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  • What kind of process should I use to learn a big system?

    - by user394128
    I just joined a new company and started to study one of the their bigger system. For me to be productive, I need to understand the entire system without too much help. Other programers are really busy and dont' have time to hold my hands. I used to use brain map to draw a pictorial representation of the system. Any recommendations on what is the right appproach to dissect a big program? It is a .net prgoram by the way.

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  • How to elegantly work with a lot of print functions?

    - by user1824372
    I'm working on a Python project that is executed on a terminal (or console) for which I am planning to implement a GUI. I did not major in CS so I really have no idea how to effectively design a terminal GUI such that: the user interface looks good in GUI, it is directed to a certain widget, let's say, a text label, or a bottom bar, or a hide-able frame. Do you have any suggestions? Currently, I am using the print function to provide essential information on STDOUT during execution, so a lot of print calls are distributed here and there in the code. I'm thinking of using macro-like variables such as 'FILE_NOT_EXISTS_MESSAGE' for printing, and all of them and their values would be defined in one file. Is that a standard way to do this? Should I introduce a logging system? In summary, I'm looking for a pattern for handling console output that is effective and adaptable.

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  • IXRepository and test problems

    - by Ridermansb
    Recently had a doubt about how and where to test repository methods. Let the following situation: I have an interface IRepository like this: public interface IRepository<T> where T: class, IEntity { IQueryable<T> Query(Expression<Func<T, bool>> expression); // ... Omitted } And a generic implementation of IRepository public class Repository<T> : IRepository<T> where T : class, IEntity { public IQueryable<T> Query(Expression<Func<T, bool>> expression) { return All().Where(expression).AsQueryable(); } } This is an implementation base that can be used by any repository. It contains the basic implementation of my ORM. Some repositories have specific filters, in which case we will IEmployeeRepository with a specific filter: public interface IEmployeeRepository : IRepository<Employee> { IQueryable<Employee> GetInactiveEmployees(); } And the implementation of IEmployeeRepository: public class EmployeeRepository : Repository<Employee>, IEmployeeRepository // TODO: I have a dependency with ORM at this point in Repository<Employee>. How to solve? How to test the GetInactiveEmployees method { public IQueryable<Employee> GetInactiveEmployees() { return Query(p => p.Status != StatusEmployeeEnum.Active || p.StartDate < DateTime.Now); } } Questions Is right to inherit Repository<Employee>? The goal is to reuse code once all implementing IRepository already been made. If EmployeeRepository inherit only IEmployeeRepository, I have to literally copy and paste the code of Repository<T>. In our example, in EmployeeRepository : Repository<Employee> our Repository lies in our ORM layer. We have a dependency here with our ORM impossible to perform some unit test. How to create a unit test to ensure that the filter GetInactiveEmployees return all Employees in which the Status != Active and StartDate < DateTime.Now. I can not create a Fake/Mock of IEmployeeRepository because I would be testing? Need to test the actual implementation of GetInactiveEmployees. The complete code can be found on Github

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  • Are my negative internship experiences representative of the real world? [closed]

    - by attemptAtAnonymity
    I'm curious if my current experiences as an intern are representative of actual industry. As background, I'm through the better part of two computing majors and a math major at a major university; I've aced every class and adored all of them, so I'd like to think that I'm not terrible at programming. I got an internship with one of the major software companies, and half way through now I've been shocked at the extraordinarily low quality of code. Comments don't exist, it's all spaghetti code, and everything that could be wrong is even worse. I've done a ton of tutoring/TAing, so I'm very used to reading bad code, but the major industry products I've been seeing trump all of that. I work 10-12 hours a day and never feel like I'm getting anywhere, because it's endless hours of trying to figure out an undocumented API or determine the behavior of some other part of the (completely undocumented) product. I've left work hating the job every day so far, and I desperately want to know if this is what is in store for the rest of my life. Did I draw a short straw on internships (the absurdly large paychecks imply that it's not a low quality position), or is this what the real world is like?

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  • How can I refactor my code to use fewer singletons?

    - by fish
    I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have: A GameState singleton (for managing the global state of the game, i.e. pre-game, running, exiting). A World singleton, which is the root entity for my entity graph An EntityFactory A ComponentFactory I'm thinking about adding a "MessageDispatcher" so individual components can subscribe to network messages. The factories do not have state, so I suppose they aren't so bad. However, the others do have global state, which is asking for trouble. How can I refactor my code so it uses fewer singletons?

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  • Multiple parameters vs single parameter(object with multiple properties)

    - by Shwetanka
    I have an Entity Student with following properties - (name, joinedOn, birthday, age, batch, etc.) and a function fetchStudents(<params>). I want to fetch students based on multiple filters. In my method I have two ways to pass filters. Pass all filters as params to the method Make a class StudentCriteria with filters as fields and then pass the object of this class While working in java I always go with the second option but recently I'm working in php and I was advised to go with the first way. I am unable to figure out which way is better in maintaining the code, reusability and performance wise. Thanks.

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  • Separating Db from business with Inherited classes using multiple views

    - by catalinux
    I have a software that has a car model that will be used in different views (listing, ads, detail page, carousel, up sell widget,etc). class CarModel extends DbModel{ } I look for a "nice way" (a combination of flexible, easy to maintain,etc) to have this used in views. I'm thinking at two different ways Having object views for each context CarViewBase{ var car;// of type CarModel function constructor(args){ //will instantienta internal variable car based on args } function getThumb(){ } function getTitle(){ } } CarListingView extends CarViewBase{ function getListing(){ } } CarAdsView extends CarViewBase{ //the busines rule changes for ads widget function getThumb(){ } } Extending directly the CarModel The challenges comes when My Car Model might need an abstract factory. Let's say I have a field on my car object that states the type of the car : a truck, or a bike, or van. How would affect that my object view? Let's say that getTitle() rule would be different for each type of it. How would you do it?

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  • Name for this antipattern? Fields as local variables

    - by JSB????
    In some code I'm reviewing, I'm seeing stuff that's the moral equivalent of the following: public class Foo { private Bar bar; public MethodA() { bar = new Bar(); bar.A(); bar = null; } public MethodB() { bar = new Bar(); bar.B(); bar = null; } } The field bar here is logically a local variable, as its value is never intended to persist across method calls. However, since many of the methods in Foo need an object of type Bar, the original code author has just made a field of type Bar. This is obviously bad, right? Is there a name for this antipattern?

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  • Testing complex compositions

    - by phlipsy
    I have a rather large collection of classes which check and mutate a given data structure. They can be composed via the composition pattern into arbitrarily complex tree-like structures. The final product contains a lot of these composed structures. My question is now: How can I test those? Albeit it is easy to test every single unit of these compositions, it is rather expensive to test the whole compositions in the following sense: Testing the correct layout of the composition-tree results in a huge number of test cases Changes in the compositions result in a very laborious review of every single test case What is the general guideline here?

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  • Best way to load application settings

    - by enzom83
    A simple way to keep the settings of a Java application is represented by a text file with ".properties" extension containing the identifier of each setting associated with a specific value (this value may be a number, string, date, etc..). C# uses a similar approach, but the text file must be named "App.config". In both cases, in source code you must initialize a specific class for reading settings: this class has a method that returns the value (as string) associated with the specified setting identifier. // Java example Properties config = new Properties(); config.load(...); String valueStr = config.getProperty("listening-port"); // ... // C# example NameValueCollection setting = ConfigurationManager.AppSettings; string valueStr = setting["listening-port"]; // ... In both cases we should parse strings loaded from the configuration file and assign the ??converted values to the related typed objects (parsing errors could occur during this phase). After the parsing step, we must check that the setting values ??belong to a specific domain of validity: for example, the maximum size of a queue should be a positive value, some values ??may be related (example: min < max), and so on. Suppose that the application should load the settings as soon as it starts: in other words, the first operation performed by the application is to load the settings. Any invalid values for the settings ??must be replaced automatically with default values??: if this happens to a group of related settings, those settings are all set with default values. The easiest way to perform these operations is to create a method that first parses all the settings, then checks the loaded values ??and finally sets any default values??. However maintenance is difficult if you use this approach: as the number of settings increases while developing the application, it becomes increasingly difficult to update the code. In order to solve this problem, I had thought of using the Template Method pattern, as follows. public abstract class Setting { protected abstract bool TryParseValues(); protected abstract bool CheckValues(); public abstract void SetDefaultValues(); /// <summary> /// Template Method /// </summary> public bool TrySetValuesOrDefault() { if (!TryParseValues() || !CheckValues()) { // parsing error or domain error SetDefaultValues(); return false; } return true; } } public class RangeSetting : Setting { private string minStr, maxStr; private byte min, max; public RangeSetting(string minStr, maxStr) { this.minStr = minStr; this.maxStr = maxStr; } protected override bool TryParseValues() { return (byte.TryParse(minStr, out min) && byte.TryParse(maxStr, out max)); } protected override bool CheckValues() { return (0 < min && min < max); } public override void SetDefaultValues() { min = 5; max = 10; } } The problem is that in this way we need to create a new class for each setting, even for a single value. Are there other solutions to this kind of problem? In summary: Easy maintenance: for example, the addition of one or more parameters. Extensibility: a first version of the application could read a single configuration file, but later versions may give the possibility of a multi-user setup (admin sets up a basic configuration, users can set only certain settings, etc..). Object oriented design.

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  • Which is a better design pattern for a database wrapper: Save as you go or Save when your done?

    - by izuriel
    I know this is probably a bad way to ask this question. I was unable to find another question that addressed this. The full question is this: We're producing a wrapper for a database and have two different viewpoints on managing data with the wrapper. The first is that all changes made to a data object in code must be persisted in the database by calling a "save" method to actually save the changes. The other side is that these changes should be save as they are made, so if I change a property it's saved, I change another it's save as well. What are the pros/cons of either choice and which is the "proper" way to manage the data?

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  • practical use of knowledge vs tutorials [on hold]

    - by Lauris Skraucis
    I DONT NEED FACTS,I NEED OPINIONS FROM OTHER DEVELOPERS! Which would be more useful, spend more time on tutorials than on practical use of knowledge or spend more time making real life apps? Like I do everything 50/50 or better I spend all time practicing and putting my knowledge in real life things (php, jQuery, AngularJS)? This is a big pain, I learnt jQuery, then Angular, then php, but didn't practice and forget the code, now I watched basic and intermediate tutorials to refresh knowledge, so what do you think what is the best?

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  • Legal Applications of Metamorphic Code

    - by V_P
    Firstly, I would like to state that I already understand the 'vx' applications for Metamorphic code. I am not here to ask a question related to any of those topics as that would be inappropriate in this context. I would like to know if anyone has ever used 'Metamorphic' code in practice, for purposes other than those previously stated, if so, what was the reasoning for using said concept. In essence I am trying to discover a purpose for this concept, if any, other than circumventing anti-virus scanners and the like.

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  • When designing an application around Model-View-Controller (MVC), what is in your toolbox?

    - by ericgorr
    There are a lot of great explanations for what the Model-View-Controller design pattern is, but I am having trouble finding good resources showing how to use it in practice. So, when you are starting a new application (doesn't matter what it is), what is in your toolbox? For example, it was suggested that using UML collaboration diagrams ( http://www.objectmentor.com/resources/articles/umlCollaborationDiagrams.pdf ) can be useful when designing an application around MVC, although, I am not certain exactly how or why this might be the case...? So, what is in your toolbox for MVC?

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  • Hide or Show singleton?

    - by Sinker
    Singleton is a common pattern implemented in both native libraries of .NET and Java. You will see it as such: C#: MyClass.Instance Java: MyClass.getInstance() The question is: when writing APIs, is it better to expose the singleton through a property or getter, or should I hide it as much as possible? Here are the alternatives for illustrative purposes: Exposed(C#): private static MyClass instance; public static MyClass Instance { get { if (instance == null) instance = new MyClass(); return instance; } } public void PerformOperation() { ... } Hidden (C#): private static MyClass instance; public static void PerformOperation() { if (instance == null) { instance = new MyClass(); } ... } EDIT: There seems to be a number of detractors of the Singleton design. Great! Please tell me why and what is the better alternative. Here is my scenario: My whole application utilises one logger (log4net/log4j). Whenever, the program has something to log, it utilises the Logger class (e.g. Logger.Instance.Warn(...) or Logger.Instance.Error(...) etc. Should I use Logger.Warn(...) or Logger.Warn(...) instead? If you have an alternative to singletons that addresses my concern, then please write an answer for it. Thank you :)

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  • Is the Observer pattern adequate for this kind of scenario?

    - by Omega
    I'm creating a simple game development framework with Ruby. There is a node system. A node is a game entity, and it has position. It can have children nodes (and one parent node). Children are always drawn relatively to their parent. Nodes have a @position field. Anyone can modify it. When such position is modified, the node must update its children accordingly to properly draw them relatively to it. @position contains a Point instance (a class with x and y properties, plus some other useful methods). I need to know when a node's @position's state changes, so I can tell the node to update its children. This is easy if the programmer does something like this: @node.position = Point.new(300,300) Because it is equivalent to calling this: # Code in the Node class def position=(newValue) @position = newValue update_my_children # <--- I know that the position changed end But, I'm lost when this happens: @node.position.x = 300 The only one that knows that the position changed is the Point instance stored in the @position property of the node. But I need the node to be notified! It was at this point that I considered the Observer pattern. Basically, Point is now observable. When a node's position property is given a new Point instance (through the assignment operator), it will stop observing the previous Point it had (if any), and start observing the new one. When a Point instance gets a state change, all observers (the node owning it) will be notified, so now my node can update its children when the position changes. A problem is when this happens: @someNode.position = @anotherNode.position This means that two nodes are observing the same point. If I change one of the node's position, the other would change as well. To fix this, when a position is assigned, I plan to create a new Point instance, copy the passed argument's x and y, and store my newly created point instead of storing the passed one. Another problem I fear is this: somePoint = @node.position somePoint.x = 500 This would, technically, modify @node's position. I'm not sure if anyone would be expecting that behavior. I'm under the impression that people see Point as some kind of primitive rather than an actual object. Is this approach even reasonable? Reasons I'm feeling skeptical: I've heard that the Observer pattern should be used with, well, many observers. Technically, in this scenario there is only one observer at a time. When assigning a node's position as another's (@someNode.position = @anotherNode.position), where I create a whole new instance rather than storing the passed point, it feels hackish, or even inefficient.

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  • Recommended design pattern for object with optional and modifiable attributtes? [on hold]

    - by Ikuzen
    I've been using the Builder pattern to create objects with a large number of attributes, where most of them are optional. But up until now, I've defined them as final, as recommended by Joshua Block and other authors, and haven't needed to change their values. I am wondering what should I do though if I need a class with a substantial number of optional but non-final (mutable) attributes? My Builder pattern code looks like this: public class Example { //All possible parameters (optional or not) private final int param1; private final int param2; //Builder class public static class Builder { private final int param1; //Required parameters private int param2 = 0; //Optional parameters - initialized to default //Builder constructor public Builder (int param1) { this.param1 = param1; } //Setter-like methods for optional parameters public Builder param2(int value) { param2 = value; return this; } //build() method public Example build() { return new Example(this); } } //Private constructor private Example(Builder builder) { param1 = builder.param1; param2 = builder.param2; } } Can I just remove the final keyword from the declaration to be able to access the attributes externally (through normal setters, for example)? Or is there a creational pattern that allows optional but non-final attributes that would be better suited in this case?

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  • In some games, we just let the main() loop be the Player object or Table object?

    - by ????
    I was thinking that let's say if there is a game of Blackjack or MasterMind, then we should have a class called Dealer or ComputerPal, which is how the computer interact with us (as a dealer for Blackjack or as the person giving hints for MasterMind). And then there should be a Player object, and the way to play one game is aPlayer.playGame but I noticed that a book was just using the main() loop to act as the player (or as the Controller of the game), calling the Dealer methods to dealer the cards, ask for player's action, etc... 1) Is this just a lazy way to model all the proper objects? 2) If more objects are to be added, who should call the aDealer.dealCards and then ask for aPlayer.askForAction? (because it is strange to let the Player handle all the logical steps). Should there be a Table object that handle all these logic and then to play one round of game, use aTable.playGame? What is a good object design for such game?

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  • What is the correct pattern to use in this case?

    - by nulliusinverba
    I'm sure this scenario has arisen before, and I want to know what experience has taught to be the best solution. I have a number of classes that are all of a kind. Say all the objects are "Content". They may be "Article", or "Book" for example. The reason I want the "Content" abstraction is because I want to define a number of behaviours for all "Content" objects and not have to build a new DB Table and 10 classes of essentially the same code for each type of "Content". For example, to attach a "Tag" or a "Premise" to a content object would be much nicer if, say, I just had two columns one for ContentID and one for TagID. A solution I've played around with is to have a Content table with a unique ID, and then to have foreign key references on all the other tables (Book, Article, etc). This has actually proven quite solid, but I'm just not sure about it. Do you know how to call this described pattern?

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  • URL Encryption vs. Encoding

    - by hozza
    At the moment non/semi sensitive information is sent from one page to another via GET on our web application. Such as user ID or page number requested etc. Sometimes slightly more sensitive information is passed such as account type, user privileges etc. We currently use base64_encode() and base64_decode() just to de-humanise the information so the end user is not concerned. Is it good practice or common place for a URL GET to be encrypted rather than simply PHP base64_encoded? Perhaps using something like, this: $encrypted = base64_encode(mcrypt_encrypt(MCRYPT_RIJNDAEL_256, md5($key), $string, MCRYPT_MODE_CBC, md5(md5($key)))); $decrypted = rtrim(mcrypt_decrypt(MCRYPT_RIJNDAEL_256, md5($key), base64_decode($encrypted), MCRYPT_MODE_CBC, md5(md5($key))), "\0"); Is this too much or too power hungry for something as common as the URL GET.

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  • design for interruptable operations

    - by tpaksu
    I couldn't find a better topic but here it is; 1) When user clicks a button, code starts t work, 2) When another button is clicked, it would stop doing whatever it does and start to run the second button's code, 3) Or with not user interaction, an electrical power down detected from a connected device, so our software would cancel the current event and start doing the power down procedure. How is this design mostly applied to code? I mean "stop what you are doing" part? If you would say events, event handlers etc. how do you bind a condition to the event? and how do you tell the program without using laddered if's to end it's process? method1(); if (powerdown) return; method2(); if (powerdown) return; etc.

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  • Is there such a concept as "pseudo implementation" in software development?

    - by MachuPichu
    I'm looking for a label to describe the practice of using human-based computation methods or other means of "faking" an algorithm for the sake of getting a product or demo off the ground quickly without spending the time to develop an technical/scalable/analytical solution? Eg: using Amazon Turk to count the number of empty tables in a restaurant. I'm also looking to learn more about this subject, but not sure what to search for. Human-based computation is only one method, I'm interested in the general idea of pseudo-implementation. Any ideas, recommended reading? Thanks

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  • Good book about advanced programming techniques [closed]

    - by Luca
    I am looking to a book covering adavnced programming techniques, covering different practical scenarios and describing the different challanges with the relative solutions. As example, which are the best ways to implement a module for buying on a web application with credit card or how to manage responsivenes for the frontend of the web application itself (dealing with cache, optimeze plugins, etc). On the web there are tons of tutorials about these topics, but I am looking for a book where such cases are collected all together and treated by real professionists. If the book would provide some code samples, that would be a plus (especially if C# .NET), but I am more interested in the approach/solution rather than the code details. I could not find any of these cases in the general book about programming, therefore I hope someone might point me in the right direction. EDIT: I have 4 years experience as web developer, mainly with Microsoft (C#, ASP.NET, SQL Server) and client side technologies (jQuery, HTML/CSS).

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  • Does C++ support subtyping?

    - by the_naive
    I know it might be a silly question to ask, but I didn't quite get an a absolute clear answer on this matter, so I thought I'd put it here. Does c++ support the subtyping in the sense that it fulfills Liskov's principle fully? I understand how parametric polymorphism, inclusion polymorphism(subclassing and overriding) work in c++ but I'm not entirely sure or understand if subtyping exists in the context of C++. Could you please explain?

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  • If an entity is composed, is it still a god object?

    - by Telastyn
    I am working on a system to configure hardware. Unfortunately, there is tons of variety in the hardware, which means there's a wide variety of capabilities and configurations depending on what specific hardware the software connects to. To deal with this, we're using a Component Based Entity design where the "hardware" class itself is a very thin container for components that are composed at runtime based on what capabilities/configuration are available. This works great, and the design itself has worked well elsewhere (particularly in games). The problem is that all this software does is configure the hardware. As such, almost all of the code is a component of the hardware instance. While the consumer only ever works against the strongly typed interfaces for the components, it could be argued that the class that represents an instance of the hardware is a God Object. If you want to do anything to/with the hardware, you query an interface and work with it. So, even if the components of an object are modular and decoupled well, is their container a God Object and the downsides associated with the anti-pattern?

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