Android---MVC/MVP/MVVM的演进

目录

一个文件打天下

一个文件--->MVC

MVC--->MVP

MVP--->MVVM

6大设计原则

完整demo


我们通过"#字棋"游戏来展现MVC-->MVP-->MVVM 之间的演进

一个文件打天下

数据视图以及逻辑都放在一个 class 里面。而一个 class 里最多 500 行代码,当代码过多时是很难维护的。页面是给用户看到,用户的需求是不断改变的,所以需要不定期的维护、迭代代码,所以一个 class 里面的代码要尽量少,不超过500行。

扫描二维码关注公众号,回复: 14791513 查看本文章

"#字棋"游戏的逻辑实现代码,全部放在了 MainActivity.java 里,如下:

package com.example.jingziqi;

import static com.example.jingziqi.MainActivity.Player.O;
import static com.example.jingziqi.MainActivity.Player.X;

import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;

import android.os.Bundle;
import android.util.Log;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
import android.widget.TextView;


public class MainActivity extends AppCompatActivity {

    private static final String TAG = MainActivity.class.getName();

    // 定义一个棋手
    public enum Player {X, O}

    // 定义棋盘的格子,里面有个棋手
    public static class Cell{
        private Player value;

        public Player getValue(){
            return value;
        }
        public void setValue(Player value){
            this.value = value;
        }
    }

    // 总共定义 9 个格子
    private final Cell[][] cells = new Cell[3][3];

    private Player winner; // 记录结果,谁赢了
    private GameState state; //记录当前的游戏状态
    private Player currentTurn; // 现在是那位棋手在下---X/O

    private enum GameState {IN_PROGRESS, FINISHED} //游戏的状态---进行/结束

    // Views
    private ViewGroup buttonGrid;
    private View winnerPlayerViewGroup;
    private TextView winnerPlayerLabel;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        winnerPlayerLabel = findViewById(R.id.winnerPlayerLabel);
        winnerPlayerViewGroup = findViewById(R.id.winnerPlayerViewGroup);
        buttonGrid = findViewById(R.id.buttonGrid);

        restart();
    }

    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        MenuInflater inflater = getMenuInflater();
        inflater.inflate(R.menu.menu_jingziqi, menu);
        return true;
    }

    @Override
    public boolean onOptionsItemSelected(@NonNull MenuItem item) {
        switch (item.getItemId()) {
            case R.id.action_reset:
                restart();
                return true;
            default:
                return super.onOptionsItemSelected(item);
        }
    }
    public void onCellClicked(View view) {
        Button button = (Button) view;

        String tag = button.getTag().toString();
        // 取到点击的格子的行/列
        int row = Integer.parseInt(tag.substring(0, 1));
        int col = Integer.parseInt(tag.substring(1, 2));
        Log.i(TAG, "Click Row: [" + row + ", " + col + "]");

        Player playerThatMoved = mark(row, col);

        if (playerThatMoved != null) {
            button.setText(playerThatMoved.toString());
            if (getWinner() != null) {
                winnerPlayerLabel.setText(playerThatMoved.toString());
                winnerPlayerViewGroup.setVisibility(View.VISIBLE);
            }
        }
    }


    /**
     * TODO 标记当前选手选择了哪行哪列
     * 如果不是在没有选中的9个格子里面点击,将视为无效
     * 另外,如果游戏已经结束,本次标记忽略
     * @param row [0, 2]
     * @param col [0, 2]
     * @return 返回当前选手,如果点击无效为 null
     */
    public Player mark(int row, int col) {
        Player playerThatMoved = null;

        if(isValid(row, col)){ // 判断当前点击格子是否有效
            cells[row][col].setValue(currentTurn); // 标记该格子,当前棋手的符合(X/O)
            playerThatMoved = currentTurn; // 记录当前下棋的人是谁
            if(isWinningMoveByPlayer(currentTurn, row, col)){//TODO 判断当前这个棋手下棋后,该棋手是否获胜,即游戏是否需要结束
                state = GameState.FINISHED; //棋局的状态--结束
                winner = currentTurn; // 当前棋手获胜
            }else {
                // 切换到另外一棋手,继续
                flipCurrentTurn();
            }
        }
        return playerThatMoved;
    }

    public Player getWinner(){
        return winner;
    }

    // 清空棋盘
    private void clearCells(){
        for (int i = 0; i < 3; i++) {
            for (int j = 0; j < 3; j++) {
                cells[i][j] = new Cell();
            }
        }
    }

    // 判断当前点击是否有效
    private boolean isValid(int row, int col){
        if (state == GameState.FINISHED) { // 看棋子有没有结束
            return false;
        }else if (isCellValueAlreadySet(row, col)){ // 看该格子是否之前已经下过
            return false;
        }else {
            return true;
        }
    }

    private boolean isCellValueAlreadySet(int row, int col){
        return cells[row][col].getValue() != null;
    }

    /**
     * TODO判断当前棋手下棋后---是否赢棋
     * @param player  棋手
     * @param currentRow 当前行
     * @param currentCol 当前列
     * @return TODO 如果当前行、当前列或者两条对角线为同一棋手,返回 true
     */
    private boolean isWinningMoveByPlayer(Player player, int currentRow, int currentCol){
        return (cells[currentRow][0].getValue() ==player
                && cells[currentRow][1].getValue() == player
                && cells[currentRow][2].getValue() == player // 3-行
                || cells[0][currentCol].getValue() == player
                && cells[1][currentCol].getValue() == player
                && cells[2][currentCol].getValue() == player // 3-列
                || currentRow == currentCol
                && cells[0][0].getValue() == player
                && cells[1][1].getValue() == player
                && cells[2][2].getValue() == player // 对角线
                || currentRow + currentCol == 2
                && cells[0][2].getValue() == player
                && cells[1][1].getValue() == player
                && cells[2][0].getValue() == player);
    }

    private void flipCurrentTurn() {
        currentTurn = currentTurn == X ? O :X;
    }

    /**
     * TODO 开始一个新游戏,清除计分板和状态
     */
    private void restart() {
        // 重置数据
        clearCells();
        winner = null;
        currentTurn = X;
        state = GameState.IN_PROGRESS;

        // 重置 View
        winnerPlayerViewGroup.setVisibility(View.GONE);
        winnerPlayerLabel.setText("");

        for (int i = 0; i < buttonGrid.getChildCount(); i++) {
            ((Button) buttonGrid.getChildAt(i)).setText("");
        }
    }
}

一个文件--->MVC

适用场景:适合设计类页面,就大多数都是数据,没有太多的控制逻辑。把数据剥离出去就ok

在 MVC 中我们将把写在一个 class 里的代码进行拆分

数据(Model): 数据+对数据进行的操作(不依赖视图的操作)

视图(View): 不同的模式有不同的定义:xml+activity+fragment = View 合集

逻辑(Controller): view 和 model 的通信和交互。

注意:在 MVC 中,activity 是属于 Controller,在 MVP/MVVM 中是属于 View。

如下图所示,我们把原来在 ManiActivity 中的数据+对数据的操作部分抽离到了 model 模块中,而 MainActivity 中留下了对 View 部分  +  View 和 Model 的交互

Model

在 MVC 中,我们把数据部分(Cell/Player/GameState/以及对数据的操作Board)抽离出来,放到 model 模块

1. Cell.java

package com.example.jingziqi_mvc.model;

public class Cell {

    private Player value;

    public Player getValue() {
        return value;
    }

    public void setValue(Player value) {
        this.value = value;
    }
}

2. Player.java

package com.example.jingziqi_mvc.model;

/**
 * X/O代表两个棋手
 */
public enum Player {
    X,
    O
}

3. GamaState.java

package com.example.jingziqi_mvc.model;

public enum GameState {
    IN_PROGRESS,
    FINISHED
}

 4. Board.java

package com.example.jingziqi_mvc.model;

import static com.example.jingziqi_mvc.model.Player.X;
import static com.example.jingziqi_mvc.model.Player.O;

public class Board {
    // 总共定义 9 个格子
    private final Cell[][] cells = new Cell[3][3];

    private Player winner; // 记录结果,谁赢了
    private GameState state; //记录当前的游戏状态
    private Player currentTurn; // 现在是那位棋手在下---X/O

    public Board(){
        restart();
    }

    /**
     * TODO 开始一个新游戏,清除计分板和状态
     */
    public void restart() {
        clearCells();
        winner = null;
        currentTurn = X;
        state = GameState.IN_PROGRESS;
    }

    /**
     * 清空棋盘上的X/O
     */
    private void clearCells() {
        for (int i = 0; i < 3; i++) {
            for (int j = 0; j < 3; j++) {
                cells[i][j] = new Cell();
            }
        }
    }

    /**
     * TODO 标记当前选手选择了哪行哪列
     * 如果不是在没有选中的9个格子里面点击,将视为无效
     * 另外,如果游戏已经结束,本次标记忽略
     * @param row [0, 2]
     * @param col [0, 2]
     * @return 返回当前选手,如果点击无效为 null
     */
    public Player mark(int row, int col) {
        Player playerThatMoved = null;

        if(isValid(row, col)){ // 判断当前点击格子是否有效
            cells[row][col].setValue(currentTurn); // 标记该格子,当前棋手的符合(X/O)
            playerThatMoved = currentTurn; // 记录当前下棋的人是谁
            if(isWinningMoveByPlayer(currentTurn, row, col)){//TODO 判断当前这个棋手下棋后,该棋手是否获胜,即游戏是否需要结束
                state = GameState.FINISHED; //棋局的状态--结束
                winner = currentTurn; // 当前棋手获胜
            }else {
                // 切换到另外一棋手,继续
                flipCurrentTurn();
            }
        }
        return playerThatMoved;
    }

    public Player getWinner(){
        return winner;
    }

    /**
     * 判断当前点击是否有效
     */
    private boolean isValid(int row, int col){
        if (state == GameState.FINISHED) { // 看棋子有没有结束
            return false;
        }else if (isCellValueAlreadySet(row, col)){ // 看该格子是否之前已经下过
            return false;
        }else {
            return true;
        }
    }

    private boolean isCellValueAlreadySet(int row, int col){
        return cells[row][col].getValue() != null;
    }

    /**
     * TODO判断当前棋手下棋后---是否赢棋
     * @param player  棋手
     * @param currentRow 当前行
     * @param currentCol 当前列
     * @return TODO 如果当前行、当前列或者两条对角线为同一棋手,返回 true
     */
    private boolean isWinningMoveByPlayer(Player player, int currentRow, int currentCol){
        return (cells[currentRow][0].getValue() ==player
                && cells[currentRow][1].getValue() == player
                && cells[currentRow][2].getValue() == player // 3-行
                || cells[0][currentCol].getValue() == player
                && cells[1][currentCol].getValue() == player
                && cells[2][currentCol].getValue() == player // 3-列
                || currentRow == currentCol
                && cells[0][0].getValue() == player
                && cells[1][1].getValue() == player
                && cells[2][2].getValue() == player // 对角线
                || currentRow + currentCol == 2
                && cells[0][2].getValue() == player
                && cells[1][1].getValue() == player
                && cells[2][0].getValue() == player);
    }

    /**
     * 切换棋手
     */
    private void flipCurrentTurn() {
        currentTurn = currentTurn == X ? O :X;
    }
}

Controler

在 mvc 中 View 只有 xml 的内容

MainActivity.java 的内容如下:

package com.example.jingziqi_mvc.controller;

import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;

import android.os.Bundle;
import android.util.Log;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
import android.widget.TextView;

import com.example.jingziqi_mvc.R;
import com.example.jingziqi_mvc.model.Board;
import com.example.jingziqi_mvc.model.Player;

public class MainActivity extends AppCompatActivity {

    private static final String TAG = MainActivity.class.getName();

    private Board model;

    // View 部分
    private ViewGroup buttonGrid;
    private View winnerPlayerViewGroup;
    private TextView winnerPlayerLabel;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        winnerPlayerLabel = findViewById(R.id.winnerPlayerLabel);
        winnerPlayerViewGroup = findViewById(R.id.winnerPlayerViewGroup);
        buttonGrid = findViewById(R.id.buttonGrid);

        model = new Board();
    }

    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        MenuInflater inflater = getMenuInflater();
        inflater.inflate(R.menu.menu_jingziqi, menu);
        return true;
    }

    @Override
    public boolean onOptionsItemSelected(@NonNull MenuItem item) {
        switch (item.getItemId()) {
            case R.id.action_reset:
                model.restart();//重置 Model(数据)
                restartView(); //重置View
                return true;
            default:
                return super.onOptionsItemSelected(item);
        }
    }

    /**
     * 重置 View
     */
    private void restartView() {
        winnerPlayerViewGroup.setVisibility(View.GONE);
        winnerPlayerLabel.setText("");

        for (int i = 0; i < buttonGrid.getChildCount(); i++) {
            ((Button) buttonGrid.getChildAt(i)).setText("");
        }
    }

    /**
     * 点击格子
     */
    public void onCellClicked(View view) {
        Button button = (Button) view;

        String tag = button.getTag().toString();
        // 取到点击的格子的行/列
        int row = Integer.parseInt(tag.substring(0, 1));
        int col = Integer.parseInt(tag.substring(1, 2));
        Log.i(TAG, "Click Row: [" + row + ", " + col + "]");

        // TODO View 和 Model 的交互
        Player playerThatMoved = model.mark(row, col);

        if (playerThatMoved != null) {
            button.setText(playerThatMoved.toString());
            if (model.getWinner() != null) {
                winnerPlayerLabel.setText(playerThatMoved.toString());
                winnerPlayerViewGroup.setVisibility(View.VISIBLE);
            }
        }
    }
}

MVC 对比 一个文件打天下

进步:抽离了 model,对数据进行单独封装

缺陷:controller(activity)权限太大,什么事情都能做(View 和 Model 的交互仍然保留在了 activity 中)。当我们的需求增加时,View 和 Model 的交互也会增加,此时activity 就会变得越来越大。

MVC--->MVP

数据(Model): 数据+对数据进行的操作(不依赖视图的操作)

视图(View): 不同的模式有不同的定义:xml+activity+fragment = View 合集

逻辑(Presenter):实现view 和 model 之间的交互。让 activity 完全成为 view 模块

注意:增加了接口,在 Activity 中实现,然后再在 presenter 里调用

Model

1. Cell.java

package com.example.jingziqi_mvc.model;

public class Cell {

    private Player value;

    public Player getValue() {
        return value;
    }

    public void setValue(Player value) {
        this.value = value;
    }
}

2. Player.java

package com.example.jingziqi_mvc.model;

/**
 * X/O代表两个棋手
 */
public enum Player {
    X,
    O
}

3. GamaState.java

package com.example.jingziqi_mvc.model;

public enum GameState {
    IN_PROGRESS,
    FINISHED
}

 4. Board.java

package com.example.jingziqi_mvp.model;

import static com.example.jingziqi_mvp.model.Player.O;
import static com.example.jingziqi_mvp.model.Player.X;

public class Board {
    // 总共定义 9 个格子
    private final Cell[][] cells = new Cell[3][3];

    private Player winner; // 记录结果,谁赢了
    private GameState state; //记录当前的游戏状态
    private Player currentTurn; // 现在是那位棋手在下---X/O

    public Board(){
        restart();
    }

    /**
     * TODO 开始一个新游戏,清除计分板和状态
     */
    public void restart() {
        clearCells();
        winner = null;
        currentTurn = X;
        state = GameState.IN_PROGRESS;
    }

    /**
     * 清空棋盘上的X/O
     */
    private void clearCells() {
        for (int i = 0; i < 3; i++) {
            for (int j = 0; j < 3; j++) {
                cells[i][j] = new Cell();
            }
        }
    }

    /**
     * TODO 标记当前选手选择了哪行哪列
     * 如果不是在没有选中的9个格子里面点击,将视为无效
     * 另外,如果游戏已经结束,本次标记忽略
     * @param row [0, 2]
     * @param col [0, 2]
     * @return 返回当前选手,如果点击无效为 null
     */
    public Player mark(int row, int col) {
        Player playerThatMoved = null;

        if(isValid(row, col)){ // 判断当前点击格子是否有效
            cells[row][col].setValue(currentTurn); // 标记该格子,当前棋手的符合(X/O)
            playerThatMoved = currentTurn; // 记录当前下棋的人是谁
            if(isWinningMoveByPlayer(currentTurn, row, col)){//TODO 判断当前这个棋手下棋后,该棋手是否获胜,即游戏是否需要结束
                state = GameState.FINISHED; //棋局的状态--结束
                winner = currentTurn; // 当前棋手获胜
            }else {
                // 切换到另外一棋手,继续
                flipCurrentTurn();
            }
        }
        return playerThatMoved;
    }

    public Player getWinner(){
        return winner;
    }

    /**
     * 判断当前点击是否有效
     */
    private boolean isValid(int row, int col){
        if (state == GameState.FINISHED) { // 看棋子有没有结束
            return false;
        }else if (isCellValueAlreadySet(row, col)){ // 看该格子是否之前已经下过
            return false;
        }else {
            return true;
        }
    }

    private boolean isCellValueAlreadySet(int row, int col){
        return cells[row][col].getValue() != null;
    }

    /**
     * TODO判断当前棋手下棋后---是否赢棋
     * @param player  棋手
     * @param currentRow 当前行
     * @param currentCol 当前列
     * @return TODO 如果当前行、当前列或者两条对角线为同一棋手,返回 true
     */
    private boolean isWinningMoveByPlayer(Player player, int currentRow, int currentCol){
        return (cells[currentRow][0].getValue() ==player
                && cells[currentRow][1].getValue() == player
                && cells[currentRow][2].getValue() == player // 3-行
                || cells[0][currentCol].getValue() == player
                && cells[1][currentCol].getValue() == player
                && cells[2][currentCol].getValue() == player // 3-列
                || currentRow == currentCol
                && cells[0][0].getValue() == player
                && cells[1][1].getValue() == player
                && cells[2][2].getValue() == player // 对角线
                || currentRow + currentCol == 2
                && cells[0][2].getValue() == player
                && cells[1][1].getValue() == player
                && cells[2][0].getValue() == player);
    }

    /**
     * 切换棋手
     */
    private void flipCurrentTurn() {
        currentTurn = currentTurn == X ? O :X;
    }
}

View

1. MainActivity.java

package com.example.jingziqi_mvp.view;

import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;

import android.os.Bundle;
import android.util.Log;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
import android.widget.TextView;

import com.example.jingziqi_mvp.R;
import com.example.jingziqi_mvp.presenter.JingziqiPresenter;

public class MainActivity extends AppCompatActivity implements JingziqiView{

    private static final String TAG = MainActivity.class.getName();

    JingziqiPresenter presenter = new JingziqiPresenter(this);

    // View 部分
    private ViewGroup buttonGrid;
    private View winnerPlayerViewGroup;
    private TextView winnerPlayerLabel;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        winnerPlayerLabel = (TextView) findViewById(R.id.winnerPlayerLabel);
        winnerPlayerViewGroup = findViewById(R.id.winnerPlayerViewGroup);
        buttonGrid = (ViewGroup) findViewById(R.id.buttonGrid);
    }

    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        MenuInflater inflater = getMenuInflater();
        inflater.inflate(R.menu.menu_jingziqi, menu);
        return true;
    }

    @Override
    public boolean onOptionsItemSelected(@NonNull MenuItem item) {
        switch (item.getItemId()) {
            case R.id.action_reset:
                presenter.onResetSelected();
                return true;
            default:
                return super.onOptionsItemSelected(item);
        }
    }

    public void onCellClicked(View view) {
        Button button = (Button) view;

        String tag = button.getTag().toString();
        // 取到点击的格子的行/列
        int row = Integer.parseInt(tag.substring(0, 1));
        int col = Integer.parseInt(tag.substring(1, 2));
        Log.i(TAG, "Click Row: [" + row + ", " + col + "]");

        // TODO View 和 Model 的交互抽离到 presenter 里了
        presenter.onButtonSelected(row, col);
    }

    /**
     * 展示获胜者
     */
    @Override
    public void showWinner(String winningPlayerDisplayLabel) {
        winnerPlayerLabel.setText(winningPlayerDisplayLabel);
        winnerPlayerViewGroup.setVisibility(View.VISIBLE);
    }

    /**
     * 把格子下面,展示谁获胜的内容清空
     */
    @Override
    public void clearWinnerDisplay() {
        winnerPlayerViewGroup.setVisibility(View.GONE);
        winnerPlayerLabel.setText("");
    }
    /**
     * 把格子清空
     */
    @Override
    public void clearButton() {
        for( int i = 0; i < buttonGrid.getChildCount(); i++ ) {
            ((Button) buttonGrid.getChildAt(i)).setText("");
        }
    }

    /**
     * 在格子上标记是那位棋手下的棋(即在格子上标记X/O)
     */
    @Override
    public void setButtonText(int row, int col, String text) {
        Button btn = (Button) buttonGrid.findViewWithTag("" + row + col); // 根据 tag 找到对应的 格子
        if(btn != null) {
            btn.setText(text);
        }
    }
}

 2. JingziqiView.java 是一个接口,在 MainActivity 里实现,在 Presenter 里完成调用

package com.example.jingziqi_mvp.view;

public interface JingziqiView {
    void showWinner(String winningPlayerDisplayLabel);
    void clearWinnerDisplay();
    void clearButton();
    void setButtonText(int row, int col, String text);
}

Presenter 

1. JingziqiPresenter.java

package com.example.jingziqi_mvp.presenter;

import android.view.View;

import com.example.jingziqi_mvp.model.Board;
import com.example.jingziqi_mvp.model.Player;
import com.example.jingziqi_mvp.view.JingziqiView;

public class JingziqiPresenter {
    private JingziqiView view;
    private Board model;

    public JingziqiPresenter(JingziqiView view){
        this.view = view;
        this.model = new Board();
    }

    public void onButtonSelected(int row, int col){
        // TODO View 和 Model 的交互
        Player playerThatMoved = model.mark(row, col);

        if (playerThatMoved != null) {
            //button.setText(playerThatMoved.toString());
            view.setButtonText(row, col, playerThatMoved.toString());
            if (model.getWinner() != null) {
//                winnerPlayerLabel.setText(playerThatMoved.toString());
//                winnerPlayerViewGroup.setVisibility(View.VISIBLE);
                view.showWinner(playerThatMoved.toString());
            }
        }
    }

    public void onResetSelected(){
        model.restart();
        view.clearWinnerDisplay();
        view.clearButton();
    }
}

MVP 相对 MVC

进步:activity 只剩下了 view,presenter 承担了 view 和 model 之间的交互,满足单一职责原则,视图数据逻辑是清晰的。

缺陷:引入了 interface,方法增多,增加一个方法要改多个地方。

MVP--->MVVM

数据(Model): 数据+对数据进行的操作(不依赖视图的操作)

视图(View): 不同的模式有不同的定义:xml+activity+fragment = View 合集

VM(viewmodel):将视图与数据进行绑定,使用 dataBinding 完成

viewBinding: 只能省略 findViewById, 不需要修改 xml

dataBinding: 除了 ViewBinding 的功能还能绑定 data,需要修改 xml

Model

model 模块仍然不变,与 MVC/MVP 的 Model 内容一致

View

MainActivity.java 

package com.example.jingziqi_mvvm.view;

import androidx.annotation.NonNull;
import androidx.appcompat.app.AppCompatActivity;
import androidx.databinding.DataBindingUtil;

import android.os.Bundle;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;

import com.example.jingziqi_mvvm.R;
import com.example.jingziqi_mvvm.databinding.ActivityMainBinding;
import com.example.jingziqi_mvvm.viewmodel.JingziqiViewModel;

public class MainActivity extends AppCompatActivity {

    JingziqiViewModel viewModel = new JingziqiViewModel();

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        // TODO dataBinding 的使用
        ActivityMainBinding binding = DataBindingUtil.setContentView(this, R.layout.activity_main);
        binding.setViewModel(viewModel);
    }

    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        MenuInflater inflater = getMenuInflater();
        inflater.inflate(R.menu.menu_jingziqi, menu);
        return true;
    }

    @Override
    public boolean onOptionsItemSelected(@NonNull MenuItem item) {
        switch (item.getItemId()) {
            case R.id.action_reset:
                viewModel.onResetSelect();
                return true;
            default:
                return super.onOptionsItemSelected(item);
        }
    }
}

ViewModel 

package com.example.jingziqi_mvvm.viewmodel;

import androidx.databinding.ObservableArrayMap;
import androidx.databinding.ObservableField;

import com.example.jingziqi_mvvm.model.Board;
import com.example.jingziqi_mvvm.model.Player;

public class JingziqiViewModel {
    private Board model;

    public final ObservableArrayMap<String, String> cells = new ObservableArrayMap<>();
    public final ObservableField<String> winner = new ObservableField<>();

    public JingziqiViewModel(){
        model = new Board();
    }

    public void onResetSelect(){
        model.restart();
        winner.set(null);
        cells.clear();
    }

    public void onClickedCellAt(int row, int col){
        Player playerThatMoved = model.mark(row, col);
        if (playerThatMoved != null) {
            cells.put("" + row + col, playerThatMoved.toString());
            winner.set(model.getWinner() == null ? null : model.getWinner().toString());
        }
    }
}

MVVM 使用 dataBinding 将数据绑定在 View 上。所以我们要引入 dataBinding。在 app 级的 build.gradle 里添加 

使用 dataBinding,我们还得修改 xml ,将整个布局包裹住 <layout>....</layout > 中,并且引入数据部分。注意,<data></data> 里的 type 所指示的内容,就是我们 VM 模块的 JingziqiViewModel.java 。并且在该 xml 里会用到 JingziqiViewModel的方法。

 

 使用 JingziqiViewModel 里的 onClickedCellAt()方法,以及 cells 成员变量。

 通过上述内容,我们把对格子内容的改变(数据)直接绑定在 view 上,这样代码就更简介了。

6大设计原则

单一职责原则、开闭原则、里氏替换原则、接口隔离原则、依赖倒置原则、迪米特原则 

单一职责原则:一个 class 完成一件事情。

开闭原则:对扩展、继承开发,对修改关闭。

里氏替换原则:不能改变基类的逻辑(比如,继承父类的run() 方法,哪里里面的实现逻辑就不能是 fly)

依赖倒置原则:两个模块之间通信,通过接口实现(不依赖实现,只依赖接口)

完整demo

下面给出上面 4 种写法的完整代码。可以查看具体的 xml ,以及更多的代码细节。

链接:https://pan.baidu.com/s/1qxJQ-6iIDgm7AX-6CmGuuQ 
提取码:2b77

猜你喜欢

转载自blog.csdn.net/qq_44950283/article/details/129629782