Hello,I'm working on a new script and I'm looking for some advice in relation to Software Design.
The tool that I'm working on allows to import files into the current scene and make changes to the hierarchy. The tool is going to be used by a few different departments and the way files are imported depends both on the department using the tool and the options selected from the interface. Here is a list of the things that I want to accomplish:
Here are some things to keep in mindCreating classes for ProjectDifferent projects might have different folder structures and the data is not necessarily in the same place for each different project. Because of that, I thought that the best thing to do would be to create a base class in which I define the basic functionality and then. for those projects that have a different structure, I can subclass from the base class and overwrite the methods that need to be tweaked. By doing so, I won't be duplicating code but just only changing the one that I need to change.
Question 1:
Does that sound like the best way to go?
Isolate Functionality
I understand that the best thing to do is isolate functionality and avoid having functions/methods that try and tackle with a bunch of unrelated stuff. Having said that, I'm not sure when to stop breaking things down and I often end up with functions/methods that have simple calls to built-in or third party libraries. When that happens, it is crear to me that I've gone too far.
Question 2:
How do you decide what needs to be broken down and what doesn't?
Allow different UIsI want to be able to control the same functionality using different UIs (only one would be running at the same time). Because of that, it is clear to me that none of the core functionality should be part of the interface but isolated (see previous point)
This would allow me to have different versions of the UI and or different ways to display the data. This could also be used to load one or the other based on the existence of some libraries on the system. Ideally, I would like to be able to switch between different UIs at runtime.
Again, it looks to me like OOP might be helpful here. The way I see it, I could create a base class that communicates with the main script and then a series of subclasses that, not only display a different interface but overwrite the functionality of those methods when necessary.
Question 3:
Do you think the use of classes is justified here? Would do rather use another approach?
Linking different elements together
I have to admit that I'm having trouble on seeing how to link the different elements together. At the moment I have different classes for the UI, the project and also for the importer itself (given the fact that depending on the department, the import process should be different).
At the moment, I have the UI create an instance of the importer class, since it the department is defined in the interface and the importer will relate on some of the instance attributes of the UI. Having said that, I have the feeling that the instance of the importer should be created somewhere else and only change when the department is changed instead of the UI itself. If that's the case, I'm not sure how I would communicate with the instance variables of the UI.
Question 4:
What do you think it would be the best way to structure the code in this case? If I create an instance of the importer outside of the UI,
should I pass the instance of the UI as an attribute in order to access its class attributes? I want to make sure I'm structuring the code in a way that makes sense.
Thanks a lot in advance,Cheers,
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You might be interested in:
https://pythonhosted.org/stalker/tutorial.html
At least it will help you to start from some where. And I should start ptomoting it as it is pretty mature right now.
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Well maybe not the artist names in there since that is something that usually changes and is handled in the project tracking system.
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Hey,@Justin / @LIJU: Thanks a lot for sharing your thoughts.
@Marcus: Thanks for the book recommendations! Ironically enough, I'm currently reading Code Complete. :-)
@Erkan: I have to say that Stalker looks fantastic and worth looing into at some point!
Even though that the usage of something like Stalker sounds like the best way to go, I'd like to get some feedback to see the places where I'm going wrong and why. Here are some additional thoughts about the original idea:Projects
The only reason why I suggested OPP is that in this case, they are indeed 'types' of the same kind of project. The differences between them are pretty small and the rest of the functionality (methods) and data (variables) should remain the same for all projects/types. All what I intend to do is cater for those small exceptions.
In addition to that, most of the tools we have are used in all of those 'types of projects'. At the moment they rely on hard coded paths which is a problem because every time a path changes in a project, we need to add an exception within the code and it's not ideal.
After reading your emails, I can see the advantage of using a files to store most of the data for the projects. As you say, that would free the code from any changes and the only thing that would need changing would be text file. I have a couple of questions though:
The current base class for Project looks something like this. Keep in mind that this is only an example, The real class has way more functionality and data. And it does more than returning instance variables. (get files, performs checks, reads data etc):
Question 1:@Justin: In your email, you mention the use of 'textual templates'. I'm afraid that I haven't heard that term before. Could you explain what it means?
Question 2:
In the past, I've been using XML to save some basic preferences files but since I discovered JSON, that's all I use. Which one would you use in this case? XML or JSON? Are there any reasons to pick one or the other?
Different UIsI'd like to clarify something in regards of the UI.Different departments don't have a different interface for the the loader. The interface is pretty much the same but some departments have additional options (check boxes, buttons, etc). Instead an re-writing the new interface with just a couple of additions, I wanted to use OOP to get the shared structure and only add those elements where needed. (and have all of them share the same interface)
Question 3: Is this still a bad idea?
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The only reason why I suggested OPP is that in this case, they are indeed ‘types’ of the same kind of project. The differences between them are pretty small and the rest of the functionality (methods) and data (variables) should remain the same for all projects/types. All what I intend to do is cater for those small exceptions.
Defining content as hierarchy of objects is called Data Modelling and is very similar to Class Modelling, but differ in some important ways and I’d suggest understanding them both in your case.
The difference is, while Class Modelling defines a hierarchy of behaviour and responsibility, Data Modelling defines a hierarchy of information, often in terms of simplified concepts.
E.g. a Map is a data model of complex terrain, a Line object may represent a road and a Square a building. Another data model is our use of schemas (can’t believe this term has showed up three days in a row now :) in which we define a “terrain” of film concepts - e.g. film/sequence/shot.
E.g. you could define a Url with Class Modeling as consisting of a Scheme, Host and Path; Path possibly being sub-classed based on domain - e.g. for Windows versus Posix paths.
With Data Modelling and OOP, I would suggest thinking more in terms of composition rather than inheritance - a “has-a” relationship between objects, as opposed to a “is-a”. You could then move on to defining behaviour as separate objects more fit for Class Modelling that operate on your data-modelled objects. (i.e. responsibility-driven design).
What you end up with is loosely-coupled data objects and loosely-coupled behavioural objects, orchestrated in each of your applications.