Animation and MVC principle - oop

I always design my programs according to MVC principle, but fitting animation in is pain-in-the-ass.
I have implemented following scheme so far:
1) Model does number of actions [] and sends notifications to all listeners;
2) Upon reciving a notification View adds an animation to the queue.
It's workable approach, but it has one huge drawback — model and UI become unsyncronized. For example there are 10 actions already applied to the model, but UI is still in state, where 5 of them are applied.
This drawback forces animations to be coded uninterruptable, which is not good practice for UI design. Please, suggest how to resolve the issue.

You could update your model after the animation finished. This way, your animations are a representation that the user can use to determine when an actions is finished. E.g. after dragging an object to its destination, the object remains (model-side) on its old location until the animation finishes, only then is it moved to the new one.
That way, if the animation fails because the user interrupts it or an error ocurrs, your model will still be synchronized with the current state of your view.

Related

State Change Monitoring

I would like to know if there are any apple Xcode APIs for monitoring state changes before I attempt to build my own. The app I work on changes out several View Controllers. Each controller can have a couple smaller custom views plus the usual check boxes, text fields etc.
The main app needs to know if a view controller or anything on it is edited from its previous state when it is pulled up before it is saved again. We only need to know if the state has changed. The caveat is this: if a user checks a checkbox , that is considered a change of state, but if the user also unchecks the check box, then the state is not changed.
I was looking at the NSUndoManager but I'm nor sure if it will work.
Any suggestions appreciated
There are a couple of approaches:
Implement a centralized "model" object. In this scenario, view controllers would just update properties of this main model object and there's little else you have to do. View controllers would then, in viewDidAppear, check the state of this model object and see if anything changed and act accordingly.
Another approach would be to implement a delegate-protocol pattern, by which the various controllers might have some delegate property that would indicate what object must be informed of data changes. This object that would be the data delegate would be defined to conform to some well defined protocol that indicate how to inform it of the changes.
If, though, you (a) have multiple objects that need to be informed of changes; and/or (b) these changes might happen asynchronously while a view is presented, you need some mechanism to do this notification. The two common approaches would be either with key-value-observing of that model object or by posting a custom notification to the NSNotificationCenter.
To advise you better, we'd need a better sense of the nature of your model object, whether updates are happening asynchronously in the background, etc.

Using NSManagedObjectContextObjectsDidChangeNotification

In many of my UIViewControllers, I update certain controls based on the state of my data. For example, I might have an edit button on a UITableViewController that should only be enabled when there is one or more items. Or perhaps I want to limit the number of items that can be added, and disable the 'add' button otherwise.
Every time I add or delete an item (or take any other action that can add/remove items), I have to remember to update any controls that might need enabling/disabling. This is trivial for the most part, but doesn't feel comfortable - there is a lot of repetition, and I have to remember to add the calls to updateControlEnabled (or whatever) whenever I add new functionality that might affect the data.
And then I noticed NSManagedObjectContextObjectsDidChangeNotification. Reading the docs, it looks like I can receive a notification whenever something changes in my managed object context. This seems ideal, but I have a few questions:
Is this an appropriate use of
NSManagedObjectContextObjectsDidChangeNotification?
Should I anticipate any performance impact if a controller
subscribes to these and parses each one to see if it needs to update
the UI? I will be checking the userInfo for every change, instead of
only those that I know I will care about.
Where should I subscribe to the notifications? My UIViewController has a
reference to the context, which helps, but I don't know where to
subscribe (loadView? viewDidLoad? init?) such that the view
controller will always have one and only one subscription.
The view controller will continue to receive and process notifications
when it's offscreen - enabling and disabling controls as the
data model is affected from elsewhere. Is this ok?
I guess I'm mostly just wondering if anyone else uses this approach and if so, what their experience is.
Q) Is this an appropriate use of NSManagedObjectContextObjectsDidChangeNotification?
A) Yes - I used it on OSX for a similar purpose.
Q) Should I anticipate any performance impact if a controller subscribes to these and parses each one to see if it needs to update the UI? I will be checking the userInfo for every change, instead of only those that I know I will care about.
A) NO - it will normally be a very small set of objects - ones that were directly changed.
Q) Where should I subscribe to the notifications? My UIViewController has a reference to the context, which helps, but I don't know where to subscribe (loadView? viewDidLoad? init?) such that the view controller will always have one and only one subscription.
A) Well, you cannot affect the UI til the view shows - so probably viewDidLoad or viewWillAppear. The problem with the later is you may get it a few times depending on push/pops, so maybe I'd do it in viewDidLoad.
Q) The view controller will continue to receive and process notifications when it's offscreen - enabling and disabling controls as the data model is affected from elsewhere. Is this ok?
A) Sure - when the view reappears all the elements will be setup correctly.
What you want to do is a classical use of that notification. Just check the thread it comes in on - if its not the mainThread then you want to make all your changes in a block posted to the mainThread.

Is there a standard pattern for managing object state in different Cocoa views and menus?

In a Cocoa application is there a standard pattern for keeping UI and other element states in sync? For example I have the main Menu managed by one class and a toolbar managed by another. Some of the menu items must reflect current selections in the toolbar and vice versa. I was going to handle this by having the selector triggered by the menu items and toolbar items fire off a Notification. The controlling classes would subscribe to these an update the UI to match the selection. Is this a good way to do this or am I missing some other natural way to do this in Cocoa?
For the specific case of whether an item should be enabled or disabled, that should be left to the target (or the implicit target if the target is the first responder). It should use User Interface Validation for that.
Bindings is another good technique. The state which governs the UI should either be in the model or the controller, and the UI should bind to it. (If the UI is to bind to the model, it should be through the controller.) That way, you only have to make sure the state is up-to-date and consistent and everything else happens automatically.
But then the technique you describe is a good third option. The model should provide notifications (through NSNotifications or a delegate) to the controller layer when it has changed. The controller layer watches those and has intimate knowledge about what effect state changes should have on the UI and explicitly configures the UI to conform.

Best practice for a long-running foreground operation that uses Core Data?

I have an app that imports a potentially large amount of data from the web after the user explicitly presses a Sync button, and stores that data using Core Data. Since I want to show feedback and I don't want the user interacting with the rest of the app while this happens, pressing the Sync button brings up a Modal dialog. Since I want the operation to happen immediately, the operation executes in the viewDidAppear method. I'm sure this is frowned upon.
There are a bunch of problems with the approach right now:
Everything happens in the main thread. The user kind of gets feedback because there is an activity indicator that continues to animate, but there's no way to indicate progress or show intermediate messages. This is not the right way to do things.
But, I am told that when using Core Data, everything has to use the main thread, so breaking off the work into another thread does not seem like it will be straightforward.
If the app enters the background state (user hits Home button or iPad falls sleep), it's game over - the operation dies. It's clear to me from the documentation why this is the case.
I know there are "I'm about to enter the background" events that you can handle, but it's not as though I can move execution of code from one place to another in the middle of a file download. Whatever solution I use has to be a continuous action that executes in the same way both before and after the transitions to/from the background.
I want the operation to execute in the foreground as far as the user is concerned. It does not make sense for them to interact with other parts of the app while this operation is taking place.
I am reading the Apple documentation on this, but I'm asking this in hopes of finding more concise guidance on this particular combination of needs. Thanks.
You really should not freeze the main thread. You can still "prohibit" certain UI actions.
Create a separate context, as a child, and do all your work in there. When done (or at certain intervals), save the context to the main context, and notify the main thread to do some UI update interaction... maybe a progress bar or something...
NSManagedContext *backgroundContext = [NSManagedContext alloc] initWithConcurrencyType:NSPrivateQueueConcurrencyType];
backgroudContext.parentContext = [self mainManagedObjectContext];
[backgroundContext performBlock:^{
// This block is running in a background thread.
// Go get your data from the web
// Call this to push data to the main MOC (either at end, or at intervals)
[backgroundContext save:&error];
// When you want to do something on the main thread...
dispatch_async(dispatch_get_main_queue(), ^{
// This block is running on the main queue... I can do anything with the UI...
}];
}];
Couple of things to note... your mainMOC needs to be private or main queue concurrency type. If you are using the Core Data template, where it is in the app delegate, just change the alloc/init to initWithConcurrencyType:NSMainQueueConcurrencyType.
I would, however, suggest using the canonical main/parent relationship. Create a private MOC, assign it to the persistent store, then create a main MOC, set its parent to be that private MOC. Now you are ready to handle any I/O with background operations, without blocking your UI.
Still, when loading from the web, use the pattern above: create a child MOC, then load objects into the main MOC.
Note, that the data is not saved to disk until the "root" MOC calls save.

How to keep model & controller separate from a CALayer based UI?

I'm trying to re-implement an old Reversi board game I wrote with a bit more of a snazzy UI. I've looked at Jens Alfke's GeekGameBoard code for inspiration, and CALayers looks like the way to go for implementing the UI.
However, there is no clean separation of model and view in the GeekGameBoard code; the model is the view, which makes it hard to, for example, make a copy of the game state in order to perform game-tree search for the AI player. However, I don't seem to be able to come up with an alternative way to structure that allows a separation of model and view that doesn't involve a constant battle to keep two parallel grids (on for the model, one for the view) in synch. This, of course, has its own problems.
How do I best best implement the relationship between an AI search-friendly model structure and a display-friendly view? Any suggestions / experiences would be appreciated. I'm dreading / half expecting an answer along the lines of "there is no good answer: deal with it as best you can" but I'm prepared to be surprised!
Thanks for the answer Peter. I'm not entirely sure I understand it fully, however. I can see how this works if you just have an initial set of pieces that are moved around, and even removed, but what happens when a person puts a new piece down? Would it work like this:
User clicks in the view.
View click is translated to a board location and controller is notified.
Controller creates a new Board with the successor state (if appropriate, i.e. it was a legal move).
The view picks up the new board via its bindings, tears down the existing view/layer hierarchy and replaces it with the current state.
Does that sound right?
PS: Sorry for failing to specify whether it was for the iPhone or Mac. I'm most interested in something that works for the iPhone, but if I can get it to work nicely on the Mac first I'm sure I can adapt the solution to work on the iPhone myself. (Or post a new question!)
In theory, it should be the same as for an NSView-based UI: Add a model property (or properties), expose it (or them) as bindings, then bind the view (layer) to the model through a controller.
For example, you might have a Board class with Pieces on it (each Piece having a reference to the Player who owns it), with all of those being model classes. Your controller would own a Board, and your view/layer would be able to display a Board, possibly with a subview/sublayer for each Piece.
You'd bind your board view/layer to the controller's board property, and in your view/layer's setter for that property, create a subview/sublayer for each piece, and bind it to any properties of the Piece that it will need. (Don't forget to unbind and remove all the subviews/sublayers when replacing the main view/layer's Board.)
When you want to move or modify a Piece, you'd do so using its own properties; these will translate to property accesses on the view/layer. Ostensibly, you'll have your layer's properties set up to animate changes (so that, for example, changing a Piece's position will cause the layer for it to move accordingly).
The same goes for the Board. You might let the user change one or both tile colors; you'll bind your color well(s) through your game controller to its Board object, and with the view/layer bound to the same property of the same Board, it'll pick up the change automatically.
Disclaimers: I've never used Core Animation for anything, and if you're asking about Cocoa Touch instead of Cocoa, the above solution won't work, since it depends on Cocoa Bindings.
I have an iPhone application where almost all of the interface is constructed using Core Animation CALayers, and I use a very similar pattern to what Peter describes. He's correct in that you want to treat your CALayers as if they were NSViews / UIViews and manage their logic through controllers and data via model objects.
In my case, I create a hierarchy of controller objects which also function as model objects (I may refactor to split out the model components). Each of the controller objects manages a CALayer, so there ends up being a parallel CALayer display hierarchy to the model-controller one. For my application, I need to perform calculations for equations constructed using this hierarchy, so I use the controllers to provide calculated values from the bottom of the tree up. The controllers also handle user editing events, such as the insertion of new suboperations or deletion of operation trees.
I've created a layer-hosting view class that allows the CALayer tree to respond to touch or mouse events (the source of which is now available within the Core Plot project). For your boardgame example, the CALayer pieces could take in the touch events, and have their controllers manage the back-end logic (determine a legal move, etc.). You should just be able to move pieces around and maintain the same controllers without tearing everything down on every move.