Design pattern for multiple view states? - actionscript-3

I have an application that takes the user through a set of steps, configuring a product, say about 10+ screens. With options to go back, skip to a certain point etc. I need to fade between these steps, and also have language switches available at any point.
I was thinking of using an MVC style pattern, having a master view that accepts a ‘next view’ and fades it in, removing the old.
It feels bloated to have 10+ separate view classes, using similar components for this task, so was wondering what other approaches there are that I should look into? or one that is suited for this kind of application

Before separating your views, think first of what they have in common.
My first instinct would be to create a View class and set the necessary properties for the view itself, namely fading between screens and whatever else you need that has to do with design.
You say the user would configure a product , so you may want to create a Configuration class , solely for that purpose. Be careful not to introduce too much dependency between your objects.
The Configuration class shouldn't know too much about the View class, more specifically about the way it is displayed.
It's difficult to tell more without knowing your project , but the idea would be to separate view & data , look at what your objects have in common , then use variables or other objects to introduce more specificity.

I have used The Gaia Flash Framework for doing this. http://www.gaiaflashframework.com/
This video introduction http://tv.adobe.com/watch/fitc/gaia-framework-for-adobe-flash/ should get you an idea why I think it will work for you.

Related

Is it possible to create variables on page1 and use that variable on page2? (Without the use of extensions)

I know it’s possible to create a template and have parameters, which can be used to customize another page. What I need to satisfy my colleagues, without the use of extensions, is to define variables in page1, such as end date, classification which i can use the variables on page 2. Similar as the use of template {{:page1|ParameterX|ParameterY}}.
My colleagues want to edit page1 (which consists all the details of a project)
Upon updating page1, they want page 2(which consists of an overview of many projects) to update with the information from the updated page1 data.
For example the project - end date has changed.
So the end date in page 2 of that specified project has changed too.
Thanks in advance.
As far as I know, this is not possible within traditional MediaWiki. One way to get the same effect would be to do as you suggested and work with templates. If multiple pages had the same information, you could use the common template, Template:2018 Project X - End Date as an example. Of course, with many variables, this could quickly become a messy approach. You could also create a template that has all the common information filled in and only requires input of differing information.
The alternative would be to simply have all the information verified by users across several pages.
A final potential option I am less familiar with, but which I believe may have a solution to your problem is using Semantic MediaWiki. It is a big extension, but a powerful one that may solve this and other problems down the line.

How to handle different customer versions in Angular 2 app?

We are developing a SaaS-application and currently facing the situation that different customers ask for different customizations. I have already googled and read a lot specifically about Multitenancy. I am also familiar with the Strategy Pattern.
But this still leaves me a bit confused about a good concept for an Angular 2+ application. Business logic is not gonna be the problem, as I can use Angular's dependency injection to load and use customized services for different customers. Also theming itself is not a problem, as we use Angular Material which has a nice theming engine build in. What does give me a headache are the templates itself. Of course I can use *ngIf and *ngSwitch within the HTML templates, but this is exactly the kind of code I want to avoid, because it will become horrifying once reaching 50+ customer versions.
Let's have a real life example. On a search-page all customers can search for objects and export single objects as a file download. One specific customer asks as to implement a mass export in a proprietary file format which needs a new button in the page, which obviously all the other customer should not see.
The three options I can think of for this scenario (and none of which I really like) are the following:
as mentioned before working in the template itself with *ngIf and/or *ngSwitch*
using the theming capabilities of Angular Material and working with css-only (display: none;)
maintaining multiple versions of the component (depending on the needs using component inheritance) and loading the correct version of the component depending on the user
All of them have obvious con's, just to name a few:
Nightmare to maintain once customer numbers grow and customizations become more frequent (think of a bigger component with 6 differentiations and 50 customers ...)
for now actually my favorite, but functionality not really disabled, just hidden (of course the back-end checks for permissions, but still more information is transferred to the users then necessary)
works well for the code-part of the components, but would mean to maintain massive amounts of duplicate template-code
I am sure we are not the first to tackle this issue. Am I overseeing any solution with less disadvantages? Are there any code patterns that I could apply here?
edit: after more discussion in our company we realized that there is another important point to this: some customers are hosted on their own servers, but most of them are being served from one central server. This means that the optional features have to detected and added at run-time, which implies some kind of awkwardness.
So our approach is to extend our existing licensing database to also contain the customer specific functionalities, which then obviously only that customer has a license for. Now the easy solution is to have a license endpoint and get all the licenses the customers has acquired, then every optional function can just sit in a simple single *ngIf. I appreciate that this is a simple and clean solution, but it offers the potential to find out some business facts about other customers of our company (by unobfuscating the code and finding additional endpoints etc.pp.). So probably combining this with server-side rendering would be the best solution I can think of right now.
Of course I don't have a clear cut solution that would totally fit your scenario, but here is an idea.
Divide your page into components that act as container regions.
For each customer create a customer configuration that would say
which atomic components goes in each region.
Create atomic components in which each component can be a single function isolated from the rest of the other components. Rely more on services to communicate between them. As an example for this atomic component is the button that create the new export in your example.
Create your page dynamically using ComponentFactory.
I have used the same approach before to customize a design toolbox based on a slide template (like powerpoint slides templates).
As for the options you mentioned, here are my 2 cents:
*ngIf and *ngSwitch, you can eliminate these if u create ur components dynamically and use granular or atomic components.
I don't think this would be a good approach in terms of architecture
and design. You are just manipulating the view css
If you use transclustion, this can minimize your code base if you
can group the components efficiently.
I hope this helps.

Component Based Architecture in game development

I have been thinking of trying out component based architecture for game development. I have read some blog posts and articles about it but I have a few things I have not sorted out yet. When I say component based I mean that you can add components to a ComponentManager that updates all components in its list. I want to try this to avoid getting classes that inherits variables and functions that they don´t need. I really like the idea of having an really simple entity class with a lot of components working side by side without getting bloated. Also, it is easy to remove and add functionality at runtime wich makes it really cool.
This is what I am aiming for.
// this is what the setup could be like
entity.componentManager.add(new RigidBody(3.0, 12.0));
entity.componentManager.add(new CrazyMagneticForce(3.0));
entity.componentManager.add(new DrunkAffection(42.0, 3.0));
// the game loop updates the component manager which updates all components
entity.componentManager.update(deltaTime);
Communication: Some of the components need to communicate with other components
I can´t rely on the components to be self-sustaining. Sometime they will need to communicate with the other components. How do I solve this? In Unity 3D, you can access the components using GetComponent().
I was thinking of doing it like this, but what happens if you have two components of the same type? Maybe you get a Vector back.
var someComponent : RigidBody = _componentManager.getComponent(RigidBody);
Priority: Some components need to update before others
Some components need to update before others to get the correct data for the current game loop. I am thinking of adding a PRIORITY to each component, but I am not sure that this is enough. Unity uses LateUpdate and Update but maybe there is a way to get an even better control of the order of execution.
Well, thats it. If you have any thoughts don´t hesitate to leave a comment. Or, if you have any good articles or blogs about this I will gladly take a look at them. Thanks.
Component based game engine design
http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
EDIT:
My question is really how to solve the issue with priorities and communication between the components.
I settled for an RDMBS component entity system http://entity-systems.wikidot.com/rdbms-with-code-in-systems#objc
It is so far working really well. Each component only holds data and has no methods. Then I have subsystems that process the components and do the actual work. Sometimes a subsystem needs to talk to another and for that I use a service locator pattern http://gameprogrammingpatterns.com/service-locator.html
As for priorities. Each system is processed in my main game loop and so it is just a matter of which gets processed first. So for mine I process control, then physics, then camera and finally render.

simulating a trading card game in actionscript

More specifically, I'm trying to simulate the Pokemon TCG, if that helps.
Currently, I have a handle on the basic elements of the game, like drawing cards and shuffling. However, I am lost on how to implement the functionalities unique to certain cards.
To simplify things, I have a deck class and a card class. The card class includes variables like a card's name and type, and it gets their values by extracting them from a database. But say, if I'm trying to create a Base Set Charizard, how would I store and call his poke-power (read:ability), as it has effects beyond the normal rules of the game and needs its own code.
Would it be efficient (or is it even possible) to store the code for the ability into a database and call it when needed? If not, what are the best alternatives to attack this situation?
I don't think you would store the code in a database, or even against the card. I think you need to separate out the code that does the abilities, and the defining of the ability for each card.
You probably need to abstract out each effect, and an ability/poke-power will be a collection of different "effect" with different values. This could get pretty complicated, and is not a simple task. There will be abilities that share the same effects, so abstracting these out will make sure you don't repeat yourself.
You wouldn't store AS3 code in a database, but storing properties of the cards in a database would be a good idea. Then when creating the cards have a factory class that reads these properties and instantiates objects using the data.

How do you handle exceptional cases

This is often situation, but here is latest example:
Companies have various contact data (addresses, phone numbers, e-mails...) when they make job ad, they have checkboxes where they choose how they want to be contacted. It is basically descriptive data. User when reading an ad sees something like "You can apply by mail, in person...", except if it's "through web portal" or "by e-mail" because then appropriate buttons should appear. These options are stored in database, and client (owner of the site, not company making an ad) can change them (e.g. they can add "by telepathy" or whatever), yet if they tamper with "e-mail" and "web-portal" options, they screw their web site.
So how should I handle data where everything behaves same way except "this thing" that behaves this way, and "that thing" that behaves some other way, and data itself is live should be editable by client.
You've tagged your question as "language-agnostic", and not all languages cleanly support polymorphism, but that's the way I would approach this.
Each option has some type, and different types require different properties to be set. However, every type supports some sort of "render" method that can display the contact method as needed. Since the properties (phone number, or web address, etc.) are type-specific, you can validate the administrator's input when creating these "objects", to make sure that the necessary data is provided and valid. Since you implement the render method, rather than spitting out HTML provided by a user, you can ensure that the rendered page is correct. It's less flexible, but safer and more user friendly.
In the database, you can have one sparsely populated table that holds data for all types of contacts, or a "parent" table with common properties and sub-tables with type-specific properties. It depends on how many types you have and how different they are. In either case, you would have some sort of type indicator, so that you know the type of object to which the data should be be bound.
First of all, think twice do you really need it. Reason is simple. You are supposed to serve specific need and input data is a mean to provide that service. If data does not fit with existing service then what is its value and who are consumer of that specific information?
There are two possible answers: You are expanding your client base or you need to change existing service because of change of demand. In both cases you need to star from development of business model. If you describe what service you need and what information it should provide you will avoid much of specific data and come with clear requirements easy to implement in software.
I'd recommend the resolution pattern for this, based on the mention of a database. The link above describes it, but it's actually a lot simpler than it sounds. You write a database query that returns all the possible options (for example, you read the standard options and the customized options together using perhaps a UNION or a JOIN depending on your schema) - the COALESCE SQL keyword is then useful to find the first 'resolution' of the option value that isn't NULL.
Well, if all it is is that you have two options that are special, and then anything else is dealt with in the same way, then store your options as strings, and if either of the two special ones appears in that list, then show the appropriate stuff for that special item.
Just check your list of items for the two special ones. Nothing fancy.
By writing a very simple Rules Engine. You can use an out-of-the box implementation, or you can roll your own. Since your case seems so simple, I tend to roll my own, because it means less dependencies (YMMV).