Handling mutually recursive GUI widgets with reactive-banana - user-interface

I am hunting for a library to write a GUI on top of GLFW and OpenGL. I'm doing this because I am dissatisfied with the common UI library bindings which I feel are too imperative, and I would also like tight control of the look and feel of my UIs. I'd like a declarative approach to defining UI's. I am experimenting with reactive-banana (and temporarily reactive-banana-wx) to see if it meets my needs. I have a problem with defining recursive widgets. Here's my simplest test case:
A text widget that displays a counter.
A button widget that increments the counter.
A button widget that is inactive (so it is greyed out and does not respond to input at all) when the counter is 0 and otherwise active and resets the counter to 0.
The first and third widget have a recursive relationship. The first widget is intuitively a stepper of a union of events fed from the two buttons. However, the reset button is an fmap of the counter, and then the event stream relies on the reset button! What is to be done?
Beyond this question I have a concern about event handling: Since I want to handle device input and input focus within my code instead of relying on a framework, I see difficulties ahead in correctly dispatching events in a scalable way. Ideally I would define a data that encapsulates the hierarchical structure of a widget, a way to install event callbacks between the elements, and then write a function that traverses that data structure in order to define device input processing and graphical output. I am not sure how to take an event stream and split it as easily as event streams can be merged.

Recursion is allowed, as long as it is mutual recursion between a Behavior and an Event. The nice thing about Behaviors is that sampling them at the time of an update will return the old value.
For instance, your example can be expressed as follows
eClick1, eClick2 :: Event t ()
bCounter :: Behavior t Int
bCounter = accumB 0 $ mconcat [eIncrement, eReset]
eIncrement = (+1) <$ eClick1
eReset = (const 0) <$ whenE ((> 0) <$> bCounter) eClick2
See also the question "Can reactive-banana handle cycles in the network?"
As for your second question, you seem to be looking for the function filterE and its cousins filterApply and whenE?
As for your overall goal, I think it is quite ambitious. From what little experience I have gained so far, it seems to me that binding to an existing framework feels quite different from making an "clean-state" framework in FRP. Most likely, there are still some undiscovered (but exciting!) abstractions lurking there. I once started to write an application called BlackBoard that contains a nice abstraction about time-varying drawings.
However, if you care more about the result rather than the adventure, I would recommend a conservative approach: create the GUI toolkit in an imperative style and hook reactive-banana on top of that to get the benefits of FRP.
In case you just wish for any GUI, I am currently focussing on the web browser as a GUI. Here some preliminary experiments with Ji. The main benefit over wxHaskell is that it's a lot easier to get up and running and any API design efforts will benefit a very wide audience.

Related

Novice question about structuring events in Tcl/Tk

If one is attempting to build a desktop program with a semi-complex GUI, especially one in which users can open multiple instances of identical GUI components such as having a "project" GUI and permitting users to open multiple projects concurrently within the main window, is it good practice to push the event listeners further up the widget hierarchy and use the event detail to determine upon which widget the event took place, as opposed to placing event listeners on each individual widget?
For example, in doing something similar in a web browser, there were no event listeners on any individual project GUI elements. The listeners were on the parent container that held the multiple instances of each project GUI. A project had multiple tabs within its GUI, but only one tab was visible within a project at a time and only one project was visible at any one time; so, it was fairly easy to use classes on the HTML elements and then the e.matches() method on the event.target to act upon the currently visible tab within the currently visible project in a manner that was independent of which project it was that was visible. Without any real performance testing, it was my unqualified impression as an amateur that having as few event listeners as possible was more efficient and I got most of that by reading information that wasn't very exact.
I read recently in John Ousterhout's book that Tk applications can have hundreds of event handlers and wondered whether or not attempting to limit the number of them as described above really makes any difference in Tcl/Tk.
My purpose in asking this question is solely to understand events better in order to start off the coding of my Tcl/Tk program correctly and not have to re-code a bunch of poorly structured event listeners. I'm not attempting to dispute anything written in the mentioned book and don't know enough to do so if I wanted to.
Thank you for any guidance you may be able to provide.
Having hundreds of event handlers is usually just a mark that there's a lot of different events possibly getting sent around. Since you usually (but not always) try to specialize the binding to be as specific as possible, the actual event handler is usually really small, but might call a procedure to do the work. That tends to work out well in practice. Myself, my rule of thumb is that if it is not a simple call then I'll put in a helper procedure; it's easier to debug them that way. (The main exception to my rule is if I want to generate a break.)
There are four levels you can usually bind on (plus more widget-specific ones for canvas and text):
The individual widget. This is the one that you'll use most.
The widget class. This is mostly used by Tk; you'll usually not want to change it because it may alter the behaviour of code that you just use. (For example, don't alter the behaviour of buttons!)
The toplevel containing the widget. This is ideal for hotkeys. (Be very careful though; some bindings at this level can be trouble. <Destroy> is the one that usually bites.) Toplevel widgets themselves don't have this, because of rule 1.
all, which does what it says, and which you almost never need.
You can define others with bindtags… but it's usually not a great plan as it is a lot of work.
The other thing to bear in mind is that Tk supports virtual events, <<FooBarHappened>>. They have all sorts of uses, but the main one in a complex application (that you should take note of) is for defining higher-level events that are triggered by a sequence of low-level events occasionally, and yet which other widgets than the originator may wish to take note of.

Is there a generalized approach to handling notifications of changes from large persistent data structure?

First the motivation for this question: anyone who uses persistent data structures and a gui runs into this problem. So, my questions is kind of: do people just work it out on a case by case basis, or are their libraries, utilities, frameworks, something that abstracts the general case to make it easier to do.
The specific language I'm targeting is Scala, but I think this is a general question related to persistent data structures.
Let's say you have a large data structure displayed in a complex gui with trees, tables, property sheets, etc. Various user or system actions result in modifications to the data structure.
Is there a general strategy for handling notifications to tell the gui to update itself?
One of the intriguing ideas with persistent data structures is one could handle undo/redo by just switching between roots. That works for the data, but is there a general mechanism for telling listeners (eg. a gui) about the change if one were to switch roots?
My understanding is that it needs to be incremental--I need to know what changed. I can't just tell everything to do a complete refresh of the gui since that could be very expensive (and some controls don't handle it well (or at all) because of maintaining gui state).
You'd update the GUI at the same time you switch roots, since if the structure is truly persistent, then any change deep down in the structure will incur a new root. That, however, will be done imperatively (or in some kind of monadic construction; I've never done GUI programming in Haskell).
E.g., if your GUI code is imperative/OO but uses a persistent State structure:
// poor man's zipper for unbounded undo/redo
var curState : State
var prevStates : List[State]
var nextStates : List[State]
def undo = {
val prev = prevStates.head
prevStates = prevStates.tail
nextStates = curState :: nextStates
curState = prev
updateGui(curState)
}
See this question about Functional Reactive Programming in Scala. And also see the Cells menifesto and the Wikipedia article about FRP for background.
And read the paper "Deprecating Observer Pattern using Scala.React": http://lamp.epfl.ch/~imaier/pub/DeprecatingObserversTR2010.pdf mentioned on an answer by magicduncan on the above SO question.

State Machines and User Interface work -- any examples/experience?

I'm looking for ways to de-spaghttify my front-end widget code. It's been suggested that a Finite State Machine is the right way to think about what I'm doing. I know a State Machine paradigm can be applied to almost any problem. I'm wondering if there are some experienced UI programmers who actually make a habit of this.
So, the question is -- do any of you UI programmers think in terms of State Machines in your work? If so, how?
thanks,
-Morgan
I'm currently working with a (proprietary) framework that lends itself well to the UI-as-state-machine paradigm, and it can definitely reduce (but not eliminate) the problems with complex and unforeseen interactions between UI elements.
The main benefit is that it allows you to think at a higher level of abstraction, at a higher granularity. Instead of thinking "If button A is pressed then combobox B is locked, textfield C is cleared and and Button D is unlocked", you think "Pressing button A puts the app into the CHECKED state" - and entering that state means that certain things happen.
I don't think it's useful (or even possible) to model the entire UI as a single state machine, though. Instead, there's usually a number of smaller state machines that each handles one part of the UI (consisting of several controls that interact and belong together conceptually), and one (maybe more than one) "global" state machine that handles more fundamental issues.
State machines are generally too low-level to help you think about a user interface. They make a nice implementation choice for a UI toolkit, but there are just too many states and transitions to describe in a normal application for you to describe them by hand.
I like to think about UIs with continuations. (Google it -- the term is specific enough that you will get a lot of high quality hits.)
Instead of my apps being in various states represented by status flags and modes, I use continuations to control what the app does next. It's easiest to explain with an example. Say you want to popup a confirmation dialog before sending an email. Step 1 builds an email. Step 2 gets the confirmation. Step 3 sends the email. Most UI toolkits require you to pass control back to an event loop after each step which makes this really ugly if you try to represent it with a state machine. With continuations, you don't think in terms of the steps the toolkit forces upon you -- it's all one process of building and sending an email. However, when the process needs the confirmation, you capture the state of your app in a continuation and hand that continuation to the OK button on the confirmation dialog. When OK is pressed, your app continues from where it was.
Continuations are relatively rare in programming languages, but luckily you can get sort of a poor man's version using closures. Going back to the email sending example, at the point you need to get the confirmation you write the rest of the process as a closure and then hand that closure to the OK button. Closures are sort of like anonymous nested subroutines that remember the values of all your local variables the next time they are called.
Hopefully this gives you some new directions to think about. I'll try to come back later with real code to show you how it works.
Update: Here's a complete example with Qt in Ruby. The interesting parts are in ConfirmationButton and MailButton. I'm not a Qt or Ruby expert so I'd appreciate any improvements you all can offer.
require 'Qt4'
class ConfirmationWindow < Qt::Widget
def initialize(question, to_do_next)
super()
label = Qt::Label.new(question)
ok = ConfirmationButton.new("OK")
ok.to_do_next = to_do_next
cancel = Qt::PushButton.new("Cancel")
Qt::Object::connect(ok, SIGNAL('clicked()'), ok, SLOT('confirmAction()'))
Qt::Object::connect(ok, SIGNAL('clicked()'), self, SLOT('close()'))
Qt::Object::connect(cancel, SIGNAL('clicked()'), self, SLOT('close()'))
box = Qt::HBoxLayout.new()
box.addWidget(label)
box.addWidget(ok)
box.addWidget(cancel)
setLayout(box)
end
end
class ConfirmationButton < Qt::PushButton
slots 'confirmAction()'
attr_accessor :to_do_next
def confirmAction()
#to_do_next.call()
end
end
class MailButton < Qt::PushButton
slots 'sendMail()'
def sendMail()
lucky = rand().to_s()
message = "hello world. here's your lucky number: " + lucky
do_next = lambda {
# Everything in this block will be delayed until the
# the confirmation button is clicked. All the local
# variables calculated earlier in this method will retain
# their values.
print "sending mail: " + message + "\n"
}
popup = ConfirmationWindow.new("Really send " + lucky + "?", do_next)
popup.show()
end
end
app = Qt::Application.new(ARGV)
window = Qt::Widget.new()
send_mail = MailButton.new("Send Mail")
quit = Qt::PushButton.new("Quit")
Qt::Object::connect(send_mail, SIGNAL('clicked()'), send_mail, SLOT('sendMail()'))
Qt::Object::connect(quit, SIGNAL('clicked()'), app, SLOT('quit()'))
box = Qt::VBoxLayout.new(window)
box.addWidget(send_mail)
box.addWidget(quit)
window.setLayout(box)
window.show()
app.exec()
It's not the UI that needs to be modeled as a state machine; it's the objects being displayed that it can be helpful to model as state machines. Your UI then becomes (oversimplification) a bunch of event handlers for change-of-state in the various objects.
It's a change from:
DoSomethingToTheFooObject();
UpdateDisplay1(); // which is the main display for the Foo object
UpdateDisplay2(); // which has a label showing the Foo's width,
// which may have changed
...
to:
Foo.DoSomething();
void OnFooWidthChanged() { UpdateDisplay2(); }
void OnFooPaletteChanged() { UpdateDisplay1(); }
Thinking about what changes in the data you are displaying should cause what repainting can be clarifying, both from the client UI side and the server Foo side.
If you find that, of the 100 UI thingies that may need to be repainted when Foo's state changes, all of them have to be redrawn when the palette changes, but only 10 when the width changes, it might suggest something about what events/state changes Foo should be signaling. If you find that you have an large event handler OnFooStateChanged() that checks through a number of Foo's properties to see what has changed, in an attempt to minimize UI updates, it suggests something about the granularity of Foo's event model. If you find you want to write a little standalone UI widget you can use in multiple places in your UI, but that it needs to know when Foo changes and you don't want to include all the code that Foo's implementation brings with it, it suggests something about the organization of you data relative to your UI, where you are using classes vs interfaces, etc.... Fundamentally, it makes you think more seriously about what is your presentation layer, more seriously than "all the code in my form classes".
-PC
There is a book out there about this topic.
Sadly its out of print and the rare used ones available are very expensive.
Constructing the User Interface with Statecharts
by Ian Horrocks, Addison-Wesley, 1998
We were just talking about Horrocks' Constructing the User Interface with Statecharts, prices 2nd-hand range from $250 up to nearly $700. Our software development manager rates it as one of the most important books he's got (sadly, he lives on the other side of the world).
Samek's books on statecharts draw significantly from this work although in a slightly different domain and reportedly not as clear. "Practical UML Statecharts in C/C++Event-Driven Programming for Embedded Systems" is also available on Safari.
Horrocks is cited quite heavily - there are twenty papers on the ACM Portal so if you have access there you might find something useful.
There's a book and software FlashMX for Interactive Simulation. They have a PDF sample chapter on statecharts.
Objects, Components, and Frameworks with UML: The Catalysis(SM) Approach has a chapter on Behaviour Models which includes about ten pages of useful examples of using statecharts (I note that it is available very cheaply second hand). It is rather formal and heavy going but that section is easy reading.
Its not really a UI problem, to be honest.
I'd do the following:
Define your states
Define your transiations - which states are accessible from which others?
How are these transitions triggered? What are the events?
Write your state machine - store the current state, receive events, and if that event can cause a valid transition from the current state then change the state accordingly.
I got a prezi-presentation about a pattern that I call "State First".
It is a combination of MPV/IoC/FSM and I've used it successfully in .Net/WinForms, .Net/Silverlight and Flex (at the moment).
You start by coding your FSM:
class FSM
IViewFactory ViewFactory;
IModelFactory ModelFactory;
Container Container; // e.g. a StackPanel in SL
ctor((viewFactory,modelFactory,container) {
...assignments...
start();
}
start() {
var view = ViewFactory.Start();
var model = ModelFactory.Start();
view.Context = model;
view.Login += (s,e) => {
var loginResult = model.TryLogin(); // vm contains username/password now
if(loginResult.Error) {
// show error?
} else {
loggedIn(loginResult.UserModel); // jump to loggedIn-state
}
};
show(view);
}
loggedIn(UserModel model) {
var view = ViewFactory.LoggedIn();
view.Context = model;
view.Logout += (s,e) => {
start(); // jump to start
};
show(view);
}
Next up you create your IViewFactory and IModelFactory (your FSM makes it easy to see what you need)
public interface IViewFactory {
IStartView Start();
ILoggedInView LoggedIn();
}
public interface IModelFactory {
IStartModel Start();
}
Now all you need to do is implement IViewFactory, IModelFactory, IStartView, ILoggedInView and the models. The advantage here is that you can see all transitions in the FSM, you get über-low coupling between the views/models, high testability and (if your language permits) a great deal of type safely.
One important point in using the FSM is that your shouldn't just jump between the states - you should also carry all stateful data with you in the jump (as arguments, see loggedIn above). This will help you avoid global states that usually litter gui-code.
You can watch the presentation at http://prezi.com/bqcr5nhcdhqu/ but it contains no code examples at the moment.
Each interface item that's presented to the user can go to another state from the current one. You basically need to create a map of what button can lead to what other state.
This mapping will allow you to see unused states or ones where multiple buttons or paths can lead to the same state and no others (ones that can be combined).
Hey Morgan, we're building a custom framework in AS3 here at Radical and use the state machine paradigm to power any front end UI activity.
We have a state machine setup for all button events, all display events and more.
AS3, being an event driven language, makes this a very attractive option.
When certain events are caught, states of buttons / display objects are automatically changed.
Having a generalized set of states could definitely help de-spaghttify your code!
A state machine is something that allows code to work with other state machines. A state machine is simply logic that has memory of past events.
Therefore humans are state machines, and often they expect their software to remember what they've done in the past so that they can proceed.
For instance, you can put the entire survey on one page, but people are more comfortable with multiple smaller pages of questions. Same with user registrations.
So state machine have a lot of applicability to user interfaces.
They should be understood before being deployed, though, and the entire design must be complete before code is written - state machine can, are, and will be abused, and if you don't have a very clear idea of why you're using one, and what the goal is, you may end up worse off than other techniques.
-Adam

How does differential execution work?

I've seen a few mentions of this on Stack Overflow, but staring at Wikipedia (the relevant page has since been deleted) and at an MFC dynamic dialog demo did nothing to enlighten me. Can someone please explain this? Learning a fundamentally different concept sounds nice.
Based on the answers: I think I'm getting a better feel for it. I guess I just didn't look at the source code carefully enough the first time. I have mixed feelings about differential execution at this point. On the one hand, it can make certain tasks considerably easier. On the other hand, getting it up and running (that is, setting it up in your language of choice) is not easy (I'm sure it would be if I understood it better)...though I guess the toolbox for it need only be made once, then expanded as necessary. I think in order to really understand it, I'll probably need to try implementing it in another language.
Gee, Brian, I wish I had seen your question sooner. Since it's pretty much my
"invention" (for better or worse), I might be able to help.
Inserted: The shortest possible
explanation I can make is that if
normal execution is like throwing a
ball in the air and catching it, then
differential execution is like
juggling.
#windfinder's explanation is different from mine, and that's OK. This technique is not easy to wrap one's head around, and it's taken me some 20 years (off and on) to find explanations that work. Let me give it another shot here:
What is it?
We all understand the simple idea of a computer stepping along through a program, taking conditional branches based on the input data, and doing things. (Assume we are dealing only with simple structured goto-less, return-less code.) That code contains sequences of statements, basic structured conditionals, simple loops, and subroutine calls. (Forget about functions returning values for now.)
Now imagine two computers executing that same code in lock-step with each other, and able to compare notes. Computer 1 runs with input data A, and Computer 2 runs with input data B. They run step-by-step side by side. If they come to a conditional statement like IF(test) .... ENDIF, and if they have a difference of opinion on whether the test is true, then the one who says the test if false skips to the ENDIF and waits around for its sister to catch up. (This is why the code is structured, so we know the sister will eventually get to the ENDIF.)
Since the two computers can talk to each other, they can compare notes and give a detailed explanation of how the two sets of input data, and execution histories, are different.
Of course, in differential execution (DE) it is done with one computer, simulating two.
NOW, suppose you only have one set of input data, but you want to see how it has changed from time 1 to time 2. Suppose the program you're executing is a serializer/deserializer. As you execute, you both serialize (write out) the current data and deserialize (read in) the past data (which was written the last time you did this). Now you can easily see what the differences are between what the data was last time, and what it is this time.
The file you are writing to, and the old file you are reading from, taken together constitute a queue or FIFO (first-in-first-out), but that's not a very deep concept.
What is it good for?
It occurred to me while I was working on a graphics project, where the user could construct little display-processor routines called "symbols" that could be assembled into larger routines to paint things like diagrams of pipes, tanks, valves, stuff like that. We wanted to have the diagrams be "dynamic" in the sense that they could incrementally update themselves without having to redraw the entire diagram. (The hardware was slow by today's standards.) I realized that (for example) a routine to draw a bar of a bar-chart could remember its old height and just incrementally update itself.
This sounds like OOP, doesn't it? However, rather than "make" an "object", I could take advantage of the predictability of the execution sequence of the diagram procedure. I could write the bar's height in a sequential byte-stream. Then to update the image, I could just run the procedure in a mode where it sequentially reads its old parameters while it writes the new parameters so as to be ready for the next update pass.
This seems stupidly obvious and would seem to break as soon as the procedure contains a conditional, because then the new stream and the old stream would get out of sync. But then it dawned on me that if they also serialized the boolean value of the conditional test, they could get back in sync.
It took a while to convince myself, and then to prove, that this would always work, provided a simple rule (the "erase mode rule") is followed.
The net result is that the user could design these "dynamic symbols" and assemble them into larger diagrams, without ever having to worry about how they would dynamically update, no matter how complex or structurally variable the display would be.
In those days, I did have to worry about interference between visual objects, so that erasing one would not damage others. However, now I use the technique with Windows controls, and I let Windows take care of rendering issues.
So what does it achieve? It means I can build a dialog by writing a procedure to paint the controls, and I do not have to worry about actually remembering the control objects or dealing with incrementally updating them, or making them appear/disappear/move as conditions warrant. The result is much smaller and simpler dialog source code, by about an order of magnitude, and things like dynamic layout or altering the number of controls or having arrays or grids of controls are trivial. In addition, a control such as an Edit field can be trivially bound to the application data it is editing, and it will always be provably correct, and I never have to deal with its events. Putting in an edit field for an application string variable is a one-line edit.
Why is it hard to understand?
What I have found hardest to explain is that it requires thinking differently about software. Programmers are so firmly wedded to the object-action view of software that they want to know what are the objects, what are the classes, how do they "build" the display, and how do they handle the events, that it takes a cherry bomb to blast them out of it. What I try to convey is that what really matters is what do you need to say? Imagine you are building a domain-specific language (DSL) where all you need to do is tell it "I want to edit variable A here, variable B there, and variable C down there" and it would magically take care of it for you. For example, in Win32 there is this "resource language" for defining dialogs. It is a perfectly good DSL, except it doesn't go far enough. It doesn't "live in" the main procedural language, or handle events for you, or contain loops/conditionals/subroutines. But it means well, and Dynamic Dialogs tries to finish the job.
So, the different mode of thinking is: to write a program, you first find (or invent) an appropriate DSL, and code as much of your program in that as possible. Let it deal with all the objects and actions that only exist for implementation's sake.
If you want to really understand differential execution and use it, there are a couple of tricky issues that can trip you up. I once coded it in Lisp macros, where these tricky bits could be handled for you, but in "normal" languages it requires some programmer discipline to avoid the pitfalls.
Sorry to be so long-winded. If I haven't made sense, I'd appreciate it if you'd point it out and I can try and fix it.
Added:
In Java Swing, there is an example program called TextInputDemo. It is a static dialog, taking 270 lines (not counting the list of 50 states). In Dynamic Dialogs (in MFC) it is about 60 lines:
#define NSTATE (sizeof(states)/sizeof(states[0]))
CString sStreet;
CString sCity;
int iState;
CString sZip;
CString sWholeAddress;
void SetAddress(){
CString sTemp = states[iState];
int len = sTemp.GetLength();
sWholeAddress.Format("%s\r\n%s %s %s", sStreet, sCity, sTemp.Mid(len-3, 2), sZip);
}
void ClearAddress(){
sWholeAddress = sStreet = sCity = sZip = "";
}
void CDDDemoDlg::deContentsTextInputDemo(){
int gy0 = P(gy);
P(www = Width()*2/3);
deStartHorizontal();
deStatic(100, 20, "Street Address:");
deEdit(www - 100, 20, &sStreet);
deEndHorizontal(20);
deStartHorizontal();
deStatic(100, 20, "City:");
deEdit(www - 100, 20, &sCity);
deEndHorizontal(20);
deStartHorizontal();
deStatic(100, 20, "State:");
deStatic(www - 100 - 20 - 20, 20, states[iState]);
if (deButton(20, 20, "<")){
iState = (iState+NSTATE - 1) % NSTATE;
DD_THROW;
}
if (deButton(20, 20, ">")){
iState = (iState+NSTATE + 1) % NSTATE;
DD_THROW;
}
deEndHorizontal(20);
deStartHorizontal();
deStatic(100, 20, "Zip:");
deEdit(www - 100, 20, &sZip);
deEndHorizontal(20);
deStartHorizontal();
P(gx += 100);
if (deButton((www-100)/2, 20, "Set Address")){
SetAddress();
DD_THROW;
}
if (deButton((www-100)/2, 20, "Clear Address")){
ClearAddress();
DD_THROW;
}
deEndHorizontal(20);
P((gx = www, gy = gy0));
deStatic(P(Width() - gx), 20*5, (sWholeAddress != "" ? sWholeAddress : "No address set."));
}
Added:
Here's example code to edit an array of hospital patients in about 40 lines of code. Lines 1-6 define the "database". Lines 10-23 define the overall contents of the UI. Lines 30-48 define the controls for editing a single patient's record. Note the form of the program takes almost no notice of events in time, as if all it had to do was create the display once. Then, if subjects are added or removed or other structural changes take place, it is simply re-executed, as if it were being re-created from scratch, except that DE causes incremental update to take place instead. The advantage is that you the programmer do not have to give any attention or write any code to make the incremental updates of the UI happen, and they are guaranteed correct. It might seem that this re-execution would be a performance problem, but it is not, since updating controls that do not need to be changed takes on the order of tens of nanoseconds.
1 class Patient {public:
2 String name;
3 double age;
4 bool smoker; // smoker only relevant if age >= 50
5 };
6 vector< Patient* > patients;
10 void deContents(){ int i;
11 // First, have a label
12 deLabel(200, 20, “Patient name, age, smoker:”);
13 // For each patient, have a row of controls
14 FOR(i=0, i<patients.Count(), i++)
15 deEditOnePatient( P( patients[i] ) );
16 END
17 // Have a button to add a patient
18 if (deButton(50, 20, “Add”)){
19 // When the button is clicked add the patient
20 patients.Add(new Patient);
21 DD_THROW;
22 }
23 }
30 void deEditOnePatient(Patient* p){
31 // Determine field widths
32 int w = (Width()-50)/3;
33 // Controls are laid out horizontally
34 deStartHorizontal();
35 // Have a button to remove this patient
36 if (deButton(50, 20, “Remove”)){
37 patients.Remove(p);
37 DD_THROW;
39 }
40 // Edit fields for name and age
41 deEdit(w, 20, P(&p->name));
42 deEdit(w, 20, P(&p->age));
43 // If age >= 50 have a checkbox for smoker boolean
44 IF(p->age >= 50)
45 deCheckBox(w, 20, “Smoker?”, P(&p->smoker));
46 END
47 deEndHorizontal(20);
48 }
Added: Brian asked a good question, and I thought the answer belonged in the main text here:
#Mike: I'm not clear on what the "if (deButton(50, 20, “Add”)){" statement is actually doing. What does the deButton function do? Also, are your FOR/END loops using some sort of macro or something? – Brian.
#Brian: Yes, the FOR/END and IF statements are macros. The SourceForge project has a complete implementation. deButton maintains a button control. When any user input action takes place, the code is run in "control event" mode, in which deButton detects that it was pressed and signifies that it was pressed by returning TRUE. Thus, the "if(deButton(...)){... action code ...} is a way of attaching action code to the button, without having to create a closure or write an event handler. The DD_THROW is a way of terminating the pass when the action is taken because the action may have modified application data, so it is invalid to continue the "control event" pass through the routine. If you compare this to writing event handlers, it saves you writing those, and it lets you have any number of controls.
Added: Sorry, I should explain what I mean by the word "maintains". When the procedure is first executed (in SHOW mode), deButton creates a button control and remembers its id in the FIFO. On subsequent passes (in UPDATE mode), deButton gets the id from the FIFO, modifies it if necessary, and puts it back in the FIFO. In ERASE mode, it reads it from the FIFO, destroys it, and does not put it back, thereby "garbage collecting" it. So the deButton call manages the entire lifetime of the control, keeping it in agreement with application data, which is why I say it "maintains" it.
The fourth mode is EVENT (or CONTROL). When the user types a character or clicks a button, that event is caught and recorded, and then the deContents procedure is executed in EVENT mode. deButton gets the id of its button control from the FIFO and askes if this is the control that was clicked. If it was, it returns TRUE so the action code can be executed. If not, it just returns FALSE. On the other hand, deEdit(..., &myStringVar) detects if the event was meant for it, and if so passes it to the edit control, and then copies the contents of the edit control to myStringVar. Between this and normal UPDATE processing, myStringVar always equals the contents of the edit control. That is how "binding" is done. The same idea applies to scroll bars, list boxes, combo boxes, any kind of control that lets you edit application data.
Here's a link to my Wikipedia edit: http://en.wikipedia.org/wiki/User:MikeDunlavey/Difex_Article
Differential execution is a strategy for changing the flow of your code based on external events. This is usually done by manipulating a data structure of some kind to chronicle the changes. This is mostly used in graphical user interfaces, but is also used for things like serialization, where you are merging changes into an existing "state."
The basic flow is as follows:
Start loop:
for each element in the datastructure:
if element has changed from oldDatastructure:
copy element from datastructure to oldDatastructure
execute corresponding subroutine (display the new button in your GUI, for example)
End loop:
Allow the states of the datastructure to change (such as having the user do some input in the GUI)
The advantages of this are a few. One, it is separation
of the execution of your changes, and the actual
manipulation of the supporting data. Which is nice for
multiple processors. Two, it provides a low bandwidth method
of communicating changes in your program.
Think of how a monitor works:
It is updated at 60 Hz -- 60 times a second. Flicker flicker flicker 60 times, but your eyes are slow and can't really tell. The monitor shows whatever is in the output buffer; it just drags this data out every 1/60th of a second no matter what you do.
Now why would you want your program to update the whole buffer 60 times a second if the image shouldn't change that often? What if you only change one pixel of the image, should you rewrite the entire buffer?
This is an abstraction of the basic idea: you want to change the output buffer based on what information you want displayed on the screen. You want to save as much CPU time and buffer write time as possible, so you don't edit parts of the buffer that need not be changed for the next screen pull.
The monitor is separate from your computer and logic (programs). It reads from the output buffer at whatever rate it updates the screen. We want our computer to stop synchronizing and redrawing unnecessarily. We can solve this by changing how we work with the buffer, which can be done in a variety of ways. His technique implements a FIFO queue that is on delay -- it holds what we just sent to the buffer. The delayed FIFO queue does not hold pixel data, it holds "shape primitives" (which might be pixels in your application, but it could also be lines, rectangles, easy-to-draw things because they are just shapes, no unnecessary data is allowed).
So you want to draw/erase things from the screen? No problem. Based on the contents of the FIFO queue I know what the monitor looks like at the moment. I compare my desired output (to erase or draw new primitives) with the FIFO queue and only change values that need to be changed/updated. This is the step which gives it the name Differential Evaluation.
Two distinct ways in which I appreciate this:
The First:
Mike Dunlavey uses a conditional-statement extension. The FIFO queue contains a lot of information (the "previous state" or the current stuff on monitor or time-based polling device). All you have to add to this is the state you want to appear on screen next.
A conditional bit is added to every slot that can hold a primitive in the FIFO queue.
0 means erase
1 means draw
However, we have previous state:
Was 0, now 0: don't do anything;
Was 0, now 1: add it to the buffer (draw it);
Was 1, now 1: don't do anything;
Was 1, now 0: erase it from the buffer (erase it from the screen);
This is elegant, because when you update something you really only need to know what primitives you want to draw to the screen -- this comparison will find out if it should erase a primitive or add/keep it to/in the buffer.
The Second:
This is just one example, and I think that what Mike is really getting at is something that should be fundamental in design for all projects: Reduce the (computational) complexity of design by writing your most computationally intense operations as computerbrain-food or as close as you can get. Respect the natural timing of devices.
A redraw method to draw the entire screen is incredibly costly, and there are other applications where this insight is incredibly valuable.
We are never "moving" objects around the screen. "Moving" is a costly operation if we are going to mimic the physical action of "moving" when we design code for something like a computer monitor. Instead, objects basically just flicker on and off with the monitor. Every time an object moves, it's now a new set of primitives and the old set of primitives flickers off.
Every time the monitor pulls from the buffer we have entries that look like
Draw bit primitive_description
0 Rect(0,0,5,5);
1 Circ(0,0,2);
1 Line(0,1,2,5);
Never does an object interact with the screen (or time-sensitive polling device). We can handle it more intelligently than an object will when it greedily asks to update the whole screen just to show a change specific to only itself.
Say we have a list of all possible graphical primitives our program is capable of generating, and that we tie each primitive to a set of conditional statements
if (iWantGreenCircle && iWantBigCircle && iWantOutlineOnMyCircle) ...
Of course, this is an abstraction and, really, the set of conditionals that represents a particular primitive being on/off could be large (perhaps hundreds of flags that must all evaluate to true).
If we run the program, we can draw to the screen at essentially the same rate at which we can evaluate all these conditionals. (Worst case: how long it takes to evaluate the largest set of conditional statements.)
Now, for any state in the program, we can simply evaluate all the conditionals and output to the screen lightning-quick! (We know our shape primitives and their dependent if-statements.)
This would be like buying a graphically-intense game. Only instead of installing it to your HDD and running it through your processor, you buy a brand-new board that holds the entirety of the game and takes as input: mouse, keyboard, and takes as output: monitor. Incredibly condensed conditional evaluation (as the most fundamental form of a conditional is logic gates on circuit boards). This would, naturally, be very responsive, but it offers almost no support in fixing bugs, as the whole board design changes when you make a tiny design change (because the "design" is so far-removed from the nature of the circuit board). At the expense of flexibility and clarity in how we represent data internally we have gained significant "responsiveness" because we are no longer doing "thinking" in the computer; it is all just reflex for the circuit board based on the inputs.
The lesson, as I understand it, is to divide labor such that you give each part of the system (not necessarily just computer and monitor) something it can do well. The "computer thinking" can be done in terms of concepts like objects... The computer brain will gladly try and think this all through for you, but you can simplify the task a great deal if you are able to let the computer think in terms of data_update and conditional_evals. Our human abstractions of concepts into code are idealistic, and in the case of internal program draw methods a little overly idealistic. When all you want is a result (array of pixels with correct color values) and you have a machine that can easily spit out an array that big every 1/60th of a second, try and eliminate as much flowery thinking from the computer brain as possible so that you can focus on what you really want: to synchronize your graphical updates with your (fast) inputs and the natural behavior of the monitor.
How does this map to other applications?
I'd like to hear of other examples, but I'm sure there are many. I think anything that provides a real-time "window" into the state of your information (variable state or something like a database... a monitor is just a window into your display buffer) can benefit from these insights.
I find this concept very similar to the state machines of classic digital electronics. Specially the ones which remember their previous output.
A machine whose next output depends on current input and previous output according to (YOUR CODE HERE). This current input is nothing but previous output + (USER, INTERACT HERE).
Fill up a surface with such machines, and it will be user interactive and at the same time represent a layer of changeable data. But at this stage it will still be dumb, just reflecting user interaction to underlying data.
Next, interconnect the machines on your surface, let them share notes, according to (YOUR CODE HERE), and now we make it intelligent. It will become an interactive computing system.
So you just have to provide your logic at two places in the above model; the rest is taken care of by the machine design itself. That's what good about it.

How much logic should you put in the UI class?

I'm not sure if this has been asked or not yet, but how much logic should you put in your UI classes?
When I started programming I used to put all my code behind events on the form which as everyone would know makes it an absolute pain in the butt to test and maintain. Overtime I have come to release how bad this practice is and have started breaking everything into classes.
Sometimes when refactoring I still have that feeling of "where should I put this stuff", but because most of the time the code I'm working on is in the UI layer, has no unit tests and will break in unimaginable places, I usually end up leaving it in the UI layer.
Are there any good rules about how much logic you put in your UI classes? What patterns should I be looking for so that I don't do this kind of thing in the future?
Just logic dealing with the UI.
Sometimes people try to put even that into the Business layer. For example, one might have in their BL:
if (totalAmount < 0)
color = "RED";
else
color = "BLACK";
And in the UI display totalAmount using color -- which is completely wrong. It should be:
if (totalAmount < 0)
isNegative = true;
else
isNegative = false;
And it should be completely up to the UI layer how totalAmount should be displayed when isNegative is true.
As little as possible...
The UI should only have logic related to presentation. My personal preference now is to have the UI/View
just raise events (with supporting data) to a PresenterClass stating that something has happened. Let the Presenter respond to the event.
have methods to render/display data to be presented
a minimal amount of client side validations to help the user get it right the first time... (preferably done in a declarative manner) screening off invalid inputs before it even reaches the presenter e.g. ensure that the text field value is within a-b range by setting the min and max properties.
http://martinfowler.com/eaaDev/uiArchs.html describes the evolution of UI design. An excerpt
When people talk about self-testing
code user-interfaces quickly raise
their head as a problem. Many people
find that testing GUIs to be somewhere
between tough and impossible. This is
largely because UIs are tightly
coupled into the overall UI
environment and difficult to tease
apart and test in pieces.
But there are occasions where this is
impossible, you miss important
interactions, there are threading
issues, and the tests are too slow to
run.
As a result there's been a steady
movement to design UIs in such a way
that minimizes the behavior in objects
that are awkward to test. Michael
Feathers crisply summed up this
approach in The Humble Dialog Box.
Gerard Meszaros generalized this
notion to idea of a Humble Object -
any object that is difficult to test
should have minimal behavior. That way
if we are unable to include it in our
test suites we minimize the chances of
an undetected failure.
The pattern you are looking for may be Model-view-controller, which basically separates the DB(model) from the GUI(view) and the logic(controller). Here's Jeff Atwood's take on this. I believe one should not be fanatical about any framework, language or pattern - While heavy numerical calculations probably should not sit in the GUI, it is fine to do some basic input validation and output formatting there.
I suggest UI shouldn't include any sort of business logic. Not even the validations. They all should be at business logic level. In this way you make your BLL independent of UI. You can easily convert you windows app to web app or web services and vice versa. You may use object frameworks like Csla to achieve this.
Input validations attached to control.
Like emails,age,date validators with text boxes
James is correct. As a rule of thumb, your business logic should not make any assumption regarding presentation.
What if you plan on displaying your results on various media? One of them could be a black and white printer. "RED" would not cut it.
When I create a model or even a controller, I try to convince myself that the user interface will be a bubble bath. Believe me, that dramatically reduces the amount of HTML in my code ;)
Always put the minimum amount of logic possible in whatever layer you are working.
By that I mean, if you are adding code to the UI layer, add the least amount of logic necessary for that layer to perform it's UI (only) operations.
Not only does doing that result in a good separation of layers...it also saves you from code bloat.
I have already written a 'compatible' answer to this question here. The rule is (according to me) that there should not be any logic in the UI except the UI logic and calls for standard procedures that will manage generic/specific cases.
In our situation, we came to a point where form's code is automatically generated out of the list of controls available on a form. Depending on the kind of control (bound text, bound boolean, bound number, bound combobox, unbound label, ...), we automatically generate a set of event procedures (such as beforeUpdate and afterUpdate for text controls, onClick for labels, etc) that launch generic code located out of the form.
This code can then either do generic things (test if the field value can be updated in the beforeUpdate event, order the recordset ascending/descending in the onClick event, etc) or specific treatments based on the form's and/or the control's name (making for example some work in a afterUpdate event, such as calculating the value of a totalAmount control out of the unitPrice and quantity values).
Our system is now fully automated, and form's production relies on two tables: Tbl_Form for a list of forms available in the app, and Tbl_Control for a list of controls available in our forms
Following the referenced answer and other posts in SO, some users have asked me to develop on my ideas. As the subject is quite complex, I finally decided to open a blog to talk about this UI logic. I have already started talking about UI interface, but it might take a few days (.. weeks!) until I can specifically reach the subject you're interested in.

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