What structure should i use to create a graphical editor - actionscript-3

I want to create an graphics editor ( Actionscript3 ).
So far i made the main class as a Singleton that holds 3 classes : Display ( sprite ), Input ( The input manager ) and Tools ( Tool manager ). The more stuff i add to my project, the more it gets complicated and buggy
The question : is there any defined approach how to do this. Maybe some idea of what design patterns should i use to archive this or structure?

YES there certainly is a way to structure an application in Actionscript 3.0 and it comes in the form of PureMVC.
It is a moderate learning curve but there is a good tutorial on the site for each type of language that PureMVC supports.
You essentially have a facade which is in charge of your application and then a model or multiple models which are represented by mediators which are your view.
If you are serious about creating a good application using best practices, then go and check it out and take time to learn how to use the framework.
PureMVC

Related

Javascript based UML diagrams editor

I'm looking for a HTML5/JS based UML editor library, able to support custom UML editor development, for basically Class Diagrams, eventually Package and Component diagrams.
My concrete requeriments:
support of basic elements of UML class diagram (mandatory) and components and packages (optional): classes, attributes, methods, stereotypes, associations (in all flavours), generalization, etc.
Drag & Drop capability from the toolbox (optional)
XMI supprt (optional)
pure JS/HTML5 with eventually some well-known libraries usage
a good control over the model's logical structure and a nice interface to iterate the model
I've already seen a couple of them (GoJS, Jointjs, etc) but would like to see all possible options and maybe some recommendations.
Thanks!
There are libraries to generate UML diagram with those requirements.
JointJs core library is open source under Mozilla Public License, which mean you must include copyright, but you can use it for commercial purposes. It has dependency to jQuery 3.1.1, Lodash 3.10.1, Backbone 1.3.3. (Rapppid is using this library)
It provides many ready-to-use diagram elements, which are responsive and
interactive. User can move blocks, add and remove relationships and
joints, zoom in and out.
Draw2D is library to create Visio like drawings, diagrams or workflows. The community version is almost 5 euro to buy. It indeed provides Visio like blocks and diagrams, which are interactive to resize, move blocks and modify the text and relationships, and grouping blocks, zooming in and out. This can be a good choice to build a graph editor tool.
mxgraph is a library to
build a UML editor like draw.io.
Created blocks are interactive, so the user can move or resize the
block, modify the text, add or remove relationships.
gojs is another library, which is commercial but it provides free licenses available for academic purposes. It is also suitable choice to create UML editor, with many ready-made diagrams available. After creating blocks, user can move them, modify the text and relationships; and many other features for different other diagrams.
UmlCanvas by Christophe VG as js library which provides UML diagram from textual information. The diagrams are responsive in a way that you can move the blocks; and relationship lines are smart to keep the design pretty. But not more than that.
PlantUML is a UML tool that can provide UML diagram from textual information by jQuery libraries (libraries in other languages are also available), however the diagrams are not responsive.
Raphaƫl is a small JavaScript library that can simplify your work with vector graphics on the web. This is not the best tool to create graph editor, but it provides shiny and beautiful diagrams for simple user interaction (such as movement and bending)
There are other libraries such as:
D3
FabricJS
paperJS
JsPlumb
p5.js
Cytoscape.js
mermaid
They provide basic components for diagrams, but most of them don't have functionality for built-in editor such as drag and drop, and block editing. On the other hand, developer can create different chart and drawing components, which are available by those libraries. They may not be the best option to create fully interactive and editable diagrams for the users.
Take a look at "jsUML2: HTML5/javascript library for UML2 modeling". A short intro can be read here

What's the proper way to program in AS3?

I've read a lot of books and watched videos on AS3 and they all teach very interesting techniques that I can harness and use. However, I'm in slight confusion because I've seen different techniques that contradict each other from different sources. For example, I've seen some developers write all their code within the timeline and handle it that way. Other times, I've seen developers handle their code in an .as file in Flex/Flash Builder/FlashDevelop. I know that there is no "right or wrong" way to do it, but what is the more preferred way by professionals?
As of now, I just use my .FLA to hold my assets and I write all my code in .AS.
Major projects shoulds strive to avoid timeline code at all times, since it will quickly become very hard to maintain, understand and version control. In these projects FLA's are mostly used to hold library assets, which are then linked into the project via swc-files.
It's fine to use FLA timeline code for small stuff like banners though.
Absolutely try to avoid timeline code if you can. It can really become a nightmare to read or expand. Using classes is a great way to start branching out of flash as well. As you get comfortable with referencing external files it is important to start using design patterns such as MVC (Model View Controller. It makes maintenance, debugging, expansion and handing off projects easier.
Proper way is to use Object oriented programming (OOP) with design patterns (DP).
EDIT:
From Wikipedia:
Design pattern is a general reusable solution to a commonly occurring problem within a given context in software design.
In my opinion design patterns are integral part of OOP (without DP you loose most of the advantages of Object oriented language).
You can learn design patterns for AS3 from this great book: ActionScript 3.0 Design Patterns: Object Oriented Programming Techniques. This book has an active blog with lots of interesting articles.

what is so bad about not using classes while creating applications in flash?

Why would it be better to use classes while programming in ASE than just using object oriented programming? Can you give me some good real world sittuations of when you should use classes? I'm asking this question because I want to better understand why I should use classes in flash apps I'm going to make and am making.
If you're just using AS code on frames, you're not using object oriented programming per-se, you're just running procedural scripts affecting objects.
The advantages for flash are the same for any other class-based OOP paradigm:
Separation of code into understandable hierarchy
"easy" code reuse
All design patterns that are associated with OOP
inheritance and extension
(for more just google "advantages of Object Oriented Programming")
I find that the advantages of OOP don't seem to make a difference during the first iteration. You're writing the same essential code either way. The advantage really comes out in the second or third similar project where you can start to reuse stuff that you made before, tweak a few parameters, extend a few classes, and have a different looking flash program without rewriting all the code.
If you make enough projects, eventually you'll find yourself with a library or framework of classes that you can easily reuse to make very powerful applications.

Resources on how to design a framework

Are there any resources on how to design frameworks, i.e. tips and tricks, best practices, etc..
For .NET there's
Framework Design Guidelines: Conventions, Idioms, and Patterns for Reusable .NET Libraries
http://www.amazon.com/Framework-Design-Guidelines-Conventions-Libraries/dp/0321545613
You can also study frameworks like Spring.
The google tech talk lecture How To Design A Good API and Why it Matters provides many insights on how to design a good API.
In regards to PHP ehre are some Tips from me:
Use MVC as your framework type.
MVC (Model-View-Controller) is the best way to create a framework, keeping your Logic and Models separate to your Views etc is the best way to accomplish a fresh clean application.
I believe thatStack Overflow uses a MVC pattern, Not sure if its PHP / ASP tho.
Make your code as open as possible.
Meaning that practically any object is accessible throughout the application.
A way i achive this is by creating a static class that as a global scope to overcome the problem, for example:
class Registry{....}
Registry::add('Database',New Database);
Registry::add('Input',New Input);
Registry::add('Output',New Output);
then anywhere throughout the application you can easily get objects like so:
Regsitry::get('Database')->query('Select .... LIMI 10')->fetchObject();
Do not use template engines
In my eyes template engines are not the best as PHP is itself a template engine, there's no need to create a lot of code to parse your templates and then have PHP parse it again, its logical.
Instead create an system where the user will tell the View what template file to output and check the catch for that, if its not in the cache then that object will transfer it to another object called lets say ViewLoader, Witch within the __Construct it includes the php template file, but also has other methods like url() and escape() etc so in tempalte fiels you can then use
$this->url('controller','method',$this->params);
Hope this helps you!

Why should I use code generators

I have encountered this topic lately and couldn't understand why they are needed.
Can you explain why I should use them in my projects and how they can ease my life.
Examples will be great, and where from I can learn this topic little more.
At least you have framed the question from the correct perspective =)
The usual reasons for using a code generator are given as productivity and consistency because they assume that the solution to a consistent and repetitive problem is to throw more code at it. I would argue that any time you are considering code generation, look at why you are generating code and see if you can solve the problem through other means.
A classic example of this is data access; you could generate 250 classes ( 1 for each table in the schema ) effectively creating a table gateway solution, or you could build something more like a domain model and use NHibernate / ActiveRecord / LightSpeed / [pick your orm] to map a rich domain model onto the database.
While both the hand rolled solution and ORM are effectively code generators, the primary difference is when the code is generated. With the ORM it is an implicit step that happens at run-time and therefore is one-way by it's nature. The hand rolled solution requires and explicit step to generate the code during development and the likelihood that the generated classes will need customising at some point therefore creating problems when you re-generate the code. The explicit step that must happen during development introduces friction into the development process and often leads to code that violates DRY ( although some argue that generated code can never violate DRY ).
Another reason for touting code generation comes from the MDA / MDE world ( Model Driven Architecture / Engineering ). I don't put much stock in this but rather than providing a number of poorly expressed arguments, I'm simply going to co-opt someone elses - http://www.infoq.com/articles/8-reasons-why-MDE-fails.
IMHO code generation is the only solution in an exceedingly narrow set of problems and whenever you are considering it, you should probably take a second look at the real problem you are trying to solve and see if there is a better solution.
One type of code generation that really does enhance productivity is "micro code-generation" where the use of macros and templates allow a developer to generate new code directly in the IDE and tab / type their way through placeholders (eg namespace / classname etc). This sort of code generation is a feature of resharper and I use it heavily every day. The reason that micro-generation benefits where most large scale code generation fails is that the generated code is not tied back to any other resource that must be kept in sync and therefore once the code is generated, it is just like all the other code in the solution.
#John
Moving the creation of "basic classes" from the IDE into xml / dsl is often seen when doing big bang development - a classic example would be developers try to reverse engineer the database into a domain model. Unless the code generator is very well written it simply introduces an additional burden on the developer in that every time they need to update the domain model, they either have to context-switch and update the xml / dsl or they have to extend the domain model and then port those changes back to the xml / dsl ( effectively doing the work twice).
There are some code generators that work very well in this space ( the LightSpeed designer is the only one I can think of atm ) by acting as the engine for a design surface but often
these code generators generate terrible code that cannot be maintained (eg winforms / webforms design surfaces, EF1 design surface) and therefore rapidly undo any productivity benefits gained from using the code generator in the first place.
Well, it's either:
you write 250 classes, all pretty much the same, but slightly different, e.g. to do data access; takes you a week, and it's boring and error-prone and annoying
OR:
you invest 30 minutes into generating a code template, and let a generation engine handle the grunt work in another 30 minutes
So a code generator gives you:
speed
reproducability
a lot less errors
a lot more free time! :-)
Excellent examples:
Linq-to-SQL T4 templates by Damien Guard to generate one separate file per class in your database model, using the best kept Visual Studio 2008 secret - T4 templates
PLINQO - same thing, but for Codesmith's generator
and countless more.....
Anytime you need to produce large amounts of repetetive boilerplate code, the code generator is the guy for the job. Last time I used a code generator was when creating a custom Data Access Layer for a project, where the skeleton for various CRUD actions was created based on an object model. Instead of hand-coding all those classes, I put together a template-driven code generator (using StringTemplate) to make it for me. The advandages of this procedure was:
It was faster (there was a large amount of code to generate)
I could regenerate the code in a whim in case I detected a bug (code can sometimes have bugs in the early versions)
Less error prone; when we had an error in the generated code it was everywhere which means that it was more likely to be found (and, as noted in the previous point, it was easy to fix it and regenerate the code).
Using GUI builders, that will generate code for you is a common practice. Thanks to this you don't need to manually create all widgets. You just drag&drop them and the use generated code. For simple widgets this really saves time (I have used this a lot for wxWidgets).
Really, when you are using almost any programming language, you are using a "code generator" (except for assembly or machine code.) I often write little 200-line scripts that crank out a few thousand lines of C. There is also software you can get which helps generate certain types of code (yacc and lex, for example, are used to generate parsers to create programming languages.)
The key here is to think of your code generator's input as the actual source code, and think of the stuff it spits out as just part of the build process. In which case, you are writing in a higher-level language with fewer actual lines of code to deal with.
For example, here is a very long and tedious file I (didn't) write as part of my work modifying the Quake2-based game engine CRX. It takes the integer values of all #defined constants from two of the headers, and makes them into "cvars" (variables for the in-game console.)
http://meliaserlow.dyndns.tv:8000/alienarena/lua_source/game/cvar_constants.c
Here is the short Bash script which generated that code at compile-time:
http://meliaserlow.dyndns.tv:8000/alienarena/lua_source/autogen/constant_cvars.sh
Now, which would you rather maintain? They are both equivalent in terms of what they describe, but one is vastly longer and more annoying to deal with.
The canonical example of this is data access, but I have another example. I've worked on a messaging system that communicates over serial port, sockets, etc., and I found I kept having to write classes like this over and over again:
public class FooMessage
{
public FooMessage()
{
}
public FooMessage(int bar, string baz, DateTime blah)
{
this.Bar = bar;
this.Baz = baz;
this.Blah = blah;
}
public void Read(BinaryReader reader)
{
this.Bar = reader.ReadInt32();
this.Baz = Encoding.ASCII.GetString(reader.ReadBytes(30));
this.Blah = new DateTime(reader.ReadInt16(), reader.ReadByte(),
reader.ReadByte());
}
public void Write(BinaryWriter writer)
{
writer.Write(this.Bar);
writer.Write(Encoding.ASCII.GetBytes(
this.Baz.PadRight(30).Substring(0, 30)));
writer.Write((Int16)this.Blah.Year);
writer.Write((byte)this.Blah.Month);
writer.Write((byte)this.Blah.Day);
}
public int Bar { get; set; }
public string Baz { get; set; }
public DateTime Blah { get; set; }
}
Try to imagine, if you will, writing this code for no fewer than 300 different types of messages. The same boring, tedious, error-prone code being written, over and over again. I managed to write about 3 of these before I decided it would be easier for me to just write a code generator, so I did.
I won't post the code-gen code, it's a lot of arcane CodeDom stuff, but the bottom line is that I was able to compact the entire system down to a single XML file:
<Messages>
<Message ID="12345" Name="Foo">
<ByteField Name="Bar"/>
<TextField Name="Baz" Length="30"/>
<DateTimeField Name="Blah" Precision="Day"/>
</Message>
(More messages)
</Messages>
How much easier is this? (Rhetorical question.) I could finally breathe. I even added some bells and whistles so it was able to generate a "proxy", and I could write code like this:
var p = new MyMessagingProtocol(...);
SetFooResult result = p.SetFoo(3, "Hello", DateTime.Today);
In the end I'd say this saved me writing a good 7500 lines of code and turned a 3-week task into a 3-day task (well, plus the couple of days required to write the code-gen).
Conclusion: Code generation is only appropriate for a relatively small number of problems, but when you're able to use one, it will save your sanity.
A code generator is useful if:
The cost of writing and maintaining the code generator is less than the cost of writing and maintaining the repetition that it is replacing.
The consistency gained by using a code generator will reduce errors to a degree that makes it worthwhile.
The extra problem of debugging generated code will not make debugging inefficient enough to outweigh the benefits from 1 and 2.
For domain-driven or multi-tier apps, code generation is a great way to create the initial model or data access layer. It can churn out the 250 entity classes in 30 seconds ( or in my case 750 classes in 5 minutes). This then leaves the programmer to focus on enhancing the model with relationships, business rules or deriving views within MVC.
The key thing here is when I say initial model. If you are relying on the code generation to maintain the code, then the real work is being done in the templates. (As stated by Max E.) And beware of that because there is risk and complexity in maintaining template-based code.
If you just want the data layer to be "automagically created" so you can "make the GUI work in 2 days", then I'd suggest going with a product/toolset which is geared towards the data-driven or two-tier application scenario.
Finally, keep in mind "garbage in=garbage out". If your entire data layer is homogeneous and does not abstract from the database, please please ask yourself why you are bothering to have a data layer at all. (Unless you need to look productive :) )
How 'bout an example of a good use of a code generator?
This uses t4 templates (a code generator built in to visual studio) to generate compressed css from .less files:
http://haacked.com/archive/2009/12/02/t4-template-for-less-css.aspx
Basically, it lets you define variables, real inheritance, and even behavior in your style sheets, and then create normal css from that at compile time.
Everyone talks here about simple code generation, but what about model-driven code generation (like MDSD or DSM)? This helps you move beyond the simple ORM/member accessors/boilerplate generators and into code generation of higher-level concepts for your problem domain.
It's not productive for one-off projects, but even for these, model-driven development introduces additional discipline, better understanding of employed solutions and usually a better evolution path.
Like 3GLs and OOP provided an increase in abstraction by generating large quantities of assembly code based on a higher level specification, model-driven development allows us to again increase the abstraction level, with yet another gain in productivity.
MetaEdit+ from MetaCase (mature) and ABSE from Isomeris (my project, in alpha, info at http://www.abse.info) are two technologies on the forefront of model-driven code generation.
What is needed really is a change in mindset (like OOP required in the 90's)...
I'm actually adding the finishing touches to a code generator I'm using for a project I've been hired on. We have a huge XML files of definitions and in a days worth of work I was able to generate over 500 C# classes. If I want to add functionality to all the classes, say I want to add an attribute to all the properties. I just add it to my code-gen, hit go, and bam! I'm done.
It's really nice, really.
There are many uses for code generation.
Writing code in a familiar language and generating code for a different target language.
GWT - Java -> Javascript
MonoTouch - C# -> Objective-C
Writing code at a higher level of abstraction.
Compilers
Domain Specific Languages
Automating repetitive tasks.
Data Access Layers
Initial Data Models
Ignoring all preconceived notions of code-generation, it is basically translating one representation (usually higher level) to another (usually lower level). Keeping that definition in mind, it is a very powerful tool to have.
The current state of programming languages has by no means reached its full potential and it never will. We will always be abstracting to get to a higher level than where we stand today. Code generation is what gets us there. We can either depend on the language creators to create that abstraction for us, or do it ourselves. Languages today are sophisticated enough to allow anybody to do it easily.
If with code generator you also intend snippets, try the difference between typing ctor + TAB and writing the constructor each time in your classes. Or check how much time you earn using the snippet to create a switch statement related to an enum with many values.
If you're paid by LOC and work for people who don't understand what code generation is, it makes a lot of sense. This is not a joke, by the way - I have worked with more than one programmer who employs this technique for exactly this purpose. Nobody gets paid by LOC formally any more (that I know of, anyway), but programmers are generally expected to be productive, and churning out large volumes of code can make someone look productive.
As an only slightly tangential point, I think this also explains the tendency of some coders to break a single logical unit of code into as many different classes as possible (ever inherit a project with LastName, FirstName and MiddleInitial classes?).
Here's some heresy:
If a task is so stupid that it can be automated at program writing time (i.e. source code can be generated by a script from, let's say XML) then the same can also be done at run-time (i.e. some representation of that XML can be interpreted at run-time) or using some meta-programming. So in essence, the programmer was lazy, did not attempt to solve the real problem but took the easy way out and wrote a code generator. In Java / C#, look at reflection, and in C++ look at templates