my first question on here and I cant seem to find a similar question so sorry if this has been asked before.
This is Unity related by the way, and yes I have also posted on Unity3D answers but thought I might also be able to get help from knowledgeable individuals on stack overflow also.
Basically I am wondering if there is a way to make platform dependent objects or components. I know I can wrap code in pre-processor directive commands which I have been doing, but I tend to use a ton of plugins, many of which only function on specific platforms.
However, I have just one project for all my platform dependent versions of the game and wish to continue working this way. So I was wondering if somehow I can make say an object that has the compatible plugin components, that will only be created if a certain platform is being built for.
If not, is there a way to make an object use say a specific plugins component if say on WP8, but then another entirely different component in its place if building for Android?
If these are not possible, how do you guys get around having platform dependant plugins? Do you simply just make separate projects for each platform? (feels like that defeats the point of unity's cross platform-ness though...)
Thanks guys, any help will be greatly appreciated!
Unfortunately, you will be forced to rely on pre-processor directives if you need to run unique code per platform.
However, this can be a lot easier to manage if you apply a facade-based design pattern. Instead of peppering platform-specific details in myriad scripts throughout your project, you can create one or more facade components that expose a more generic, abstract interface. The facades can internally manage prefabs, APIs, or whatever other platform-specific details you need.
As an example, you could write a SaveManager class that manages player save data. On platforms where direct file access is available, the SaveManager instantiates and controls an internal FileSaveManager that uses direct file access. On other platforms such as web builds, the SaveManager instantiates and controls a PlayerPrefsSaveManager that uses Unity's PlayerPrefs system instead. That way, each of those classes contains only the code that it needs, and other classes can just call SaveManager without worrying about those details.
Related
I was talking to a friend of mine who knows a lot about js and wasm.He told me the technology goes far beyond web, since it is basicly a way to run near native applications on devices without actually giving them access to the computer.
Which means that thrid party or untrusted code on a smartphone for instance cannot accidentally or intentional change other apps or parts of the system.
This seamed to me like the perfect conditions to build a plugin system for an application I am working on.
I asked him about it but he was unable to give me a clear answer.
So the question is, can I use webassembly outside of a webbrowser, with custom bindings to safely allow users to extend the functionality of my application (a special image viewer) without sacrificing too much speed? It seams it should work using libnode or something, but is there a problem I might run into?
I don't know how much you know about web assembly but it depends on what your plugins actually should do. If it basically handle Arrays and numeric data with not that match interacting with host applications then it might fit. But when you have heavy object handling then it will not fit at the moment. So for image processing it might be perfect match like it is used in some web examples. Also be aware that some web assembly targeting system or not suitable for none web targets as they generate also some javascript code to be used in browsers beside the generate wasm. Some wasm modules for example require that you call malloc and free for string handling other have functions like new and gc for the nearly the same.
At the moment I'm doing it in a global, singleton ApplicationModel, but I feel that model should be thinner, and a more cohesive set of tasks and properties concerning composition could be relocated, on their own, to a new 'CompositionModel' class. Each of the vertical imported modules has their own MVVM stack and are basically self sustaining, with very little dependency on the core, or shell, application.
Works for me! I'm currently using it in an application where the client needs to be able to configure services by simply dropping plugins into the relevant folders, haven't run into any major issues so far. As far as your resource dictionaries go you may want to look at the answers to this question, paying particular attention to the build settings...you will need to call InitializeComponent() to get the resources to merge correctly.
I've run into this problem several times before and wanted to hear what other's experience and advice is. Assume you have a working and stable but relatively small game engine that works on only one platform, and you want to port it to another platform.
The first step is obvious: you take the code, link it to the platforms libraries instead of the old ones, make necessary changes to the project or target build settings and then hit build. About five to twenty thousand errors appear. Of course there are a lot of duplicates but it immediately raises the question what the next steps should be?
How do you approach porting a game engine to another platform, or any platform-specific code that can't just be compiled on the other platform due to inherent changes in system and API design? How do you wade through all these error? How do you identify the parts that should be approached first?
In general: how should i approach porting existing source code?
I'm looking for general advice on how to approach a source code port. Assume the programming language and compiler are the same on both platforms, so it's mostly API changes.
A textbook answer (perhaps) might be wrapping all of your platform-specific calls and using these wrapper functions throughout your code instead of the platform-specific. This way, if you can match the methods you use one-to-one on both platforms (easier said than done, maybe) then you can switch out which platform-specific function is called with your wrapper functions, and not change the rest of the logic in your code.
Say you have:
void RenderBadGuy(int badGuyID)
{
// Windows-specific bad-guy rendering code here
}
For now you can just write ("G_" is for generic)
void G_RenderBadGuy(int badGuyID)
{
RenderBadGuy(badGuyID);
}
This adds a small amount of overhead to your engine, but this shouldn't break things as you have them (just an extra function call).
Now, every place you use RenderBadGuy, just use G_RenderBadGuy. Rinse and repeat for all of your methods, and now later you can switch out your code to something like
void G_RenderBadGuy(int badGuyID)
{
// now we're rendering on a Mac
RenderBadGuy_Mac(badGuyID);
}
and then your main engine wouldn't change.
You probably can do this a lot nicer and more generically than this (pointers to functions, I don't know) but that's the idea.
Or, you could do a Java-like thing and have your library talk with a module that in turn knows the specifics of your platform. Just develop different modules (like VMs) for each platform, and you only develop your library once.
A repeating theme in my development work has been the use of or creation of an in-house plug-in architecture. I've seen it approached many ways - configuration files (XML, .conf, and so on), inheritance frameworks, database information, libraries, and others. In my experience:
A database isn't a great place to store your configuration information, especially co-mingled with data
Attempting this with an inheritance hierarchy requires knowledge about the plug-ins to be coded in, meaning the plug-in architecture isn't all that dynamic
Configuration files work well for providing simple information, but can't handle more complex behaviors
Libraries seem to work well, but the one-way dependencies have to be carefully created.
As I seek to learn from the various architectures I've worked with, I'm also looking to the community for suggestions. How have you implemented a SOLID plug-in architecture? What was your worst failure (or the worst failure you've seen)? What would you do if you were going to implement a new plug-in architecture? What SDK or open source project that you've worked with has the best example of a good architecture?
A few examples I've been finding on my own:
Perl's Module::Plugable and IOC for dependency injection in Perl
The various Spring frameworks (Java, .NET, Python) for dependency injection.
An SO question with a list for Java (including Service Provider Interfaces)
An SO question for C++ pointing to a Dr. Dobbs article
An SO question regarding a specific plugin idea for ASP.NET MVC
These examples seem to play to various language strengths. Is a good plugin architecture necessarily tied to the language? Is it best to use tools to create a plugin architecture, or to do it on one's own following models?
This is not an answer as much as a bunch of potentially useful remarks/examples.
One effective way to make your application extensible is to expose its internals as a scripting language and write all the top level stuff in that language. This makes it quite modifiable and practically future proof (if your primitives are well chosen and implemented). A success story of this kind of thing is Emacs. I prefer this to the eclipse style plugin system because if I want to extend functionality, I don't have to learn the API and write/compile a separate plugin. I can write a 3 line snippet in the current buffer itself, evaluate it and use it. Very smooth learning curve and very pleasing results.
One application which I've extended a little is Trac. It has a component architecture which in this situation means that tasks are delegated to modules that advertise extension points. You can then implement other components which would fit into these points and change the flow. It's a little like Kalkie's suggestion above.
Another one that's good is py.test. It follows the "best API is no API" philosophy and relies purely on hooks being called at every level. You can override these hooks in files/functions named according to a convention and alter the behaviour. You can see the list of plugins on the site to see how quickly/easily they can be implemented.
A few general points.
Try to keep your non-extensible/non-user-modifiable core as small as possible. Delegate everything you can to a higher layer so that the extensibility increases. Less stuff to correct in the core then in case of bad choices.
Related to the above point is that you shouldn't make too many decisions about the direction of your project at the outset. Implement the smallest needed subset and then start writing plugins.
If you are embedding a scripting language, make sure it's a full one in which you can write general programs and not a toy language just for your application.
Reduce boilerplate as much as you can. Don't bother with subclassing, complex APIs, plugin registration and stuff like that. Try to keep it simple so that it's easy and not just possible to extend. This will let your plugin API be used more and will encourage end users to write plugins. Not just plugin developers. py.test does this well. Eclipse as far as I know, does not.
In my experience I've found there are really two types of plug-in Architectures.
One follows the Eclipse model which is meant to allow for freedom and is open-ended.
The other usually requires plugins to follow a narrow API because the plugin will fill a specific function.
To state this in a different way, one allows plugins to access your application while the other allows your application to access plugins.
The distinction is subtle, and sometimes there is no distiction... you want both for your application.
I do not have a ton of experience with Eclipse/Opening up your App to plugins model (the article in Kalkie's post is great). I've read a bit on the way eclipse does things, but nothing more than that.
Yegge's properties blog talks a bit about how the use of the properties pattern allows for plugins and extensibility.
Most of the work I've done has used a plugin architecture to allow my app to access plugins, things like time/display/map data, etc.
Years ago I would create factories, plugin managers and config files to manage all of it and let me determine which plugin to use at runtime.
Now I usually just have a DI framework do most of that work.
I still have to write adapters to use third party libraries, but they usually aren't that bad.
One of the best plug-in architectures that I have seen is implemented in Eclipse. Instead of having an application with a plug-in model, everything is a plug-in. The base application itself is the plug-in framework.
http://www.eclipse.org/articles/Article-Plug-in-architecture/plugin_architecture.html
I'll describe a fairly simple technique that I have use in the past. This approach uses C# reflection to help in the plugin loading process. This technique can be modified so it is applicable to C++ but you lose the convenience of being able to use reflection.
An IPlugin interface is used to identify classes that implement plugins. Methods are added to the interface to allow the application to communicate with the plugin. For example the Init method that the application will use to instruct the plugin to initialize.
To find plugins the application scans a plugin folder for .Net assemblies. Each assembly is loaded. Reflection is used to scan for classes that implement IPlugin. An instance of each plugin class is created.
(Alternatively, an Xml file might list the assemblies and classes to load. This might help performance but I never found an issue with performance).
The Init method is called for each plugin object. It is passed a reference to an object that implements the application interface: IApplication (or something else named specific to your app, eg ITextEditorApplication).
IApplication contains methods that allows the plugin to communicate with the application. For instance if you are writing a text editor this interface would have an OpenDocuments property that allows plugins to enumerate the collection of currently open documents.
This plugin system can be extended to scripting languages, eg Lua, by creating a derived plugin class, eg LuaPlugin that forwards IPlugin functions and the application interface to a Lua script.
This technique allows you to iteratively implement your IPlugin, IApplication and other application-specific interfaces during development. When the application is complete and nicely refactored you can document your exposed interfaces and you should have a nice system for which users can write their own plugins.
I once worked on a project that had to be so flexible in the way each customer could setup the system, which the only good design we found was to ship the customer a C# compiler!
If the spec is filled with words like:
Flexible
Plug-In
Customisable
Ask lots of questions about how you will support the system (and how support will be charged for, as each customer will think their case is the normal case and should not need any plug-ins.), as in my experience
The support of customers (or
fount-line support people) writing
Plug-Ins is a lot harder than the
Architecture
Usualy I use MEF. The Managed Extensibility Framework (or MEF for short) simplifies the creation of extensible applications. MEF offers discovery and composition capabilities that you can leverage to load application extensions.
If you are interested read more...
In my experience, the two best ways to create a flexible plugin architecture are scripting languages and libraries. These two concepts are in my mind orthogonal; the two can be mixed in any proportion, rather like functional and object-oriented programming, but find their greatest strengths when balanced. A library is typically responsible for fulfilling a specific interface with dynamic functionality, whereas scripts tend to emphasise functionality with a dynamic interface.
I have found that an architecture based on scripts managing libraries seems to work the best. The scripting language allows high-level manipulation of lower-level libraries, and the libraries are thus freed from any specific interface, leaving all of the application-level interaction in the more flexible hands of the scripting system.
For this to work, the scripting system must have a fairly robust API, with hooks to the application data, logic, and GUI, as well as the base functionality of importing and executing code from libraries. Further, scripts are usually required to be safe in the sense that the application can gracefully recover from a poorly-written script. Using a scripting system as a layer of indirection means that the application can more easily detach itself in case of Something Bad™.
The means of packaging plugins depends largely on personal preference, but you can never go wrong with a compressed archive with a simple interface, say PluginName.ext in the root directory.
I think you need to first answer the question: "What components are expected to be plugins?"
You want to keep this number to an absolute minimum or the number of combinations which you must test explodes. Try to separate your core product (which should not have too much flexibility) from plugin functionality.
I've found that the IOC (Inversion of Control) principal (read springframework) works well for providing a flexible base, which you can add specialization to to make plugin development simpler.
You can scan the container for the "interface as a plugin type advertisement" mechanism.
You can use the container to inject common dependencies which plugins may require (i.e. ResourceLoaderAware or MessageSourceAware).
The Plug-in Pattern is a software pattern for extending the behaviour of a class with a clean interface. Often behaviour of classes is extended by class inheritance, where the derived class overwrites some of the virtual methods of the class. A problem with this solution is that it conflicts with implementation hiding. It also leads to situations where derived class become a gathering places of unrelated behaviour extensions. Also, scripting is used to implement this pattern as mentioned above "Make internals as a scripting language and write all the top level stuff in that language. This makes it quite modifiable and practically future proof". Libraries use script managing libraries. The scripting language allows high-level manipulation of lower level libraries. (Also as mentioned above)
Is there a general procedure for programming extensibility capability into your code?
I am wondering what the general procedure is for adding extension-type capability to a system you are writing so that functionality can be extended through some kind of plugin API rather than having to modify the core code of a system.
Do such things tend to be dependent on the language the system was written in, or is there a general method for allowing for this?
I've used event-based APIs for plugins in the past. You can insert hooks for plugins by dispatching events and providing access to the application state.
For example, if you were writing a blogging application, you might want to raise an event just before a new post is saved to the database, and provide the post HTML to the plugin to alter as needed.
This is generally something that you'll have to expose yourself, so yes, it will be dependent on the language your system is written in (though often it's possible to write wrappers for other languages as well).
If, for example, you had a program written in C, for Windows, plugins would be written for your program as DLLs. At runtime, you would manually load these DLLs, and expose some interface to them. For example, the DLLs might expose a gimme_the_interface() function which could accept a structure filled with function pointers. These function pointers would allow the DLL to make calls, register callbacks, etc.
If you were in C++, you would use the DLL system, except you would probably pass an object pointer instead of a struct, and the object would implement an interface which provided functionality (accomplishing the same thing as the struct, but less ugly). For Java, you would load class files on-demand instead of DLLs, but the basic idea would be the same.
In all cases, you'll need to define a standard interface between your code and the plugins, so that you can initialize the plugins, and so the plugins can interact with you.
P.S. If you'd like to see a good example of a C++ plugin system, check out the foobar2000 SDK. I haven't used it in quite a while, but it used to be really well done. I assume it still is.
I'm tempted to point you to the Design Patterns book for this generic question :p
Seriously, I think the answer is no. You can't write extensible code by default, it will be both hard to write/extend and awfully inefficient (Mozilla started with the idea of being very extensible, used XPCOM everywhere, and now they realized it was a mistake and started to remove it where it doesn't make sense).
what makes sense to do is to identify the pieces of your system that can be meaningfully extended and support a proper API for these cases (e.g. language support plug-ins in an editor). You'd use the relevant patterns, but the specific implementation depends on your platform/language choice.
IMO, it also helps to use a dynamic language - makes it possible to tweak the core code at run time (when absolutely necessary). I appreciated that Mozilla's extensibility works that way when writing Firefox extensions.
I think there are two aspects to your question:
The design of the system to be extendable (the design patterns, inversion of control and other architectural aspects) (http://www.martinfowler.com/articles/injection.html). And, at least to me, yes these patterns/techniques are platform/language independent and can be seen as a "general procedure".
Now, their implementation is language and platform dependend (for example in C/C++ you have the dynamic library stuff, etc.)
Several 'frameworks' have been developed to give you a programming environment that provides you pluggability/extensibility but as some other people mention, don't get too crazy making everything pluggable.
In the Java world a good specification to look is OSGi (http://en.wikipedia.org/wiki/OSGi) with several implementations the best one IMHO being Equinox (http://www.eclipse.org/equinox/)
Find out what minimum requrements you want to put on a plugin writer. Then make one or more Interfaces that the writer must implement for your code to know when and where to execute the code.
Make an API the writer can use to access some of the functionality in your code.
You could also make a base class the writer must inherit. This will make wiring up the API easier. Then use some kind of reflection to scan a directory, and load the classes you find that matches your requirements.
Some people also make a scripting language for their system, or implements an interpreter for a subset of an existing language. This is also a possible route to go.
Bottom line is: When you get the code to load, only your imagination should be able to stop you.
Good luck.
If you are using a compiled language such as C or C++, it may be a good idea to look at plugin support via scripting languages. Both Python and Lua are excellent languages that are used to script a large number of applications (Civ4 and blender use Python, Supreme Commander uses Lua, etc).
If you are using C++, check out the boost python library. Otherwise, python ships with headers that can be used in C, and does a fairly good job documenting the C/python API. The documentation seemed less complete for Lua, but I may not have been looking hard enough. Either way, you can offer a fairly solid scripting platform without a terrible amount of work. It still isn't trivial, but it provides you with a very good base to work from.