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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 #

Elementary Logo

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Description #

The primary goal of this library is to split code into different responsibility layers, thus making it clearer, simpler as well as more readable and testable. This approach is based on an architectural pattern called MVVM and the fundamentals of Clean Architecture.

Overview #

Thanks to its elaborately separated concerns, Elementary makes it easier to manage whatever is displayed at a particular moment and bind it with the business logic of your app. Now, before we get into detail about its structure, let's look at the graph so that you can see for yourself how easy it is to work with Elementary.

Elementary scheme

Technical Overview #

This library applies a classic principle of an MVVM pattern, which is layering. In it, we have Widget acting as a View layer, WidgetModel as a ViewModel layer, and Model as a Model layer.

And all of that put together works pretty similar to Flutter itself.

Elementary scheme

WidgetModel #

The key part in this chain of responsibility is the WidgetModel layer that connects the rest of the layers together and describes state to Widget via a set of parameters. Moreover, it is the only source of truth when you build an image. By the time build is called on the widget, the WidgetModel should provide it with all the data needed for a build. The class representing this layer in the library has the same name – WidgetModel. You can describe a state to be rendered as a set of various properties. You can use changeNotifiers (like a valueNotifier or stateNotifier, etc.), streams, getters or something else as properties. In order to determine the properties required, you should specify them in the IWidgetModel interface, the subclasses of which, in turn, determine what properties are used in this or that situation.

Due to this, the WidgetModel is the only place where presentation logic is described: what interaction took place and what occurred as a result.

For example, when data is loaded from the network, the WidgetModel looks like this:

/// Widget Model for [CountryListScreen]
class CountryListScreenWidgetModel extends WidgetModel<CountryListScreen, CountryListScreenModel>
    implements ICountryListWidgetModel {
  final _countryListState = EntityStateNotifier<Iterable<Country>>();

  @override
  ListenableState<EntityState<Iterable<Country>>> get countryListState =>
      _countryListState;

  /// Some special wm working code this
  /// ...............................................................

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

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

Interface for this WidgetModel looks like this:

/// Interface of [CountryListScreenWidgetModel]
abstract class ICountryListWidgetModel extends IWidgetModel {
  ListenableState<EntityState<Iterable<Country>>> get countryListState;
}

The only place where we have access to BuildContext and need to interact with it is WidgetModel.

Model #

The only WidgetModel dependency related to business logic is Model. The class representing this layer in the library is called ElementaryModel. There is no declared way to define this one, meaning you can choose whichever way works best for your project. One of the reasons behind that is to provide an easy way to combine elementary with other approaches related specifically to business logic.

Widget #

Since all logic is already described in the WidgetModel and Model, Widget only needs to declare what a certain part of the interface should look like at a particular moment based on the WidgetModel properties. The class representing the Widget layer in the library is called ElementaryWidget. The build method called to display a widget only has one argument – the IWidgetModel interface.

It looks like this:

@override
Widget build(ICountryListWidgetModel wm) {
  return Scaffold(
    appBar: AppBar(
      title: const Text('Country List'),
    ),
    body: EntityStateNotifierBuilder<Iterable<Country>>(
      listenableEntityState: wm.countryListState,
      loadingBuilder: (_, __) => const _LoadingWidget(),
      errorBuilder: (_, __, ___) => const _ErrorWidget(),
      builder: (_, countries) =>
          _CountryList(
            countries: countries,
            nameStyle: wm.countryNameStyle,
          ),
    ),
  );
}

How to test #

Since the layers are well-separated from each other, they are easy to test with a number of options available.

  • Use unit tests for Model layer;
  • Use widget and golden tests for Widget layer;
  • Use widget model test from elementary_test library for WidgetModel.

Tooling #

To make Elementary easier to use, some tools have been added.

StateNotifier #

In order to establish a quicker response to any changes in properties of a state object, you can use a StateNotifier. It is a subclass of ChangeNotifier. StateNotifier's subscribers are notified whenever a state change occurs. Also, the subscriber will be called for the first time at the moment of subscription. The initialization of the StateNotifier does not require an initial value to be specified, for this reason the value returned by it may be null.


final _somePropertyWithIntegerValue = StateNotifier<int>();

void someFunctionChangeValue() {
  // do something, get new value
  // ...............................................................
  final newValue = 10;
  // and then change value of property
  _somePropertyWithIntegerValue.accept(10);
}

EntityStateNotifier #

Variant of StateNotifier that uses a special EntityState object as the state value. EntityState has three states: content, loading, error.


final _countryListState = EntityStateNotifier<Iterable<Country>>();

Future<void> _loadCountryList() async {
  final previousData = _countryListState.value?.data;

  // set property to loading state and use previous data for this state
  _countryListState.loading(previousData);

  try {
    // await the result
    final res = await model.loadCountries();
    // set property to content state, use new data
    _countryListState.content(res);
  } on Exception catch (e) {
    // set property to error state
    _countryListState.error(e, previousData);
  }
}

StateNotifierBuilder #

The StateNotifierBuilder is a widget that uses a StateNotifier as its data source. A builder function of the StateNotifierBuilder must return the widget based on the current value passed.

void somewhereInTheBuildFunction() {
  // ......
  StateNotifierBuilder<String>(
    listenableState: someListenableState,
    builder: (ctx, value) {
      return Text(value);
    },
  );
  // ......
}

EntityStateNotifierBuilder #

The EntityStateNotifierBuilder is a widget that uses a EntityStateNotifier as its data source. Depending on the state, different builders will be called. It will be errorBuilder for error, loadingBuilder for error, builder for content.

@override
Widget build(ICountryListWidgetModel wm) {
  return Scaffold(
    appBar: AppBar(
      title: const Text('Country List'),
    ),
    body: EntityStateNotifierBuilder<Iterable<Country>>(
      listenableEntityState: wm.countryListState,
      loadingBuilder: (_, __) => const _LoadingWidget(),
      errorBuilder: (_, __, ___) => const _ErrorWidget(),
      builder: (_, countries) =>
          _CountryList(
            countries: countries,
            nameStyle: wm.countryNameStyle,
          ),
    ),
  );
}

DoubleSourceBuilder #

One of the multi-sources builders. It uses two ListenableStates as sources of data. The builder function will be called when any of the ListenableStates changes.

void somewhereInTheBuildFunction() {
  // ......
  DoubleSourceBuilder<String, TextStyle>(
    firstSource: captionListenableState,
    secondSource: captionStyleListenableState,
    builder: (ctx, value, style) {
      return Text(value, style: style);
    },
  );
  // ......
}

TripleSourceBuilder #

One of the multi-sources builders. It uses three ListenableStates as sources of data. The builder function will be called when any of the ListenableStates changes.

void somewhereInTheBuildFunction() {
  // ......
  TripleSourceBuilder<String, int, TextStyle>(
    firstSource: captionListenableState,
    secondSource: valueListenableState,
    thirdSource: captionStyleListenableState,
    builder: (ctx, title, value, style) {
      return Text('$title: ${value ?? 0}', style: style);
    },
  );
  // ......
}

MultiListenerRebuilder #

Widget that rebuild part of the ui when one of Listenable changes. The builder function in this widget has no values, and you need to get the values directly in function's body.

void somewhereInTheBuildFunction() {
  // ......
  MultiListenerRebuilder(
    listenableList: [
      firstListenable,
      secondListenable,
      thirdListenable,
    ],
    builder: (ctx) {
      final title = firstListenable.value;
      final value = secondListenable.value;
      final style = thirdListenable.value;
      return Text('$title: ${value ?? 0}', style: style);
    },
  );
  // ......
}

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Maintainer #

Mikhail Zotyev

173
likes
0
pub points
90%
popularity

Publisher

verified publisherelementaryteam.dev

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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License

unknown (license)

Dependencies

flutter

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