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Unconditional Contest

Win A Free Book
A while back, I had a little piece on getting rid of conditional statements. Since that time, I’ve been writing scripts that have reduced the number of conditionals significantly, and we thought it might be fun to have a little contest with the prize, a free, signed copy of our design pattern book.
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Minimalist MVC example using the PureMVC Framework

Several months ago, I was looking for a framework that would streamline AS3 application development. Cairngorm and PureMVC were the most mature frameworks out there and I remember being particularly impressed with PureMVC mainly due to the solid documentation that came with it. Cairngorm may be robust, but I just couldn’t get my head wrapped around it by glancing at the docs and examples. In contrast, PureMVC came with a Conceptual Diagram that explained the framework using the design patterns that I was familiar with. Cairngorm does have similar diagrams that explain its microarchitecture, but it exemplifies my initial thoughts — I just couldn’t get a quick, big picture understanding of it easily. Not only has Cliff Hall done a masterful job on the PureMVC framework, but the effort he’s put into the documentation really underscores the importance of documentation and diagrams on dissemination and adoption.

Cairngorm or PureMVC?
Recently, Ali Mills and Luke Bayes made a presentation on Flex Application Frameworks. Their choices essentially boiled down to Cairngorm and PureMVC and concluded that PureMVC came out on top. However, I highly recommend that developers watch the whole presentation as many enterprise developers in the audience made comments that challenged the easy differentiation of the two frameworks. Having the backing of a stable organization like Adobe, as is the case with Cairngorm, means a lot for enterprise development. Also, this post on Bill Lane’s blog and several comments implying that PureMVC is much harder to learn than Cairngorm got me thinking if a really simple application would help scaffold the transition to PureMVC.

I’ve implemented the minimalist example from the MVC chapter of our book (available as a free download from Adobe Devnet) using the PureMVC framework. Now this is not a full-fledged application, but a very minimal example meant to explain the inner workings of the PureMVC framework. Before diving in, a brief introduction to some of the important aspects of the framework will help. This was the hard stuff that I had to internalize before starting out. These concepts are more eloquently explained in much greater detail by Cliff Hall in the framework documentation.

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Let’s Get Rid of Conditionals!

No Conditionals Please
At the 2007 OOPSLA Conference in Montreal, a professor from New York City was explaining how he taught his introductory computer science classes. Students would be given a problem and they’d go through a number of steps until the solution failed. He found that most of the failures occurred as students became entangled in ever more elaborate conditional statements.

To resolve this problem, he told them they could not use conditional statements, and the general results were both better solutions and better coding. My first reaction in one of the breakout sessions was “No way!” Back in the day, one of my favorite pastimes was working out sort algorithms, and I find it hard to imagine working out even a simple bubble sort without using conditional statements. Other examples quickly came to mind, and I dug in to defend the use of conditional statements from if to switch (and everything in between).

Then he mentioned three magic words: State Design Pattern. This got my undivided attention because of the work I’d done with them and more generally, State Machines. Each class in a State Design Pattern is made up of a set of functions that launch when a certain state in invoked. No if’s in sight. Triggers launch different states, and the state classes provide the context for the particular state. In other words, the triggers just call the state class desired.

Aside from the State Design Pattern, can a decent program be written without a single conditional statement when more than one condition needs to be considered? I think it can be, and I’m beginning to think that much better programs can be developed if conditionals are kept out. To illustrate a simple decision-making process with no conditional statements, the following program has a decision-making process based on user input.

package 
{
	import flash.display.Sprite;
	import fl.controls.Button;
	import flash.events.MouseEvent;
 
	public class Unconditional extends Sprite
	{
		private var men:String;
		private var women:String;
		private var Button1:Button;
		private var Button2:Button;
 
		public function Unconditional ()
		{
			men="Men";
			women="Women";
 
			Button1=new Button();
			Button1.label=men;
			Button1.x=200, Button1.y=150;
			addChild (Button1);
			Button1.addEventListener (MouseEvent.CLICK,doMen);
 
			Button2=new Button();
			Button2.label=women;
			Button2.x=200, Button2.y=200;
			addChild (Button2);
			Button2.addEventListener (MouseEvent.CLICK,doWomen);
		}
		private function doMen (e:MouseEvent)
		{
			trace ("Whatever is appropriate for men");
		}
		private function doWomen (e:MouseEvent)
		{
			trace ("Whatever is appropriate for women");
		}
	}
}

That was a simple program, and it could have been handled with a single method using a conditional statement.

But It Would Have Been Easier….
In thinking about this, you may be thinking of a long list of cases used in a switch statement or even a simple if...else sequence make a program possible. (I mentioned sort algorithms, and I’m sure you can think of others where you just had to have conditionals.) Often, (in fact usually) it’s easier to use conditional statements than to work out a lot of code that does the same thing. However, no one who took up design patterns was looking for an easier way to create code. In my experience, there’s nothing easy about design pattens except when it comes to the all important task of updating and changing a program. So, because it’s easier probably is not the best argument to preserve conditional statements–at least for readers of this blog.

Why Conditionals?
Rather than ask why not conditionals, I think we need to ask why conditionals? Why indeed? If a programmer wants something to happen given an event, ranging from user input to data from a Web service, the event should trigger the actions directly rather than first filter through a conditional statement. It cuts out a step (the conditional scratching its head) and goes right to the solution. So why even use conditionals? Yes, we’re all used to them, but most of us were used to either sequential or procedural programming before tackling OOP or design patterns. If we can get along without conditionals, and keep a direct link between the state to call an action and the action, it would seem to be a better programming structure. Then, when we want to make changes, the events are not tied into a conditional statement, and we don’t have to untangle the conditional webs we weave.

Comments Please
I’d really like to get some feedback on this idea. If you’re thinking, That’s the stupidest thing I’ve ever head, I’ll save you the trouble–that was my initial thought, and it didn’t really help the discussion. Rather, I’m hoping to find some ideas about this — with or without the State Design Pattern. Mainly, I’m interested in this in the context of design patterns in general; specifically how conditionals or lack of them relate to the different kinds of connections between classes. Do they really get in the way of delegation, composition, aggregation and inheritance? Are they simply a shortcut and add little to good structure? Or not?

The Flyweight Design Pattern: Where Shared Objects Solve Storage Problems

Note: After three Flyweight Saga entries, I think I have all of the parts explained and working like they should. To double-check, the following was presented at the 2007 OOPSLA conference in Montreal. The great comments that the readers of this blog provided were most helpful, and further comments by those in the OOPSLA Killer Examples session all added to what I hope works to clarify using the Flyweight Design Pattern with ActionScript 3.0. Also, everything in this article is based on Design Patterns Elements of Reusable Object-Oriented Software by the Gamma, et al.

Air traffic controllers look at virtual simulations of hundreds of aircraft. The images on a screen give the ATCs the information they need for separating the many planes under their control. The hub airports such as Chicago O’Hare and Dallas-Ft. Worth have to juggle hundreds of simultaneous flights arriving at and departing from their respective airports. To maintain accuracy, images that display position, heading, altitude, level flight, ascent and descent must be updated frequently, accurately and quickly. In looking over the set of design patterns set forth by Gamma, et al, the Flyweight pattern offers the following:

  • An application uses a large number of objects
  • Storage costs are high because of the sheer quantity of objects
  • Most object state can be made extrinsic
  • Many groups of objects may be replaced by relatively few shared objects once extrinsic state is removed
  • The application doesn’t depend on object identity. Since flyweight objects may be shared, identity tests will return true for conceptually distinct objects

That pretty well fills the bill for what is required. We need a large number of objects (airplane images), the sheer quantity has high storage costs, the extrinsic state such as heading, horizontal position and vertical position can be made extrinsic, once extrinsic state is removed, a few objects can be used to represent groups of objects, and the application is not dependent of object identity. This is not to say that one cannot be distinguished from the other, but rather the object identity is relative to its extrinsic characteristics.Figure 1 shows the basic class diagram.


Figure 1: Class Diagram

The key elements of the class include the following:

  • The Flyweight class, (an abstract class or interface) with the operation with parameters for the extrinsic states.
  • A Flyweight Factory that aggregates the Flyweight class. (The ball at the end of the aggregation arrow indicates that multiple aggregations may exist.)
  • A Concrete Flyweight contains the extrinsic states and the intrinsic states. This is a shared object
  • (Optionally) An unshared concrete Flyweight containing the extrinsic state but cannot be shared.
  • A Client participant. The Client class in this design pattern has a responsibility and has acquaintance relations with both the concrete flyweights and the factory classes.

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MVC and Factory Method Pattern Chapters on Adobe DEVNET

Two chapters from the ActionScript 3.0 Design Patterns book are available as a free download from devnet. Each chapter contains multiple examples. The factory method pattern chapter includes a print shop application, a sprite factory, and a shooter game that uses the factory method pattern to create different types of projectiles. The MVC chapter includes a weather map application and a car chase app.