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refactoring – How would you refactor multiple if statements in order to follow Open/Closed principle?

Suppose you want to show posts to users and let them to filter what posts they want to see:

  1. Filter by an author name
  2. Filter by a tag name
  3. Filter by a category title

Users are able to filter posts by following URLs:


This is the code that came to my mind which will violate Open/Closed principle:

function showPosts(type) {
  if (type === 'author') {
    return repository.getPostsByAuthorName();

  if (type === 'tag') {
    return repository.getPostsByTagName();
  if (type === 'category') {
    return repository.getPostsByCategoryTitle();

Another approach that came to my mind was implementing factory pattern:

function showPosts(type) {
  repositoryClass = "PostsBy" + type;
  repository = new repositoryClass();
  return repository.getPosts();

abstract class AbstractRepository {
  abstract getPosts();

class PostsByAuthor extends AbstractRepository {
  public getPosts() {

class PostsByTag extends AbstractRepository {
  public getPosts() {

What are your opinions and what other approaches do you know to refactor this code?

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I’ve had this twitch account for many years now. Formally speaking, I used to live stream myself on the platform whichever consisted of mostly Minecraft Lets Play gameplays. I can’t remember the exact follower count on the top of my head but it’s roughly, 100. Perhaps I’ll get back into streaming videos games, who knows

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c++ – Finding all pairs of elements in an array that sum to a target value using multiple pointers (follow up)

The previous question was not clear enough so I will try to clarify it more in this follow-up question.
I tried the multiple pointers technique to solve the problem that find pair of values that sums up to a target value.

We are assuming that:

  • the array is already sorted.
  • we are working with a static array of size 16 (testing purpose only).
  • we are not working with actual pointers; because we don’t need them in this case (I think), I named the question on the algorithm’s
    name only.
    #include <iostream> 
    #include <vector> 
    using namespace std;
        struct result
             int num1;
             int num2;
             result() {}
             result(int num1, int num2)
                 : num1{ num1 }, num2{ num2 } {}
         vector<result> mult_pt(int arr(), int target)
             int p1 = 0;
             int p2 = 15;
             bool flag = false;
             vector<result> res;
             while (p1 <= p2)
                 if (arr(p1) + arr(p2) == target)
                     for (int k = 0; k < res.size() - 1; k++)
                         if (res.size() == 0)
                             res.push_back(result(arr(p1), arr(p2)));
                         else if (res(k).num1 != arr(p1) && res(k).num2 != arr(p2))
                             flag = false;
                         else flag = true;
                     if(flag) res.push_back(result(arr(p1), arr(p2)));
                 else if (arr(p1) + arr(p2) < target)
                 else if (arr(p1) + arr(p2) > target)
                     for (int i = p1; i >=0; i--)
                         if (arr(i) + arr(p2) == target)
                             res.push_back(result(arr(p1), arr(p2)));
                         else if (arr(i) + arr(p2) > target)
                         else break;
             return res;

int main ()
  int array(16) = { 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};
  vector <result> res = mult_pt(array, 19);
  for (int j = 0; j < res.size(); j++)
        cout << "( " << res(j).num1 << " , " << res(j).num2 << " )" << endl;
  return 0;

The output should be like:

( 4 , 15 )
( 5 , 14 )
( 6 , 13 )
( 7 , 12 )
( 8 , 11 )
( 9 , 10 )
( 10 , 9 )

You can check the previous post here.

camera – How to make sound fx follow the player?

Here is the setup:

> KinematicBody2D (Player)
- > Camera2D
- > Node2D (SoundFX)
- - > Timer (1 sec)
- - > AudioStreamPlayer2D (Beep)

It works fine at the beginning of the scene, but the sound fades out when the player moves away. Whyt is that and how to fix it?

I have tried to make the AudioStreamPlayer2D a child of a CanvasLayer node, without success.

scrum – Agile is said to be iterative-incremental, but where is this “revisiting” and “refining” if we follow Definition of Done?

First of all, I found it a bit strange because technically, iterative means something that is done as a recurring series of steps – so how can one be purely incremental, when each increment will be implemented through the same series of steps?

Anyway, my main confusion stems from the word “iterative” – if the meaning is enahnced to mean “refining and revising work”, where does it fit in the classical story development scenario: you develop story B, and once it passes the tests and meets your DoD and Acceptance criteria, it is Done. You added it on the top of the existing baseline. In the mean time, some other stories are finished, ideally Done and hence certainly not meant to be refined or reworked…
Where is the iterativeness?

So, to me it does not seem different from the decades old incremental models (which some claim are examples of Agile models, some say they are not). Just developing features one by one, with early testing and frequent delivery of working increments.