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EA Pattern
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Before describing the EA Pattern, you should understand that what I have described so far represents a small set of the available patterns. Other fundamental design patterns include two-stage creation, templates, dynamic allocation and creation, and enumerators. Patterns like the singleton that were discussed, as well as hierarchies, outlet-target-actions, and responder chains provide support for keeping your system loosely coupled. For different system designs, I believe that there is a superset of these patterns that may form the best architecture. Think of it like a house. A house contains bedrooms,
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CHAPTER 3: EA Framework Design Patterns
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bathrooms, living rooms, sleeping rooms, utility rooms, and so on. Each of those rooms has a basic design, or you could say pattern. Designing a house for an urban dweller differs greatly from what you would do for someone who wants to build a farm. A house for a surfer will differ greatly from that for a mountain man. But they are all created from the same basic parts. For any system where an external accessory will be used, you must use certain patterns. Delegation deals with handing the application overhead as well as being responsible for the actual hardware accessory. Notification tells you when an accessory is connected or removed. Another system, a productivity app such as a to-do list for example, probably wouldn t have need for notification. On the other hand, because a to-do list is a set of items, the pattern of enumeration might come in very handy. Table 3 1 lists the four basic patterns that comprise the higher-level EA Pattern and how they are used.
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Table 3 1. The EA Pattern
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Pattern
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Usage
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Representation of each of the objects in the system: the ball, the paddle, the table, the players scores, and the controller Separation of system functions into (possibly) reusable elements UIApplication and controller connect/disconnect method calls Pass controller specific data to the objects that need it
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Delegation
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Summary
Before getting into specific design patterns, I first addressed the overall way to construct iPhone programs as object-oriented programs. OOP differs significantly in the way problems are addressed versus functional design. In OOP, we represent the system as the individual objects that make up the system. Each object has properties that describe it and methods that define what the object actions. Like a neighborhood comprised of people, houses, cars, streets, and so on, an OOP system is the composition of all its objects and their interactions. You built a preliminary description of the objects with the Pong game that includes the paddles, the ball, the boundary, the score, and the serve button.
CHAPTER 3: EA Framework Design Patterns
I described the UIApplication class and its purpose. The UIApplication, a singleton object in the application, handles all of the routing of user events in your system. Usually UIApplication is not subclassed, but instead handled through a delegate that conforms to the UIApplicationDelegate protocol. Delegation allows one object to act on behalf of another, usually complex, object, so that you don t have to subclass the complex object. The most common example is the UIApplicationDelegate whose protocol includes the often-used applicationDidFinishLaunching: method call. The EAAccessory sharedAccessoryController works much like the shared UIApplication singleton. It sends notification when an accessory is physically connected or removed from the iPhone. The Model-View-Controller design pattern delineates a system into reusable parts. The model contains the system state information and usually only interacts with the controller. The View provides the user interface including controls and display information and also interacts with the controller. With this separation, pieces such as the model might be easily reusable in another similar system. Take the model for the Pong game. While not exactly the same as the rules of play, Pong s model could be easily reused in another similar game such as Air Hockey. The Air Hockey view would differ significantly, but the model would stay much the same. While MVC provides the ideal way to partition a system, sometimes practicality dictates combining functions together. In very small applications such as the prototype Pong game, it becomes simpler to combine MVC into a concept called a screenful of information. A screenful of information is just that, the part of the code that manages pretty much everything that a user sees on a single screen. For Pong, this might mean putting the ball movement, the collision detection, sounds, the scoring, and so forth, all inside a single view controller. Inside of the view controller itself, you may still logically partition things according to MVC guidelines. Notification provides a means to loosely couple objects. Where delegation provides means for objects to communicate, those communication paths are one-to-one and very specifically defined. Notification works by sending information to a central dispatcher, the notification center, which then forwards the message to whoever is interested. Notification consists of three parts: (1) an object must register for notifications with the notification center; (2) an object sends a notification to the notification center which may include the userInfo field which a dictionary of Key-Value pairs; (3) a receiver object must have a method, defined by using @selector( ) when registering to act upon the notification and retrieve any userInfo data passed with the notification.
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