Mixing component based design and the model-view(-controller) pattern - c++

'm developing a 2D game and I want separate the game engine from the graphics.
I decided to use the model-view pattern in the following way: the game engine owns game's entities (EnemyModel, BulletModel, ExplosionModel) which implement interfaces (Enemy, Bullet, Explosion).
The View receives events when entities are created, getting the pointer to the interface: in this way the View can only use the interface methods (i.e. ask for informations to perform the drawing) and cannot change the object state. The View has its onw classes (EnemyView, BulletView, ExplosionView) which own pointers to the interfaces.
(There is also an event-base pattern involved so that the Model can notify the View about entity changes, since a pure query approach is impraticable but I wont' discuss it here).
*Model classes use a compile-time component approach: they use the boost::fusion library to store different state componets, like PositionComponent, HealthComponent and so on.
At present moment the View isn't aware of the component based design but only of the model-view part: to get the position of an enemy it calls the Enemy::get_xy() method. The EnemyModel, which implements the interface, forwards this call to the PositionComponent and returns the result.
Since the bullet has position too, I have to add the get_xy method to Bullet too. BulletModel uses then the same implementation as the EnemyModel class (i.e. it forwards the call).
This approch then leads to have a lot of duplicate code: interfaces have a lot of similar methods and *Model classes are full of forward-methods.
So I have basically two options:
1) Expose the compoment based design so that each component has an interface as well: the View can use this interface to directly query the component. It keeps the View and the Model separated, only at a component level instead of a entity level.
2) Abandon the model-view part and go for pure component based design: the View is just a component (the RenderableComponent part) which has basically full access to the game engine.
Based on your experience which approach would be best?

I'll give my two cents worth. From the problem you're describing, it seems to me that you need an abstract class that will do the operations that are common amongst all of your classes (like the get_xy, which should apply to bullet, enemy, explosion, etc.). This class is a game entity that does the basic grunt work. Inheriting classes can override it if they want.
This abstract class should be the core of all your interfaces (luckily you're in C++ where there is no physical difference between a class, and abstract class and an interface). Thus the Views will know about the specific interfaces, and still have the generic entity methods.
A rule of thumb I have for design - if more than one class has the same data members or methods, it should probably be a single class from which they inherit.
Anyway, exposing the internal structure of your Model classes is not a good idea. Say you'll want to replace boost with something else? You'd have to re-write the entire program, not just the relevant parts.

MVC isn't easy for games as when the game becomes larger (including menu, enemies, levels, GUI...) and transitions, it'll break.
Component or entity-system are pretty good for games.
As a simpler case for you, you may consider using a HMVC. You'll still have issues with transitions, but at least your code will be grouped together in a more clean manner. You probably want your tank's code (rendering and logic) to get close together.

There have been presentation architectures designed especially for agent-based systems, such as Presentation-Abstraction-Control. The hard part in designing such a system is that you ultimately end up hardwiring sequences of collaborations between the agents.
You can do this, but don't use OO inheritance to model the message passing hierarchy. You will regret it. If you think about it, you are really not interested in using the OO inheritance relationship, since the interfaces defined are really just a "Record of functions" that the object can respond to. In that case, you are better off formally modeling your communication protocol.
If you have questions, please ask -- this is not an obvious solution and easy to get wrong.

Related

Should I seperate model classes or have them as a single unit?

My game logic model consists of multiple connected classes. There are Board, Cell, Character, etc. Character can be placed (and moved) in Cell (1-1 rel).
There are two approaches:
Make each class of model implement interfaces so that they can be mocked and each class can be tested independently. It forces me to make implementation of each class to not rely on another. But in practice it's hard to avoid Board knowing about Cells too much and Characters knowing how Cell storing mechanism works. I have a Character.Cell and Cell.CurrentCharacter properties. In order for setters to work correctly (not go recursively) they should rely on each others implementation. It feels like the model logic should be considered as a single unit.
Make all public members to return interfaces but use exact classes inside (can involve some downcasting). The cons here are such that I should test the whole model as a single and can't use mocking to test different parts independently. Also there is no sense to use dependency injection inside model, only to get another full model implementation from controller.
So what to do?
UPDATE
You can propose other options.
Why are these the only 2 options?
If you intend to have different versions/types of the classes then interfaces/abstract base classes are a good option to enforce shared behaviour and generalize many operations. However the idea of building the classes independently without knowledge of each other is ridiculous.
It is always a good idea to separate class storage/behaviour to the class/layer it belongs. E.g. no business logic code in the data layer, etc. but the classes need to know about each other in order to function properly. If you make everything independent and based on interfaces you run the risk of over generalizing the application and reducing your efficiency.
Basically if you think you would need to ever downcast the incoming objects to more than one type it's a good idea to look at the design and see if you are gaining anything for the performance loss and nasty casting code you are about to write. If you will be required to handle every type of downcast object you have not gained anything and using polymorphism and a base class is a much better way to go.
Using interfaces does not eliminate your trouble in testing. You will still have to instantiate some version of the objects to test most of the functions on the cell/board anyway. Which for full regression testing will require you test each character's interaction with both.
Don't get me wrong, your character class should most likely have a base class or have an interface. All characters will (I'm sure) share many actions and can benefit from this design. E.g. Moving a character on the board is a fairly generic operation and can be made independent of the character except for a few pieces of information (such as how the character moves, if they are allowed to move, etc.) which should be part of said base class/interface.
When it is reasonable, design classes independently so that they can be tested on their own, but do not use testing as a reason to write bad code. Simple stubs or basic testing instances can be created to help with component testing and takes far less time and effort than fixing unnecessarily complex code.
Interfaces have a purpose, but if you will not be treating 2 classes the same... that is not it.
*Using MVC gives you a leg up on testing as well. If done correctly you should be able to swap out any of the layers to ease your testing of a single layer.

How do I avoid "coupling" in OOP

OK, I'm not sure coupling describes truly my problem. The problem is, I'm creating my own 3d game engine based on ogre. I'm also using a physic library, PhysX, but since I need to create an abstraction layer between my main engine code and PhysX - so just in case we could use another physic engine - I decided to create a wrapper, Quantum.
So ogre have an Entity class which will control the entity on the screen
PhysX also have a PxActor class which contains the informations about the actor position in the PhysX works.
The quantum wrapper will have a QEntity class which will act as a layer between the engine and PhysX
Finally, the engine will have an Entity class which will have two members at least, the ogre entity object and the quantum entity. On each update() it will ask the QEntity what's up and update the ogre entity position.
Spot the problem? 4 classes for one entity? And remember that we need to access all four entities at least 60 times/s! So what about data partitioning? Not really optimised. Besides, there might be more classes, one for the AI,  one for the scripting engine...
Using objects of multiple classes to represent the same thing in multiple contexts is not a bad thing in itself. In fact, it would probably be worse if you had used the same object in all these contexts - for example, through some creative use of multiple inheritance.
Your QEntity class already does decoupling for you - as long as you program to its interface, and does not let classes specific to PhysX "stick out" from the interface of QEntity*, you are good.
It looks like your project introduces coupling in the "bridge" classes, which is exactly where it belongs. As long as you keep it there, your design would not have a coupling problem.
As far as 60 FPS goes, don't worry about it too much at the design stage. As long as there are no lengthy chains of responsibility relying on virtual functions, your compiler should be able to do a good job optimizing it for you.
* for example, QEntity shouldn't accept parameters or return objects that are specific to PhysX, except in a constructor that creates a "wrapper".

Extending a class for debugging: public API, hidden implementation or something else?

I'm working on a fairly large project that involves 3D drawing, and I want to add some visualizers (for example, to see the bounding boxes of the objects) to make debugging easier. However, I'm having a problem in deciding how to go about this.
One option would be to create a public function to draw the visualizers, and call this function when I enable debugging from the UI. This would have the advantage of not modifying the existing functions, but extending the class with a new function. The disadvantage would be "creating dependencies", as one of my colleagues said, we would need to modify the base class, and all the deriving classes to add this function.
Another option would be to modify the existing drawing function so that it handles the drawing of the visualizers. This hides the implementation details, but also it seems to me it makes the code less modular.
Yet another option is extending the class, adding the visualizer in the drawing function, and swapping classes when debugging is enabled. Mixins would be of help, but C++ doesn't support that.
What would be the best approach to do this? I'm looking for a solution that is modular and respects the SOLID principles.
It looks like you are looking for the "Delegation Pattern". See http://en.wikipedia.org/wiki/Delegation_pattern
In software engineering, the delegation pattern is a design pattern in object-oriented programming where an object, instead of performing one of its stated tasks, delegates that task to an associated helper object. There is an Inversion of Responsibility in which a helper object, known as a delegate, is given the responsibility to execute a task for the delegator.
See also http://best-practice-software-engineering.ifs.tuwien.ac.at/patterns/delegation.html

QGraphicsView and the decorator pattern

The question applies to the class QGraphicsView of the qt library.
However, the problem is more general. So, if I am not missing any special mechanism in qt, it can probably be discussed without knowing qt.
I am subclassing QGraphicsView to add some features that I need.
E.g. I have a ScalableView, PannableView and LabeledView to add independent functionality.
The sublassing I use for now is linear in the following sense:
ScalableView is derived from QGraphics view.
PannableView is derived from ScalableView view.
LabeledView is derived from PannableView view.
Since those features are independent, there is a design flaw.
Applying the decorator pattern to come around this seems appropriate for me.
The problem there is, QGraphicsView is not an interface and there exists no interface class like QAbstractGraphicsView. So, for me it is not clear how that pattern could be implemented.
A different idea would be to use templates. So I could derive each of the views from a template T. Then, I could make insantiations like ScalableView<PannableView<LabeledView>>>.
Do you see any better solution to that? I would prefer a way to implement the decorator pattern in this situation, since I would like to avoid to many template classes that would increase compilation time.
A simple solution in Qt style would be to create a class that derives from QGraphicsView and simply has flags that control its behavior (whether it's scalable, pannable, labeled, etc.). The implementations of those behaviors would still be split into methods, so it's
not as monolithic as it seems.
The decorator pattern can be of course easily implemented by defining an intermediate (shim) interface. The QGraphicsView does not need to implement that interface - the interface is only for the decorators to use.
The problem with deep inheritance is that it's impossible to finely control the interaction of the behaviors. The only control you have is the order of event processing. This may happen to be sufficient, but it has me somewhat worried. The decorator pattern implemented without embellishment shares this issue.
Without knowing the full design, this may or may not work, but perhaps this will help.
One possible method would be to encapsulate the QGraphicsView and create delegate objects that provide the different functionality that you require. The delegates would then be responsible for providing the interface to the graphics view and forwarding messages.
This would mean creating a different delegate for the different types of functionality; a ScalableDelegate, a PannableDelegate and a LabeledDelegate.
As the delegates are separate objects and not inherited from the QGraphicsView, you can gain a lot of functionality from installing event filters on the graphics views.
Then, instead of objects interacting with your GraphicsView, they communicate via the relevant delegate.
If this is too restrictive,you may need to inherit from QGraphicsView to create a view with the functionality you need and then use the delegates to expose the required functionality as desired.

Interface hierarchy design pattern?

I'm in the early stages of developing a C++ multi platform (mobile) application which has a graphical user interface. I'm trying to find a good way of abstracting the actual UI/windowing implementation. Here is basically what I have tried so far:
I created an interface hierarchy
Screen
+Canvas
+Form
+Dialog
Control
+EditBox
+CheckBox
+...
and I also have a class, Application, which basically uses all of these interfaces to implement the UI logic. The Application class also provides abstract factory methods which it uses to create UI class instances.
These interfaces all have implementations. For example, for Windows Mobile, Win32Form implements Form, Win32Canvas implements Canvas and Win32Dialog implements Dialog. As you can see, the problem is that the implementations loses the hierarchy, i.e. Win32Dialog doesn't extend Win32Form.
This becomes a problem in, for example, the method Form::addControl(Control &ctrl). In the Windows Mobile version of the application, I know the ctrl parameter is one of the Win32... control implementations. But since the hierarchy is lost, there is no way of knowing if it's a Win32EditBox or a Win32CheckBox, which I really need to know in order to perform any platform specific operations on the control.
What I am looking for is some design pattern on how to solve this problem. Note that there is no requirement to retain this interface hierarchy solution, that is just my current approach. I'll take any approach that solves the problem of letting the UI logic be separate from the several different UI implementations.
Please don't tell me to use this or that UI library; I like coding stuff from scratch and I'm in this for the learning experience... ;-)
Some inspiration from my side:
Don't inherit Form from a Screen. It's not "is-a" a realtionship.
Screen
Canvas
GUIObject
Form
Dialog
Control
Button
EditBox
CheckBox
...
Panel
More detailed description:
Screen
"has-a" canvas
provides display specific functions
don't be tempted to inherit from Canvas
Canvas
your abstracted drawing environment
target is screen canvas, form canvas, image, memory...
GUIObject
Wnd in some of hierarchies
usually provides some introspection capabilities
usually provides message processing interface
Form
in some toolkits actually called "dialog"
"has-a" canvas on which you can draw
"has-a" list of controls or a client area Panel
"has-a" title, scrollbars, etc.
Dialog
I like to call dialog standardized YesNo, OpenFile etc, basically simplified Form (no close button, no menu etc.)
may or may not be inherited from Form
Controls are hopefully self-explanatory (Panel is area with controls inside with optional scrollbars).
This should work. However how to exploit specific features of each platform without ruining genericity of this interface and/or ease of use is the difficult part. I usually try to separate all drawing from these basic classes and have some platform specific "Painter" that can take each basic object and draw it in platform specific way. Another solution is parallel hierarchy for each platform(I tend to avoid this one, but sometimes needed - for example if you need to wrap windows handles) or "capability bits" approach.
You can use containment. For example the class that implements Dialog would contain a Win32Dialog as a property, and the class that implements Form would contain a Win32Form; all the accesses to the Dialog or Form members would delegate to accesses to the contained classes. This way, you can still make Dialog inherit from Form, if this is what makes sense for your project.
Having said that, I see somethinf strange in your interface design. If I understood correctly (I may have not, then please correct me), Dialog inherits from Form, and Form inherits from Screen. Ask yourself this to validate this design: Is a Dialog also a Form? Is it also a Screen? Inheritance should be used only when a is-a relationship makes sense.
The GOF pattern that addresses this issue is the Bridge Pattern. Konamiman's answer explains it, you use delegation/containment to abstract one of the concerns.
I've spent years doing mobile phone development.
My recommendation is that you do not fall into the 'make an abstraction' trap!
Such frameworks are more code (and tiresome hell, not fun!) than just implementing the application on each platform.
Sorry; you're looking for fun and experience, and I'd say there are funner places to get it.
First, the primary problem seems to be that there is no abstraction in your "abstraction" layer.
Implementing the same controls as are provided by the OS, and simply prefixing their names with "Win32" does not constitute abstraction.
If you're not going to actually simplify and generalize the structure, why bother writing an abstraction layer in the first place?
For this to actually be useful, you should write the classes that represent concepts you need. And then internally map them to the necessary Win32 code. Don't make a Form class or a Window class just because Win32 has one.
Second, if you need the precise types, I'd say ditch the OOP approach, and use templates.
Instead of the function
Form::addControl(Control &ctrl)
define
template <typename Ctrl_Type>
Form::addControl(Ctrl_Type &ctrl)
now the function knows the exact type of the control, and can perform whatever type-specific actions you want. (Of course, if it has to save the control into a list in the control, you lose the type information again. But the type information is propagated that much further, at least, which may help.
The collection could store something like boost::variant objects, even, which would allow you to retain some type information even there.
Otherwise, if you're going the OOP route, at least do it properly. If you're going to hide both EditBoxes and CheckBoxes behind a common IControl interface, then it should be because you don't need the exact type. The interface should be all you need. That's the point in interfaces.
If that contract isn't respected, if you're going to downcast to the actual types all the time, then your nice OOP hierarchy is flawed.
If you don't know what you're trying to achieve, it's going to be hard to succeed. What is the purpose of this Trying to write an "abstraction of the user interface exposed by Windows", you're achieving nothing, since that's what Windows already exposes. Write abstraction layers if the abstraction exposed by Windows doesn't suit your needs. If you want a different hierarchy, or no hierarchy at all, or a hierarchy without everything being a Form, or a Control, then writing an abstraction layer makes sense. If you just want a layer that is "the same as Win32, but with my naming convention", you're wasting your time.
So my advice: start with how you'd like your GUI layer to work. And then worry about how it should be mapped to the underlying Win32 primitives. Forget you ever heard of forms or dialog boxes or edit boxes, or even controls or windows. All those are Win32 concepts. Define the concepts that make sense in your application. There's no rule that every entity in the GUI has to derive from a common Control class or interface. There's no rule that there has to be a single "Window" or "Canvas" for everything to be placed on. This is the convention used by Windows. Write an API that'd make sense for you.
And then figure out how to implement it in terms of the Win32 primitives available.
Interesting problem, so a couple of thoughts:
first: you could always use MI so that Win32Dialog inherits from both Win32Form and Dialog, since you then get a nice diamond you need virtual inheritance
second: try to avoid MI ;)
If you want to use specific controls, then you are in a Win32 specific method, right ? I hope you are not talking about up_casting :/
Then how comes that this Win32 specific control method has been handed a generic object, when it could have got a more precise type ?
You could perhaps apply the Law of Demeter here. Which works great with a Facade approach.
The idea is that you instantiate a Win32Canvas, and then ask the canvas to add a dialog (with some parameters), but you never actually manipulate the dialog yourself, this way the canvas knows its actual type and can execute actions specific to the platform.
If you want to control things a bit, have the canvas return an Id that you'll use to target this specific dialog in the future.
You can alleviate most of the common implementation if canvas inherit from a template (templated on the platform).
On the other hand: Facade actually means a bloated interface...