29-Jun-15 Model-View-Controller. 2 Design Patterns The hard problem in O-O programming is deciding what objects to have, and what their responsibilities.

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Presentation transcript:

29-Jun-15 Model-View-Controller

2 Design Patterns The hard problem in O-O programming is deciding what objects to have, and what their responsibilities are Design Patterns describe the higher-level organization of solutions to common problems Design patterns are a current hot topic in O-O design

3 The MVC pattern MVC stands for Model-View-Controller The Model is the actual internal representation The View (or a View) is a way of looking at or displaying the model The Controller provides for user input and modification These three components are usually implemented as separate classes

4 The Model Most programs are supposed to do work, not just be “another pretty face” but there are some exceptions useful programs existed long before GUIs The Model is the part that does the work--it models the actual problem being solved The Model should be independent of both the Controller and the View But it can provide services (methods) for them to use Independence gives flexibility, robustness

5 The Controller The Controller decides what the model is to do Often, the user is put in control by means of a GUI in this case, the GUI and the Controller are often the same The Controller and the Model can almost always be separated (what to do versus how to do it) The design of the Controller depends on the Model The Model should not depend on the Controller

6 The View Typically, the user has to be able to see, or view, what the program is doing The View shows what the Model is doing The View is a passive observer; it should not affect the model The Model should be independent of the View, but (but it can provide access methods) The View should not display what the Controller thinks is happening

7 Combining Controller and View Sometimes the Controller and View are combined, especially in small programs Combining the Controller and View is appropriate if they are very interdependent The Model should still be independent Never mix Model code with GUI code!

8 Separation of concerns As always, you want code independence The Model should not be contaminated with control code or display code The View should represent the Model as it really is, not some remembered status The Controller should talk to the Model and View, not manipulate them The Controller can set variables that the Model and View can read

9 The “Reverser” program In this program we combine the Controller and the View (indeed, it’s hard to separate them) The Model, which does the computation (reversing the string), we put in a separate class

10 ReverserGUI.java A bunch of import statements, then... public class ReverserGUI extends JFrame { ReverserModel model = new ReverserModel(); JTextField text = new JTextField(30); JButton button = new JButton("Reverse"); public static void main(String[] args) { ReverserGUI gui = new ReverserGUI(); gui.create(); gui.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); }... create()... }

11 The create method private void create() { setLayout(new GridLayout(2, 1)) getContentPane().add(text) getContentPane().add(button); button.addActionListener(new ActionListener() public void actionPerformed(ActionEvent arg0) String s = text.getText() s = model.reverse(s) text.setText(s) }) pack(); setVisible(true) }

12 The model public class ReverserModel { public String reverse(String s) { StringBuilder builder = new StringBuilder(s); builder.reverse(); return builder.toString(); } }

13 The Bouncing Ball Applet Each click of the Step button advances the ball a small amount The step number and ball position are displayed in the status line

14 The Ball Applet: Model The Ball Applet shows a ball bouncing in a window The Model controls the motion of the ball In this example, the Model must know the size of the window so it knows when the ball should be made to bounce The Model doesn’t need to know anything else about the GUI

15 Observer and Observable java.util provides an Observer interface and an Observable class An Observable is an object that can be “observed” An Observer is “notified” when an object that it is observing announces a change Here’s an analogy: An Observable is like a Button An Observer is like a Listener You have to “attach” a Listener to a Button Another analogy: An Observable is like a bulletin board An Observer is like someone who reads the bulletin board

16 Observable An Observable is an object that can be “observed” An Observer is “notified” when an object that it is observing announces a change When an Observable wants the “world” to know about what it has done, it executes: setChanged(); notifyObservers(); /* or */ notifyObservers( arg ); The arg can be any object The Observable doesn’t know or care “who is looking” But you have attach an Observer to the Observable with: myObservable.addObserver( myObserver ); This is best done in the controller class – not in the model class!

17 Observer Observer is an interface An Observer implements public void update(Observable obs, Object arg) This method is invoked whenever an Observable that it is “listening to” does an addNotify() or addNotify(arg) The obs argument is a reference to the observable object itself If the Observable did addNotify(), the arg is null

18 CRC Cards One helpful way of designing a program is with the use of index cards Each card has three areas: The Class name (at the top) The class’s Responsibilities- -anything that the class knows or does The class’s Collaborators— other classes that are used to get information for, or perform actions for, this one

19 Sample CRC index card Class Name Responsibilities Collaborators

20 Model Set initial position Move one step No collaborators but provide access methods to allow view to see what is going on

21 Model I import java.util.Observable; class Model extends Observable { final int BALL_SIZE = 20; int xPosition = 0; int yPosition = 0; int xLimit, yLimit; int xDelta = 6; int yDelta = 4; // more...

22 Model II void makeOneStep() { xPosition += xDelta; if (xPosition < 0) { xPosition = 0; xDelta = -xDelta; } // more...

23 Model III if (xPosition >= xLimit) { xPosition = xLimit; xDelta = -xDelta; } // still more...

24 Model IV yPosition += yDelta; if (yPosition = yLimit) { yDelta = -yDelta; yPosition += yDelta; } setChanged(); notifyObservers(); } // end of makeOneStep method } // end of Model class

25 Model (repeated) Model Set initial position Move one step No collaborators but provide access methods to allow view to see what is going on

26 The Ball Applet: View The View needs access to the ball’s state (in this case, its x-y location) For a static drawing, the View doesn’t need to know anything else

27 View Paint the ballGet necessary info from Model

28 View I import java.awt.*; import java.util.*; class View extends Canvas implements Observer { Controller controller; Model model; int stepNumber = 0; View (Model model) { this.model = model; } // more...

29 View II public void paint(Graphics g) { g.setColor(Color.red); g.fillOval(model.xPosition, model.yPosition, model.BALL_SIZE, model.BALL_SIZE); controller.showStatus("Step " + (stepNumber++) + ", x = " + model.xPosition + ", y = " + model.yPosition); } // end paint method

30 View III public void update(Observable obs, Object arg) { repaint(); } } // end class

31 View (repeated) View Paint the ballGet necessary info from Model

32 The Ball Applet: Controller The Controller tells the Model what to do The Controller tells the View when it needs to refresh the display The Controller doesn’t need to know the inner workings of the Model The Controller doesn’t need to know the inner workings of the View

33 Controller Create Model Create View GiveView access to Model Tell Model to advance Tell View to repaint Model View

34 Controller I public class Controller extends JApplet { JPanel buttonPanel = new JPanel(); JButton stepButton = new JButton("Step"); Model model = new Model(); View view = new View(); // more... import java.applet.*; import java.awt.*; import java.awt.event.*; import java.util.*;

35 Controller II public void init() { // Lay out components setLayout(new BorderLayout()); buttonPanel.add(stepButton); this.add(BorderLayout.SOUTH, buttonPanel); this.add(BorderLayout.CENTER, view); // more...

36 Controller III // Attach actions to components stepButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent event) { model.makeOneStep(); } }); // more...

37 Controller IV // Tell the View about myself (Controller) and // about the Model model.addObserver(view); view.controller = this; } // end init method // more...

38 Controller V public void start() { model.xLimit = view.getSize().width - model.BALL_SIZE; model.yLimit = view.getSize().height - model.BALL_SIZE; repaint(); } // end of start method } // end of Controller class

39 Controller (repeated) Controller Create Model Create View GiveView access to Model Tell Model to advance Tell View to repaint Model View

40 Key points A Model does the “business logic” It should be I/O free Communication with the Model is via methods This approach gives maximum flexibility in how the model is used The Controller organizes the program and provides input (control) to the Model The View displays what is going on in the model It should never display what should be going on in the model For example, if you ask to save a file, the View shouldn’t itself tell you that the file has been saved—it should tell you what the model reports Especially in small programs, the Controller and View are often combined

41 The End