Yay for PoEAA!
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Funky 'IT' Terminology always leaves me a bit baffled..
How would Enterprise development techniques/patterns benefit me? - That is, an average Joe PHP developer, who will not likely be developing anything bigger than something like an in-game webshop for a MMORPG?
Sorry to ask what would probably seem such a silly question to most.
How would Enterprise development techniques/patterns benefit me? - That is, an average Joe PHP developer, who will not likely be developing anything bigger than something like an in-game webshop for a MMORPG?
Sorry to ask what would probably seem such a silly question to most.
- harrisonad
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- n00b Saibot
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signatures don't have rules, but PHP Code certainly has . IT HAS TO BE MEANINGFULharrisonad wrote:Hey I didn't know that signatures also have rules in this forum
imo, These patterns can be applied in mid to large scale apps so you will probably find great use for it once you read all about it. I nearly have used it in almost all of my projects....Jenk wrote:How would Enterprise development techniques/patterns benefit me? - That is, an average Joe PHP developer, who will not likely be developing anything bigger than something like an in-game webshop for a MMORPG?
- Maugrim_The_Reaper
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It depends a lot on whether the game as a whole has utilised patterns in its design - I mean when you make your addition will you need to do input filtering, make SQL calls directly on the database, and mix html with PHP? If so using patterns won't be very possible IMO since the underlying system you're working with is missing them from the start. For them to be useful the overall game would need to be implementing them where they solved a common problem.
My own games under development (all open source) make use of patterns - specifically Model-View-Controller (Lvl1). There are other useful patterns that developers often stumble across themselves such as Factories, Singletons, Decorators, Facades. Maybe ask the game developer to put a little time into researching the usefulness of patterns...
My own games under development (all open source) make use of patterns - specifically Model-View-Controller (Lvl1). There are other useful patterns that developers often stumble across themselves such as Factories, Singletons, Decorators, Facades. Maybe ask the game developer to put a little time into researching the usefulness of patterns...
The webshop, as an example as I intend on 'expanding', is pretty much a standalone webapp, the only reason it is limited to the game is because it will use the games own web browser which has a few 'special' functions and abilities, such as determining where in the in-game universe the player is and other such attributes.
SQL Cleansing etc will be used and I plan to complete the project with an OO method.
In case anyone knows or plays it, it will be for the game http://www.eve-online.com (shameless plug)
Basically, I understand that this book will have more of a lean towards Java and/or C. I know some C and a fait bit of Java, but my interests are in PHP (atleast for now) and thus my strengths are in PHP. Would this be problematic or are the examples more like pseudo than actual code?
SQL Cleansing etc will be used and I plan to complete the project with an OO method.
In case anyone knows or plays it, it will be for the game http://www.eve-online.com (shameless plug)
Basically, I understand that this book will have more of a lean towards Java and/or C. I know some C and a fait bit of Java, but my interests are in PHP (atleast for now) and thus my strengths are in PHP. Would this be problematic or are the examples more like pseudo than actual code?
Last edited by Jenk on Thu Oct 06, 2005 8:04 am, edited 1 time in total.
- Maugrim_The_Reaper
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Well, taking it as a standalone application. Even looking at how you request a page might point to a few patterns. For example all requests can go to individual pages, or pass though a single page. If a single page (e.g. for centralising some tasks like input filtering) you might look up the Front Controller or Page Controller patterns. Now from there, you can start looking at other contributing patterns (e.g. a Request object for filtering data, and offering an interface to "cleaned" GET/POST arrays).
There's a sort of half discussion on this in the Unit Testing forum - basically in learning TDD I took a basic quick'n'dirty Front Controller, applied TDD, and saw where it led me. There are more explanatory places that explain the actual pattern vs its implementation - probably more useful to you.
You'll probably hear mention of MVC (model-view-controller) which many Input Controllers wind up a part of. That too is worth a look. The book will go very far...
http://msdn.microsoft.com/library/defau ... roller.asp
http://java.sun.com/blueprints/corej2ee ... oller.html
There's a sort of half discussion on this in the Unit Testing forum - basically in learning TDD I took a basic quick'n'dirty Front Controller, applied TDD, and saw where it led me. There are more explanatory places that explain the actual pattern vs its implementation - probably more useful to you.
You'll probably hear mention of MVC (model-view-controller) which many Input Controllers wind up a part of. That too is worth a look. The book will go very far...
http://msdn.microsoft.com/library/defau ... roller.asp
http://java.sun.com/blueprints/corej2ee ... oller.html