Dealing with hierarchy-breaking effects in iOS games and apps - ios

I started working as a iOS developer about a year and a half ago, and I'm having some trouble with software architecture and organization. I use Apple's recommended Model-View-Controller paradigm, and my code is generally very hierarchical: if a screen has (for example) a HUD, a control panel, and a display area, I have a main controller for the screen and sub-controllers for the HUD, control panel, and display area. The sub-controllers generally have no knowledge of their neighboring controllers and use methods in the main controller to interact with them.
However, especially in games, I often run into hierarchy-breaking problems that just can't be elegantly solved with this model. For instance, let's say I have a coin in the control panel area that I want to animate flying to the HUD. I can either animate the original coin to the new position, which would require a method like animateCoinToPosition: in the control panel sub-controller and a method like getPositionForFinalCoinPositionInHUD in the main controller; or, I can hide the original coin and create a duplicate coin either in the main controller or the HUD controller, which would require a delegate method like animateCoinToHUDFromStartingPosition:. I don't like having such oddly-specific methods in my controllers, since they only really exist to solve one problem, and additionally expose the hierarchy. My ideal solution would be to have a single method called animateCoinToHUD, but this would require flattening the entire hierarchy and merging the three controllers into one, which is obviously not worth it. (Or giving the sub-controllers access to their siblings — but that would essentially have the same effect. The sub-controllers would then have dependencies with each other, creating a single messy spiderweb controller instead of a main controller and three mostly independent sub-controllers.)
And it often gets worse. What if I want to display a full-screen animation or particle effect when moving the coin? What if my coin is a lot more complicated than a simple sprite, with many subviews and details, to the point where creating a duplicate coin using animateCoinToHUDFromStartingPosition: is inefficient? What if the coin flies to the HUD but then returns to the control panel? Do I "lend" the coin view to the main controller and then take it back when the animation completes, preserving the original position/z-order/etc. in temporary variables so that they can be restored? And another thing: logically, code that concerns multiple sub-controllers belongs in the main controller, but if these interactions are common, the main controller grows to be many thousands of lines long — which I've seen happen in many projects, not just my own.
Is there a consistent way to handle these hierarchy-breaking effects and actions that don't require duplicate code or assets, don't bloat my controllers, and elegantly allow me to share objects between sub-controllers? Or am I using the wrong approach entirely?

So, I think you may be thinking about the "never go up" the hierarchy a little too literally.
I think the idea is that you don't know specifically what the parent is, but you can define a protocol and know that whatever your parent object is it responds to said protocol. You ideally test in code to confirm that it responds to that protocol. Then use the protocol to send the message in a generic way wherein you pass the coin object to the parent object and let the parent object animate it off the screen and into the HUD.
The sub-controllers then have a id<parent_protocol> parent; instance variable and their initialization method takes one of those as a parameter. Given your description you already have something like this in place, or at least enough to implement "sub-controllers generally have no knowledge of their neighboring controllers and use methods in the main controller to interact with them" as you say.
So the idea, from a design perspective is that the coin pickup happens in the Display panel and all it knows is that it's parent object has a pickupCoin: method that will do whatever is appropriate with a picked up coin. The Display panel doesn't know it goes to the HUD, or whatever, just that picked up coins get handled by the parent controller's pickupCoin: method.
The OOP design philosophy here is that all knowledge of the parent is encapsulated in the protocol definition. This makes the child & parent more loosely coupled so that you could swap in any parent that implemented that protocol and the children would still work fine.
There are looser couplings you could use (globally posted notifications say), but in the cases you describe I think something like what I've outlined is probably more appropriate & likely more performant.
does that help?

Related

Massive Parent-Child and delegate pattern

I'm facing with a complex design problem. Due to a hard designed graphic I can't use Apple navigation pattern as UINavigationController or other ones.
This is the app diagram
Black arrow: protocols direction
Blue arrow: parent-child pattern direction
I created this flow because I want to maintain the code inside the single ViewController clear and isolated: I thought about them as modules that they can be used somewhere in other apps.
The RootViewController is the MainVCs position manager. It decides which is the current view-controller that it must be showed and it configures it based on its status (modified by delegate methods).
The single MainVC doesn't know that RootVC exists and it call Root using protocols. The single ChildViewController doesn't know that its MainVC exists and it call the Main using protocols and so on.
Code is clear and much easy to understand, my purpose, but when I have to apply a modify to the skeleton (RootVC) from the ChildViewControllerN, child of the umpteenth ChildViewController, child of the umpteenth MainViewController, I have to propagate the protocol until the RootViewController.
My first question is: is this pattern correct? What do you think about it?
My second question is: is there a limit point where I haven't to use delegate pattern but something like KVO?
ADDING
I read a university lecture about the composite pattern that it says:
A composite object knows its contained components, that is, its children. Should components maintain a reference to their parent component?
Depends on application, but having these references supports the Chain of Responsibility pattern
So, according to the Chain, I can maintain a reference of the parent but I have to declare a custom interface for this kind of reference. However, doing this I will decrease the number of protocols, but the second question still be unanswered
Opinion:
When I go beyond a single level of parent/child relationships, I tend to stop using delegates and move to NSNotification. Frequently, I go directly to NSNotification to reduce dependencies. I prefer that to KVO because it is explicit, whereas KVO is harder to debug as the project progresses.
(Example: what looks like a simple variable assignment on a background thread results in a hard-to-diagnose crash if a listener is deallocated on the main thread between the moment of assignment and the KVO delivery.)

Questions about VIPER - Clean Architecture

I've been reading about Clean Architecture from Robert Martin and more specifically about VIPER.
Then I ran into this article/post Brigade’s Experience Using an MVC Alternative which describes pretty much what I'm currently doing.
After actually trying to implement VIPER on a new iOS project, I've ran into some questions:
Is it ok for the presenter to query information in the view or should the "information passing" always start from the view?
For example, if the view triggered some action in the presenter, but then, depending on the parameters passed through that action, the presenter might need more information.
What I mean is: the user tapped “doneWithState:”, if state == “something”, get information from the view to create an entity, if state == “something else”, animate something in the view. How should I handle this kind of scenario?
Lets say a "module" (group of VIPER components) decide to present another module modally. Who should be responsible for deciding if the second module will be presented modally, the first module's wireframe or the second module's wireframe?
Also, lets say the second module's view is pushed into a navigation controller, how should the "back" action be handled? Should I manually set a "back" button with an action in the second module's view controller, that calls the presenter, that calls the second module's wireframe that dismiss and tells the first module's wireframe that it was dismissed so that the first module's view controller might want to display something?
Should the different modules talk only through the wireframe or also via delegates between presenters? For example if the app navigated to a different module, but after that the user pressed "cancel" or "save" and that choice needs to go back and change something in the first module (maybe display an animation that it was saved or remove something).
Lets say a pin was selected on a map, than the PinEditViewController is displayed. When going back, the selected pin's color might need to change depending on use actions on the PinEditViewController. Who should keep the state of the current selected pin, the MapViewController, the MapPresenter or the MapWireframe in order for me to know, when going back, which pin should change color?
1. May the Presenter query information from the view
To answer this to your satisfaction, we need more details about the particular case. Why can't the view provide more context information directly upon callback?
I suggest you pass the Presenter a Command object so the Presenter doesn't have to know what to do in which case. The Presenter can execute the object's method, passing in some information on its own if needed, without knowing anything about the view's state (and thus introducing high coupling to it).
View is in a state you call x (opposed to y and z). It knows about its state anyway.
User finishes the action. View informs its delegate (Presenter) about being finished. Because it is so involved, it constructs a Data Transfer Object to hold all usual information. One of this DTO's attributes is a id<FollowUpCommand> followUpCommand. View creates a XFollowUpCommand (opposed to YFollowUpCommand and ZFollowUpCommand) and sets its parameters accordingly, then putting it into the DTO.
Presenter receives the method call. It does something with the data no matter what concrete FollowUpCommand is there. Then it executes the protocol's only method, followUpCommand.followUp. The concrete implementation will know what to do.
If you have to do a switch-case/if-else on some property, most of the time it'd help to model the options as objects inheriting from a common protocol and pass the objects instead of the state.
2. Modal Module
Should the presenting module or the presented module decide if it's modal? -- The presented module (the second one) should decide as long as it's designed to be used modally only. Put knowledge about a thing in the thing itself. If its presentation mode depends on the context, well, then the module itself can't decide.
The second module's wireframe will receive message like this:
[secondWireframe presentYourStuffIn:self.viewController]
The parameter is the object for which presentation should take place. You may pass along a asModal parameter, too, if the module is designed to be used in both ways. If there's only one way to do it, put this information into the affected module (the one presented) itself.
It will then do something like:
- (void)presentYourStuffIn:(UIViewController)viewController {
// set up module2ViewController
[self.presenter configureUserInterfaceForPresentation:module2ViewController];
// Assuming the modal transition is set up in your Storyboard
[viewController presentViewController:module2ViewController animated:YES completion:nil];
self.presentingViewController = viewController;
}
If you use Storyboard Segues, you'll have to do things a bit differently.
3. Navigation hierarchy
Also, lets say the second module's view is pushed into a navigation controller, how should the "back" action be handled?
If you go "all VIPER", yes, you have to get from the view to its wireframe and route to another wireframe.
To pass data back from the presented module ("Second") to the presenting module ("First"), add SecondDelegate and implement it in FirstPresenter. Before the presented module pops, it sends a message to SecondDelegate to notify about the outcome.
"Don't fight the framework", though. Maybe you can leverage some of the navigation controller niceties by sacrificing VIPER pure-ness. Segues are a step into the direction of a routing mechanism already. Look at VTDAddWireframe for UIViewControllerTransitioningDelegate methods in a wireframe which introduce custom animations. Maybe this is of help:
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForDismissedController:(UIViewController *)dismissed
{
return [[VTDAddDismissalTransition alloc] init];
}
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForPresentedController:(UIViewController *)presented
presentingController:(UIViewController *)presenting
sourceController:(UIViewController *)source
{
return [[VTDAddPresentationTransition alloc] init];
}
I first thought that you'd need to keep a stack of wireframes similar to the navigation stack, and that all "active" module's wireframes are linked to one another. But this isn't the case. The wireframes manage the module's contents, but the navigation stack is the only stack in place representing which view controller is visible.
4. Message flows
Should the different modules talk only through the wireframe or also via delegates between presenters?
If you directly send another module B's object a message from Presenter A, what should happen then?
Since the receiver's view is not visible, an animation cannot start, for example. The Presenter still has to wait for the Wireframe/Router. So it has to enqueue the animation until it becomes active again. This makes the Presenter more stateful, which makes it harder to work with.
Architecture-wise, think about the role the modules play. In Ports/Adapters architecture, from which Clean Architecture burrows some concepts, the problem is more evident. As an analogy: a computer has many ports. The USB port cannot communicate with the LAN port. Every flow of information has to be routed through the core.
What's at the core of your app?
Do you have a Domain Model? Do you have a set of services which are queried from various modules? VIPER modules center around the view. The stuff modules share, like data access mechanisms, don't belong to a particular module. That's what you may call the core. There, you should perform data changes. If another module becomes visible, it pulls in the changed data.
For mere animation purposes, though, let the router know what to do and issue a command to the Presenter depending on the module change.
In VIPER Todo sample code:
The "List" is the root view.
An "Add" view is presented on top of the list view.
ListPresenter implements AddModuleDelegate. If the "Add" module is finished, ListPresenter will know, not its wireframe because the view is already in the navigation stack.
5. Keeping state
Who should keep the state of the current selected pin, the MapViewController, the MapPresenter or the MapWireframe in order for me to know, when going back, which pin should change color?
None. Avoid statefulness in your view module services to reduce cost of maintaining your code. Instead, try to figure out whether you could pass a representation of the pin changes around during changes.
Try to reach for the Entities to obtain state (through Presenter and Interactor and whatnot).
This doesn't mean that you create a Pin object in your view layer, pass it from view controller to view controller, change its properties, and then send it back to reflect changes. Would a NSDictionary with serialized changes do? You can put the new color in there and send it from the PinEditViewController back to its Presenter which issues a change in the MapViewController.
Now I cheated: MapViewController needs to have state. It needs to know all pins. Then I suggested you pass a change dictionary around so MapViewController knows what to do.
But how do you identify the affected pin?
Every pin might have its own ID. Maybe this ID is just its location on the map. Maybe it's its index in a pin array. You need some kind of identifier in any case. Or you create an identifiable wrapper object which holds on to a pin itself for the duration of the operation. (That sounds too ridiculous for the purpose of changing the color, though.)
Sending Events to Change State
VIPER is very Service-based. There are lots of mostly stateless objects tied together to pass messages along and transform data. In the post by Brigade Engineering, a data-centric approach is shown, too.
Entities are in a rather thin layer. On the opposite of the spectrum I have in mind lies a Domain Model. This pattern isn't necessary for every app. Modeling the core of your app in a similar fashion may be beneficial to answer some of your questions, though.
As opposed to Entities as data containers into which everyone might reach through "data managers", a Domain protects its Entities. A Domain will inform about changes proactively, too. (Through NSNotificationCenter, for starters. Less so through command-like direct message calls.)
Now this might be suitable for your Pin case, too:
PinEditViewController changes the pin color. This is a change in a UI component.
The UI component change corresponds to a change in your underlying model. You perform the changes through the VIPER module stack. (Do you persist the colors? If not, the Pin Entity is always short-lived, but it's still an Entity because its identity matters, not just its values.)
The corresponding Pin has changed color and publishes a notification through NSNotificationCenter.
By happenstance (that is, Pin doesn't know), some Interactor subscribes to these notifications and changes its view's appearance.
Although this might work for your case, too, I think tying the edit
This answer may be a bit unrelated, but I'm putting it here for reference. The site Clean Swift is an excellent implementation of Uncle Bob's "Clean Architecture" in swift. The owner calls it VIP (it still contains the "Entities" and the Router/wireframe though).
The site gives you XCode templates. So let's say you want to create a new scene (he calls a VIPER modules, "scenes"), All you do is File->new->sceneTemplate.
This template creates a batch of 7 files containing all the headache of the boilerplate code for your project. It also configures them so that they work out of the box. The site gives a pretty thorough explanation of how every thing fits together.
With all the boiler plate code out of the way, finding solutions the questions you asked above is a bit easier. Also, the templates allow for consistency across the board.
EDIT -> In regards to the comments below, here's an explanation as to why I support this approach -> http://stringerstheory.net/the-clean-er-architecture-for-ios-apps/
Also this one -> The Good, the bad, and the Ugly about VIPER in iOS
Most of your questions are answered on this post: https://www.ckl.io/blog/best-practices-viper-architecture (sample project included). I suggest you pay special attention to the tips for Modules initialization/presentation: it's up to the source Router to do it.
Regarding back buttons, you can use delegates to trigger this message to the desired module. This is how I do it and it works great (even after you insert push notifications).
And yes, modules can definitely talk to each other by using delegates as well. It's a must for more complex projects.

Pass data from any view controller to one master view controller in iOS

I am building a music player app -- in this app, the music player view controller will always sit on top of any other sub-viewcontroller (navigation view, table views, etc) I need actions taken in any potential subview to be sent back up to the player view controller (for example, user selects "play" on a profile page, and I send that event back up) My question is what is the best way to do this? I apologize in advance for being a bit nebulous, but I already know of three ways I can implement it. I just want to know what the "right" way is.
These are the three ways I've thought of:
1.Delegate pattern -- pass the Music Player Controller off to it's children controllers and set itself as the delegate for whenever that event is passed (messy because the first view controller is a navigation view controller, so I think I'd have to pass it down several levels meaning several delegates (correct me if I'm wrong))
2.Notification Center -- register the player view controller for a particular notification, encapsulate the data that's sent from the other viewcontrollers so that I can perform my actions.
3.Singleton-like access of the player view controller - basically allow access to the player view controller from any view controller.
Any help is appreciate to steer me in the right direction. I can do it either of these ways, but as this is a "learning" app, would love to do it right.
IMHO there is no "right way". Frankly I was thinking of all three of them when I read the subject line only.
As you are asing for opinions... I would not recommend the singleton pattern here. This is just because view controllers could stack and by their nature be instanciated multiple times. In terms of maintainable code (readability by others) I'd say no to that approach.
The delegate pattern is fine. But as you say you would have to pass a reference to this view controller from one view controller to the next. Yes, a bit messy.
Well, you could store a reference to the delegate in some singleton. That is not the same as designing a view controller as singleton.
I'd say that the notification center is most appropriate for this type of data flow. Sender and receiver of the message are totally detatched and don't need to 'know each other'. It is a perfect pattern for all kinds of multiple senders and/or mulitple receipient type of messages.
Well, as I said, this is just an opinion.
I would not recommend broadcast notifications (via NSNotificationCenter), they are hard to debug, other developers will have problems to understand, whats going on in your application (application flow), every developer must maintain a global list with all notification names (notificationSender and observer must use the same notification name and they are usually constant string variables), observer can not send back any data after receiving a notification, etc. Broadcasting is really helpful, if all controllers should be notified of the same event (for example Login/Logout events).
If possible, i think one should allways try to use a Delegate Pattern (with clearly defined protocol). Maybe something like:
id <SubViewControllerEvents>musicPlayerVC= [MyMusicAppManager delegate];
if ( [musicPlayerVC respondsToSelector:#selector(userDidSelectPlay)] ) {
[musicPlayerVC userDidSelectPlay];
}

iOS: have a clean code, use static class or singleton

I'm developing a game and inside I have a class called StageViewController.
I noticed that code inside is becoming very very long and dull.
In this class I have controller about gesture, position, animation and it's not easy use static class or singleton class to clean this class.
Is a possible solution to use others viewcontrollers inside this StageViewController to simplify the code?
Example: If in my game I should make an entry of an object that I should color, can I use another viewcontroller (with another class) to make my code inside StageViewController more simplify?
If you have any suggestion for me or link to read you can make me happy ;-)
Typically this indicates that you're storing model information in the view controller. The view controller should only keep track of how to display information. You should move the actual state of the game into model classes. These model classes inherit from NSObject, they are not view controllers.
In a well designed model-view-controller system, you should be able to run your entire game without knowing what the display looks like. Your model should be able to take inputs, update the game state, and provide outputs, regardless of how or whether that information is actually displayed. This kind of thinking improves reusability, and also reduces the complexity of your view controllers.

Singleton-Like UIView Access?

I have a UIView I need to access the properties of from all around my app. I know you can't create a Singleton around a UIView object, so what might be a good way of doing similar?
E.g. The view has a label. From any view controller in my app I want to be able to change the text of this view (sitting in a parent view controller).
Thanks.
EDIT:
Success! Using KVO to track changes in my Singleton object worked a charm, and a very simple solution.
I think what you’re trying to do violates the separation of concerns of the MVC pattern: The only thing that should interact with a view is its controller. In your case, you should probably be creating a model that is watched by your view controller (maybe through key–value observing), and then the controller can propagate the necessary changes to your view.
If you know (read: you really know for now and forever!) that there will be at most one instance of that view alive at one point in time, you can just use a global variable to store that. Or use a class property on that view - which is as close as being a singleton as possible.
Or you might just fix your design, which has proven to be the better choice in every case I can remember. :) Just add some forward and backward references in your classes (and stick to MVC principle). It takes much less time to implement that worrying about those awkward workaround, and it will pay of rather sooner than later.

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