Search Results

Search found 11861 results on 475 pages for 'methods rec'.

Page 89/475 | < Previous Page | 85 86 87 88 89 90 91 92 93 94 95 96  | Next Page >

  • 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?

    Read the article

  • 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.

    Read the article

  • 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?

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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!

    Read the article

  • 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.

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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 :)

    Read the article

  • 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?

    Read the article

  • 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?

    Read the article

  • 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?

    Read the article

  • 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.

    Read the article

  • 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!

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • How do I delay email delivery using Entourage 2008 with Exchange, e.g. using the X.400 Deferred-Delivery header?

    - by Matt McClure
    I'd like to delay the delivery of email that I send so that I can time delivery when the recipient is unlikely to be reading email and I can reduce the likelihood of getting into a chat-like conversation. I'm using Entourage 2008 and Exchange hosted by Rackspace. I tried naively adding a Deferred-Delivery header after reading http://www.faqs.org/rfcs/rfc2156.html and www.itu.int/rec/T-REC-F.400-199906-I/en , but my mail was delivered immediately. Ideally the delay would occur on the MTA instead of my MUA so that delivery would still occur even if my laptop were disconnected from the network at the delivery time I specify. My best workaround at the moment is to habitually use Entourage's Send Later button when composing mail and then click Send/Receive at the end of the day. This is less than ideal because recipients are often reading mail at the end of my day, and I often get immediate replies. Matt

    Read the article

  • Fibonacci numbers in F#

    - by BobPalmer
    As you may have gathered from some of my previous posts, I've been spending some quality time at Project Euler.  Normally I do my solutions in C#, but since I have also started learning F#, it only made sense to switch over to F# to get my math coding fix. This week's post is just a small snippet - spefically, a simple function to return a fibonacci number given it's place in the sequence.  One popular example uses recursion: let rec fib n = if n < 2 then 1 else fib (n-2) + fib(n-1) While this is certainly elegant, the recursion is absolutely brutal on performance.  So I decided to spend a little time, and find an option that achieved the same functionality, but used a recursive function.  And since this is F#, I wanted to make sure I did it without the use of any mutable variables. Here's the solution I came up with: let rec fib n1 n2 c =    if c = 1 then        n2    else        fib n2 (n1+n2) (c-1);;let GetFib num =    (fib 1 1 num);;printfn "%A" (GetFib 1000);; Essentially, this function works through the sequence moving forward, passing the two most recent numbers and a counter to the recursive calls until it has achieved the desired number of iterations.  At that point, it returns the latest fibonacci number. Enjoy!

    Read the article

  • Recursion in F#

    - by MarkPearl
    Things are slowly coming together – I was able to look at a bit of F# code and intuitively know what it was going to do (yay)… So today I saw a blog post by Bob Palmer on Fibonacci numbers in F# which inspired me to look at bit into recursion. First the C# example… class Program { public static void CountDown(int n) { switch (n) { case 0: Console.WriteLine("End of Count"); break; default: Console.WriteLine(n); CountDown(n-1); break; } } static void Main(string[] args) { CountDown(10); Console.ReadLine(); } }   In F#, the equivalent would look something like this… open System let rec CountDown n = match n with | 0 -> Console.WriteLine("End of Count"); | n -> Console.WriteLine(n); CountDown (n-1); CountDown 10 Console.ReadLine()   Pretty simple stuff. With F# you when making recursive calls you need to explicitly declare that the function is recursive with the “rec” keyword. Otherwise the code is pretty easy to read and self explanatory.

    Read the article

  • Latest (5 June 14) Updates t0 10.04 Causing Multiple Problems

    - by user291780
    Apologies, the questions are very short, but the bkg isn't. I rec'd a routine notification from the update mgr a few days ago (I believe, June 5th). I took a look and there was lots of linux stuff, headers, etc., nothing obviously unusual. I'd rec'd and updated w/a more extensive pkg set, kernel and all a few weeks ago, no problem. On June 6, I pushed the upgrade button on the June 5th batch, nothing usual, needed a reboot, which I did after a full power down, it came up fine. Gedit worked, the calculator worked, started up firefox, it came up, selected the BookMarks menu, and blam, it hesitated and then greyed out, when I tried to close it, got the "process not responding" msg. Undaunted, I tried to fire up Google Chrome....nothing on the screen or process bar. I fired up the system monitor and indeed there were some "sleeping" chrome processes "running". Powered down several times, but the same problems persist. Similar but worse story when I tried to fire up one of my virtual machines, VirtualBox came up fine, but when I tried to start one of my virtual machines I got a progress popup that I'd never seen before which showed that we were making no progress past 20%. Uninstalled Oracle VirtualBox, reinstalled the latest and greatest, same result. Also, unable to logout, or shutdown once the virtual machine exhibited this behavior. Powered down manually, end of story. Never saw such a bad result after an update. I'm running Ubuntu 10.04 LTS (Lucid Lynx) as I have been for a number of years. Please don't reply with why don't you run some other version of Ubuntu, that doesn't answer the questions below. Questions: Will their be a subsequent update that fixes this, and if so, when? If not, is there a way for me to get back to where I was before this disaster?

    Read the article

  • 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.

    Read the article

< Previous Page | 85 86 87 88 89 90 91 92 93 94 95 96  | Next Page >