## C++: Tuple

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During my design analysis for my Network Alchemy implementation I thought that the tuple may be the answer to allow me to iterate over the types defined in a network message definition. Tuples are data structures that are a generalization of the std::pair. Rather than having a limitation of 2 items in a tuple, potentially any number of items can be constructed within a custom tuple definition. The upper-limit will most likely be associated with the limit of your compilers ability to recurse down within a nested template structure. Conceptually, a tuple is similar to a compile-time linked list. If a tuple were implemented in terms of the std::pair, it would be constructed like this:

C++

 #include < utility > using std::pair;    pair< int ,        pair< float,              pair< char, long >           >     > tuple;

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## Desired Alchemy Syntax

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When I create a new library, I like to approach the design from two different directions. The first is the traditional route, analyzing the functionality that I need and designing a suitable interface to access those features. I also may write a set of pseudo-code that demonstrates what it would look like to use the library. Generally with writing unit tests I get to cover this second option. It is all the better if I write the tests while developing the interface. Then I discover if the interface is a clunky collection of garbage or an joy to work with.

Alchemy is a unique API, in that I don't actually want there to appear to be a library at work. One goal that I set for alchemy is to facilitate the proper handling of network data without requiring much work on the users part. In this sense, I need to work backwards. I would like to take the proposed syntax, and attempt to design my library API to meet the target syntax. The expressive ability of C++ is one of the things that I really like at the language.

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## An Eye on Refactoring

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Recently I ran across the article, "Is Design Dead?", from Martin Fowler's blog. Martin addresses the common misconception that design is discouraged in Extreme Programming. He describes the overall purpose of design in software and how the design emerges as part of the development phase. As more is learned about the problem domain, better decisions can be made and the design evolves with the implementation. Refactoring code is an activity that helps facilitate success with this approach.

At a different time I was learning about the structure of the human eye and some of the potential paths in evolution that could have led to the structure of our eyes today. I learned some surprising things with regards to how our eyes are structured. The evolved structure is counter-intuitive to what I would have imagined, especially when compared to the structure of a digital camera. I took a step back and starting thinking about the evolutionary path of the eye and compared it to typical events I have experienced during a software development cycle. I wanted to share the conclusions that I reached when I thought about these two topics.

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