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This is architecture library with the main goal to split code between different responsibility layers, make code clear, simple, readable and easy testable.

Elementary #

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Elementary Logo

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What this library is #

This is an implementation of the Model-View-ViewModel (MVVM) pattern for Flutter applications.

Description #

The current implementation follows the rules of the MVVM architecture pattern, is inspired by the internal implementation of Flutter, and incorporates positive aspects from the Business Logic Component architecture pattern and Clean Architecture principles.

Benefits of using

  • Clear Layer Separation: The code is divided into layers with distinct responsibilities, making it easy even for newbie developers to get started with the library.

  • High Independence Between Layers: This decoupling simplifies testing and maintenance. It also allows team members to work independently on different layers while developing a single feature, which leads to decreasing time-to-feature.

  • Ease of Testing: The easier it is to test, the more cases are covered. This approach supports various test types, such as unit, widget, golden, and end-to-end tests. Writing tests with Elementary requires minimal additional effort, providing strong motivation to do it.

  • Fully Declarative Widget Layer: The widget layer remains purely declarative, devoid of any logic. This aligns with Flutter's focus on declarative UI, with other layers handling the logic.

  • Efficient rebuilds: Flutter’s optimized rebuild strategies are crucial for performance. Elementary uses the observer pattern for properties, minimizing unnecessary rebuilds and enhancing application efficiency.

Overview #

A good way to demonstrate the library's functionality without technical details is with this scheme: in the WidgetModel, we determine what to display to the user and manage the business processes running behind the scenes.

Elementary scheme

Crossroad #

If you’re not interested in the technical implementation details or the reasons behind specific decisions, follow this simple guideline to quickly start using the library.

For those interested in the technical details and rationale behind our decisions, welcome to the next section of this documentation.

Technical Overview #

Elementary follows classical MVVM layering, comprising the View, ViewModel, and Model layers. Each layer is represented by a specific entity: ElementaryWidget for the View layer, WidgetModel for the ViewModel layer, and ElementaryModel for the Model layer.

To naturally integrate this chain of entities into the Flutter trees, the following decisions were made:

  • An ElementaryWidget, like all other widgets, is simply a configuration and an immutable description of a part of the user interface.
  • An ElementaryWidget is a component widget (represented by a ComponentElement), meaning it describes its subtree as a combination of other widgets.
  • A representation of an ElementaryWidget in the Element tree is a special Element called Elementary.
  • Elementary creates a WidgetModel using a factory method from ElementaryWidget and then stores and manages it.
  • The lifecycle of the WidgetModel is connected to the Elementary lifecycle, as indicated in the previous statement.
  • A WidgetModel depends on an ElementaryModel, stores it, and manages its lifecycle.
  • When a subtree needs to be described, Elementary delegates to the build method of ElementaryWidget, providing the WidgetModel. This represents UI=f(State) in the form subtree=build(WM).

The following diagram illustrates how these components work when an ElementaryWidget is inserted into the tree:

Elementary scheme in tree

WidgetModel #

In the MVVM concept, the ViewModel is the workhorse: it connects the View and Model, orchestrates business processes, and contains presentation logic. This is why WidgetModel is the key part of the responsibility chain in Elementary.

WidgetModel's properties

Flutter has many internal optimizations and can be highly effective, but there’s no magic to make every code efficient; we also need to care about performance. One aspect that everyone encounters in every application is rebuilds. It is crucial to make them efficient. The most efficient approach is to rebuild only the parts that need to change.

At the same time, MVVM is convenient to use when there is binding between UI parts and ViewModel properties.

Based on this, Elementary aims to use properties that follow the Observer design pattern paradigm. In this case, a property acts as the subject (publisher). In the widget layer, we use a builder subscribed to the property, functioning as the observer (dependent/subscriber).

Property rebuild scheme

There’s no mandatory requirement for which implementation of this pattern to use — it can be ChangeNotifiers, Streams, or any other preferred method. However, for your convenience, a few implementations are provided with Elementary. To find them, check the support library.

Properties that are not intended to change or initiate a visual update can simply be getters or fields.

WidgetModel's lifecycle

As mentioned earlier, the WidgetModel has its lifecycle synchronized with the lifecycle of the Element to which it belongs. If you're familiar with the lifecycle of State in a StatefulWidget, it will be easy for you — they are quite similar. The one significant difference is that the methods didUpdateWidget and didChangeDependencies do not automatically initiate a rebuild of the subtree. The reason for this is that Elementary aims to avoid unnecessary rebuilds, and with the property-publisher approach, you can efficiently rebuild only the parts of the UI that require updates. So, the sole purpose of these methods is to notify you that these events occur, and the final decision on what and how to rebuild is up to you.

Lifecycle methods:
  • initWidgetModel is called only once in the lifecycle of the WidgetModel in the beginning (before the first build). This method can be used to initiate a starting state of the WidgetModel.

  • didUpdateWidget is called whenever the corresponding ElementaryWidget instance in the tree has been updated. A common case is when the rebuild comes from the top of the tree. This method is a good place to actualize the state of the WidgetModel based on the new configuration of the widget. This does not lead to a rebuild of the subtree. Please set new values to publishers for rebuilding specific parts of the UI.

  • didChangeDependencies is called whenever the dependencies that WidgetModel subscribed to by BuildContext change. This does not lead to a rebuild of the subtree. Please set new values to publishers for rebuilding specific parts of the UI.

  • deactivate is called when the WidgetModel with Elementary is removed from the tree.

  • activate is called when the WidgetModel with Elementary is reinserted into the tree after being removed via deactivate.

  • dispose is called when the WidgetModel is going to be permanently destroyed.

  • reassemble is called whenever the application is reassembled during debugging, for example during a hot reload.

  • onErrorHandle is called when the ElementaryModel handles an error with the ElementaryModel.handleError method. Can be useful for general handling errors, such as showing a snack bar.

WidgetModel as a contract

It can be a good idea to use an interface for your WidgetModels for the sake of code testability and to explicitly describe the contract that can be used during the subtree build by ElementaryWidget.

/// An interface for [ExampleScreenWidgetModel]
abstract interface class IExampleScreenWidgetModel implements IWidgetModel {
  /// Provides observable information about some integer value.
  ValueListenable<int> get exampleProperty;
}

Сompleteness of the state description

WidgetModel is the source of truth for describing the subtree. This means it should provide everything required for this build. In other words, the contract of the WidgetModel should be a complete abstraction of what is shown on the UI. In this case, the building subtree appears to be only a declarative description by the rule UI = f(S).

Context

WidgetModel is the only place that has access to BuildContext in the triad ElementaryWidget-WidgetModel-ElementaryModel.

There are a few reasons for this:

  • WidgetModel has a tight bond with the Elementary, which is an Element (BuildContext).
  • WidgetModel contains everything relative to presentation logic and defining the current state => all updates by the context subscription should come there.
  • ElementaryModel is a business logic layer. Business logic should be pure and independent from Flutter. So BuildContext is not appropriate there.
  • ElementaryWidget should contain only a declarative description and be free from any logic. It also has the source of truth, which is WidgetModel.

It is important to note that all this is relative only to the level when ElementaryWidget is used, and down-laying widgets might have access to context on their levels.

Base immutable configuration

Respecting the general Flutter approach, ElementaryWidget is an immutable configuration. WidgetModel has access to ElementaryWidget at any time. This can be useful for initiating or updating WidgetModel's properties.

@override
void initWidgetModel() {
  super.initWidgetModel();

  _someProperty = ValueNotifier<int>.value(widget.passedValue);
}

@override
void didUpdateWidget(TestPageWidget oldWidget) {
  super.didUpdateWidget(oldWidget);

  if (widget.passedValue != oldWidget.passedValue) {
    _someProperty.value = widget.passedValue;
  }
}

Example

This is a simple example showing a case with loading data from the network. While loading, we use previous data. As a property providing this data to the UI, we use EntityStateNotifier - a publisher with 3 base states: content, error, and loading. For more details about the implementation of this publisher, check the support library.

/// Widget Model for [ExampleScreen]
class ExampleWidgetModel extends WidgetModel<ExampleScreen, ExampleModel> implements IExampleWidgetModel {
  final _exampleState = EntityStateNotifier<ExampleEntity>();

  @override
  ListenableState<EntityState<ExampleEntity>> get exampleState => _exampleState;

  @override
  void initWidgetModel() {
    super.initWidgetModel();

    _loadData();
  }

  Future<void> _loadData() async {
    final previousData = _exampleState.value?.data;
    _exampleState.loading(previousData);

    try {
      final res = await model.loadData();
      _exampleState.content(res);
    } on Exception catch (e) {
      _exampleState.error(e, previousData);
    }
  }
}

/// An interface for [ExampleWidgetModel]
abstract interface class IExampleWidgetModel implements IWidgetModel {
  ListenableState<EntityState<ExampleEntity>> get exampleState;
}

Model #

For the MVVM concept Model classes are:

non-visual classes that encapsulate the app's data. Therefore, the model can be thought of as representing the app's domain model, which usually includes a data model along with business and validation logic. Examples of model objects include data transfer objects (DTOs), Plain Old CLR Objects (POCOs), and generated entity and proxy objects. They are typically used in conjunction with services or repositories that encapsulate data access and caching.

So based on that, ElementaryModel is the single point of interaction with business logic for the related WidgetModel. It encapsulates all required business logic for the WidgetModel and provides it as a contract. Summarizing it, for every WidgetModel, a corresponding ElementaryModel is the single business logic dependency. Apart from that, there is no other requirement for the ElementaryModel implementation, and internally it can be built as you prefer.

Note: My preference is to implement it as a bunch of pure functions that return Futures, and proxying to services responsible for concrete business domains.

Widget #

Widget as a View description

ElementaryWidget represents a View layer in the triad ElementaryWidget-WidgetModel-ElementaryModel. In the MVVM concept, views are responsible for defining the structure, layout, and appearance of what the user sees on screen.

It is important to remember that Flutter is a declarative framework, and any Flutter widget is not a view, but a configuration/description. So, it is more accurate to say that ElementaryWidget is a view description, a component widget that uses other widgets to describe a composition that needs to be shown to the user. By hiding how the framework works behind the widget concept, we can simplify to equate ElementaryWidget with View.

The significant difference from other composition widgets is the simplified build process. Since business logic and presentation logic are encapsulated in the Model and Widget Model, it is only left to the widget to follow the UI = f(s) principle and describe this UI based on the WidgetModel contract. Therefore, the build method doesn't have context and accepts only the WidgetModel contract as an argument.

Here is an example of ElementaryWidget's build method for a case of loading data from the network:

@override
Widget build(IExampleWidgetModel wm) {
  return Scaffold(
    appBar: AppBar(
      title: const Text('Example Screen'),
    ),
    body: EntityStateNotifierBuilder<ExampleEntity>(
      listenableEntityState: wm.exampleState,
      loadingBuilder: (_, __) => const _LoadingWidget(),
      errorBuilder: (_, __, ___) => const _ErrorWidget(),
      builder: (_, data) => _ContentWidget(data: data),
    ),
  );
}

Widget as a starting and updating configuration

Apart from describing a subtree, ElementaryWidget is a configuration. On one side, it is a configuration of the MVVM layers, meaning this widget defines a factory to be used for creating a corresponding WidgetModel instance. On the other side, it is a Flutter way to set and update externally defined parameters. For example, for a screen that shows detailed information about a product, it could be the product's ID. However, it can be any information defined higher up in the tree, and an update to the configuration automatically leads to a call for lifecycle methods.

Recommendations on how to test #

Since all layers are well-separated from each other, they are easy to test with many options available.

  • The Model layer contains only business logic, so use unit tests for it.
  • Use widget-model tests from the elementary_test library for WidgetModels. These tests are also unit tests but with ready-to-use controls for emulating the lifecycle.
  • Use widget and golden tests for the Widget layer. This should be easy because you don't need to mock all internal things, only the values from the WidgetModel contract.
  • Use integration tests to check the workflow together.

Utils #

There are many helpers available for Elementary. Check elementary_helper to find them. Their purpose is to make using Elementary smooth. However, as mentioned, you can use them if you prefer, but you are not obligated to if you prefer something else.

Maintainer #

Maintainer avatar

Mikhail Zotyev

Contributors thanks #

Big thanks to all these people, who put their effort into helping the project.

contributors

Special thanks to:

Dmitry Krutskikh, Konoshenko Vlad, and Denis Grafov for the early adoption and the first production feedback;

Alex Bukin for IDE plugins;

All members of the Surf Flutter Team for actively using and providing feedback.

Sponsorship #

Special sponsor of the project:

Surf

For all questions regarding sponsorship/collaboration connect with Mikhail Zotyev.

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This is architecture library with the main goal to split code between different responsibility layers, make code clear, simple, readable and easy testable.

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