MvvmCross: How to prevent casting ViewModel? - mvvm

I noticed that in v3, MvvmCross removed the generic declaration <TViewModel> on MvxTouchViewController and renamed it to MvxViewController.
This means the ViewModel property is typed as a generic interface of IMvxViewModel rather than the specific TViewModel.
If I need to access the TViewModel in my view controller, is there a convenient way of getting the ViewModel already cast to the specific instance type for this View? Or do I have to cast it myself every time?

The previous Generic-based MvvmCross Views were removed from MvvmCross mainly because of the threat of 'Heizenbugs' in the objective-C based platforms.
For what little anyone knows about Heizenbugs, see http://forums.xamarin.com/discussion/771/exporting-generic-type-to-objc-supported
I don't believe I ever saw an Heizenbug, but Xamarin were very clear in their advice to avoid them at all costs - for example, they twice changed the compiler to issue errors for our generics. Indeed, on .Mac such generic code remains an error today, while on .iOS it's just a very scary warning.
Added to this, we did also encounter some issues with Xaml based platforms when inheriting from Generic base classes - although these were mainly resolved (e.g. XamlParseException when I inherit a Page from a Generic base class)
(Aside - to allow some backwards compatibility, WindowsPhone does still have some limited generic View support, but this is marked as Obsolete and I do regret allowing this to live on...)
The good news is that, in my experience, the majority of Views do not need to know their ViewModel type - instead, the majority of Views can be built with 'pure bindings' without declaring a typed ViewModel.
For those remaining Views which do need to know their ViewModel type, then a simple added property quickly adds this - e.g.:
protected MyViewModel MyViewModel
{
get { return (MyViewModel)base.ViewModel; }
/* set is optional - not typically needed
set { base.ViewModel = value; }
*/
}
Alternatively you can probably write an extension method for this if you want to - e.g. something like:
public static TViewModel TypedViewModel<TViewModel>(this IMvxView view) where TViewModel : class, IMvxViewModel
{
return view.ViewModel as TViewModel;
}
Very alternatively....
.... If you are not scared of ghosts, goblins or Heizenbugs....
One way to add the TypedViewModel property to all of your views would be to add generics back into your view hierarchy - this is easy for you to do - e.g. in Android adding
public class BaseActivity<TViewModel> : MvxActivity
where TViewModel : class, IMvxViewModel
{
protected TViewModel TypedViewModel
{
get { return (TViewModel)base.ViewModel; }
/* set is optional - not typically needed
set { base.ViewModel = value; }
*/
}
}
This should work fine for you... but if you hit an Heizenbug, then I don't think anyone will be able to assist you. Xamarin have been very clear in recommending against this pattern - especially on the objC based platforms.

As of 3.5, generic based views are supported again as apparently the underlying Xamarin issue has been fixed.
http://slodge.blogspot.co.uk/2015/01/mvvmcross-v35-pushed-to-stable.html

Related

Excluding member functions and inheritance, what are some of the most common programming patterns for adding functionality to a class?

There're likely no more than 2-4 widely used approaches to this problem.
I have a situation in which there's a common class I use all over the place, and (on occasion) I'd like to give it special abilities. For arguments sake, let's say that type checking is not a requirement.
What are some means of giving functionality to a class without it being simply inheritance or member functions?
One way I've seen is the "decorator" pattern in which a sort of mutator wraps around the class, modifies it a bit, and spits out a version of it with more functions.
Another one I've read about but never used is for gaming. It has something to do with entities and power-ups/augments. I'm not sure about the specifics, but I think they have a list of them.
???
I don't need specific code of a specific language so much as a general gist and some keywords. I can implement from there.
So as far as I understand, you're looking to extend an interface to allow client-specific implementations that may require additional functionality, and you want to do so in a way that doesn't clutter up the base class.
As you mentioned, for simple systems, the standard way is to use the Adaptor pattern: subclass the "special abilities", then call that particular subclass when you need it. This is definitely the best choice if the extent of the special abilities you'll need to add is known and reasonably small, i.e. you generally only use the base class, but for three-to-five places where additional functionality is needed.
But I can see why you'd want some other possible options, because rarely do we know upfront the full extent of the additional functionality that will be required of the subclasses (i.e. when implementing a Connection API or a Component Class, each of which could be extended almost without bound). Depending on how complex the client-specific implementations are, how much additional functionality is needed and how much it varies between the implementations, this could be solved in a variety of ways:
Decorator Pattern as you mentioned (useful in the case where the special entities are only ever expanding the pre-existing methods of the base class, without adding brand new ones)
class MyClass{};
DecoratedClass = decorate(MyClass);
A combined AbstractFactory/Adaptor builder for the subclasses (useful for cases where there are groupings of functionality in the subclasses that may differ in their implementations)
interface Button {
void paint();
}
interface GUIFactory {
Button createButton();
}
class WinFactory implements GUIFactory {
public Button createButton() {
return new WinButton();
}
}
class OSXFactory implements GUIFactory {
public Button createButton() {
return new OSXButton();
}
}
class WinButton implements Button {
public void paint() {
System.out.println("I'm a WinButton");
}
}
class OSXButton implements Button {
public void paint() {
System.out.println("I'm an OSXButton");
}
}
class Application {
public Application(GUIFactory factory) {
Button button = factory.createButton();
button.paint();
}
}
public class ApplicationRunner {
public static void main(String[] args) {
new Application(createOsSpecificFactory());
}
public static GUIFactory createOsSpecificFactory() {
int sys = readFromConfigFile("OS_TYPE");
if (sys == 0) return new WinFactory();
else return new OSXFactory();
}
}
The Strategy pattern could also work, depending on the use case. But that would be a heavier lift with the preexisting base class that you don't want to change, and depending on if it is a strategy that is changing between those subclasses. The Visitor Pattern could also fit, but would have the same problem and involve a major change to the architecture around the base class.
class MyClass{
public sort() { Globals.getSortStrategy()() }
};
Finally, if the "special abilities" needed are enough (or could eventually be enough) to justify a whole new interface, this may be a good time for the use of the Extension Objects Pattern. Though it does make your clients or subclasses far more complex, as they have to manage a lot more: checking that the specific extension object and it's required methods exist, etc.
class MyClass{
public addExtension(addMe) {
addMe.initialize(this);
}
public getExtension(getMe);
};
(new MyClass()).getExtension("wooper").doWoop();
With all that being said, keep it as simple as possible, sometimes you just have to write the specific subclasses or a few adaptors and you're done, especially with a preexisting class in use in many other places. You also have to ask how much you want to leave the class open for further extension. It might be worthwhile to keep the tech debt low with an abstract factory, so less changes need to be made when you add more functionality down the road. Or maybe what you really want is to lock the class down to prevent further extension, for the sake of understand-ability and simplicity. You have to examine your use case, future plans, and existing architecture to decide on the path forward. More than likely, there are lots of right answers and only a couple very wrong ones, so weigh the options, pick one that feels right, then implement and push code.
As far as I've gotten, adding functions to a class is a bit of a no-op. There are ways, but it seems to always get ugly because the class is meant to be itself and nothing else ever.
What has been more approachable is to add references to functions to an object or map.

Any way to trigger creation of a list of all classes in a hierarchy in Swift 4?

Edit: So far it looks like the answer to my question is, "You can't do that in Swift." I currently have a solution whereby the subclass names are listed in an array and I loop around and instantiate them to trigger the process I'm describing below. If this is the best that can be done, I'll switch it to a plist so that least it's externally defined. Another option would be to scan a directory and load all files found, then I would just need to make sure the compiler output for certain classes is put into that directory...
I'm looking for a way to do something that I've done in C++ a few times. Essentially, I want to build a series of concrete classes that implement a particular protocol, and I want to those classes to automatically register themselves such that I can obtain a list of all such classes. It's a classic Prototype pattern (see GoF book) with a twist.
Here's my approach in C++; perhaps you can give me some ideas for how to do this in Swift 4? (This code is grossly simplified, but it should demonstrate the technique.)
class Base {
private:
static set<Base*> allClasses;
Base(Base &); // never defined
protected:
Base() {
allClasses.put(this);
}
public:
static set<Base*> getAllClasses();
virtual Base* clone() = 0;
};
As you can see, every time a subclass is instantiated, a pointer to the object will be added to the static Base::allClasses by the base class constructor.
This means every class inherited from Base can follow a simple pattern and it will be registered in Base::allClasses. My application can then retrieve the list of registered objects and manipulate them as required (clone new ones, call getter/setter methods, etc).
class Derived: public Base {
private:
static Derived global; // force default constructor call
Derived() {
// initialize the properties...
}
Derived(Derived &d) {
// whatever is needed for cloning...
}
public:
virtual Derived* clone() {
return new Derived(this);
}
};
My main application can retrieve the list of objects and use it to create new objects of classes that it knows nothing about. The base class could have a getName() method that the application uses to populate a menu; now the menu automatically updates when new subclasses are created with no code changes anywhere else in the application. This is a very powerful pattern in terms of producing extensible, loosely coupled code...
I want to do something similar in Swift. However, it looks like Swift is similar to Java, in that it has some kind of runtime loader and the subclasses in this scheme (such as Derived) are not loaded because they're never referenced. And if they're not loaded, then the global variable never triggers the constructor call and the object isn't registered with the base class. Breakpoints in the subclass constructor shows that it's not being invoked.
Is there a way to do the above? My goal is to be able to add a new subclass and have the application automatically pick up the fact that the class exists without me having to edit a plist file or doing anything other than writing the code and building the app.
Thanks for reading this far — I'm sure this is a bit of a tricky question to comprehend (I've had difficulty in the past explaining it!).
I'm answering my own question; maybe it'll help someone else.
My goal is to auto initialize subclasses such that they can register with a central authority and allow the application to retrieve a list of all such classes. As I put in my edited question, above, there doesn't appear to be a way to do this in Swift. I have confirmed this now.
I've tried a bunch of different techniques and nothing seems to work. My goal was to be able to add a .swift file with a class in it and rebuild, and have everything automagically know about the new class. I will be doing this a little differently, though.
I now plan to put all subclasses that need to be initialized this way into a particular directory in my application bundle, then my AppDelegate (or similar class) will be responsible for invoking a method that scans the directory using the filenames as the class names, and instantiating each one, thus building the list of "registered" subclasses.
When I have this working, I'll come back and post the code here (or in a GitHub project and link to it).
Same boat. So far the solution I've found is to list classes manually, but not as an array of strings (which is error-prone). An a array of classes such as this does the job:
class AClass {
class var subclasses: [AClass.Type] {
return [BClass.self, CClass.self, DClass.self]
}
}
As a bonus, this approach allows me to handle trees of classes, simply by overriding subclasses in each subclass.

Is it ok to put methods/fields to base class that will only be used by some of the derived classes

This is a bit of a generic software design question. Suppose you have a base class and lots of classes that derive from it (around 10).
There is some common functionality that is being shared between some of the classes (3-4 of derived classes need it). Basically a field for a UI control, an abstract method to create a UI control and the common code that uses the abstract method to recycle the UI piece (8-9 lines of code) using the abstract method. Something like this:
class BaseClass {
...
protected UIControl control;
protected abstract UIControl CreateUI();
protected void RecycleUI() {
if (/* some condition is met */) {
if (this.control != null) {
control.Dispose();
}
this.control = this.CreateUI();
this.AddToUITree(control);
}
}
...
}
Do you think it is OK to put this to base class instead of replicating the code in derived classes.
Drawback is that this piece of code is only used for some of the base classes and completely irrelevant for the other classes.
One alternative is to create an intermediate class that derives from BaseClass and use it as the base to the ones that need the functionality. I felt like creating a derived class for a couple line of code for a very specific purpose felt heavy. It doesn't feel like it is worth interrupting the inheritance tree for this. We try to keep the hierarchy as simple as possible so that it is easy to follow and understand the inheritance tree. Maybe if this was C++ where multiple inheritance is an option, it wouldn't be a big issue but multiple inheritance is not available.
Another option is to create a utility method and an interface to create/update the UI control:
interface UIContainer {
UIControl CreateUIControl();
UIControl GetUIControl();
void SetUIControl(UIControl control);
}
class UIControlUtil {
public void RecycleUI(UIContainer container) {
if (/* some condition is met */) {
if (container.GetUIControl() != null) {
container.GetUIControl().Dispose();
}
UIControl control = container.CreateUI();
container.SetUIControl(control);
container.AddToUITree(control);
}
}
}
I don't like this option because it bleeds UI logic externally which is less secure as its UI state can be manipulated externally. Also derived classes have to implement getter/setter now. One advantage is that there is another class outside of the aforementioned inheritance tree and it needs this functionality and it can use this utility function as well.
Do you have any other suggestions? Should I just suppress the urges that brew inside me to have common code not repeated?
One alternative is to create an intermediate class that derives from
BaseClass and use it as the base to the ones that need the
functionality.
Well, this is what I thought is the most appropriate. But it depends. The main question here is the following: are objects, that require UI recycling and really different from those, that do not? If they are really different, you have to create a new base class for them. If difference is really negligible, I think it's ok to leave things in a base class.
Do not forget about LSP.
We try to keep the hierarchy as simple as possible so that it is easy
to follow and understand the inheritance tree
I think more important here is to keep things not only simple, but also close to your real world things so that modeling new entities would be easy. Seeming easiness now may cause real troubles in the future.

MVVM setup design time services?

I'm working with the MVVM pattern + a simple ServiceLocator implementation, now to my problem how am I supposed to setup the services when the views are running in design time?
Iv tried this but it does not seem to work in VS 2010 or some thing, I know it worked on my old computer but on my new it does not. so does any one know a good alternative?
Edit: (On behalf of Merlyn Morgan-Graham)
Well what I'm trying to do is this, I have my view, ViewModel and services now the difference here is that I have 2 implementations of each service one for design time and one for run time.
for a better explanation look here.
If you want to decouple your view from your viewmodel, and your viewmodel from your model/dal (basically, if you want to use MVVM), then your view model and data model shouldn't know anything about design time. Design time only applies to the view.
This article shows a way to define your design time data via XML/XAML, so your code underneath doesn't have to know anything about it:
http://karlshifflett.wordpress.com/2009/10/21/visual-studio-2010-beta2-sample-data-project-templates/
After Edit: It turns out that you'll still have to use your view model for your existing XAML bindings to work. This will just populate the view model rather than having to create a new data model. I'm not sure, but there might be classes that allow you to use the WPF binding mechanism to take care of this... Views?
Resume Before Edit...:
As far as the solution in the article you linked first, the designer doesn't instantiate anything but your class, and the code it references. That means that assembly attributes won't be instantiated unless your view code somehow directly references them.
If you really want to couple your view models to your views during design time, and make it so that design time services are registered, then you have to place the service registration code in your view class, or a class the view class directly references.
To do that, you could use static constructors of your views to register your design time services. You could also write a static method on some other class (application?) to (conditionally) register the design time services. Then, call that method in the constructor of your views.
Or you could simply register them in the constructor for each of your views.
Basically, what you want to do is possible, but that method linked in the first article isn't. If you read farther in the comments, you'll see that his method is broken.
You may also want to question the idea of hooking your view model to your view during design time, because the MVVM pattern was made to avoid that sort of thing.
You usually don't need to access services at design-time... Typically, you don't even use your real ViewModels at design-time, you use dummy design data, as explained here. If you really need to use your real ViewModels, you can implement dummy versions of your services, and use them instead of the real services :
if (DesignerProperties.GetIsInDesignMode(new DependencyObject()))
{
// Design time
ServiceLocator.Instance.Register<IService1>(new DummyService1());
ServiceLocator.Instance.Register<IService2>(new DummyService2());
}
else
{
// Run time
ServiceLocator.Instance.Register<IService1>(new RealService1());
ServiceLocator.Instance.Register<IService2>(new RealService2());
}
Also I do agree to all who have concerns regarding the use of the service locator at design time, I do believe that this is a valid scenario in some use cases.
This is not a discussion on why/why not, this is simple the way it (almost) worked for me.
There is still a problem which I did not solve yet: this only works for one view at a time.
Create a simple bootstrapper for setting up your IoC of choice. Notice the ISupportInitialize interface.
public class Bootstrapper: ISupportInitialize
{
#region ISupportInitialize Members
public void BeginInit() { }
public void EndInit()
{
if (DesignerProperties.GetIsInDesignMode(new DependencyObject()))
Setup();
}
#endregion
public static void Setup() { SetupServiceLocator(); }
static void SetupServiceLocator()
{
ContainerBuilder builder = new ContainerBuilder();
builder.RegisterType<ConfigService>().As<IConfigService>().ExternallyOwned().SingleInstance();
IContainer container = builder.Build();
ServiceLocator.SetLocatorProvider(() => new AutofacServiceLocator(container));
}
}
Use the Bootstrapper as before for runtime mode, e.g.:
public partial class App : Application
{
protected override void OnStartup(StartupEventArgs e)
{
base.OnStartup(e);
Bootstrapper.Setup();
}
}
Additionally you need to add it to the application resources for design mode support:
<Application x:Class="MonitoringConfigurator.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:MyBootstrapperNamespace"
StartupUri="MainWindow.xaml">
<Application.Resources>
<local:Bootstrapper x:Key="Bootstrapper" />
</Application.Resources>
</Application>

ASP.NET MVC Access model data in masterpage

I have created a UserSiteBaseController that gets commonly used data and sets the data to a UserSiteBaseViewData viewmodel in a method called SetViewData
public T CreateViewData<T>() where T : UserSiteBaseViewData, new()
{
....
}
I then create specific Controllers that inherit from the UserSiteBaseController as well as viewModels that inherit from UserSiteHomeViewData and can be created in the controller like so:
public ActionResult Index(string slug)
{
Slug = slug;
var viewData = CreateUserSiteHomeViewData<UserSiteHomeViewData>();
//If invalid slug - throw 404 not found
if (viewData == null)
return PageNotFound();
viewData.Announcements = _announcementsData.All(slug).ToList();
return View(viewData);
}
private T CreateUserSiteHomeViewData<T>() where T : UserSiteHomeViewData, new()
{
T viewData = CreateViewData<T>();
return viewData;
}
The UserBaseViewData holds data that needs to be use on every page so it would be great to be able to access this data from the Masterpage in a strongly typed manner. Is this possible or am I going about this in the incorrect manner?
If you get your masterpage to inherit from System.Web.Mvc.ViewMasterPage<BaseViewModel> you should be good to go...?
BUT, when I first started using MVC I went down the same route using a BaseViewModel class which contained all my generic ViewModel stuff and then I created specific view models, e.g. EventListingViewModel, which inherited from this BaseViewModel - much like you are doing. My masterpages then inherited from System.Web.Mvc.ViewMasterPage<BaseViewModel> and everything was going swell.
But after a while it all became a bit tightly coupled and a quite brittle. It became a pain in the ass to make changes and what not. I also came across this issue.
So I've reverted back to using the standard ViewData dictionary (with a static VewDataKeys class to avoid magic strings) for all my generic properties and then using custom POCO objects that don't inherit from anything as my presentation models. This is working much better and I wouldn't change back.
HTHs,
Charles