Could someone share the way how this should be designed:
Let's say I have some data model, which is built using Entries
.
Basically, I have one abstract class Entry
(or interface IEntry
- that's not so important for the case) and have several implementations of this class - MovieEntry
, SoundEntry
, FoodEntry
, whatever...
Each of those is a wrapper for some data (url, description, number of calories, etc) and this data is grouped together in each corresponding class.
Now - if I wish to display the data for the entries on the screen (let's say movie posters and annotations for the MovieEntry
) - how should I design that?
Obviously I could provide another interface / abstract class and call it DrawableEntry
(and it would inherit Sprite
) and then build a bunch of classes like DrawableMovieEntry
and DrawableSoundEntry
which could look like:
class DrawableMovieEntry extends DrawableEntry { // which also extends 'Sprite'
private movieEntry:MovieEntry;
public override function draw(backend:*) {
// Draw everything using the 'movieEntry' reference
// stored.
};
But this seems to be kind of an overkill for a small application.
Another approach is to make the MovieEntry
, SoundEntry
, ... extend sprite and provide the drawing implementations themselves - but this is obviously bad, because data becomes strongly coupled with it's visualization routines.
So - how should this be done? Maybe MVC approach has something to offer for this case?
Your use case seems to be the perfect example for the Strategy pattern or the Command pattern.
Strategy being the simpler one, here is an example:
Create an IDrawStrategy interface like this:
package {
public interface IDrawStrategy {
function draw( obj:Object ) : void;
}
}
Implement several DrawStrategies:
package {
public class SoundEntryDrawStrategy implements IDrawStrategy {
public function draw (obj:Object) : void {
// cast obj to SoundEntry and do all the drawing necessary,
// or fail if obj is null or not a SoundEntry
}
}
}
package {
public class MovieEntryDrawStrategy implements IDrawStrategy {
public function draw (obj:Object) : void {
// cast obj to MovieEntry and do all the drawing necessary
// or fail if obj is null or not a MovieEntry
}
}
}
etc.
Then add a new member to your base Entry class:
private var _drawStrategy:IDrawStrategy;
and create a setter:
public function set drawStrategy ( strat:IDrawStrategy ) : void {
_drawStrategy = strat;
}
and a draw method:
public function draw () : void {
_drawStrategy.draw( this );
}
You can now assign and execute the fitting strategies to each of your entries:
var mov:MovieEntry = new MovieEntry();
mov.drawStrategy = new MovieEntryDrawStrategy();
mov.draw();
BTW the Sprite you draw the information in can, but doesn't have to, be a member of the DrawStrategy class, but if you wanted to add a clear() method later, it would be better to keep a reference ;).