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  • Where do you start your design - code, UI, workflow or whatever?

    - by Mmarquee
    Hi I was discussing this at work, and was wondering where people start their designs? We tend to start with designing code to solve the problem presented to us, but that is probably all of us are (or were) programmers. I was wondering where other people and organisations start their design. Do they start with solving the problem as a coding problem, sit down and design what UI to use, or map out the data or workflow? Thanks

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  • How can i implement the NULL Object Design Pattern in a generic form?

    - by Colour Blend
    Is there a way to implement the null object design pattern in a generic form so that i don't need to implement it for every buisness object. For me, there are two high level classes you'll need for every business class. One for a single record and another for a list. So i think there should be a way to implement the NULL Object design pattern at a high level and not have to implement it for every class. Is there a way and how please?

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  • Duplication of Architecture State means physically extra?

    - by Doopy Doo
    Hyper-Threading Technology makes a single physical processor appear as two logical processors; the physical execution resources are shared and the architecture state is duplicated for the two logical processors. So, this means that there are two sets of basic registers such as Next Instruction Pointer, processor registers like AX, BX, CX etc physically embedded in the micro-processor chip, OR they(arch. state) are made to look two sets by some low level duplication by software/OS.

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  • Frank Buytendijk on Prahalad, Business Best Practices

    - by Bob Rhubart
      In his video on the questionable value of some business best practices, Frank Buytendijk mentions a recent HBR article by business guru C.K. Prahalad. I just learned that Prahalad passed away this past weekend at the age of 68. (Information Week obit) A couple of years ago I had the good fortune to attend Mr. Prahalad’s keynote address at a Gartner event.  He had an audience of software architects absolutely mesmerized as he discussed technology’s role in the changing nature of business competition.  The often dysfunctional relationship between IT and business has and will probably always be hot-button issue. But during Prahalad’s keynote,  there was a palpable sense that the largely technical audience was having some kind of breakthrough, that they had achieved a new level of understanding about the importance of the relationship between the two camps. Fortunately, Prahalad leaves behind a significant body of work that will remain a valuable resource as business and the technology that supports it continues to evolve. Technorati Tags: business best practices,enterprise architecture,prahalad,oracle del.icio.us Tags: business best practices,enterprise architecture,prahalad,oracle

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  • Design – Architecting for Mobile Integration Overview by Grant Ronald

    - by JuergenKress
    This episode: In this episode of ADF Architecture TV Grant Ronald looks at the challenges and some solutions when building ADF services to be consumed by mobile clients. Including versioning APIs, building proxies and facades, and utilizing a service bus. Watch the video here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: Grant Ronald,mobile integration,mobile suite,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • Why does TDD work?

    - by CesarGon
    Test-driven development (TDD) is big these days. I often see it recommended as a solution for a wide range of problems here in Programmers SE and other venues. I wonder why it works. From an engineering point of view, it puzzles me for two reasons: The "write test + refactor till pass" approach looks incredibly anti-engineering. If civil engineers used that approach for bridge construction, or car designers for their cars, for example, they would be reshaping their bridges or cars at very high cost, and the result would be a patched-up mess with no well thought-out architecture. The "refactor till pass" guideline is often taken as a mandate to forget architectural design and do whatever is necessary to comply with the test; in other words, the test, rather than the user, sets the requirement. In this situation, how can we guarantee good "ilities" in the outcomes, i.e. a final result that is not only correct but also extensible, robust, easy to use, reliable, safe, secure, etc.? This is what architecture usually does. Testing cannot guarantee that a system works; it can only show that it doesn't. In other words, testing may show you that a system contains defects if it fails a test, but a system that passes all tests is not safer than a system that fails them. Test coverage, test quality and other factors are crucial here. The false safe feelings that an "all green" outcomes produces to many people has been reported in civil and aerospace industries as extremely dangerous, because it may be interepreted as "the system is fine", when it really means "the system is as good as our testing strategy". Often, the testing strategy is not checked. Or, who tests the tests? I would like to see answers containing reasons why TDD in software engineering is a good practice, and why the issues that I have explained above are not relevant (or not relevant enough) in the case of software. Thank you.

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  • How do you properly organize a commercial game?

    - by Reactorcore
    For the past months I've been studying programming and I've finally learned how to code, but one thing that is confusing me is how to properly organize the design of a game project - code wise. The game I'm building is a pretty standard commercial game. It has the basic components of a normal game: A world, characters and items interacting with each other and all of this is run by game manager. Basically you play as a hero in a world and do stuff. Fight, explore and interact. Think of your standard adventure game that starts off with an intro, goes to the menu system, then gets into the game and back to the menu. Pretty much like 99% of any commercial game or otherwise serious game projects. Thats what I'm aiming at. The problem is: How do you properly code a commercial game architecture? How do you organize it? How do you make it not become unmaintainable spaghetti code? What specific things to keep in mind when building this, codewise? How you can help me: a) Please tell how do you code your own game projects. What is your thought-process when designing the architecture? b) Recommend books, blogs, tutorials, videos or anything else on how to organize a commercial video game. c) Give hints and tips on do's/don'ts when building a game, codewise. Please help!

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • Appropriate design / technologies to handle dynamic string formatting?

    - by Mark W
    recently I was tasked with implementing a way of adding support for versioning of hardware packet specifications to one of our libraries. First a bit of information about the project. We have a hardware library which has classes for each of the various commands we support sending to our hardware. These hardware modules are essentially just lights with a few buttons, and a 2 or 4 digit display. The packets typically follow the format {SOH}AADD{ETX}, where AA is our sentinel action code, and DD is the device ID. These packet specs are different from one command to the next obviously, and the different firmware versions we have support different specifications. For example, on version 1 an action code of 14 may have a spec of {SOH}AADDTEXT{ETX} which would be AA = 14 literal, DD = device ID, TEXT = literal text to display on the device. Then we come out with a revision with adds an extended byte(s) onto the end of the packet like this {SOH}AADDTEXTE{ETX}. Assume the TEXT field is fixed width for this example. We have now added a new field onto the end which could be used to say specify the color or flash rate of the text/buttons. Currently this java library only supports one version of the commands, the latest. In our hardware library we would have a class for this command, say a DisplayTextArgs.java. That class would have fields for the device ID, the text, and the extended byte. The command class would expose a method which generates the string ("{SOH}AADDTEXTE{ETX}") using the value from the class. In practice we would create the Args class as needed, populate the fields, call the method to get our packet string, then ship that down across the CAN. Some of our other commands specification can vary for the same command, on the same version, depending on some runtime state. For example, another command for version 1 may be {SOH}AA{ETX}, where this action code clears all of the modules behind a specific controller device of their text. We may overload this packet to have option fields with multiple meanings like {SOH}AAOC{ETX} where OC is literal text, which tells the controller to only clear text on a specific module type, and to leave the others alone, or the spec could also have an option format of {SOH}AADD{ETX} to clear the text off a a specific device. Currently, in the method which generates the packet string, we would evaluate fields on the args class to determine which spec we will be using when formatting the packet. For this example, it would be along the lines of: if m_DeviceID != null then use {SOH}AADD{ETX} else if m_ClearOCs == true then use {SOH}AAOC{EXT} else use {SOH}AA{ETX} I had considered using XML, or a database to store String.format format strings, which were linked to firmware version numbers in some table. We would load them up at startup, and pass in the version number of the hardwares firmware we are currently using (I can query the devices for their firmware version, but the version is not included in all packets as part of the spec). This breaks down pretty quickly because of the dynamic nature of how we select which version of the command to use. I then considered using a rule engine to possibly build out expressions which could be interpreted at runtume, to evaluate the args class's state, and from that select the appropriate format string to use, but my brief look at rule engines for java scared me away with its complexity. While it seems like it might be a viable solution, it seems overly complex. So this is why I am here. I wouldn't say design is my strongest skill, and im having trouble figuring out the best way to approach this problem. I probably wont be able to radically change the args classes, but if the trade off was good enough, I may be able to convince my boss that the change is appropriate. What I would like from the community is some feedback on some best practices / design methodologies / API or other resources which I could use to accomplish: Logic to determine which set of commands to use for a given firmware version Of those command, which version of each command to use (based on the args classes state) Keep the rules logic decoupled from the application so as to avoid needing releases for every firmware version Be simple enough so I don't need weeks of study and trial and error to implement effectively.

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  • nodejs daemon wrong architecture

    - by Greg Pagendam-Turner
    I'm trying to run 'dali' a highcharts exporter from nodejs on my Mac under OSX Mountain Lion I'm getting the following error: module.js:485 process.dlopen(filename, module.exports); ^ Error: dlopen(/Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node, 1): no suitable image found. Did find: /Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node: mach-o, but wrong architecture at Object.Module._extensions..node (module.js:485:11) at Module.load (module.js:356:32) at Function.Module._load (module.js:312:12) at Module.require (module.js:362:17) at require (module.js:378:17) at Object.<anonymous> (/Users/greg/node_modules/daemon/lib/daemon.js:12:11) at Module._compile (module.js:449:26) at Object.Module._extensions..js (module.js:467:10) at Module.load (module.js:356:32) at Function.Module._load (module.js:312:12) The key part is: "wrong architecture" If I run: lipo -info /Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node It returns: Non-fat file: /Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node is architecture: i386 I'm guessing a x64 version is requried. How do I get and install the 64 bit version of this lib?

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  • gcc architecture question

    - by Andy
    Hi, I'm compiling my program with architecture set to -mtune=i386 However, I'm also linking statically against several libs (libpng, zlib, jpeglib, vorbisfile, libogg). I've built these libs on my own using configure and make, so I guess these libs were built with architecture being set to my system's architecture which would be i686. But I don't want that! I want my program to run on i386, too, so I need to make sure that all these libs that I'm statically linking against are built for i386, too. So my question: Is there a convenient way to build libpng/zlib/jpeglib/vorbisfile/libogg etc. for i386 or do I have to modify all of their makefiles manually and make sure that -mtune is set to i386? Thanks for help! Andy

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  • OOP App Architecture: Which layer does a lazy loader sit in?

    - by JW
    I am planning the implemention an Inheritance Mapper pattern for an application component http://martinfowler.com/eaaCatalog/inheritanceMappers.html One feature it needs to have is for a domain object to reference a large list of aggreageted items (10,000 other domain objects) So I need some kind of lazy loading collection to be passed out of the aggregate root domain object to other domain objects. To keep my (php) model scripts organised i am storing them in two folders: MyComponent\ controllers\ models\ domain\ <- domain objects, DDD repository, DDD factory daccess\ <- PoEAA data mappers, SQL queries etc views\ But now I am racking my brains wondering where my lazy loading collection sits. Any suggestions / justifications for putting it in one place over another another? DDD = Domain Driven Design Patterns, Eric Evans - book PoEAA = Patterns of Application Architecture Patterns, Martin Fowler - book

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  • Flex Framework vs. Micro-Architecture

    - by droboZ
    I'm in the process of choosing a framework for my flex development, and one of the questions that was asked about a framework was "is this a framework or a micro-architecture"? Can someone clarify what's the difference? What exactly is a framework, and when can we start calling what we have a framework? I work with FlexBuilder3 (now called FlashBuilder4) and have a lot of standard things that I do for almost all projects, and components that I created for easy re-use. Some are very very small, but the benefit of a 1-liner has been immense for me instead of repeating the code over and over. So in the framework/micro-architecture scheme, can I say that these are my internal in-house framework or are they part of a micro-architecture? Trying to understand this topic better.

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  • Framework vs. Micro-Architecture, which is mine

    - by droboZ
    I'm in the process of choosing a framework for my flex development, and one of the questions that was asked about a framework was "is this a framework or a micro-architecture"? Can someone clarify what's the difference? What exactly is a framework, and when can we start calling what we have a framework? I work with FlexBuilder3 (now called FlashBuilder4) and have a lot of standard things that I do for almost all projects, and components that I created for easy re-use. Some are very very small, but the benefit of a 1-liner has been immense for me instead of repeating the code over and over. So in the framework/micro-architecture scheme, can I say that these are my internal in-house framework or are they part of a micro-architecture? Trying to understand this topic better.

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  • Why does mobile first responsive design tend to not use max-width queries alongside the min-width queries?

    - by Sam
    First off, I understand the basic principles behind mobile first responsive web design, and totally agree with them. But one thing I don't understand: In my experience, not all styles for small screens can be used for the larger version of a website. For example, usually smaller versions tend to have larger clickable areas, hamburger navigation, etc. So I sometimes have to override these specific styles, aside from just progressively enhancing the base styles. So I was wondering: why is max-width rarely mentioned (or used) in the context of mobile-first responsive web design? Because it looks like it could be used to isolate styles for smaller screens that are not useful for larger screens, and would thus prevent unnecessary duplication of code. A quote which mentions min-width as typically mobile-first, but not max-width: Mobile first, from a coding perspective, means that your base style is typically a single-column, fully-fluid layout. You use @media (min-width: whatever) to add a grid-based layout on top of that. from: http://gomakethings.com/mobile-first-and-internet-explorer/ EDIT: So to be more specific: I was wondering if there is a reason to exclude max-width from a mobile-first responsive design (as it seems like it can be useful for writing your css as DRY as possible, as some styles for small screens will not be used for bigger screens).

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  • Design Book–Fourth(last) Section (Physical Abstraction Optimization)

    - by drsql
    In this last section of the book, we will shift focus to the physical abstraction layer optimization. By this I mean the little bits and pieces of the design that is specifically there for performance and are actually part of the relational engine (read: the part of the SQL Server experience that ideally is hidden from you completely, but in 2010 reality it isn’t quite so yet.  This includes all of the data structures like database, files, etc; the optimizer; some coding, etc. In my mind, this...(read more)

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  • Dealing with a fundamental design flaw when you're new to the project

    - by Matt Phillips
    I've just started working on an open source project with around 30 developers in it. I'm working on fixing some of the bugs as a way to get into the "loop" and become a regular committer to the project. The problem is I think I've uncovered a fundamental design flaw that's causing one of the bugs I'm working on. But I feel like if I blast this on the mailing list I'm going to come off as arrogant, and some of the discussions I've had about the issue are butting heads with some of the people. How should I go about this?

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  • Challenges in multi-player Android Game Server with RESTful Nature

    - by Kush
    I'm working on an Android Game based on Contract Bridge, as a part of my college Summer Internship project. The game will be multi-player such that 4 Android devices can play it, so there's no BOT or CPU player to be developed. At the time of getting project, I realized that most of the students had already worked on the project but none of their works is reusable now (for variety of reasons like, undocumented code and design architecture, different platform implementation). I have experience working on several open source projects and hence I emphasis to work out on this project such that components I make become reusable as much as possible. Now, as the game is multi-player and entire game progress will be handled on server, I'm currently working on Server's design, since I wanted to make game server reusable such that any client platform can use it, I was previously confused in selecting Socket or REST for Game Server's design, but later finalized to work on REST APIs for the server. Now, since I have to keep all players in-sync while they make movements in game, on server I've planned to use Database which will keep all players' progress, specific for each table (in Bridge, 4 players play on single table, and server will handle many such game tables). I don't know if its an appropriate decision to use database as shared medium to track progress of each game table (let me know if there's an appropriate or better option). Obviously, when game is completed for the table, data for that table on server's database is discarded. Now the problem is that, access to REST service is an HTTP call, so as long as client doesn't make any request, server will remain idle, and consider a situation where A player has played a card on his device and the device requests to apply this change on the server. Now, I need to let rest of the three devices know that the player has played a card, and also update view on their device. AFAIK, REST cannot provide a sort-of Push-notification system, since the connection to the server is not persistent. One solution that I thought was to make each device constantly poll the server for any change (like every 56 ms) and when changes are found, reflect it on the device. But I feel this is not an elegant way, as every HTTP request is expensive. (and I choose REST to make game play experience robust since, a mobile device tends to get disconnected from Internet, and if there's Socket-like persistent connection then entire game progress is subject to lost. Also, portability on client-end is important) Also, imagining a situation where 10 game tables are in progress and 40 players are playing, a server must be capable to handle flooded HTTP requests from all the devices which make it every 56 ms. So I wonder if the situation is assumed as DoS attack. So, explaining the situation, am I going on the right track for the server design? I wanted to be sure before I proceed much further with the code.

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  • choosing Database and Its Design for Rails

    - by Gaurav Shah
    I am having a difficulty in deciding the database & its structure. Let us say the problem is like this. For my product I have various customers( each is an educational institute) Each customer have their own sub-clients ( Institution have students) Each student record will have some basic information like "name" & "Number" . There are also additional information that a customer(institution) might want to ask sub-client(student) like "email" or "semester" I have come up with two solutions : 1. Mysql _insititution__ id-|- Description| __Student__ id-|-instituition_id-|-Name-|-Number| __student_additional_details__ student_id -|- field_name -|- Value Student_additional_details will have multiple records for each student depending upon number of questions asked from institution. 2.MongoDb _insititution___ id-|- Description| _Student__ id-|-instituition_id-|-Name-|-Number|-otherfield1 -|- otherfield2 with mongo the structure itself can be dynamic so student table seems really good in mongo . But the problem comes when I have to relate student with institution . So which one is a better design ? Or some other idea ?

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  • PASS Conference 2011 Topic: Multitenant Design and Sharding with SQL Azure

    - by Herve Roggero
    I am really happy to announce that I have been accepted as a speaker at the 2011 PASS Conference in Seattle. The topic? It will be about SQL Azure scalability using shards, and the Data Federation feature of SQL Azure. I will also talk extensively about the community open-source sharding library Enzo SQL Shard (enzosqlshard.codeplex.com) and show how to make the most out of it. In general, the presentation will provide details about how to properly design an application for sharding, how to make it work for SQL Server, SQL Azure, and how to leverage the upcoming Data Federation technology that Microsoft is planning. The primary objective is to turn sharding an implementation concern, not a development concern. Using a library like Enzo SQL Shard will help you achieve this objective. If you come to PASS Summit this year, come see me and mention you saw this blog!

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  • Human vs human android chess game design

    - by Plejo
    First of all I am total amateur in game development and sorry for my poor English. I want to make android human vs human chess game. So I am wondering how to design it? scenario 1: User connect to server, find opponent and send moves to server using socket, so match is running on a server side. I think this is not good idea because move should be validated on client side - or do I have to validate moves on client side? I do not think this is good solution because game is seperated. scenario 2: Using hole punching technique so server is needed only for connection between players, so game is running on android devices. which approach do you suggest? Or is there any better solution? Which server is best to use?

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  • When should complexity be removed?

    - by ElGringoGrande
    Prematurely introducing complexity by implementing design patterns before they are needed is not good practice. But if you follow all (or even most of) the SOLID principles and use common design patterns you will introduce some complexity as features and requirements are added or changed to keep your design as maintainable and flexible as needed. However once that complexity is introduced and working like a champ when do you removed it? Example. I have an application written for a client. When originally created there where several ways to give raises to employees. I used the strategy pattern and factory to keep the whole process nice and clean. Over time certain raise methods where added or removed by the application owner. Time passes and new owner takes over. This new owner is hard nosed, keeps everything simple and only has one single way to give a raise. The complexity needed by the strategy pattern is no longer needed. If I where to code this from the requirements as they are now I would not introduce this extra complexity (but make sure I could introduce it with little or no work should the need arise). So do I remove the strategy implementation now? I don't think this new owner will ever change how raises are given. But the application itself has demonstrated that this could happen. Of course this is just one example in an application where a new owner takes over and has simplified many processes. I could remove dozens of classes, interfaces and factories and make the whole application much more simple. Note that the current implementation does works just fine and the owner is happy with it (and surprised and even happier that I was able to implement her changes so quickly because of the discussed complexity). I admit that a small part of this doubt is because it is highly likely the new owner isn't going to use me any longer. I don't really care that somebody else will take this over since it has not been a big income generator. But I do care about 2 (related) things I care a bit that the new maintainer will have to think a bit harder when trying to understand the code. Complexity is complexity and I don't want to anger the psycho maniac coming after me. But even more I worry about a competitor seeing this complexity and thinking I just implement design patterns to pad my hours on jobs. Then spreading this rumor to hurt my other business. (I have heard this mentioned.) So... In general should previously needed complexity be removed even though it works and there has been a historically demonstrated need for the complexity but you have no indication that it will be needed in the future? Even if the question above is generally answered "no" is it wise to remove this "un-needed" complexity if handing off the project to a competitor (or stranger)?

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