger and etc. UPDATE: So I guess that the better way is represent Passport as VO and store all passports inside Passenger aggregate. However there is another question: Where I should put the methods (methods calls server api) for management passenger's passport. I think the better place is so within Passenger aggregate.

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  • Business Layer Design in J2EE Project

    - by user63157
    Currently the project on which I am working is being developed with Spring, Hibernate and struts. The business layer consists of simple java beans with no behavior in them only properties and getter and setter methods, the services are written on them which operates on them and call DAO layer methods and all. My questions is that is it object oriented way of designing or simply the procedure way in which the data and the functions on which they operate are not together. Please provide your thoughts and inputs on how the business logic is design and implemented in j2ee application, is the domain model contains business methods or are they simply dumb objects which have only data and services written on to them.

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  • Investigating Strategies For Functional Decomposition

    - by Liam McLennan
    Introducing Functional Decomposition Before I begin I must apologise. I think I am using the term ‘functional decomposition’ loosely, and probably incorrectly. For the purpose of this article I use functional decomposition to mean the recursive splitting of a large problem into increasingly smaller ones, so that the one large problem may be solved by solving a set of smaller problems. The justification for functional decomposition is that the decomposed problem is more easily solved. As software developers we recognise that the smaller pieces are more easily tested, since they do less and are more cohesive. Functional decomposition is important to all scientific pursuits. Once we understand natural selection we can start to look for humanities ancestral species, once we understand the big bang we can trace our expanding universe back to its origin. Isaac Newton acknowledged the compositional nature of his scientific achievements: If I have seen further than others, it is by standing upon the shoulders of giants   The Two Strategies For Functional Decomposition of Computer Programs Private Methods When I was working on my undergraduate degree I was taught to functionally decompose problems by using private methods. Consider the problem of painting a house. The obvious solution is to solve the problem as a single unit: public void PaintAHouse() { // all the things required to paint a house ... } We decompose the problem by breaking it into parts: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { // everything required to paint the undercoat } private void PaintTopcoat() { // everything required to paint the topcoat } The problem can be recursively decomposed until a sufficiently granular level of detail is reached: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { prepareSurface(); fetchUndercoat(); paintUndercoat(); } private void PaintTopcoat() { fetchPaint(); paintTopcoat(); } According to Wikipedia, at least one computer programmer has referred to this process as “the art of subroutining”. The practical issues that I have encountered when using private methods for decomposition are: To preserve the top level API all of the steps must be private. This means that they can’t easily be tested. The private methods often have little cohesion except that they form part of the same solution. Decomposing to Classes The alternative is to decompose large problems into multiple classes, effectively using a class instead of each private method. The API delegates to related classes, so the API is not polluted by the sub-steps of the problem, and the steps can be easily tested because they are each in their own highly cohesive class. Additionally, I think that this technique facilitates better adherence to the Single Responsibility Principle, since each class can be decomposed until it has precisely one responsibility. Revisiting my previous example using class composition: public class HousePainter { private undercoatPainter = new UndercoatPainter(); private topcoatPainter = new TopcoatPainter(); public void PaintAHouse() { undercoatPainter.Paint(); topcoatPainter.Paint(); } } Summary When decomposing a problem there is more than one way to represent the sub-problems. Using private methods keeps the logic in one place and prevents a proliferation of classes (thereby following the four rules of simple design) but the class decomposition is more easily testable and more compatible with the Single Responsibility Principle.

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  • Call functions in AutoIt DLL using Python ctypes

    - by Josh
    I want to call functions from an AutoIt dll, that I found at C:\Program Files (x86)\AutoIt3\AutoItX\AutoItX3.dll using Python. I know I could use win32com.client.Dispatch("AutoItX3.Control") but I can't install the application or register anything in the system. So far, this is where I am: from ctypes import * path = r"C:\Program Files (x86)\AutoIt3\AutoItX\AutoItX3.dll" autoit = windll.LoadLibrary(path) Here are the methods that works: autoit.AU3_WinMinimizeAll() # windows were successfully minimized. autoit.AU3_Sleep(1000) # sleeps 1 sec. Here is my problem, python is crashing when I call other methods like this one. I get python.exe has stopped working from windows... autoit.AU3_WinGetHandle('Untitled - Notepad', '') And some other methods are not crashing python but are just not working. This one doesn't close the window and return 0: autoit.AU3_WinClose('Untitled - Notepad', '') And this other one return 1 but the window is still minimized: autoit.AU3_WinActivate('Untitled - Notepad', '') I've tested the examples with with Dispatch("AutoItX3.Control") and everything is working like expected. It seems like methods that should return something other than a string are crashing python. But still, others like WinClose are not even working... Thank you in advance for your help! EDIT: These methods are now working when using unicode strings: autoit.AU3_WinClose(u'Untitled - Notepad', u'') autoit.AU3_WinActivate(u'Untitled - Notepad', u'') And I found the prototype for AU3_WinGetHandle: AU3_API void WINAPI AU3_WinGetHandle(const char szTitle, /[in,defaultvalue("")]*/const char *szText, char *szRetText, int nBufSize); Now I see that I should get the handle from szRetText but I am not sure how... I tried the following without success: from ctypes.wintypes import LPCWSTR, INT, POINTER AU3_WinGetHandle.argtypes = (LPCWSTR, LPCWSTR, POINTER(LPCWSTR), INT) s = c_wchar_p() print AU3_WinGetHandle(u'Untitled - Notepad', u'', byref(s), 100) # prints 1 print s # prints c_wchar_p(u'') Any idea how to retrive the handle from szRetText?

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  • Logic inside an enum

    - by Vivin Paliath
    My colleagues and I were having a discussion regarding logic in enums. My personal preference is to not have any sort of logic in Java enums (although Java provides the ability to do that). The discussion in this cased centered around having a convenience method inside the enum that returned a map: public enum PackageTypes { Letter("01", "Letter"), .. .. Tube("02", "Packaging Tube"); private String packageCode; private String packageDescription; .. .. public static Map<String, String> toMap() { Map<String, String> map = new LinkedHashMap<String, String>(); for(PackageType packageType : PackageType.values()) { map.put(packageType.getPackageCode(), packageType.getPackageDescription()); } return map; } } My personal preference is to pull this out into a service. The argument for having the method inside the enum centered around convenience. The idea was that you don't have to go to a service to get it, but can query the enum directly. My argument centered around separation of concern and abstracting any kind of logic out to a service. I didn't think "convenience" was a strong argument to put this method inside an enum. From a best-practices perspective, which one is better? Or does it simply come down to a matter of personal preference and code style?

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