UI interface and TDD babysteps - model-view-controller

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 ...

Related

Why inheritance is a bad practice in message contract design

According to the MassTransit creators, having class-based inheritance is not considered as good practice - https://masstransittemp.readthedocs.io/en/latest/overview/inheritance.html
I honestly can't understand why. Here is my simplified real-life scenario: Imagine I have an insurance microservice which is dealing with policies. I know in advance that all the policy-related events are going to have some mandatory fields like: id, product, etc.
public class InsurancePolicyEvent
{
Guid EventId { get; set;}
Guid PolicyId { get; set; }
InsuranceProduct Product { get; set;}
}
Why can't I simply leverage inheritance here and do not repeat my self in the inherited events, like this:
public class PolicyTerminated : InsurancePolicyEvent
{
...
}
public class PolicyIssued : InsurancePolicyEvent
{
...
}
To clarify my position, MassTransit recommends the use of interfaces instead of classes, and is perfectly happy with a base type like you've shown above, particularly when it's to enforce fields as a type of event.
Interface-based inheritance is OK, don't be afraid, but don't go nuts.
And right below that, yes, class-based inheritance is discouraged - mainly because developers often do bad things with it. Now, what you've shown above is fine, I see no issues with it.
However, once your InsuranceProduct class starts to evolve, and some expectation of base-class virtual method dispatch behavior begins to creep into the model, that's the path to bad times. And it might not be you, it might be a less experienced developer who was taught OO class design and figured, why not right?
So, just be careful out there :)

When to use Encapsulate Collection?

In the smell Data Class as Martin Fowler described in Refactoring, he suggests if I have a collection field in my class I should encapsulate it.
The pattern Encapsulate Collection(208) says we should add following methods:
get_unmodified_collection
add_item
remove_item
and remove these:
get_collection
set_collection
To make sure any changes on this collection need go through the class.
Should I refactor every class which has a collection field with this pattern? Or it depends on some other reasons like frequency of usage?
I use C++ in my project now.
Any suggestion would be helpful. Thanks.
These are well formulated questions and my answer is:
Should I refactor every class which has a collection field with this
pattern?
No, you should not refactor every class which has a collection field. Every fundamentalism is a way to hell. Use common sense and do not make your design too good, just good enough.
Or it depends on some other reasons like frequency of usage?
The second question comes from a common mistake. The reason why we refactor or use design pattern is not primarily the frequency of use. We do it to make the code more clear, more maintainable, more expandable, more understandable, sometimes (but not always!) more effective. Everything which adds to these goals is good. Everything which does not, is bad.
You might have expected a yes/no answer, but such one is not possible here. As said, use your common sense and measure your solution from the above mentioned viewpoints.
I generally like the idea of encapsulating collections. Also encapsulating plain Strings into named business classes. I do it almost always when the classes are meaningful in the business domain.
I would always prefer
public class People {
private final Collection<Man> people;
... // useful methods
}
over the plain Collection<Man> when Man is a business class (a domain object). Or I would sometimes do it in this way:
public class People implements Collection<Man> {
private final Collection<Man> people;
... // delegate methods, such as
#Override
public int size() {
return people.size();
}
#Override
public Man get(int index) {
// Here might also be some manipulation with the returned data etc.
return people.get(index);
}
#Override
public boolean add(Man man) {
// Decoration - added some validation
if (/* man does not match some criteria */) {
return false;
}
return people.add(man);
}
... // useful methods
}
Or similarly I prefer
public class StreetAddress {
private final String value;
public String getTextValue() { return value; }
...
// later I may add more business logic, such as parsing the street address
// to street name and house number etc.
}
over just using plain String streetAddress - thus I keep the door opened to any future change of the underlying logic and to adding any useful methods.
However, I try not to overkill my design when it is not needed so I am as well as happy with plain collections and plain Strings when it is more suited.
I think it depends on the language you are developing with. Since there are already interfaces that do just that C# and Java for example. In C# we have ICollection, IEnumerable, IList. In Java Collection, List, etc.
If your language doesn't have an interface to refer to a collection regarless of their inner implementation and you require to have your own abstraction of that class, then it's probably a good idea to do so. And yes, you should not let the collection to be modified directly since that completely defeats the purpose.
It would really help if you tell us which language are you developing with. Granted, it is kind of a language-agnostic question, but people knowledgeable in that language might recommend you the best practices in it and if there's already a way to achieve what you need.
The motivation behind Encapsulate Collection is to reduce the coupling of the collection's owning class to its clients.
Every refactoring tries to improve maintainability of the code, so future changes are easier. In this case changing the collection class from vector to list for example, changes all the clients' uses of the class. If you encapsulate this with this refactoring you can change the collection without changes to clients. This follows on of SOLID principles, the dependency inversion principle: Depend upon Abstractions. Do not depend upon concretions.
You have to decide for your own code base, whether this is relevant for you, meaning that your code base is still being changed and has to be maintained (then yes, do it for every class) or not (then no, leave the code be).

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.

Turn-Based-Strategy Game - Where to Store User State

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.

Where do you add new methods?

When you add a new method to a class where do you put it? At the end of the class...the top? Do you organize methods into specific groupings? Sorted alphabetically?
Just looking for general practices in keeping class methods organized.
Update When grouped where do you add the new method in the group? Just tack on the end or do you use some sort of sub-grouping, sorting?
Update 2 Mmmm...guess the question isn't as clear as I thought. I'm not really looking for class organization. I'm specifically interested in adding a new method to an existing class. For example:
public class Attendant
{
public void GetDrinks(){}
public void WelcomeGuests(){}
public void PickUpTrask(){}
public void StrapIn(){}
}
Now we're going to add a new method PrepareForCrash(). Where does it go? At the top of the list, bottom, alphabetically or near the StrapIn() method since it's related.
Near "StrapIn" because it's related. That way if you refactor later, all related code is nearby.
Most code editors allow you to browse method names alphabetically in another pane, so organizing your code functionally makes sense within the actual code itself. Group functional methods together, makes life easier when navigating through the class.
For goodness sake, not alphabetically!
I tend to group my functions in the order I expect them to be called during the life of the object, so that a top to bottom read of the header file tends to explain the operation of the class.
I think it's a personal choice.
However I like to organise my classes as such.
public class classname
{
<member variables>
<constructors>
<destructor>
<public methods>
<protected methods>
<private methods>
}
The reason for this is as such.
Member variables at the top
To see what member variables exist and if they are initialised.
Constructors
To see if the member variables are setup/initialised as well as what are all the construction options for the class.
Destructor
To see the how the class is cleaned up and verify it with the constructors and member variables.
Public methods
To see what are the available contracts callers of the object can use.
Protected methods
To see what inherited classes would be using.
Private methods
As it's information about the internals of the class if you needed to know about the internals you can just scroll straight to the end quickly. But to know the interface for the class it's all at the start.
UPDATE - Based on OP's update
Logically a good way would be to organise the methods by categories of what they do.
This way you get the readabilty of categorising your methods as well as the alphabetical search from you IDE (provided this is in your IDE).
However in a practical sense I think placing the methods at the end of that section is the best way. It would be quite hard to continually police where each method goes, as it's subjective, for every method if the code is shared by more than yourself.
If you were to make this a standard it'd be quite hard to provide the boundaries for where to put each method.
What I like about C# and VB.net is the ability to use #region tags, so generally my classes look like this
class MyClass
{
#region Constructors
public MyClass()
{
}
public MyClass(int x)
{
_x = x;
}
#endregion
#region Members
private int _x;
#endregion
#region methods
public void DoSomething()
{
}
#endregion
#region Properties
public int Y {get; private set;}
#endregion
}
So basically You put similar things together so you can collapse everything to definition and get to your stuff really faster.
Generally, it depends on the existing grouping; if there's an existing grouping that the new method fits into, I'll put it there. For example, if there's a grouping of operators, I'll put the new method with the operators if it's an operator.
Of course, if there is no good grouping, adding a method may suggest a new grouping; I treat that as an opportunity for refactoring, and try to regroup the existing operators where reasonable.
I organize all methods into regions like public methods, private methods or sometimes by features like Saving methods, etc..
IMHO:
If you organize your methods alphabetically, put a new one depends on its name. Otherwise put it at the bottom of related group. This helps to know, what method is newer. The bigger problem is how to organize methods in groups, e.g. depend on what properties, but this is more individual for everyone and depends on a specific class.

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