Turn-Based-Strategy Game - Where to Store User State - model-view-controller

I'm writing a turn-based strategy game. Each player in the game has a team of units which can be individually controlled. On a user's turn, the game currently follows a pretty constant sequence of events:
Select a unit -> Move the selected unit -> Issue a command -> Confirm
I could implement this by creating a game class that keeps track of which of these stages the player is in and providing methods to move from one stage to the next, like this:
interface TeamCommander {
public void select(Coordinate where);
public void move(Coordinate to);
public void sendCommand(String command);
public void execute();
}
However, that would allow the possibility of a method being called at the wrong time (for example, calling move() before calling select()), and I would like to avoid that. So I currently have it implemented statelessly, like this:
interface UnitSelector {
public UnitMover select(Coordinate where);
}
interface UnitMover {
public UnitCommander move(Coordinate to);
}
interface UnitCommander {
public CommandExecutor sendCommand(String command);
}
interface CommandExecutor {
public void execute();
}
However, I'm having difficulty presenting this information to the user. Since this is stateless, the game model does not store any information about what the user is currently doing, and thus the view can't query the model about it. I could store some state in the GUI, but that would be bad form. So, my question is: does anyone have an idea about how to resolve this?

First, there's something I'm not getting here: You have to be storing persistent state somewhere, even if it is only in the View / GUI. Without persistent state you cannot have a game. I'm guessing you're using either ASP or PHP; if so, use sessions to track state.
Secondly, build your state logic into that so it is known where in the input sequence you are for each player / each unit in that player's team. Don't try to get fancy with it. B requires A, C requires B and so on. While you're writing it, just give yourself a scaffold by throwing exceptions if the call order comes up incorrect (which you should be checking on every user input as I assume this is an event driven rather than loop-driven game), and debug it from there.
As an aside: I get suspicious when I see interfaces with a single method as in your second example above. An interface typically informs of there being a unique SET of functionalities which different classes each fulfill -- unless you are trying to construct multiple different classes which use slightly different sets of individual method signatures, don't do what you're doing there. It is all fine and good to say "code to an interface and not an implementation", but you need to first take the top down approach, saying, "How does my ultimate client code (in your root game logic class or method) need to call for such-and-such to occur?" and keep asking that question up the call stack (i.e. at each subsequent sub-call codepoint). If you try to build it from the bottom up, you will end up with the confusing and unnecessarily complicated code I see there. The only other exception to this which I see on a regular basis is the command pattern, and that is generally intended to look like
void execute();
or
void execute(Object data);
...But typically not a whole slew of slightly different method signatures (again possible, but unlikely). My gut feeling comes from my experience with such constructs in that they usually don't make sense and you end up completely refactoring code that uses them.

Related

How can I design classes that follow SOLID without off loading violations of SOLID somewhere else?

I have a controller that is violating Open and Closed Principle. I'm trying to figure out how to solve this with certain conditions. Here is the implementation.
struct BasicRecording
{
void show() {}
void hide() {}
};
struct AdvanceRecording
{
void show() {}
void hide() {}
};
class NotSolidRecordingSettingsController
{
BasicRecording br;
AdvanceRecording ar;
public:
void swithToAR();
void swithToBR();
};
void NotSolidRecordingSettingsController::swithToAR()
{
br.hide();
ar.show();
};
void NotSolidRecordingSettingsController::swithToBR()
{
ar.hide();
br.show();
};
The problem here is if I have a new recording settings, I would need to go back inside settings controller and add that new recording settings. If I inject the BasicRecording and AdvanceRecording in NotSolidRecordingSettingsController, then the Object instantiating NotSolidRecordingSettingsController will need to do the instantiating of BasicRecording and AdvanceRecording. But then that Object then violates OCP. Somebody has to create the object.
How can I design this to be OCP without just off loading the Not OCP part to some other thing?
Is there a particular design pattern for this kind of problem?
In the SOLID principles, OCP is really a consequence of SRP -- a class should have a single responsibility, and its code should only change when its internal requirements -- the requirements associated with its one job -- change.
In particular, a class shouldn't have to change because it's clients change. It may have a lot of clients and you don't want to mess with its code every time it gets new clients or the existing clients need to do something different. Hence OCP. Note that in OCP, "closed for modification" means you don't mess with it when you change the stuff that uses it. You do modify it when its own internal requirements change. That's just maintenance.
So OCP is about how classes relate to their clients, BUT, there are classes that have no clients. Their job is not to be services, and they are not used by other classes or to implement APIs, etc. These classes do not need to worry about OCP, because they naturally have no reason to change other than a change to their internal requirements.
A great example of such a class is what is sometimes called a "composition root" (googlable). Its single responsibility is to define how the system is built from its components. This is the guy that creates all the objects and injects them into everywhere they're needed.
You need a composition root that injects the settings panes into the controller (and whatever triggers them, because you can't have a method called switchToAR anymore). This class' job is to define the system by creating the required objects. When the arrangement of objects needs to change, then, that is a change to its internal requirements and you can go ahead and modify its code without violating SOLID.
(or you can have all that stuff read from configuration instead, but that is just implementing the composition root in config instead of your programming language. Sometimes that is a good idea, and sometimes not)

Seemingly redundant event and event handlers

I will explain with an example. My GWT project has a Company module, which lets a user add, edit, delete, select and list companies.
Of these, the add, edit and delete operations lands back the user on the CompanyList page.
Thus, having three different events - CompanyAddedEvent, CompanyUpdatedEvent and CompanyDeletedEvent, and their respective event handlers - seems overkill to me, as there is absolutely not difference in their function.
Is it OK to let a single event manage the three operations?
One alternative I think is to use some event like CompanyListInvokedEvent. However, somewhere I think its not appropriate, is the event actually is not the list being invoked, but a company being added/updated/deleted.
If it had been only a single module, I would have get the task done with three separate events. But other 10 such modules are facing this dilemma. It means 10x3 = 30 event classes along with their 30 respective handlers. The number is large enough for me to reconsider.
What would be a good solution to this?
UPDATE -
#ColinAlworth's answer made me realize that I could easily use Generics instead of my stupid solution. The following code represents an event EntityUpdatedEvent, which would be raised whenever an entity is updated.
Event handler class -
public class EntityUpdatedEvent<T> extends GwtEvent<EntityUpdatedEventHandler<T>>{
private Type<EntityUpdatedEventHandler<T>> type;
private final String statusMessage;
public EntityUpdatedEvent(Type<EntityUpdatedEventHandler<T>> type, String statusMessage) {
this.statusMessage = statusMessage;
this.type = type;
}
public String getStatusMessage() {
return this.statusMessage;
}
#Override
public com.google.gwt.event.shared.GwtEvent.Type<EntityUpdatedEventHandler<T>> getAssociatedType() {
return this.type;
}
#Override
protected void dispatch(EntityUpdatedEventHandler<T> handler) {
handler.onEventRaised(this);
}
}
Event handler interface -
public interface EntityUpdatedEventHandler<T> extends EventHandler {
void onEventRaised(EntityUpdatedEvent<T> event);
}
Adding the handler to event bus -
eventBus.addHandler(CompanyEventHandlerTypes.CompanyUpdated, new EntityUpdatedEventHandler<Company>() {
#Override
public void onEventRaised(EntityUpdatedEvent<Company> event) {
History.newItem(CompanyToken.CompanyList.name());
Presenter presenter = new CompanyListPresenter(serviceBundle, eventBus, new CompanyListView(), event.getStatusMessage());
presenter.go(container);
}
});
Likewise, I have two other Added and Deleted generic events, thus eliminating entire redundancy from my event-related codebase.
Are there any suggestions on this solution?
P.S. > This discussion provides more insight on this problem.
To answer this question, let me first pose another way of thinking about this same kind of problem - instead of events, we'll just use methods.
In my tiered application, two modules communicate via an interface (notice that these methods are all void, so they are rather like events - the caller doesn't expect an answer back):
package com.acme.project;
public interface CompanyServiceInteface {
public void addCompany(CompanyDto company) throws AcmeBusinessLogicException;
public void updateCompany(CompanyDto company) throws AcmeBusinessLogicException;
public void deleteCompany(CompanyDto company) throws AcmeBusinessLogicException;
}
This seems like overkill to me - why not just reduce the size of this API to one method, and add an enum argument to simplify this. This way, when I build an alternative implementation or need to mock this in my unit tests, I just have one method to build instead of three. This gets to be clearly overkill when I make the rest of my application - why not just ObjectServiceInterface.modify(Object someDto, OperationEnum invocation); to work for all 10 modules?
One answer is that you might want want to drastically modify the implementation of one but not the others - now that you've reduced this to just one method, all of this belongs inside that switch case. Another is that once simplified in this way, the inclination often to further simplify - perhaps to combine create and update into just one method. Once this is done, all callsites must make sure to fulfill all possible details of that method's contract instead of just the one specific one.
If the receivers of those events are simple and will remain so, there may be no good reason to not just have a single ModelModifiedEvent that clearly is generic enough for all possible use cases - perhaps just wrapping the ID to request that all client modules refresh their view of that object. If a future use case arises where only one kind of event is important, now the event must change, as must all sites that cause the event to be created so that they properly populate this new field.
Java shops typically don't use Java because it is the prettiest language, or because it is the easiest language to write or find developers for, but because it is relatively easy to maintain and refactor. When designing an API, it is important to consider future needs, but also to think about what it will take to modify the current API - your IDE almost certainly has a shortcut key to find all invocations of a particular method or constructor, allowing you to easily find all places where that is used and update them. So consider what other use cases you expect, and how easily the rest of the codebase can be udpated.
Finally, don't forget about generics - for my example above, I would probably make a DtoServiceInterface to simplify matters, so that I just declare the one interface with three methods, and implement it and refer to it as needed. In the same way, you can make one set of three GwtEvent types (with *Handler interfaces and possibly Has*Handlers as well), but keep them generic for all possible types. Consider com.google.gwt.event.logical.shared.SelectionEvent<T> as an example here - in your case you would probably want to make the model object type a parameter so that handlers can check which type of event they are dealing with (remember that generics are erased in Java), or source from one EventBus for each model type.

Loose programming in high level languages, how, why and how much?

I'm writing my code in Haxe. This is quite irrelevant to the question though, as long as you keep in mind that it's a high level language and compareable with Java, ActionScript, JavaScript, C#, etc. (I'm using pseudocode here).
I'm going to work on a big project and am busy preparing now. For this question I'll create a small scenario though: a simple application which has a Main class (this one is executed when the application launches) and a LoginScreen class (this is basically a class that loads a login screen so that the user can login).
Typically I guess this would look like the following:
Main constructor:
loginScreen = new LoginScreen()
loginScreen.load();
LoginScreen load():
niceBackground = loader.loadBitmap("somebg.png");
someButton = new gui.customButton();
someButton.onClick = buttonIsPressed;
LoginScreen buttonIsPressed():
socketConnection = new network.SocketConnection();
socketConnection.connect(host, ip);
socketConnection.write("login#auth#username#password");
socketConnection.onData = gotAuthConfirmation;
LoginScreen gotAuthConfirmation(response):
if response == "success" {
//login success.. continue
}
This simple scenario adds the following dependencies and downsides to our classes:
Main will not load without LoginScreen
LoginScreen will not load without the custom loader class
LoginScreen will not load without our custom button class
LoginScreen will not load without our custom SocketConnection class
SocketConnection (which will have to be accessed by a lot of different classes in the future) has been set inside LoginScreen now, which is actually quite irrelevant from it, apart from the fact that the LoginScreen requires a socket connection for the first time
To solve these problems, I have been suggested to do "Event-Driven-Programming", or loose coupling. As far as I understand, this basically means that one has to make classes independent from each other and then bind them together in separate binders.
So question 1: is my view on it true or false? Does one have to use binders?
I heard Aspect Oriented Programming could help here. Unfortunately Haxe does not support this configuration.
However, I do have access to an event library which basically allows me to create a signaller (public var loginPressedSignaller = new Signaller()), to fire a signaller (loginPressedSignaller.fire()) and to listen to a signalller (someClass.loginPressedSignaller.bind(doSomethingWhenLoginPressed)).
So, with little further investigation I figured this would change my previous setup to:
Main:
public var appLaunchedSignaller = new Signaller();
Main constructor:
appLaunchedSignaller.fire();
LoginScreen:
public var loginPressedSignaller = new Signaller();
LoginScreen load():
niceBackground = !!! Question 2: how do we use Event Driven Programming to load our background here, while not being dependent on the custom loader class !!!
someButton = !!! same as for niceBackground, but for the customButton class !!!
someButton.onClick = buttonIsPressed;
LoginScreen buttonIsPressed():
loginPressedSignaller.fire(username, pass);
LoginScreenAuthenticator:
public var loginSuccessSignaller = new Signaller();
public var loginFailSignaller = new Signaller();
LoginScreenAuthenticator auth(username, pass):
socketConnection = !!! how do we use a socket connection here, if we cannot call a custom socket connection class !!!
socketConnection.write("login#auth#username#password");
This code is not finished yet, eg. I still have to listen for the server response, but you probably understand where I am getting stuck.
Question 2: Does this new structure make any sense? how should I solve the problems above mentioned in the !!! delimiters?
Then I heard about binders. So maybe I need to create a binder for each class, to connect everything together. Something like this:
MainBinder:
feature = new Main();
LoginScreenBinder:
feature = new LoginScreen();
MainBinder.feature.appLaunchedSignaller.bind(feature.load);
niceBackgroundLoader = loader.loadBitmap;
someButtonClass = gui.customButton();
etc... hopefully you understand what I mean. This post is getting a bit long so I have to wrap it up a bit.
Question 3: does this make any sense? Doesn't this make things unnecessarily complex?
Also, in the above "Binders" I only had to use classes which are instantiated once, eg. a login screen. What if there are multiple instances of a class, eg. a Player Class in a game of chess.
well, concerning the how, I would point out my 5 commandments to you. :)
For this question only 3 are really important:
single responsibility (SRP)
interface segregation (ISP)
dependency inversion (DIP)
Starting off with SRP, you have to ask yourself the question: "What is the responsibility of class X?".
The login screen is responsible for presenting an interface to the user to fill in and submit his login data. Thus
it makes sense for it to depend on the button class, because it needs the button.
it makes no sense it does all the networking etc.
First of all, you let's abstract the login service:
interface ILoginService {
function login(user:String, pwd:String, onDone:LoginResult->Void):Void;
//Rather than using signalers and what-not, I'll just rely on haXe's support for functional style,
//which renders these cumbersome idioms from more classic languages quite obsolete.
}
enum Result<T> {//this is a generic enum to return results from basically any kind of actions, that may fail
Fail(error:Int, reason:String);
Success(user:T);
}
typedef LoginResult = Result<IUser>;//IUser basically represent an authenticated user
From the point of view of the Main class, the login screen looks like this:
interface ILoginInterface {
function show(inputHandler:String->String->Void):Void;
function hide():Void;
function error(reason:String):Void;
}
performing login:
var server:ILoginService = ... //where ever it comes from. I will say a word about that later
var login:ILoginInterface = ... //same thing as with the service
login.show(function (user, pwd):Void {
server.login(user, pwd, function (result) {
switch (result) {
case Fail(_, reason):
login.error(reason);
case Success(user):
login.hide();
//proceed with the resulting user
}
});
});//for the sake of conciseness I used an anonymous function but usually, you'd put a method here of course
Now ILoginService looks a little titchy. But to be honest, it does all it needs to do. Now it can effectively be implemented by a class Server, that encapsulates all networking in a single class, having a method for each of the N calls your actual server provides, but first of all, ISP suggests, that many client specific interfaces are better than one general purpose interface. For the same reason ILoginInterface is really kept to its bare minimum.
No matter, how these two are actually implemented, you will not need to change Main (unless of course the interface changes). This is DIP being applied. Main doesn't depend on the concrete implementation, only on a very concise abstraction.
Now let's have some implementations:
class LoginScreen implements ILoginInterface {
public function show(inputHandler:String->String->Void):Void {
//render the UI on the screen
//wait for the button to be clicked
//when done, call inputHandler with the input values from the respective fields
}
public function hide():Void {
//hide UI
}
public function error(reason:String):Void {
//display error message
}
public static function getInstance():LoginScreen {
//classical singleton instantiation
}
}
class Server implements ILoginService {
function new(host:String, port:Int) {
//init connection here for example
}
public static function getInstance():Server {
//classical singleton instantiation
}
public function login(user:String, pwd:String, onDone:LoginResult->Void) {
//issue login over the connection
//invoke the handler with the retrieved result
}
//... possibly other methods here, that are used by other classes
}
Ok, that was pretty straight forward, I suppose. But just for the fun of it, let's do something really idiotic:
class MailLogin implements ILoginInterface {
public function new(mail:String) {
//save address
}
public function show(inputHandler:String->String->Void):Void {
//print some sort of "waiting for authentication"-notification on screen
//send an email to the given address: "please respond with username:password"
//keep polling you mail server for a response, parse it and invoke the input handler
}
public function hide():Void {
//remove the "waiting for authentication"-notification
//send an email to the given address: "login successful"
}
public function error(reason:String):Void {
//send an email to the given address: "login failed. reason: [reason] please retry."
}
}
As pedestrian as this authentication may be, from the point of view of the Main class,
this doesn't change anything and thus will work just as well.
A more likely scenario is actually, that your login service is on another server (possibly an HTTP server), that makes the authentication, and in case of success creates a session on the actual app server. Design-wise, this could be reflected in two separate classes.
Now, let's talk about the "..." I left in Main. Well, I'm lazy, so I can tell you, in my code you are likely to see
var server:ILoginService = Server.getInstance();
var login:ILoginInterface = LoginScreen.getInstance();
Of course, this is far from being the clean way to do it. The truth is, it's the easiest way to go and the dependency is limited to one occurrence, that can later be removed through dependency injection.
Just as a simple example for an IoC-Container in haXe:
class Injector {
static var providers = new Hash < Void->Dynamic > ;
public static function setProvider<T>(type:Class<T>, provider:Void->T):Void {
var name = Type.getClassName(type);
if (providers.exists(name))
throw "duplicate provider for " + name;
else
providers.set(name, provider);
}
public static function get<T>(type:Class<T>):T {
var name = Type.getClassName(type);
return
if (providers.exists(name))
providers.get(name);
else
throw "no provider for " + name;
}
}
elegant usage (with using keyword):
using Injector;
//wherever you would like to wire it up:
ILoginService.setProvider(Server.getInstance);
ILoginInterface.setProvider(LoginScreen.getInstance);
//and in Main:
var server = ILoginService.get();
var login = ILoginInterface.get();
This way, you practically have no coupling between the individual classes.
As to the question how to pass events between the button and the login screen:
this is just a matter of taste and implementation.
The point of event driven programming is that both the source and the observer are only coupled in the sense,
that the source must be sending some sort of notification and the target must be able to handle it.
someButton.onClick = handler; basically does exactly that, but it's just so elegant and concise you don't make a fuzz about it.
someButton.onClick(handler); probably is a little better, since you can have multiple handlers, although this is rarely required of UI components. But in the end, if you want signalers, go with signalers.
Now when it comes to AOP, it is not the right approach in this situation. It's not a clever hack to wire up components between one another, but about dealing with cross-cutting concerns, such as adding a log, a history or even things as a persistence layer across a multitude of modules.
In general, try not to modularize or split the little parts of your application.
It is ok to have some spaghetti in your codebase, as long as
the spaghetti segments are well encapsulated
the spaghetti segments are small enough to be understood or otherwise refactored/rewritten in a reasonable amount of time, without breaking the app (which point no. 1 should guarantee)
Try rather to split the whole application into autonomous parts, which interact through concise interfaces. If a part grows too big, refactor it just the same way.
edit:
In response to Tom's questions:
that's a matter of taste. in some frameworks people go as far as using external configuration files, but that makes little sense with haXe, since you need to instruct the compiler to force compilation of the dependencies you inject at runtime. Setting up the dependency in your code, in a central file, is just as much work and far simpler. For more structure, you can split the app into "modules", each module having a loader class responsible for registering the implementations it provides. In your main file, you load the modules.
That depends. I tend to declare them in the package of the class depending on them and later on refactor them to an extra package in case they prove to be needed elsewhere. By using anonymous types, you can also completely decouple things, but you'll have a slight performance hit on platforms as flash9.
I wouldn't abstract the button and then inject an implementation through IoC, but feel free to do so. I would explicitely create it, because in the end, it's just a button. It has a style, a caption, screen position and size and fires click events. I think, this is unnecessary modularization, as pointed out above.
Stick to SRP. If you do, no class will grow unneccessarily big. The role of the Main class is to initialize the app. When done, it should pass control to a login controller, and when that controller acquires a user object, it can pass it on to the main controller of the actual app and so forth. I suggest you read a bit about behavioral patterns to get some ideas.
greetz
back2dos
First of all, I'm not familiar with Haxe at all. However, I would answer that what is described here sounds remarkably similar to how I've learned to do things in .NET, so it sounds to me like this is good practice.
In .NET, you have an "Event" that fires when a user clicks a button to do something (like logon) and then a method executes to "handle" the event.
There will always be code that describes what method is executed in one class when an event in another class is fired. It is not unnecessarily complex, it is necessarily complex. In the Visual Studio IDE, much of this code is hidden in "designer" files, so I don't see it on a regular basis, but if your IDE doesn't have this functionality, you've got to write the code yourself.
As for how this works with your custom loader class, I hope someone here can provide you an answer.

Encapsulation Aggregation / Composition

The Wikipedia article about encapsulation states:
"Encapsulation also protects the integrity of the component, by preventing users from setting the internal data of the component into an invalid or inconsistent state"
I started a discussion about encapsulation on a forum, in which I asked whether you should always clone objects inside setters and/or getters as to preserve the above rule of encapsulation. I figured that, if you want to make sure the objects inside a main object aren't tampered with outside the main object, you should always clone it.
One discussant argued that you should make a distinction between aggregation and composition in this matter. Basically what I think he ment is this:
If you want to return an object that is part of a composition (for instance, a Point of a Rectangle), clone it.
If you want to return an object that is part of aggregation (for instance, a User as part of a UserManager), just return it without breaking the reference.
That made sense to me too. But now I'm a bit confused. And would like to have your opinions on the matter.
Strictly speaking, does encapulation always mandate cloning?
PS.: I program in PHP, where resource management might be a little more relevant, since it's a scripted language.
Strictly speaking, does encapulation always mandate cloning?
No, it does not.
The person you mention is probably confusing the protection of the state of an object with the protection of the implementation details of an object.
Remember this: Encapsulation is a technique to increase the flexibility of our code. A well encapsulated class can change its implementation without impacting its clients. This is the essence of encapsulation.
Suppose the following class:
class PayRoll {
private List<Employee> employees;
public void addEmployee(Employee employee) {
this.employees.add(employee);
}
public List<Employee> getEmployees() {
return this.employees;
}
}
Now, this class has low encapsulation. You can say the method getEmployees breaks encapsulation because by returning the type List you can no longer change this detail of implementation without affecting the clients of the class. I could not change it for instance for a Map collection without potentially affecting client code.
By cloning the state of your object, you are potentially changing the expected behavior from clients. This is a harmful way to interpret encapsulation.
public List<Employee> getEmployees() {
return this.employees.clone();
}
One could say the code above improves encapsulation in the sense that now addEmployee is the only place where the internal List can be modified from. So If I have a design decision to add the new Employee items at the head of the List instead of at the tail. I can do this modification:
public void addEmployee(Employee employee) {
this.employees.insert(employee); //note "insert" is used instead of "add"
}
However, that is a small increment of the encapsulation for a big price. Your clients are getting the impression of having access to the employees when in fact they only have a copy. So If I wanted to update the telephone number of employee John Doe I could mistakenly access the Employee object expecting the changes to be reflected at the next call to to the PayRoll.getEmployees.
A implementation with higher encapsulation would do something like this:
class PayRoll {
private List<Employee> employees;
public void addEmployee(Employee employee) {
this.employees.add(employee);
}
public Employee getEmployee(int position) {
return this.employees.get(position);
}
public int count() {
return this.employees.size();
}
}
Now, If I want to change the List for a Map I can do so freely.
Furthermore, I am not breaking the behavior the clients are probably expecting: When modifying the Employee object from the PayRoll, these modifications are not lost.
I do not want to extend myself too much, but let me know if this is clear or not. I'd be happy to go on to a more detailed example.
No, encapsulation simply mandates the ability to control state by creating a single access point to that state.
For example if you had a field in a class that you wanted to encapsulate you could create a public method that would be the single access point for getting the value that field contains. Encapsulation is simply this process of creating a single access point around that field.
If you wish to change how that field's value is returned (cloning, etc.) you are free to do so since you know that you control the single avenue to that field.

UI interface and TDD babysteps

OK, having tried my first TDD attempt, it's time to reflect a little
and get some guidance, because it wasn't that successful for me.
The solution was partly being made with an existing framework, perhaps
making TDD less ideal. The part that seemed to give me the biggest
problem, was the interaction between the view and controller. I'll
give a few simple examples and hope that someone will tell me what I
can do better wrong.
Each view's interface inherits from a base interface, with these
members (there are more):
public interface IView
{
void ShowField(string fieldId)
void HideField(string fieldId)
void SetFieldVisibility(string fieldId, bool visible)
void DisableField(string fieldId)
void ShowValidationError(string fieldId)
...
}
The interface for a concrete view, would then add members for each
field like this
public interface IMyView : IView
{
string Name { get; set; }
string NameFieldID { get; }
...
}
What do you think of this? Is inheriting from a common interface a
good or bad idea?
One on the things that gave me trouble was, that first I used
ShowField and HideField and the found out I would rather use
SetFieldVisiblity. I didn't change the outcome of the method, but I
had to update my test, which I seem should be necessary. Is having
multiple methods doing the same thing, a bad thing? On one hand both
methods are handy for different cases, but they do clutter the
interface, making the interface more complex than it strictly have to be.
Would a design without a common interface be better? That would remove
the fieldID, I don't why, but I think the fieldID-thing smells, I
might be wrong.
I would only make the Show and Hide methods, when needed, that is if
they would be called by the controller. This would be a less generic
solution and require more code in the view, but the controller code
would be a bit more simple.
So a view interface might look like this:
public interface IMyView
{
void ShowName()
void HideName()
string Name { get; set; }
int Age { get; set; }
}
What do you want to test? Whether Show* will make an widget in the UI visible? What for?
My suggestion: Don't try to figure out if a framework is working correctly. It's a waste of time. The people who developed the framework should have done that, so you're duplicating their work.
Usually, you want to know if your code does the right thing. So if you want to know if you are calling the correct methods, create mockups:
public class SomeFrameworkMockup extends SomeFramework {
public boolean wasCalled;
public void methodToTest() {
wasCalled = true;
}
}
Build the UI using the mockups.
The second thing to test is whether your algorithms work. To do that, isolate them in simple helper objects where you can all every method easily and test them with various inputs.
Avoid the external framework during tests. It only confuses you. When you've built a working product, test that using your mouse. If you find any problems, get to the root of them and only then, start writing tests against the framework to make sure this bug doesn't appear again. But 90% of the time, these bugs will be in your code, too.
At the moment I don't really see the added value of the common interface.
I think a better solution would be to have some properties on the controller class: IsControlXYZVisible. You can then databind the visible property of the control to this property.
And your unit test will test the value of IsControlXYZVisible, which will be easier to acomplish.
I also don't understand why you say you had a bad experience with TDD. I think your application architecture needs more work.
Your question is a little bit obscure for me but the title itself calls for a link :
The Humble Dialog box
And when you ask if it(s bad to have two functions doing the same thing, I say "Yes it's bad".
If one is calling the other, what's the point of having two functions ?
If not, you have a code duplication, that is a bug waiting to sprout whenyou update one and not the other.
In fact there is a valid case where you have two nearly identical functions : one that check its arguments and one that does not but usually only one is public and the other private ...

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