fbs project structure for PySide2 projects - pyside2

Working with the excellent fbs tool (great stuff Michael!).
The manual has this suggestion about project structure:
As your application grows in complexity, you will likely want to split
its source code across multiple files. In this case, it is recommend
that you place them all inside one package.
My tendency is to use subdirectories like 'view','controller','model','service', etc wherein multiple .py files exist. Is there a critical reason one wouldn't want to use subdirectories when using fbs?

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refactoring modular structures in D

Here's how I usually develop an application:
I start with having all the code in a single source file.
When it grows enough to be modularised, I break the code into several modules.
When the modules grow enough, I split them again. And so on, iteratively.
Over time, some modules get shrunk, deleted or merged with others.
This workflow implies the need to move source files between modules sometimes. And here comes the problem:
When I move a module to another location, it changes the module's name, so I have to walk through all the other files renaming imports by hand.
Is there some organisational technique to avoid that annoying procedure? Or is that the way it goes and I just have to look into some automation utilities instead?
you can create a *.all module that public imports all modules in the package
then you only need to add/remove the module names from that module
You can override module name via module packagename.modulename; directive in the beginning of the module. It will need a help from the build system though as rdmd uses module names from import statements to form file system path to search for their sources. But if you will supply all source files project consists from by hand, it should resolve module names just fine.
It's better to define your entities before you start coding. You can use some modelling language to identify and write your entities. For example if you are using java to code your application then you can use UML to model this application.
Also, you have to separate buisness logic from data.
If you continue to do it like today you will lose a lot of time just dealing with filenames.

Mono fo Android - One Solution for many clients

I have created three different solutions for three different clients, but those solutions are for an app that have the same features, classes, methods, resolution, except for the images, XML resource files, and a web service reference, that are specific for each one.
I would like to have just one solution for all those apps, that I could open in VS2010 IDE for edition, without errors. So, when I need to build or publish an specific app, I just set the client which one I need to, and go ahead to building or publishing.
It is important to consider that XML file names will be the same, as classes and images names too. The difference will be the content, but the name will always be the same.
My intention is to reduce my effort to maintain many solutions, having just one solution to work with.
In my company, we will have more than those three clients soon, so I am worried about how to maintain that. The best way will be have just one solution and when I need to generate a new app for a new client, I have just to change/include a few things (like some resources and images) and compile to a new client folder.
Is it possible? If so how?
One option would be to have a master solution which had the following
A "Template" project that contained your actual application and all of the shared code
Projects for all of your clients
In the projects for your clients, you could have links to the files in your files that come from your shared project. Then, in each of those projects, you could add the files that are only specific to them.
With this kind of structure, whenever you made a change to your Template project, all of the client projects would be updated as well because they just have pointers back to the Template project.
A good reference for this kind of setup would be the Json.Net Code Base. There he has a solution and project for all of the different configurations, but they all share the same files.
In terms of ensuring that the xml files are named properly, you might just want to put some checks into your main application to ensure that it has all of the files needed or potentially add a check into your build process.
There are many ways you could look to tackle this.
My favorite would be to run some sort of pre-build step - probably outside of Visual Studio - which simply replaces the files with the correct ones before you do a build. This would be easy to automate and easy to scale.
If you are going to be building for many more than three customers, then I think you should look to switch from Visual Studio building to some other automated build system - e.g. MSBuild from the command line or from something like TeamCity or CruiseControl. You'll find it much easier to scale if your build is automated (and robust)
If you don't like the file idea, then there are plenty of other things you could try:
You could try doing a similar step to above, but could do it inside VS using a pre-Build step.
You could use Conditional nodes within the .csproj file to switch files via a project configuration
You could look to shift the client-specific resources into another assembly - and then use GetResourceStream (or similar) at runtime to extract the resources.
But none of these feel as nice to me!

Bundling a program and external files into a single executable?

This question is kinda similar to this one, but not exactly. I have a game engine in C#, and I'm working with some people who want to use my engine. Originally I designed the engine so that all the assets are external - non programmers can create art, music, xml settings, etc. and that anyone could modify an existing game, and share them amongst each other. Basically the whole thing including the engine itself is open source.
The group I'm working with (one of only two projects using my engine currently) wants to close their assets so they can't be modified. Although it's against my principle, I don't want to turn them away, both because I've already been working with them a while and because the market is very small (both for engines like mine, and for users of those engines).
The Actual Question
Is there a way, maybe some available software, that can take an exe and a bunch of other arbitrary files, and smash them into a single exe, that isn't just an archive? I would like the final exe to behave like it runs the first exe with some command line parameters that refer to the bundled files. For example, running bundle.exe would be just like running original.exe --project_path=/project but the project files are inside the bundle, and cannot be retrieved from it.
My original exe is written in C#. I doubt that matters.
You could pack these files as embedded resources.

Should I duplicate an xcode project or #define sections?

I have an iPad app that can come in several different releasable flavors, and I'm trying to decide how to best make these alternate releases. They have only a few differences source-code wise, and primarily differ in resource data files (xml and a very large amount of binary files).
1) Should I duplicate the project and branch the handful of source files and include the appropriate resources separately for each? This seems more of a maintenance hassle as I add files to the project and do other basic things other than edit shared files.
2) Or should I use #defines to build the appropriate flavor I want at any time, then ifdef out entire files accordingly? This seems simpler but my suspicion is that I won't be able to find an easy way to exclude/include resource files, and that would be a deal breaker.
Any suggestions on how to deal with the resource issue in option 2, or if there is an alternate approach altogether that is better?
What about creating separate targets within a single XCode project?
Make each target include the files that are appropriate for that app; no need for ifdefs that way.

XCode: Project portability: How to handle code files shared between applications?

As I create more applications, my /code/shared/* increases.
this creates a problem: zipping and sending a project is no longer trivial. it looks like my options are:
in Xcode set shared files to use absolute path. Then every time I zip and send, I must also zip and send /code/shared/* and give instructions, and hope the recipient doesn't have anything already at that location.
this is really not practical; it makes the zip file too big
maintain a separate copy of my library files for each project
this is not really acceptable as a modification/improvements would have to be implemented everywhere separately. this makes maintenance unreasonably cumbersome.
some utility to go through every file in the Xcode project, figure out the lowest common folder, and create a zipped file structure that only contains the necessary files, but in their correct relative folder locations, so that the code will still build
(3) is what I'm looking for, but I have a feeling it doesn't as yet exist.
Anyone?
You should rethink your current process. The workflow you're describing in (3) is not normal. This all sounds very complicated and all basically handled with relative ease if you were using source control. (3) just doesn't exist and likely never will.
A properly configured SCM will allow you to manage multiple versions of multiple libraries (packages) and allow you to share projects (in branches) without ever requiring zipping up anything.

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