How many ViewModels would one use with Jetpack Compose navigation component? - android

When using Jetpack Compose navigation, would one use one ViewModel for all screens or one ViewModel for each screen? Is there any architecture guidance on this? And if one would use multiple ViewModels, where would one instantiate them?

I'm no professional when it comes to architectural design in software but I think that it all depends on your app's structure. Compose is basically a UI framework, and it's not a replacement for ViewModels. This means that you still have all the flexibility to go about it any way you see fit.
For example, if you have multiple different screens (i.e. Login, Home, Settings, etc.), you're probably better off using a separate ViewModel for each screen. If you have a very simple one-pager, you could get away with a single ViewModel.
The official docs have a pretty good description on how to go about structuring your app. You should obviously make any necessary adjustments in order to make the architecture fit your projects needs & goals.
As for the instantiation part, you can either follow the suggested (no D.I.) way, i.e.:
class ExampleViewModel : ViewModel() { /*...*/ }
#Composable
fun MyExample(
viewModel: ExampleViewModel = viewModel()
) {
// use viewModel here
}
or you could (and probably should) use a D.I. library such as Hilt or Koin.

Related

Other state management options that I may use with Jetpack Compose, beyond State hoisting?

I am learning Jetpack compose, and I have been seen so far that lifting the state up to a composable's caller to make a composable stateless is the way to go. I`ve been using this pattern in my Compose apps.
For an app state that I need to modify from many different places of the tree, I will have to pass around a lot of callbacks, This can become difficult to manage.
I have some previous experience with Flutter. The way Flutter deals with providing a state to its descendants in the tree to overcome the above, is to use other mechanisms to manage state, namely Provider + ChangeNotifier.
Basically, with Provider, a Provider Widget is placed in the tree and all the children of the provider will have access to the values exposed by it.
Are there any other mechanisms to manage state in Jetpack Compose apps, besides State hoisting? And, what would you recommend?
If you need to share some data between views you can use view models.
#Composable
fun TestScreen() {
val viewModel = viewModel<SomeViewModel>()
Column {
Text("TestScreen text: ${viewModel.state}")
OtherView()
}
}
#Composable
fun OtherView() {
val viewModel = viewModel<SomeViewModel>()
Text("OtherScreen text: ${viewModel.state}")
}
class SomeViewModel: ViewModel() {
var state by mutableStateOf(UUID.randomUUID().toString())
}
The hierarchy topmost viewModel call creates a view model - in my case inside TestScreen. All children that call viewModel of the same class will get the same object. The exception to this is different destinations of Compose Navigation, see how to handle this case in this answer.
You can update a mutable state property of view model, and it will be reflected on all views using that model. Check out more about state in Compose.
The view model lifecycle is bound to the compose navigation route (if there is one) or to Activity / Fragment otherwise, depending on where setContent was called from.

MVVM Architecture Android

I have one Activity and i have created one View-model for it. I have created different classes like
UiUtil( show, hide view, hide key board ), Network layer , Data Base layer, AppUtil( for common functionality like Collection check, String validation, Date Conversion etc)
My question is, In MVVM design pattern is Activity can use these utility classes directly or it needs to use these classes via View-model, if it via view model then in the view-model i have to write a method that just call utility classes method . like below TimeDateManager is utility class used in view-model
class HomeViewModel: BaseViewModel()
{
fun prepareTimeAmPmToDisplay(context: Context, alarm: Alarm): String
{
return TimeDateManager.prepareTimeAmPmToDisplay(context, alarm)
}
}
Architectures are not obligatory, they are recommendational, thus you can change their usage in quite wide range. The only stopper should be a common sense(if it is present of course).
In this particular case the usage of utility class inside an Activity maybe ok, based on your ViewModel construction and its way of communication with View(read Activity).
For example if you have some LiveData that sends some kind of event(for ex. data loaded from backend or alarm trigger) inside your ViewModel and your View listens to it, I think it is ok to use util classes inside an Observer in Activity. Especially if this utils method doesn't depend on any ViewModel or Repository data. The direct utils usage in Activity is not limited by this usecase, though - there are plenty of others.
I understand that this may be an unpopular opinion in modern time of "clean approach" but I believe that this "clean approach" sometimes complicates stuff where it shouldn't, thus if mixing things a bit does not brake overall architecture but rather makes some thing more readable and easy to maintain - I would go for it.
Hope it helps.
My approach toward MVVM is simple, ViewModel is responsible for business logic, dealing with repositories (Network, Database, etc.) and all of the non-UI codes preparing the required data for UI, just like the documentation:
A ViewModel object provides the data for a specific UI component, such as a fragment or activity, and contains data-handling business logic to communicate with the model. For example, the ViewModel can call other components to load the data, and it can forward user requests to modify the data. The ViewModel doesn't know about UI components, so it isn't affected by configuration changes, such as recreating an activity when rotating the device.
On the other hand, ViewModels should not store a context (ApplicationContext is exceptional) and it's preferred that they do not use android APIs at all, so they become more testable (especially in the case on pure unit tests).
Also we are recommended to make use of LiveData in ViewModels and the UI has to observe the LiveData. For example, in onCreate of your Activity, you will call loadMainContent() method from VM, it calls getMainContent(page=1) from repository, and the repository will decide to load data from DB or network, and the result will be set on a LiveData were the View is listening for changes.
TL;DR
Sometimes it's even better to call these utilities from View rather than the VM. I'm pretty sure about your UiUtil also I think TimeDateManager is more view related rather than logic related. In addition, Network and DB layers are more efficient if called through a repository (which is responsible for caching, etc.) and VM can use that repo.

Where to do Arrow.io IO.runUnsafeSync() ? ViewModel or Activity/Fragment?

I'm trying to learn the Arrow library and improve my functional programming by transitioning some of my Android Kotlin code from more imperative style to functional style. I've been doing a type of MVI programming in the application to make testing simpler.
"Traditional" Method
ViewModel
My view model has a LiveData of the view's state plus a public method to pass user interactions from the view to the viewmodel so the view model can update state in whatever way is appropriate.
class MyViewModel: ViewModel() {
val state = MutableLiveData(MyViewState()) // MyViewState is a data class with relevant data
fun instruct(intent: MyIntent) { // MyIntent is a sealed class of data classes representing user interactions
return when(intent) {
is FirstIntent -> return viewModelScope.launch(Dispatchers.IO) {
val result = myRoomRepository.suspendFunctionManipulatingDatabase(intent.myVal)
updateStateWithResult(result)
}.run { Unit }
is SecondIntent -> return updateStateWithResult(intent.myVal)
}
}
}
Activity
The Activity subscribes to the LiveData and, on changes to state, it runs a render function using the state. The activity also passes user interactions to the view model as intents (not to be confused with Android's Intent class).
class MyActivity: AppCompatActivity() {
private val viewModel = MyViewModel()
override fun onCreateView() {
viewModel.state.observe(this, Observer { render(it) })
myWidget.onClickObserver = {
viewModel.instruct(someIntent)
}
}
private fun render(state: MyViewState) { /* update view with state */ }
}
Arrow.IO Functional Programming
I'm having trouble finding examples that aren't way over my head using Arrow's IO monad to make impure functions with side effects obvious and unit-testable.
View Model
So far I have turned my view model into:
class MyViewModel: ViewModel() {
// ...
fun instruct(intent: MyIntent): IO<Unit> {
return when(intent) {
is FirstIntent -> IO.fx {
val (result) = effect { myRoomRepository.suspendFunctionManipulatingDatabase(intent.myVal) }
updateStateWithResult(result)
}
is SecondIntent -> IO { updateStateWithResult(intent.myVal) }
}
}
}
I do not know how I am supposed to make this IO stuff run in Dispatcher.IO like I've been doing with viewModelScope.launch. I can't find an example for how to do this with Arrow. The ones that make API calls all seem to be something other than Android apps, so there is no guidance about Android UI vs IO threads.
View model unit test
Now, because one benefit I'm seeing to this is that when I write my view model's unit tests, I can have a test. If I mock the repository in order to check whether suspendFunctionManipulatingDatabase is called with the expected parameter.
#Test
fun myTest() {
val result: IO<Unit> = viewModel.instruct(someIntent)
result.unsafeRunSync()
// verify suspendFunctionManipulatingDatabase argument was as expected
}
Activity
I do not know how to incorporate the above into my Activity.
class MyActivity: AppCompatActivity() {
private val viewModel = MyViewModel()
override fun onCreateView() {
viewModel.state.observe(this, Observer { render(it) })
myWidget.onClickObserver = {
viewModel.instruct(someIntent).unsafeRunSync() // Is this how I should do it?
}
}
// ...
}
My understanding is anything in an IO block does not run right away (i.e., it's lazy). You have to call attempt() or unsafeRunSync() to get the contents to be evaluated.
Calling viewModel.instruct from Activity means I need to create some scope and invoke in Dispatchers.IO right? Is this Bad(TM)? I was able to confine coroutines completely to the view model using the "traditional" method.
Where do I incorporate Dispatchers.IO to replicate what I did with viewModelScope.launch(Dispatchers.IO)?
Is this the way you're supposed to structure a unit test when using Arrow's IO?
That's a really good post to read indeed. I'd also recommend digging into this sample app I wrote that is using ArrowFx also.
https://github.com/JorgeCastilloPrz/ArrowAndroidSamples
Note how we build the complete program using fx and returning Kind at all levels in our architecture. That makes the code polymorphic to the type F, so you can run it using different runtime data types for F at will, depending on the environment. In this case we end up running it using IO at the edges. That's the activity in this case, but could also be the application class or a fragment. Think about this as what'd be the entry points to your apps. If we were talking about jvm programs the equivalent would be main(). This is just an example of how to write polymorphic programs, but you could use IO.fx instead and return IO everywhere, if you want to stay simpler.
Note how we use continueOn() in the data source inside the fx block to leave and come back to the main thread. Coroutine context changes are explicit in ArrowFx, so the computation jumps to the passed thread right after the continueOn until you deliberately switch again to a different one. That intentionally makes thread changes explicit.
You could inject those dispatchers to use different ones in tests. Hopefully I can provide examples of this soon in the repo, but you can probably imagine how this would look.
For the syntax on how to write tests note that your program will return Kind (if you go polymorphic) or IO, so you would unsafeRunSync it from tests (vs unsafeRunAsync or unsafeRunAsyncCancellable in production code since Android needs it to be asynchronous). That is because we want our test to be synchronous and also blocking (for the latter we need to inject the proper dispatchers).
Current caveats: The solution proposed in the repo still doesn't care of cancellation, lifecycle or surviving config changes. That's something I'd like to address soon. Using ViewModels with a hybrid style might have a chance. This is Android so I'd not fear hybrid styles if that brings better productivity. Another alternative I've got in mind would maybe be something a bit more functional. ViewModels end up retaining themselves using the retain config state existing APIs under the hood by using the ViewModelStore. That ultimately sounds like a simple cache that is definitely a side effect and could be implemented wrapped into IO. I want to give a thought to this.
I would definitely also recommend reading the complete ArrowFx docs for better understanding: https://arrow-kt.io/docs/fx/ I think it would be helpful.
For more thoughts on approaches using Functional Programming and Arrow to Android you can take a look to my blog https://jorgecastillo.dev/ my plan is to write deep content around this starting 2020, since there's a lot of people interested.
In the other hand, you can find me or any other Arrow team maintainers in the Kotlinlang JetBrains Slack, where we could have more detailed conversations or try to resolve any doubts you can have https://kotlinlang.slack.com/
As a final clarification: Functional Programming is just a paradigm that resolves generic concerns like asynchrony, threading, concurrency, dependency injection, error handling, etc. Those problems can be found on any program, regardless of the platform. Even within an Android app. That is why FP is an option as valid for mobile as any other one, but we are still into explorations to provide the best APIs to fulfill the usual Android needs in a more ergonomic way. We are in the process of exploration in this sense, and 2020 is going to be a very promising year.
Hopefully this helped! Your thoughts seem to be well aligned with how things should work in this approach overall.

LibGDX architecture design guidelines

I deal with loads of architecture design patterns and guidelines to choose from and to follow as an android client-server app developer.
The most popular ones are:
MVP or MVVM
Clean architecture
Repository pattern
Dependency injection technique
and so on...
Due to the strict rules of patterns, a developer has to admit the fact that patterns are just recommendations themselves, and are not required by Android SDK at all.
Same is true for LibGDX. There are no strict rules or requirements provided by LibGDX library, so the developer is free to decide how to write the game.
So the question is:
Are there some recommendations, design guidelines or even standards for LibGDX game developers to follow? How should I write the code (with usage of LibGDX) in a way that other developer can easily understand?
From my experiences, there is no standard everyone is following. libGDX developers come from different backgrounds. Some are backend developers in their day life, some are just hobbyist devs and learn their first development skills.
I see a lot of libGDX open-sourced projects with typical static SomeManager.getInstance() calls, while I prefer to pass-through references (as a backend developer, you will know about the advantages - testability and so on).
Even the libGDX backend itself does not follow one single approach. There are some parts getting references to managers by reflection (which is not good, because you must exclude such classes from obfusciation) and some using static getInstances().
If you also HTML5, you also must respect some GWT-based restrictions, so you are sometimes forced to go a way you would never do when developing Spring Boot applications.
Now that 3 years passed I can answer this question myself.
I found that using ECS (Entity-Component-System) is the best approach for creating games.
With this approach you'll have 3 different purpose objects. As name suggests they are:
Entity - is just a general purpose object which only contains set of component objects, and usually an ID.
Component - is a bag of data. No logic just plain POJO. The data it contains will define the behaviour of Entity which contains the component.
System - is where you put your logic. Every system should process an entity if and only if it contains a very specific set of components.
Engine - is a representation of a scene where all entities live, and are processed by systems.
The easies way of implementing such approach is by using Ashley lib. It's a lightweight implementation of ECS. Although as my experience has shown this works best in a case of real gameplay. If you want to have very specific animations (even of game objects) then use scene2d.
Scene2d represents a more familiar (to vast majority of developers) approach. It's a graph of UI elements which are placed in a hierarchy. There are very useful Actions which can be used to implement your animations. It also works best for any UI that you want to display in your game.
So to sum it all up I have worked out that you should have a couple of classes per screen to have a distinct division of labour.
Screen - I see it as a branch of running code. It contains an Engine (if we need an ECS) and a Stage (if we need an UI). Handles all game events, user input and routing.
Engine - ecs container which knows how to manage its systems, entities and components.
Stage - UI container which knows what UI elements should be present, how they should look and behave.
Simple example in kotlin (NOTE in my real project I use koin DI to bind all together):
class MyGameScreen : Screen, MyGameEngine.Callback, MyGameStage.Callback {
val engine = MyGameEngine(callback = this)
val stage = MyGameStage(callback = this)
override fun create() {
engine.create()
stage.create()
}
override fun render(delta: Float) {
enigne.update(delta)
stage.act(delta)
stage.draw()
}
override fun dispose() {
enigne.dispose()
stage.dispose()
}
override fun buttonPress() {
//handle button press
}
override fun onGameEvent(event: MyGameEngine.Event) {
//handle some game event
}
}
class MyGameEngine(
private val callback: Callback
) : com.badlogic.ashley.core.PooledEngine() {
fun create() {
// create and add all your systems and entities
}
sealed class Event {
// ...
}
interface Callback {
fun onGameEvent(event: Event)
}
}
class MyGameStage(
private val callback: Callback
) : com.badlogic.gdx.scenes.scene2d.Stage() {
val button1 = TextButton(...).apply {
addClickListener { callback.buttonPress() }
}
val label1 = Label(...)
// and so on
fun create() {
val root = Table().apply {
// add all your actors to the root table
}
val rootContainer = Container(root).apply {
setFillParent(true)
fill()
top()
}
addActor(rootContainer)
}
fun startSomeAnimation() {
val action = Actions.sequence(
// your animation
)
addAction(action)
}
interface Callback {
fun buttonPress()
}
}

Generate Dagger components using Annotation Processor

I'm working on an Android App which follows the MVP architecture pattern. In all my fragments I'm injecting a Presenter. Therefore my Fragments (Views) need to have a Component in which I declare the injects. For example:
#ActivityScope
#Component(
dependencies = AppComponent.class,
modules = {
PresenterModule.class,
InteractorModule.class
}
)
public interface ViewInjectorComponent {
void inject(SelectEventOccurrenceFragment fragment);
void inject(CreateOpponentFragment fragment);
void inject(SelectOpponentFragment fragment);
void inject(TeammatesInvitedFragment fragment);
...
}
Every new View that I add into my App (Fragment) needs to have its entry declared here. I was wondering if It's possible to generate this code automatically with some kind of annotation processor. The App has already several fragments, this component file has easily more than 300 entries. It'd be awesome if I could do something like:
#Injectable
public class MyNewFragment implements MyNewView {
...
}
And then automatically generate the entry in the ViewInjectorComponent file. It's possible? Where should I look at?
The situation you are experiencing may be a consequence of organising your Modules and Components in an unusual way. In particular, grouping laterally (one Component injects all the Presenters) rather than vertically (one component injects the functionality related to SelectOpponentActivity) is problematic.
A good example to follow is in the Google Android Architecture Blueprints GitHub repo. If you peruse the code there, you will see that they have organised functionality related to Tasks inside one Java package together with a separate Component, Module, Presenter etc. This has the nice advantage of being able to restrict accessibility of the constructors of the classes contained therein and fulfilling Effective Java Item 13: Minimize the accesibility of classes and members.
Likewise, you've grouped all your modules together into a Presenter Module and an Interactor Module. The advice from the Dagger 2 official documentation is to organise Modules first for testability and then along functional lines. Again, you can refer to the Blueprint example for how to do this.
Finally, note that there is unavoidably some boilerplate involved in using most DI frameworks like Dagger 2. In a sense, you are exchanging a bigger problem ("how do I deal with all of these constructors?") with much smaller and more manageable problems ("how do I group my Components" etc.).
Update
There is a library called Auto Dagger2 that can generate components for you. See this Github repo. Here is an example of an annotation:
#AutoComponent
#Singleton
public class ExampleApplication extends Application {
}
Which generates the following code:
#Component
#Singleton
public interface ExampleApplicationComponent {
}
Also check out Google Auto if you are interested in code generation tools.
I'm not entirely sure that what I'm going to say is appropriate for an answer, but I'll take a chance here.
Even if you find a way to do what you want, don't do this in production (it is fine if you just want to learn code generation techniques).
The benefits you get from such an approach are small (not writing several lines of trivial code), but consider the drawbacks:
The logic for code generation needs to be written/debugged/maintained
Such an approach will be a violation of "principle of least astonishment"
Code generation is BAD
Note the third point - I really mean it. Usage of code generation always leads to maintenance overhead, therefore it should be used only as a last resort.
Dagger by itself uses code generation, but for a good reason - performance. However, performance is not an issue in your case.
To summarize: your idea is very interesting, but approaches like this should not be used for production applications (unless this functionality is added to Dagger natively).

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