Learning MVP - Model View Presenter Tutorial in C# Unity via ChatGPT Dialogue

This week, I made a great effort (theoretically) to learn MVP architecture (Model-View-Presenter). I started by reading a blog about it, finding an excellent Unity book on design patterns, and finally asking ChatGPT various questions and seeking clarification about different aspects of MVP architecture.

Having a dialogue with ChatGPT was a fantastic experience, and I now consider it my new teacher. ChatGPT provided clear answers with relevant examples, which made it a very pleasing experience for me to discuss programming concepts, architecture, and design patterns-related questions with this chatbot teacher.

In this post, I am sharing my dialogue related to MVP. This will help you learn what MVP is and how it works in the Unity3D environment with C# examples. I will also explain the differences between MVP and MVC architecture, as well as how to separate presenter logic from the view. Additionally, I will provide MVP C# examples using concrete classes and interfaces.
MVP via unity book

I began the chat by asking about ChatGPT, and it responded with "MVP stands for Minimum Viable Product," and so on. However, when I asked specific programming-related questions, it answered correctly.

Below, I am sharing my MVP learning journey through dialogue, with slight modifications and explanations in my questions to make it more helpful for a general audience. I have added my additions and modifications in parentheses to provide better context.



I mean model view presenter (Asking to explain MVP)?

    In software engineering, Model-View-Presenter (MVP) is a design pattern commonly used in the development of user interfaces that separates the representation of information from the user's interaction with it. The model represents the data and the business logic, the view represents the user interface and the presenter acts as a link between the model and the view. The presenter receives events from the view, retrieves data from the model, and updates the view with the data.

    This separation of concerns allows for a more modular and testable codebase and a better separation of the user interface from the business logic.

    MVP is a variation of the Model-View-Controller (MVC) pattern, which is used in a similar way to organize the code for an application's user interface.

How MVP is different compared to MVC (Comparison helps you to understand things)?

    Model-View-Presenter (MVP) and Model-View-Controller (MVC) are both design patterns that are commonly used in the development of user interfaces, but there are some key differences between the two.

    In MVC, the controller is responsible for both handling user input and updating the view. The model represents the data and the business logic, and the view represents the user interface. This can lead to tight coupling between the view and the controller, making it more difficult to test and maintain the code.

    In MVP, the presenter is introduced as a separate component that acts as a link between the model and the view. The presenter receives events from the view, retrieves data from the model and updates the view with the data. This separation of concerns allows for a more modular and testable codebase, as well as a better separation of the user interface from the business logic.

    In MVP the view has no logic on it, it only provides callback to the presenter and displays the data provide by the presenter. The presenter take decisions based on the data provided by the model. It makes testing a lot easier.

Overall, MVP is often considered to be a variation of MVC that is better suited for modern user interfaces, with a clear separation of concerns, and less tightly coupled components.

Can you provide me Unity3d and C# related examples of both approaches (MVP vs MVC, Practical example)?

Sure! Here's an example of an MVP architecture in a Unity3D and C# application:
public class Model {
public int Score { get; set; }
}
public interface IView {
void UpdateScore(int score);
}
public class Presenter {
private Model _model;
private IView _view;
public Presenter(Model model, IView view) {
_model = model;
_view = view;
}
public void IncrementScore() {
_model.Score++;
_view.UpdateScore(_model.Score);
}
}
public class MyView : MonoBehaviour, IView {
private Text _scoreText;
void Start() {
_scoreText = GetComponent();
var model = new Model();
var presenter = new Presenter(model, this);
}
public void UpdateScore(int score) {
_scoreText.text = "Score: " + score;
}
}
This is a simple example that shows how a game's score can be incremented and displayed in the user interface. The Model class holds the current score, the IView interface defines the contract for updating the score display, and the Presenter class handles the logic for incrementing the score and updating the view. The MyView class is a MonoBehaviour class that implements the IView interface and updates the score display in the Unity scene. The Presenter class is only aware of the Model and IView interfaces, which allows for greater flexibility in how the view is implemented.

Here's an example of an MVC architecture in a Unity3D and C# application:
public class Model {
public int Score { get; set; }
}
public class View : MonoBehaviour {
private Text _scoreText;
private Model _model;
void Start() {
_scoreText = GetComponent();
_model = new Model();
}
public void UpdateScore(int score) {
_scoreText.text = "Score: " + score;
}
}
public class Controller : MonoBehaviour {
private Model _model;
private View _view;
void Start() {
_model = new Model();
_view = GetComponent();
}
public void IncrementScore() {
_model.Score++;
_view.UpdateScore(_model.Score);
}
}
Here, the Model class holds the score, the View class handles the display of the score, and the Controller class handles the logic for incrementing the score. The Controller class is aware of both the Model and View classes, which can make it more difficult to change or test the code in isolation.
    As you can see, in MVP, the Presenter takes responsibility of the controller as well as handle the communication between Model and View, making it more loosely coupled and easy to test. While in MVC, the controller and the view are tightly coupled and less easy to test.

But ScorePresenter is not used in your code. Why? (I Found an issue with the code, so asking for clarification. Actually, the example was not complete)?

    You're right, in my previous examples, the ScorePresenter class was not used. In the MVP example, I've used a single class called Presenter to handle the logic for incrementing the score and updating the view, but in a real-world scenario, it would be better to separate the classes according to their responsibilities.

    A more appropriate example of MVP would be to have a separate ScoreModel class that holds the current score and a separate ScorePresenter class that retrieves the score from the ScoreModel and updates the view.

public class ScoreModel {
public int Score { get; set; }
}
public interface IScoreView {
void UpdateScore(int score);
}
public class ScorePresenter {
private ScoreModel _model;
private IScoreView _view;
public ScorePresenter(ScoreModel model, IScoreView view) {
_model = model;
_view = view;
}
public void IncrementScore() {
_model.Score++;
_view.UpdateScore(_model.Score);
}
}
public class MyScoreView : MonoBehaviour, IScoreView {
private Text _scoreText;
void Start() {
_scoreText = GetComponent();
var model = new ScoreModel();
var presenter = new ScorePresenter(model, this);
}
public void UpdateScore(int score) {
_scoreText.text = "Score: " + score;
}
}
    As you can see, in this new example, the ScoreModel class holds the current score, the IScoreView interface defines the contract for updating the score display, and the ScorePresenter class handles the logic for incrementing the score and updating the view. The MyScoreView class is a MonoBehaviour class that implements the IScoreView interface and updates the score display in the Unity scene. The ScorePresenter class is only aware of the ScoreModel and IScoreView interfaces, which allows for greater flexibility in how the view is implemented. I apologize for the confusion caused by my previous examples, and I hope this clears things up.

So the last example was wrong? I should not check it?

I apologize for any confusion, the last examples I provided are not entirely incorrect, but they may lack some details and can be further improved in a real-world scenario. The example I provided were a simple illustration of the MVP architecture in a Unity3D and C# application, and the goal was to show how the different components (model, view, and presenter) interact with each other.

    In real-world applications, depending on the complexity of the project it may require more classes, interfaces, additional layers, and other design patterns to make the code more maintainable and testable. The design should be reviewed and refactored as it evolves. You should not consider the example as a blueprint or a definite solution, but as a starting point to understand MVP and its principles.

    You should consider your specific use case, requirements, and best practices. And you should also be prepared to adapt and modify the architecture as your needs change.

I don't know why you added an interface in this example. Will this (MVP) not workable without using the interface. Because the example getting complex with it. 

The use of an interface in the example I provided is not strictly necessary, but it can be beneficial in certain situations.

    In the example I provided, the IScoreView interface defines the contract for updating the score display, and it is implemented by the MyScoreView class. By using an interface in this way, the ScorePresenter class does not need to know the specifics of the view, it only needs to know that it can call the UpdateScore method. This separation of concerns allows for greater flexibility in how the view is implemented, and it makes it easier to test the presenter class in isolation.

    The use of an interface also allows the code to be more reusable. For example, if you have multiple ways of displaying the score, you can have multiple classes that implement the IScoreView interface and use them interchangeably with the same presenter class.

    Additionally, you might have to test your presenter class independently of your views. By providing an interface it becomes easier to do so, as you don't have to instantiate the view, but can use a mocked implementation of it.

That being said, it is not required to use an interface in the MVP architecture, it is possible to use concrete classes instead of interfaces. However, the use of interfaces can make the code more maintainable and testable, and make it easier to switch out different implementations of the view or the presenter in the future.

Can you create an example with concrete classes only (In order to understand MVP correctly I asked for an example with Concrete classes of C# only)?

Sure! Here's an example of an MVP architecture in a Unity3D and C# application that uses concrete classes only:

public class ScoreModel {
public int Score { get; set; }
}
public class MyScoreView : MonoBehaviour {
private Text _scoreText;
public void UpdateScore(int score) {
_scoreText.text = "Score: " + score;
}
}
public class ScorePresenter {
private ScoreModel _model;
private MyScoreView _view;
public ScorePresenter(ScoreModel model, MyScoreView view) {
_model = model;
_view = view;
}
public void IncrementScore() {
_model.Score++;
_view.UpdateScore(_model.Score);
}
}
public class Main : MonoBehaviour {
void Start() {
var model = new ScoreModel();
var view = GetComponent();
var presenter = new ScorePresenter(model, view);
}
}
    In this example, the ScoreModel class holds the current score, the MyScoreView class handles the display of the score, and the ScorePresenter class handles the logic for incrementing the score.
    Here, the ScorePresenter class is aware of both the ScoreModel and MyScoreView classes, which is similar to MVC, but the name of the class ScorePresenter gives us a hint that it is only responsible for the presentation part.
    As you can see, in this example, there's no need to use interface, and the code is still able to demonstrate the MVP pattern, with a clear separation of concerns and responsibility. However, the use of interfaces can make the code more testable, reusable, and maintainable. It's worth noting that in a real-world application, the use of interfaces can have more benefits, especially when the application grows in complexity and size.

Can we drive scorePresenter class from Monobheaviour? Is this permissible? Why it is separate?

    It is possible to drive the ScorePresenter class from MonoBehaviour in a Unity3D application. However, it may not be the best approach, as it can make it more difficult to test the code and separate the concerns between the presentation logic and the Unity-specific code.

    A MonoBehaviour class is a special type of class in Unity that is automatically instantiated and updated by the Unity engine. It is often used for classes that need to interact with the Unity engine, such as classes that control game objects, handle input, or play audio. In contrast, the ScorePresenter class is responsible for the presentation logic and should not need to interact with the Unity engine.

    Keeping the ScorePresenter class separate from MonoBehaviour, it can make it easier to test the presentation logic in isolation, and it can make it easier to reuse the presentation logic in other contexts, such as in a non-Unity application or in a different part of the Unity application.

    Additionally, the MonoBehaviour class is tightly coupled with the Unity engine, and mixing presentation logic with Unity-specific code, can make it more difficult to change or test the code in isolation.

    That being said, whether or not to derive the ScorePresenter class from MonoBehaviour is largely a matter of design choice. The important thing is to keep the logic separated and design in a way that makes the code easy to test, maintain, and extend.

Ok, then why did you call your class name main? Can it have a more suitable name?

    You're right, in the example I provided, the name of the class "Main" might not be the most appropriate name for the class.

    The purpose of the Main class in the example was to demonstrate how to instantiate the ScoreModel, MyScoreView, and ScorePresenter classes and connect them together. I chose the name "Main" because it is a common convention for the entry point of an application, but it might not be the most suitable or descriptive name for a class depending on the specific context and use case of the application.

    A more appropriate name for the class could be something like GameManager or ScoreManager, which would be more descriptive and reflective of the class's purpose and responsibilities. The name you choose should reflect what the class is actually doing, so it's easy to understand for other developers that may read your code, also it makes the code more readable and maintainable.

    It's important to keep in mind that proper naming is not only about the class itself but also about its methods, properties, and variables. It's a best practice to have meaningful and clear naming throughout your codebase.

How I will call it? IncrementScore()

To call the IncrementScore() method, you would first need to create an instance of the ScorePresenter class and then call the IncrementScore() method on that instance.

    In the example I provided, you can see that the Main class has a Start() method that instantiate the ScoreModel, MyScoreView, and ScorePresenter classes, and connects them together. Once you have the instance of the ScorePresenter class, you can call the IncrementScore() method on that instance wherever you need to increment the score.

    Here's an example of how you could call the IncrementScore() method in response to a button press in a Unity application:

public class Main : MonoBehaviour {
private ScorePresenter _presenter;
void Start() {
var model = new ScoreModel();
var view = GetComponent();
_presenter = new ScorePresenter(model, view);
}
public void OnButtonPress() {
_presenter.IncrementScore();
}
}
In this example, the OnButtonPress() method is called when the player presses a button. When the method is called, it in turn calls the IncrementScore() method on the _presenter instance which increments the score and updates the score display. It

Can you exactly tell me what are the benefits of this long work (MVP architecture code)? I can do this all thing in a single class? (Aksing for Benefits of MVP)

    The main benefit of using the MVP (Model-View-Presenter) architecture is that it helps to separate the concerns of the application and make the code more maintainable and testable.

By separating the application into distinct classes for the model, view, and presenter, the responsibility of each class is well defined and it's easy to understand the role of each class. This makes the code more readable and easier to understand for other developers, and it makes it easier to make changes or add new features to the application.

    Here are some of the benefits of MVP architecture specifically:

  • The model class holds the data and the logic of the application, it's separate from the view and presenter, so it's easy to test and maintain.
  • The view classes handle the display of the data, it's separate from the model and presenter, so it's easy to change the view without affecting the model and presenter.
  • The presenter classes handle the logic of the application and the communication between the model and the view, it's separate from the model and view, so it's easy to test and maintain.

    MVP also promotes loose coupling between classes, making the code more flexible and reusable. This makes it easier to change the implementation of a class without affecting other classes in the application.

    Additionally, using MVP allows for a better separation of concerns, you can easily test each component independently, it's easier to identify bugs, and it's easier to maintain and extend the codebase.

    It is true that in some simple cases, you can use a single class, but as the complexity of the application grows, the advantages of separating the concerns become more apparent and it's harder to understand and maintain the codebase.

It's worth noting that MVP is just one of many possible architectures and it's not always the best choice, depending on the complexity, size, and requirements of your project, other architectures like MVVM, VIPER, and Clean Architecture can be more suitable.

You have used the main class to call the incrementscore() function. This is called by the UI button press. My question is that if I use it with UI then what is the purpose of a separate class for the view? Because you are updating the UI with Main class and MyScoreView class?

    You're correct that in the example I provided, the IncrementScore() method is called by the OnButtonPress() method in the Main class, and the MyScoreView class is responsible for updating the score display on the UI.

    The purpose of separating the view into a separate class is to separate the concerns of the presentation logic and the view-specific logic. The Main class in the example is responsible for handling the button press and calling the IncrementScore() method on the ScorePresenter class, while the MyScoreView class is responsible for updating the score display on the UI.

    The separation of concerns allows for the code to be more modular and easier to test. The Main class can be tested in isolation to ensure that the button press is handled correctly and that the IncrementScore() method is called correctly. The MyScoreView class can also be tested in isolation to ensure that the score display is updated correctly.

    In addition, the separation of concerns allows for greater flexibility in how the view is implemented. The MyScoreView class can be replaced with a different implementation of the view without affecting the rest of the application, as long as the new class implements the same methods and properties.

    It is true that, in this example, the Main class is handling both the presentation logic and the view-specific logic, but it's important to keep in mind that it's a simplified example, and in a more complex application with more presentation logic, it would be beneficial to separate the logic of the view and presentation logic into different classes.

Do you mean you have written separate classes for taking input and displaying output? Which means the MyScoreView (presentation layer) is not responsible for taking input?

    That's correct, in the example I provided, the MyScoreView class is responsible for displaying the score, while the OnButtonPress() method in the Main class is responsible for handling the button press and calling the IncrementScore() method to increment the score.

    In MVP architecture, the view classes are typically responsible for displaying the data and providing a way for the user to interact with the application, but not handling the logic for handling the inputs. The inputs are usually handled by the presenter layer, which is responsible for handling the user inputs and updating the model accordingly, and this layer is also responsible for updating the view layer as well.

    By separating the view and presenter classes in this way, the code is more modular and easier to test. The MyScoreView class can be tested in isolation to ensure that the score display is updated correctly, while the presenter can be tested in isolation to ensure that it's handling the inputs correctly and updating the model and view accordingly.

    It's worth noting that, in a more complex application, you might have multiple classes for handling different types of inputs or different parts of the UI. In that case, it would be beneficial to separate the logic for handling each type of input into different classes, so that each class has a clear responsibility and is easy to test and maintain.

Can you draw a picture of this (MVP) design pattern?

    I'm sorry, I'm an AI language model and I don't have the ability to draw pictures. However, I can describe the general structure of the MVP (Model-View-Presenter) design pattern.

    The MVP design pattern consists of three main components: the Model, the View, and the Presenter.

    The Model represents the data and the logic of the application. It's responsible for storing and manipulating the data, and it's the source of truth for the application. The Model doesn't know anything about the View or the Presenter and is not dependent on them.

    The View represents the user interface of the application. It's responsible for displaying the data from the Model and for providing a way for the user to interact with the application. The View doesn't know anything about the Model or the Presenter and is not dependent on them.

    The Presenter sits between the Model and the View. It's responsible for handling the logic of the application, such as handling user inputs, updating the Model, and updating the View. The Presenter depends on the Model and the View, but the Model and the View do not depend on the Presenter.

The diagram of MVP could be represented as:

+------------+     +------------+     +-------------+
|  Model     |---->|  Presenter  |---->|   View       |
+------------+ +------------+ +-------------+
    In this diagram, the arrows represent the flow of data. The Model holds the data and updates the Presenter, the Presenter manipulates the data and updates the Model and the View accordingly, and the View displays the data. It's worth noting that

So you mean view (in Model View Presenter Architecture) cannot take input?

    In the MVP pattern, the view is generally responsible for displaying the data from the Model and providing a way for the user to interact with the application, but it's not responsible for handling the logic for processing the inputs.

    The view can take input, but it's not typically responsible for handling the logic for processing that input. Instead, the view will typically pass the input to the presenter, which is responsible for handling the logic for processing the input, such as updating the Model and updating the view accordingly.

    It's important to note that, the MVP pattern has a clear separation of concerns between the Model, View, and Presenter. The exact implementation details of the pattern can vary depending on the needs of the specific application. Some developers may choose to have the view handle some of the input processing logic and directly update the model, while others may choose to have all input processing logic handled by the presenter.

    It's important to understand the purpose of MVP architecture is to separate the concerns and make the code more modular and easy to test, so it can be adapted to specific use cases or requirements.

Do you mean view (in Model View Presenter Architecture) can also take input?

    In the MVP pattern, the view is generally responsible for displaying the data from the Model and providing a way for the user to interact with the application, but it's not typically responsible for handling the logic for processing the input. However, it is possible for the view to take input and handle the logic for processing it.

    The most common way of the view handling the input is by notifying the Presenter with the input events, so the Presenter can handle the logic for processing it, such as updating the Model and updating the view accordingly.

    Some developers may choose to have the view handle some of the input processing logic and directly update the model, while others may choose to have all input processing logic handled by the presenter. It really depends on the specific application and its requirements.

    It's important to note that the MVP pattern is not a rigid structure, it's meant to be flexible enough to adapt to the specific needs of an application. The key is to have a clear separation of concerns and make the code more modular and easy to test.

I found this presenter script. Is this a valid script? (A Presenter script from the book where I found that view and presenter logic were written in the same script, so I want to validate this code with ChatGPT)

public class HealthPresenter : MonoBehaviour
{
[SerializeField] Health health;
[SerializeField] Slider healthSlider;
private void Start()
{
if (health != null)
{
health.HealthChanged += OnHealthChanged;
}
UpdateView();
}
private void OnDestroy()
{
if (health != null)
{
health.HealthChanged -= OnHealthChanged;
}
}
public void Damage(int amount)
{
health?.Decrement(amount);
}
public void Heal(int amount)
{
health?.Increment(amount);
}
public void Reset()
{
health?.Restore();
}
public void UpdateView()
{
if (health == null)
return;
if (healthSlider !=null && health.MaxHealth != 0)
{
healthSlider.value = (float) health.CurrentHealth / (float)
health.MaxHealth;
}
}
public void OnHealthChanged()
{
UpdateView();
}
}

    Yes, this script appears to be a valid implementation of the MVP (Model-View-Presenter) pattern for a simple health system.

    Here's a breakdown of what the script is doing:

  • The HealthPresenter class is a MonoBehaviour script, which means it can be attached to a GameObject in Unity.
  • The Health and Slider components are serialized fields, which means they can be set in the Unity editor.
  • In the Start() method, the script subscribes to the HealthChanged event on the Health component and updates the view.
  • In the OnDestroy() method, the script unsubscribes from the HealthChanged event to avoid memory leaks.
  • The script also contains methods for damaging, healing, and resetting the health, which are called when the corresponding buttons are pressed in the UI.
  • The UpdateView() method updates the health slider based on the current health and max health values.
  • The OnHealthChanged() method is called when the HealthChanged event is raised and updates the view.

It's worth noting that, this script is a simplified example, in a more complex application, it would be beneficial to separate the logic of the view and presentation logic into different classes and use interfaces for better decoupling.

Do you mean currently, this script has combined view and presentation logic in the same file? Right

    Yes, that's correct. In the script that you provided, the HealthPresenter class handles both the presentation logic and the view-specific logic in the same file.

    The HealthPresenter class is handling the logic for damaging, healing, and resetting the health, as well as updating the health slider to reflect the current health values. These responsibilities are typically considered to be part of the presenter's responsibilities in the MVP pattern.

    At the same time, the HealthPresenter class is also directly interacting with the health slider component to update its value and it is also listening to the health component events and updating the view accordingly. These responsibilities are typically considered to be part of the view's responsibilities in the MVP pattern.

    In a more complex application, it would be beneficial to separate the logic of the view and presentation logic into different classes and use interfaces for better decoupling. This would make the code more modular and easier to test and would allow for greater flexibility in how the view is implemented.

You said this is also right that on a small scale you can use presenter and view logic in the same file but this will violets the SRP.

    Yes, that's correct. In a small-scale application, it's possible to combine the presenter and view logic in the same class, such as the HealthPresenter script you provided as an example. This can simplify the code and make it easier to understand.

    However, as the application becomes more complex, it becomes more difficult to maintain and test the code if the presenter and view logic are combined in the same class. This is because, the Single Responsibility Principle (SRP) states that a class should have only one reason to change, and combining the presenter and view logic in the same class would break this principle.

    When the presenter and view logic are separated, it makes the code more modular and easier to test. The view can be tested in isolation to ensure that it's displaying the data correctly and providing a way for the user to interact with the application, and the presenter can be tested in isolation to ensure that it's handling the logic correctly and updating the model and view accordingly.

    So, it's good practice to separate the view and presentation logic into different classes, especially in a more complex application, but in smaller scale project, where the complexity is not high and the codebase is small, it's ok to use the presenter and view logic in the same file, which can make it simpler and easier to understand.

Can you split the Presenter and View logic?

Sure! Here's an example of how the HealthPresenter script could be separated into two classes, one for the presenter logic and one for the view logic:

Copy code
//HealthPresenter.cs
public class HealthPresenter : MonoBehaviour
{
[SerializeField] Health health;
private IHealthView view;
private void Start()
{
if (health != null)
{
health.HealthChanged += OnHealthChanged;
}
view = GetComponent();
view.UpdateView();
}
private void OnDestroy()
{
if (health != null)
{
health.HealthChanged -= OnHealthChanged;
}
}
public void Damage(int amount)
{
health?.Decrement(amount);
}
public void Heal(int amount)
{
health?.Increment(amount);
}
public void Reset()
{
health?.Restore();
}
public void OnHealthChanged()
{
view.UpdateView();
}
}
//HealthView.cs
public class HealthView : MonoBehaviour, IHealthView
{
[SerializeField] Slider healthSlider;
public void UpdateView()
{
if (healthSlider !=null && health.MaxHealth != 0)
{
healthSlider.value = (float) health.CurrentHealth / (float) health.MaxHealth;
}
}
}
    In this example, the HealthPresenter class is responsible for handling the logic for damaging, healing, and resetting the health, as well as updating the view when the health changes. The HealthView class is responsible for updating the health slider to reflect the current health values.
    The HealthPresenter class is no longer interacting with the health slider directly, but it is using an interface IHealthView which is implemented by HealthView to update the view. 
    This way of separating the codebase into different classes allows for a clear separation of

Why did you take interface instead of concrete Class? I mean can access healthView directly in the presenter class instead of creating an interface?

    The use of an interface in this example is to separate the concerns of the presenter and the view and to make the code more modular and easier to test.

    An interface defines a contract for a class, specifying the methods that the class should implement. By using an interface, the HealthPresenter class is not tied to a specific implementation of the view. It only knows that it needs an object that implements the IHealthView interface, and that object can be any class that implements that interface. This allows for greater flexibility in how the view is implemented and makes it easier to swap out the view for a different implementation if necessary.

If the HealthPresenter class is directly accessing the HealthView class, it would create a tight coupling between the two classes, which makes it difficult to swap out the view for a different implementation or to test the presenter in isolation.

    In addition, if the HealthView class is accessed directly by the HealthPresenter, the HealthView class would need to know about the HealthPresenter class and its methods, violating the Single Responsibility Principle (SRP) and making the codebase more complex.

    It's worth noting that, the use of an interface is not always necessary, it depends on the specific needs of the application. However, in general, it's a good practice to use interfaces to decouple classes and make the code more modular and easier to test.

We use interfaces so that we can test the presenter in isolation. can you define how we can test it in isolation?

Yes, that's correct. One of the main benefits of using interfaces is that they allow you to test the presenter in isolation.

    When the presenter and view logic is separated into different classes, you can test the presenter in isolation by creating a test double (also known as a mock or a stub) of the view interface, which is an object that implements the same interface as the real view but has no functionality. This test double can be used in place of the real view when testing the presenter so that you can test the presenter's behavior without having to worry about the view's behavior.

    Here's an example of how you might test the HealthPresenter class in isolation using a test double of the IHealthView interface:

[Test]
public void Damage_HealthDecremented()
{
// Arrange
var health = new Health(100);
var testView = new TestView();
var presenter = new HealthPresenter(health, testView);
// Act
presenter.Damage(20);
// Assert
Assert.AreEqual(80, health.CurrentHealth);
Assert.AreEqual(1, testView.UpdateViewCallCount);
}
In this example, TestView is a test double of the IHealthView interface that has no functionality, but keeps track of how many times the UpdateView() method was called.
    The test creates an instance of the HealthPresenter class, passing in the test double of the view interface, and calls the Damage() method on the presenter. The test then asserts that the health's current health has decreased by 20, and the UpdateView() method was called once, which indicates that the presenter is correctly updating the view when the health changes. 
    By testing the presenter in isolation, you can be confident that the presenter's behavior is correct without having to worry about the behavior of the view, which can be tested separately.
It's worth noting that, to test the presenter in isolation, the presenter class should not reference the view class directly but should use the interface so that it can use the test double in place of the real view.

I am unable to understand this "In addition, if the HealthView class is accessed directly by the HealthPresenter, the HealthView class would need to know about the HealthPresenter class and its methods"! how healthview need to know healthPresenter ? we will just call the healthview method from healthpresenter directly just like the interface is currently doing.?

    You are correct that if the HealthPresenter class were to access the HealthView class directly, it would be able to call methods on the HealthView class just as it does with the interface. However, the concern is not about being able to call methods, but about the relationship and the dependencies between the classes. When the HealthPresenter class references the HealthView class directly, it creates a tight coupling between the two classes. This means that the HealthView class would have knowledge of the HealthPresenter class and would depend on it, which can make the codebase more complex and harder to maintain.

    For example, If the HealthPresenter class references the HealthView class directly, it means that the HealthView class would know about the HealthPresenter class, its fields and methods, so it would be tightly coupled to it. This would make it difficult to replace the HealthView class with another implementation, and would also make it harder to test the HealthView class in isolation.

The main goal of MVP and interface is to decouple the classes and minimize the dependencies between them so that they can be more easily tested and maintained. By using an interface, the HealthPresenter class has no knowledge of the specific implementation of the HealthView class and it only knows that it needs an object that implements the IHealthView interface. This allows for greater flexibility in how the view is implemented and makes it easier to test the presenter in isolation.

Post a Comment

0 Comments