Intermediate Design Patterns in Swift

Design patterns are incredibly useful for making code maintainable and readable. Learn design patterns in Swift with this hands on tutorial. By .

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Update 5/12/2015: Updated for Xcode 6.3 / Swift 1.2.

Beginner’s note: New to design patterns? Check out our two-part tutorial, Introducing iOS Design Patterns in Swift for the basics before reading on!

In this tutorial, you’ll learn to use design patterns in Swift to refactor a game called Tap the Larger Shape.

Having knowledge of design patterns is crucial to writing apps that are maintainable and bug free. Knowing when to employ each design pattern is a skill that you can only learn with practice. Where better to learn than this tutorial!

But what exactly is a design pattern? It’s a formally documented solution to a common problem. For example, consider the common problem of looping over a collection of items — the design pattern you use here is the Iterator design pattern:

var collection = ...

// The for loop condition uses the Iterator design pattern
for item in collection {
  println("Item is: \(item)")
}

The value of the Iterator design pattern is that it abstracts away the actual underlying mechanics of accessing items in the collection. Your code can access the items in a consistent manner regardless of whether collection is an array, dictionary or some other type.

Not only that, but design patterns are part of the developer culture, so another developer maintaining or extending your code will likely understand the Iterator design pattern. They serve as a language for reasoning about software architecture.

There are several design patterns that occur with great frequency in iOS programming, such as Model View Controller that appears in almost every app, and Delegation, a powerful, often underutilized, pattern that you certainly know if you’ve ever worked with table views. This tutorial discusses some lesser known but highly useful design patterns.

If you’re unfamiliar with the concept of design patterns, you might want to bookmark this page, and head over to iOS Design Patterns Tutorial for an introduction.

Getting Started

Tap the Larger Shape is a fun but simple game where you’re presented with a pair of similar shapes and you need to tap the larger of the two. If you tap the larger shape, you gain a point. If you tap the smaller shape, you lose a point.

It looks as though all that time you spent doodling random squares, circles and triangles as kid will finally pay off! :]

Get started by downloading the starter project and opening it in Xcode.

Note: You’ll want to use Xcode 6.3.1 and Swift 1.2 for maximum Swift compatibility and stability.

This starter project contains the full game. You’ll refactor the starter project throughout this tutorial and make use of design patterns to make your game more maintainable and more fun.

Build and run the project on the iPhone 5 simulator, and tap a few shapes to understand how the game plays. You should see something like the image below:

Tap the larger shape and gain points. :]

Tap the larger shape and gain points. :]

Tap the smaller shape and lose points.  :[

Tap the smaller shape and lose points. :[

Understanding the Game

Before getting into the details of design patterns, take a look at the game as it’s currently written. Open Shape.swift take a look around and find the following code. You don’t need to make any changes, just look:

import Foundation
import UIKit

class Shape {
}

class SquareShape: Shape {
  var sideLength: CGFloat!
}

The Shape class is the basic model for tappable shapes in the game. The concrete subclass SquareShape represents a square: a polygon with four equal-length sides.

Next, open ShapeView.swift and take a look at the code for ShapeView:

import Foundation
import UIKit

class ShapeView: UIView {
  var shape: Shape!

  // 1
  var showFill: Bool = true {
    didSet {
      setNeedsDisplay()
    }
  }
  var fillColor: UIColor = UIColor.orangeColor() {
    didSet {
      setNeedsDisplay()
    }
  }

  // 2
  var showOutline: Bool = true {
    didSet {
      setNeedsDisplay()
    }
  }
  var outlineColor: UIColor = UIColor.grayColor() {
    didSet {
      setNeedsDisplay()
    }
  }

  // 3
  var tapHandler: ((ShapeView) -> ())?

  override init(frame: CGRect) {
    super.init(frame: frame)

    // 4
    let tapRecognizer = UITapGestureRecognizer(target: self, action: Selector("handleTap"))
    addGestureRecognizer(tapRecognizer)
  }

  required init(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
  }

  func handleTap() {
  	// 5
    tapHandler?(self)
  }

  let halfLineWidth: CGFloat = 3.0
}
  

ShapeView is the view that renders a generic Shape model. Line by line, here’s what’s happening in that block:

  1. Indicate if the app should fill the shape with a color, and if so, which color. This is the solid interior color of the shape.
  2. Indicate if the app should stroke the shape’s outline with a color, and if so, which color. This is the color of the shape’s border.
  3. A closure that handles taps (e.g. to adjust the score). If you’re not familiar with Swift closures, you can review them in this Swift Functional Programming Tutorial, but keep in mind they’re similar to Objective C blocks.
  4. Set up a tap gesture recognizer that invokes handleTap when the player taps the view.
  5. Invoke the tapHandler when the gesture recognizer recognizes a tap gesture.

Now scroll down and examine SquareShapeView:

class SquareShapeView: ShapeView {
  override func drawRect(rect: CGRect) {
    super.drawRect(rect)

    // 1
    if showFill {
      fillColor.setFill()
      let fillPath = UIBezierPath(rect: bounds)
      fillPath.fill()
    }

    // 2
    if showOutline {
      outlineColor.setStroke()

      // 3
      let outlinePath = UIBezierPath(rect: CGRect(x: halfLineWidth, y: halfLineWidth, width: bounds.size.width - 2 * halfLineWidth, height: bounds.size.height - 2 * halfLineWidth))
      outlinePath.lineWidth = 2.0 * halfLineWidth
      outlinePath.stroke()
    }
  }
}

Here’s how SquareShapeView draws itself:

  1. If configured to show fill, then fill in the view with the fill color.
  2. If configured to show an outline, then outline the view with the outline color.
  3. Since iOS draws lines that are centered over their position, you need to inset the view bounds by halfLineWidth when stroking the path.

Excellent, now that you understand how the game draws its shapes, open GameViewController.swift and have a look at the game logic:

import UIKit

class GameViewController: UIViewController {

  override func viewDidLoad() {
    super.viewDidLoad()
    // 1
    beginNextTurn()
  }

  override func prefersStatusBarHidden() -> Bool {
    return true
  }

  private func beginNextTurn() {
    // 2
    let shape1 = SquareShape()
    shape1.sideLength = Utils.randomBetweenLower(0.3, andUpper: 0.8)
    let shape2 = SquareShape()
    shape2.sideLength = Utils.randomBetweenLower(0.3, andUpper: 0.8)

    // 3
    let availSize = gameView.sizeAvailableForShapes()

    // 4
    let shapeView1: ShapeView =
      SquareShapeView(frame: CGRect(x: 0,
                                    y: 0,
                                    width: availSize.width * shape1.sideLength,
                                    height: availSize.height * shape1.sideLength))
    shapeView1.shape = shape1
    let shapeView2: ShapeView =
      SquareShapeView(frame: CGRect(x: 0,
                                    y: 0,
                                    width: availSize.width * shape2.sideLength,
                                    height: availSize.height * shape2.sideLength))
    shapeView2.shape = shape2

    // 5
    let shapeViews = (shapeView1, shapeView2)

    // 6
    shapeViews.0.tapHandler = {
      tappedView in
      self.gameView.score += shape1.sideLength >= shape2.sideLength ? 1 : -1
      self.beginNextTurn()
    }
    shapeViews.1.tapHandler = {
      tappedView in
      self.gameView.score += shape2.sideLength >= shape1.sideLength ? 1 : -1
      self.beginNextTurn()
    }

    // 7
    gameView.addShapeViews(shapeViews)
  }

  private var gameView: GameView { return view as! GameView }
}

Here’s how the game logic works:

  1. Begin a turn as soon as the GameView loads.
  2. Create a pair of square shapes with random side lengths drawn as proportions in the range [0.3, 0.8]. The shapes will also scale to any screen size.
  3. Ask the GameView what size is available for each shape based on the current screen size.
  4. Create a SquareShapeView for each shape, and size the shape by multiplying the shape’s sideLength proportion by the appropriate availSize dimension of the current screen.
  5. Store the shapes in a tuple for easier manipulation.
  6. Set the tap handler on each shape view to adjust the score based on whether the player tapped the larger view or not.
  7. Add the shapes to the GameView so it can lay out the shapes and display them.

That’s it. That’s the complete game logic. Pretty simple, right? :]

Why Use Design Patterns?

You’re probably wondering to yourself, “Hmmm, so why do I need design patterns when I have a working game?” Well, what if you want to support shapes other than just squares?

You could add code to create a second shape in beginNextTurn, but as you add a third, fourth or even fifth type of shape the code would become unmanageable.

And what if you want the player to be able to select the shape she plays?

If you lump all of that code together in GameViewController you’ll end up with tightly-coupled code containing hard-coded dependencies that will be difficult to manage.

Here’s the answer to your question: design patterns help decouple your code into nicely-separated bits.

Before moving on, I have a confession; I already snuck in a design pattern. :]
ragecomic1
[spoiler title=”Can You Spot the Design Pattern?”]The ShapeView.tapHandler uses the Observer design pattern to inform interested code that the player tapped the view. Notice how this nicely decouples the rendering of the view from the logic to handle interactions with the view?[/spoiler]

Now, on to the design patterns. Each section from here on describes a different design pattern. Let’s get going!

Design Pattern: Abstract Factory

GameViewController is tightly coupled with the SquareShapeView, and that doesn’t allow much room to later use a different view to represent squares or introduce a second shape.

Your first task is to decouple and simplify your GameViewController using the Abstract Factory design pattern. You’re going to use this pattern in code that establishes an API for constructing a group of related objects, like the shape views you’ll work with momentarily, without hard-coding specific classes.

Click File\New\File… and then select iOS\Source\Swift File. Call the file ShapeViewFactory.swift, save it and then replace its contents with the code below:

import Foundation
import UIKit

// 1
protocol ShapeViewFactory {
  // 2
  var size: CGSize { get set }
  // 3
  func makeShapeViewsForShapes(shapes: (Shape, Shape)) -> (ShapeView, ShapeView)
}

Here’s how your new factory works:

  1. Define ShapeViewFactory as a Swift protocol. There’s no reason for it to be a class or struct since it only describes an interface and has no functionality itself.
  2. Each factory should have a size that defines the bounding box of the shapes it creates. This is essential to layout code using the factory-produced views.
  3. Define the method that produces shape views. This is the “meat” of the factory. It takes a tuple of two Shape objects and returns a tuple of two ShapeView objects. This essentially manufactures views from its raw materials — the models.

Add the following code to end of ShapeViewFactory.swift:

class SquareShapeViewFactory: ShapeViewFactory {
  var size: CGSize

  // 1
  init(size: CGSize) {
    self.size = size
  }

  func makeShapeViewsForShapes(shapes: (Shape, Shape)) -> (ShapeView, ShapeView) {
    // 2
    let squareShape1 = shapes.0 as! SquareShape
    let shapeView1 = 
      SquareShapeView(frame: CGRect(x: 0,
                                    y: 0,
                                    width: squareShape1.sideLength * size.width,
                                    height: squareShape1.sideLength * size.height))
    shapeView1.shape = squareShape1

    // 3
    let squareShape2 = shapes.1 as! SquareShape
    let shapeView2 =
      SquareShapeView(frame: CGRect(x: 0,
                                    y: 0,
                                    width: squareShape2.sideLength * size.width,
                                    height: squareShape2.sideLength * size.height))
    shapeView2.shape = squareShape2

    // 4
    return (shapeView1, shapeView2)
  }
}

Your SquareShapeViewFactory produces SquareShapeView instances as follows:

  1. Initialize the factory to use a consistent maximum size.
  2. Construct the first shape view from the first passed shape.
  3. Construct the second shape view from the second passed shape.
  4. Return a tuple containing the two created shape views.

Finally, it’s time to put SquareShapeViewFactory to use. Open GameViewController.swift, and replace its contents with the following:

import UIKit

class GameViewController: UIViewController {

  override func viewDidLoad() {
    super.viewDidLoad()

    // 1 ***** ADDITION
    shapeViewFactory = SquareShapeViewFactory(size: gameView.sizeAvailableForShapes())

    beginNextTurn()
  }

  override func prefersStatusBarHidden() -> Bool {
    return true
  }

  private func beginNextTurn() {
    let shape1 = SquareShape()
    shape1.sideLength = Utils.randomBetweenLower(0.3, andUpper: 0.8)
    let shape2 = SquareShape()
    shape2.sideLength = Utils.randomBetweenLower(0.3, andUpper: 0.8)

    // 2 ***** ADDITION
    let shapeViews = shapeViewFactory.makeShapeViewsForShapes((shape1, shape2))

    shapeViews.0.tapHandler = {
      tappedView in
      self.gameView.score += shape1.sideLength >= shape2.sideLength ? 1 : -1
      self.beginNextTurn()
    }
    shapeViews.1.tapHandler = {
      tappedView in
      self.gameView.score += shape2.sideLength >= shape1.sideLength ? 1 : -1
      self.beginNextTurn()
    }

    gameView.addShapeViews(shapeViews)
  }

  private var gameView: GameView { return view as! GameView }

  // 3 ***** ADDITION
  private var shapeViewFactory: ShapeViewFactory!
}

There are three new lines of code:

  1. Initialize and store a SquareShapeViewFactory.
  2. Use this new factory to create your shape views.
  3. Store your new shape view factory as an instance property.

The key benefits are in section two, where you replaced six lines of code with one. Better yet, you moved the complex shape view creation code out of GameViewController to make the class smaller and easier to follow.

It’s helpful to move view creation code out of your view controller since GameViewController acts as a view controller and coordinates between model and view.

Build and run, and then you should see something like the following:

Screenshot4

Nothing about your game’s visuals changed, but you did simplify your code.

If you were to replace SquareShapeView with SomeOtherShapeView, then the benefits of the SquareShapeViewFactory would shine. Specifically, you wouldn’t need to alter GameViewController, and you could isolate all the changes to SquareShapeViewFactory.

Now that you’ve simplified the creation of shape views, you’re going to simplify the creation of shapes. Create a new Swift file like before, called ShapeFactory.swift, and paste in the following code:

import Foundation
import UIKit

// 1
protocol ShapeFactory {
  func createShapes() -> (Shape, Shape)
}

class SquareShapeFactory: ShapeFactory {
  // 2
  var minProportion: CGFloat
  var maxProportion: CGFloat

  init(minProportion: CGFloat, maxProportion: CGFloat) {
    self.minProportion = minProportion
    self.maxProportion = maxProportion
  }

  func createShapes() -> (Shape, Shape) {
    // 3
    let shape1 = SquareShape()
    shape1.sideLength = Utils.randomBetweenLower(minProportion, andUpper: maxProportion)

    // 4
    let shape2 = SquareShape()
    shape2.sideLength = Utils.randomBetweenLower(minProportion, andUpper: maxProportion)

    // 5
    return (shape1, shape2)
  }
}

Your new ShapeFactory produces shapes as follows:

  1. Again, you’ve declared the ShapeFactory as a protocol to build in maximum flexibility, just like you did for ShapeViewFactory.
  2. You want your shape factory to produce shapes that have dimensions in unit terms, for instance, in a range like [0, 1] — so you store this range.
  3. Create the first square shape with random dimensions.
  4. Create the second square shape with random dimensions.
  5. Return the pair of square shapes as a tuple.

Now open GameViewController.swift and insert the following line at the bottom just before the closing curly brace:

private var shapeFactory: ShapeFactory!

Then insert the following line near the bottom of viewDidLoad, just above the invocation of beginNextTurn:

shapeFactory = SquareShapeFactory(minProportion: 0.3, maxProportion: 0.8)

Finally, replace beginNextTurn with this code:

private func beginNextTurn() {
  // 1
  let shapes = shapeFactory.createShapes()

  let shapeViews = shapeViewFactory.makeShapeViewsForShapes(shapes)

  shapeViews.0.tapHandler = {
    tappedView in
    // 2
    let square1 = shapes.0 as! SquareShape, square2 = shapes.1 as! SquareShape
    // 3
    self.gameView.score += square1.sideLength >= square2.sideLength ? 1 : -1
    self.beginNextTurn()
  }
  shapeViews.1.tapHandler = {
    tappedView in
    let square1 = shapes.0 as! SquareShape, square2 = shapes.1 as! SquareShape
    self.gameView.score += square2.sideLength >= square1.sideLength ? 1 : -1
    self.beginNextTurn()
  }

  gameView.addShapeViews(shapeViews)
}

Section by section, here’s what that does.

  1. Use your new shape factory to create a tuple of shapes.
  2. Extract the shapes from the tuple…
  3. …so that you can compare them here.

Once again, using the Abstract Factory design pattern simplified your code by moving shape generation out of GameViewController.

Design Pattern: Servant

At this point you can almost add a second shape, for example, a circle. Your only hard-coded dependence on squares is in the score calculation in beginNextTurn in code like the following:

shapeViews.1.tapHandler = {
  tappedView in
  // 1
  let square1 = shapes.0 as! SquareShape, square2 = shapes.1 as! SquareShape

  // 2
  self.gameView.score += square2.sideLength >= square1.sideLength ? 1 : -1
  self.beginNextTurn()
}

Here you cast the shapes to SquareShape so that you can access their sideLength. Circles don’t have a sideLength, instead they have a diameter.

The solution is to use the Servant design pattern, which provides a behavior like score calculation to a group of classes like shapes, via a common interface. In your case, the score calculation will be the servant, the shapes will be the serviced classes, and an area property plays the role of the common interface.

Open Shape.swift and add the following line to the bottom of the Shape class:

var area: CGFloat { return 0 }

Then add the following line to the bottom of the SquareShape class:

override var area: CGFloat { return sideLength * sideLength }

You can see where this is going — you can calculate which shape is larger based on its area.

Open GameViewController.swift and replace beginNextTurn with the following:

private func beginNextTurn() {
  let shapes = shapeFactory.createShapes()

  let shapeViews = shapeViewFactory.makeShapeViewsForShapes(shapes)

  shapeViews.0.tapHandler = {
    tappedView in
    // 1
    self.gameView.score += shapes.0.area >= shapes.1.area ? 1 : -1
    self.beginNextTurn()
  }
  shapeViews.1.tapHandler = {
    tappedView in
    // 2
    self.gameView.score += shapes.1.area >= shapes.0.area ? 1 : -1
    self.beginNextTurn()
  }

  gameView.addShapeViews(shapeViews)
}
  1. Determines the larger shape based on the shape area.
  2. Also determines the larger shape based on the shape area.

Build and run, and you should see something like the following — the game looks the same, but the code is now more flexible.

Screenshot6

Congratulations, you’ve completely removed dependencies on squares from your game logic. If you were to create and use some circle factories, your game would become more…well-rounded. :]

ragecomic2

Leveraging Abstract Factory for Gameplay Versatility

“Don’t be a square!” can be an insult in real life, and your game feels like it’s been boxed in to one shape — it aspires to smoother lines and more aerodynamic shapes

You need to introduce some smooth “circley goodness.” Open Shape.swift, and then add the following code at the bottom of the file:

class CircleShape: Shape {
    var diameter: CGFloat!
    override var area: CGFloat { return CGFloat(M_PI) * diameter * diameter / 4.0 }
}

Your circle only needs to know the diameter from which it can compute its area, and thus support the Servant pattern.

Next, build CircleShape objects by adding a CircleShapeFactory. Open ShapeFactory.swift, and add the following code at the bottom of the file:

class CircleShapeFactory: ShapeFactory {
  var minProportion: CGFloat
  var maxProportion: CGFloat

  init(minProportion: CGFloat, maxProportion: CGFloat) {
    self.minProportion = minProportion
    self.maxProportion = maxProportion
  }

  func createShapes() -> (Shape, Shape) {
    // 1
    let shape1 = CircleShape()
    shape1.diameter = Utils.randomBetweenLower(minProportion, andUpper: maxProportion)

    // 2
    let shape2 = CircleShape()
    shape2.diameter = Utils.randomBetweenLower(minProportion, andUpper: maxProportion)

    return (shape1, shape2)
  }
}

This code follows a familiar pattern: Section 1 and Section 2 create a CircleShape and assign it a random diameter.

You need to solve another problem, and doing so might just prevent a messy Geometry Revolution. See, what you have right now is “Geometry Without Representation,” and you know how wound up shapes can get when they feel underrepresented. (haha!)

It’s easy to please your constituents; all you need to is represent your new CircleShape objects on the screen with a CircleShapeView. :]

Open ShapeView.swift and add the following at the bottom of the file:

class CircleShapeView: ShapeView {
  override init(frame: CGRect) {
    super.init(frame: frame)
    // 1
    self.opaque = false
    // 2
    self.contentMode = UIViewContentMode.Redraw
  }

  required init(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
  }

  override func drawRect(rect: CGRect) {
    super.drawRect(rect)

    if showFill {
      fillColor.setFill()
      // 3
      let fillPath = UIBezierPath(ovalInRect: self.bounds)
      fillPath.fill()
    }

    if showOutline {
      outlineColor.setStroke()
      // 4
      let outlinePath = UIBezierPath(ovalInRect: CGRect(
        x: halfLineWidth,
        y: halfLineWidth,
        width: self.bounds.size.width - 2 * halfLineWidth,
        height: self.bounds.size.height - 2 * halfLineWidth))
      outlinePath.lineWidth = 2.0 * halfLineWidth
      outlinePath.stroke()
    }
  }
}

Explanations of the above that take each section in turn:

  1. Since a circle cannot fill the rectangular bounds of its view, you need to tell UIKit that the view is not opaque, meaning content behind it may poke through. If you miss this, then the circles will have an ugly black background.
  2. Because the view is not opaque, you should redraw the view when its bounds change.
  3. Draw a circle filled with the fillColor. In a moment, you’ll create CircleShapeViewFactory, which will ensurethat CircleView has equal width and height so the shape will be a circle and not an ellipse.
  4. Stroke the outline border of the circle and inset to account for line width.

Now you’ll create CircleShapeView objects in a CircleShapeViewFactory.

Open ShapeViewFactory.swift and add the following code at the bottom of the file:

class CircleShapeViewFactory: ShapeViewFactory {
  var size: CGSize

  init(size: CGSize) {
    self.size = size
  }

  func makeShapeViewsForShapes(shapes: (Shape, Shape)) -> (ShapeView, ShapeView) {
    let circleShape1 = shapes.0 as! CircleShape
    // 1
    let shapeView1 = CircleShapeView(frame: CGRect(
      x: 0,
      y: 0,
      width: circleShape1.diameter * size.width,
      height: circleShape1.diameter * size.height))
    shapeView1.shape = circleShape1

    let circleShape2 = shapes.1 as! CircleShape
    // 2
    let shapeView2 = CircleShapeView(frame: CGRect(
      x: 0,
      y: 0,
      width: circleShape2.diameter * size.width,
      height: circleShape2.diameter * size.height))
    shapeView2.shape = circleShape2

    return (shapeView1, shapeView2)
  }
}

This is the factory that will create circles instead of squares. Section 1 and Section 2 are creating CircleShapeView instances by using the passed in shapes. Notice how your code is makes sure the circles have equal width and height so they render as perfect circles and not ellipses.

Finally, open GameViewController.swift and replace the lines in viewDidLoad that assign the shape and view factories with the following:

shapeViewFactory = CircleShapeViewFactory(size: gameView.sizeAvailableForShapes())
shapeFactory = CircleShapeFactory(minProportion: 0.3, maxProportion: 0.8)

Now build and run and you should see something like the following screenshot.

Screenshot7
Lookee there. You made circles!

Notice how you were able to add a new shape without much impact on your game’s logic in GameViewController? The Abstract Factory and Servant design patterns made this possible.

Design Pattern: Builder

Now it’s time to examine a third design pattern: Builder.

Suppose you want to vary the appearance of your ShapeView instances — whether they should show fill and outline colors and what colors to use. The Builder design pattern makes such object configuration easier and more flexible.

One approach to solve this configuration problem would be to add a variety of constructors, either class convenience methods like CircleShapeView.redFilledCircleWithBlueOutline() or initializers with a variety of arguments and default values.

Unfortunately, it’s not a scalable technique as you’d need to write a new method or initializer for every combination.

Builder solves this problem rather elegantly because it creates a class with a single purpose — configure an already initialized object. If you set up your builder to build red circles and then later blue circles, it’ll do so without need to alter CircleShapeView.

Create a new file ShapeViewBuilder.swift and replace its contents with the following code:

import Foundation
import UIKit

class ShapeViewBuilder {
  // 1
  var showFill  = true
  var fillColor = UIColor.orangeColor()

  // 2
  var showOutline  = true
  var outlineColor = UIColor.grayColor()

  // 3
  init(shapeViewFactory: ShapeViewFactory) {
    self.shapeViewFactory = shapeViewFactory
  }

  // 4
  func buildShapeViewsForShapes(shapes: (Shape, Shape)) -> (ShapeView, ShapeView) {
    let shapeViews = shapeViewFactory.makeShapeViewsForShapes(shapes)
    configureShapeView(shapeViews.0)
    configureShapeView(shapeViews.1)
    return shapeViews
  }

  // 5
  private func configureShapeView(shapeView: ShapeView) {
    shapeView.showFill  = showFill
    shapeView.fillColor = fillColor
    shapeView.showOutline  = showOutline
    shapeView.outlineColor = outlineColor
  }

  private var shapeViewFactory: ShapeViewFactory
}

Here’s how your new ShapeViewBuilder works:

  1. Store configuration to set ShapeView fill properties.
  2. Store configuration to set ShapeView outline properties.
  3. Initialize the builder to hold a ShapeViewFactory to construct the views. This means the builder doesn’t need to know if it’s building SquareShapeView or CircleShapeView or even some other kind of shape view.
  4. This is the public API; it creates and initializes a pair of ShapeView when there’s a pair of Shape.
  5. Do the actual configuration of a ShapeView based on the builder’s stored configuration.

Deploying your spiffy new ShapeViewBuilder is as easy as opening GameViewController.swift and adding the following code to the bottom of the class, just before the closing curly brace:

private var shapeViewBuilder: ShapeViewBuilder!

Now, populate your new property by adding the following code to viewDidLoad just above the line that invokes beginNextTurn:

shapeViewBuilder = ShapeViewBuilder(shapeViewFactory: shapeViewFactory)
shapeViewBuilder.fillColor = UIColor.brownColor()
shapeViewBuilder.outlineColor = UIColor.orangeColor()

Finally replace the line that creates shapeViews in beginNextTurn with the following:

let shapeViews = shapeViewBuilder.buildShapeViewsForShapes(shapes)

Build and run, and you should see something like this:

Screenshot8

Notice how your circles are now a pleasant brown with orange outlines — I know you must be amazed by the stunning design here, but please don’t try to hire me to be your interior decorator. ;]

Now to reinforce the power of the Builder pattern. With GameViewController.swift still open, change your viewDidLoad to use square factories:

shapeViewFactory = SquareShapeViewFactory(size: gameView.sizeAvailableForShapes())
shapeFactory = SquareShapeFactory(minProportion: 0.3, maxProportion: 0.8)

Build and run, and you should see this.

Screenshot9

Notice how the Builder pattern made it easy to apply a new color scheme to squares as well as to circles. Without it, you’d need color configuration code in both CircleShapeViewFactory and SquareShapeViewFactory.

Furthermore, changing to another color scheme would involve widespread code changes. By restricting ShapeView color configuration to a single ShapeViewBuilder, you also isolate color changes to a single class.

Design Pattern: Dependency Injection

Every time you tap a shape, you’re taking a turn in your game, and each turn can be a match or not a match.

Wouldn’t it be helpful if your game could track all the turns, stats and award point bonuses for hot streaks?

Create a new file called Turn.swift, and replace its contents with the following code:

import Foundation

class Turn {
  // 1
  let shapes: [Shape]
  var matched: Bool?

  init(shapes: [Shape]) {
    self.shapes = shapes
  }

  // 2
  func turnCompletedWithTappedShape(tappedShape: Shape) {
    var maxArea = shapes.reduce(0) { $0 > $1.area ? $0 : $1.area }
    matched = tappedShape.area >= maxArea
  }
}

Your new Turn class does the following:

  1. Store the shapes that the player saw during the turn, and also whether the turn was a match or not.
  2. Records the completion of a turn after a player taps a shape.

To control the sequence of turns your players play, create a new file named TurnController.swift, and replace its contents with the following code:

import Foundation

class TurnController {
  // 1
  var currentTurn: Turn?
  var pastTurns: [Turn] = [Turn]()

  // 2
  init(shapeFactory: ShapeFactory, shapeViewBuilder: ShapeViewBuilder) {
    self.shapeFactory = shapeFactory
    self.shapeViewBuilder = shapeViewBuilder
  }

  // 3
  func beginNewTurn() -> (ShapeView, ShapeView) {
    let shapes = shapeFactory.createShapes()
    let shapeViews = shapeViewBuilder.buildShapeViewsForShapes(shapes)
    currentTurn = Turn(shapes: [shapeViews.0.shape, shapeViews.1.shape])
    return shapeViews
  }

  // 4
  func endTurnWithTappedShape(tappedShape: Shape) -> Int {
    currentTurn!.turnCompletedWithTappedShape(tappedShape)
    pastTurns.append(currentTurn!)

    var scoreIncrement = currentTurn!.matched! ? 1 : -1

    return scoreIncrement
  }

  private let shapeFactory: ShapeFactory
  private var shapeViewBuilder: ShapeViewBuilder
}

Your TurnController works as follows:

  1. Stores both the current turn and past turns.
  2. Accepts a ShapeFactory and ShapeViewBuilder.
  3. Uses this factory and builder to create shapes and views for each new turn and records the current turn.
  4. Records the end of a turn after the player taps a shape, and returns the computed score based on whether the turn was a match or not.

Now open GameViewController.swift, and add the following code at the bottom, just above the closing curly brace:

private var turnController: TurnController!

Scroll up to viewDidLoad, and just before the line invoking beginNewTurn, insert the following code:

turnController = TurnController(shapeFactory: shapeFactory, shapeViewBuilder: shapeViewBuilder)

Replace beginNextTurn with the following:

private func beginNextTurn() {
  // 1
  let shapeViews = turnController.beginNewTurn()

  shapeViews.0.tapHandler = {
    tappedView in
    // 2
    self.gameView.score += self.turnController.endTurnWithTappedShape(tappedView.shape)
    self.beginNextTurn()
  }

  // 3
  shapeViews.1.tapHandler = shapeViews.0.tapHandler

  gameView.addShapeViews(shapeViews)
}

Your new code works as follows:

  1. Asks the TurnController to begin a new turn and return a tuple of ShapeView to use for the turn.
  2. Informs the turn controller that the turn is over when the player taps a ShapeView, and then it increments the score. Notice how TurnController abstracts score calculation away, further simplifying GameViewController.
  3. Since you removed explicit references to specific shapes, the second shape view can share the same tapHandler closure as the first shape view.

An example of the Dependency Injection design pattern is that it passes in its dependencies to the TurnController initializer. The initializer parameters essentially inject the shape and shape view factory dependencies.

Since TurnController makes no assumptions about which type of factories to use, you’re free to swap in different factories.

Not only does this make your game more flexible, but it makes automated testing easier since it allows you to pass in special TestShapeFactory and TestShapeViewFactory classes if you desire. These could be special stubs or mocks that would make testing easier, more reliable or faster.

Build and run and check that it looks like this:

Screenshot10

There are no visual differences, but TurnController has opened up your code so it can use more sophisticated turn strategies: calculating scores based on streaks of turns, alternating shape type between turns, or even adjusting the difficulty of play based on the player’s performance.

Design Pattern: Strategy

I’m happy because I’m eating a piece of pie while writing this tutorial. Perhaps that’s why it was imperative to add circles to the game. :]

You should be happy because you’ve done a great job using design patterns to refactor your game code so that it’s easy to expand and maintain.

ragecomic3

Speaking of pie, err, Pi, how do you get those circles back in your game? Right now your GameViewController can use either circles or squares, but only one or the other. It doesn’t have to be all restrictive like that.

Next, you’ll use the Strategy design pattern to manage which shapes your game produces.

The Strategy design pattern allows you to design algorithm behaviors based on what your program determines at runtime. In this case, the algorithm will choose which shapes to present to the player.

You can design many different algorithms: one that picks shapes randomly, one that picks shapes to challenge the player or help him be more successful, and so on. Strategy works by defining a family of algorithms through abstract declarations of the behavior that each strategy must implement. This makes the algorithms within the family interchangeable.

If you guessed that you’re going to implement the Strategy as a Swift protocol, you guessed correctly!

Create a new file named TurnStrategy.swift, and replace its contents with the following code:

import Foundation

// 1
protocol TurnStrategy {
  func makeShapeViewsForNextTurnGivenPastTurns(pastTurns: [Turn]) -> (ShapeView, ShapeView)
}

// 2
class BasicTurnStrategy: TurnStrategy {
  let shapeFactory: ShapeFactory
  let shapeViewBuilder: ShapeViewBuilder

  init(shapeFactory: ShapeFactory, shapeViewBuilder: ShapeViewBuilder) {
    self.shapeFactory = shapeFactory
    self.shapeViewBuilder = shapeViewBuilder
  }

  func makeShapeViewsForNextTurnGivenPastTurns(pastTurns: [Turn]) -> (ShapeView, ShapeView) {
    return shapeViewBuilder.buildShapeViewsForShapes(shapeFactory.createShapes())
  }
}

class RandomTurnStrategy: TurnStrategy {
  // 3
  let firstStrategy: TurnStrategy
  let secondStrategy: TurnStrategy

  init(firstStrategy: TurnStrategy, secondStrategy: TurnStrategy) {
    self.firstStrategy = firstStrategy
    self.secondStrategy = secondStrategy
  }

  // 4
  func makeShapeViewsForNextTurnGivenPastTurns(pastTurns: [Turn]) -> (ShapeView, ShapeView) {
    if Utils.randomBetweenLower(0.0, andUpper: 100.0) < 50.0 {
      return firstStrategy.makeShapeViewsForNextTurnGivenPastTurns(pastTurns)
    } else {
      return secondStrategy.makeShapeViewsForNextTurnGivenPastTurns(pastTurns)
    }
  }
}

Here's what your new TurnStrategy does line-by-line:

  1. Declare the behavior of the algorithm. This is defined in a protocol, with one method. The method takes an array of the past turns in the game, and returns the shape views to display for the next turn.
  2. Implement a basic strategy that uses a ShapeFactory and ShapeViewBuilder. This strategy implements the existing behavior, where the shape views just come from the single factory and builder as before. Notice how you're using Dependency Injection again here, and that means this strategy doesn't care which factory or builder it's using.
  3. Implement a random strategy which randomly uses one of two other strategies. You've used composition here so that RandomTurnStrategy can behave like two potentially different strategies. However, since it's a Strategy, that composition is hidden from whatever code uses RandomTurnStrategy.
  4. This is the meat of the random strategy. It randomly selects either the first or second strategy with a 50 percent chance.

Now you need to use your strategies. Open TurnController.swift, and replace its contents with the following:

import Foundation

class TurnController {
  var currentTurn: Turn?
  var pastTurns: [Turn] = [Turn]()

  // 1
  init(turnStrategy: TurnStrategy) {
    self.turnStrategy = turnStrategy
  }

  func beginNewTurn() -> (ShapeView, ShapeView) {
    // 2
    let shapeViews = turnStrategy.makeShapeViewsForNextTurnGivenPastTurns(pastTurns)
    currentTurn = Turn(shapes: [shapeViews.0.shape, shapeViews.1.shape])
    return shapeViews
  }

  func endTurnWithTappedShape(tappedShape: Shape) -> Int {
    currentTurn!.turnCompletedWithTappedShape(tappedShape)
    pastTurns.append(currentTurn!)

    var scoreIncrement = currentTurn!.matched! ? 1 : -1

    return scoreIncrement
  }

  private let turnStrategy: TurnStrategy
}

Here's what's happening, section by section:

  1. Accepts a passed strategy and stores it on the TurnController instance.
  2. Uses the strategy to generate the ShapeView objects so the player can begin a new turn.

Note: This will cause a syntax error in GameViewController.swift. Don't worry, it's only temporary. You're going to fix the error in the very next step.

Your last step to use the Strategy design pattern is to adapt your GameViewController to use your TurnStrategy.

Open GameViewController.swift and replace its contents with the following:

import UIKit

class GameViewController: UIViewController {

  override func viewDidLoad() {
    super.viewDidLoad()

    // 1
    let squareShapeViewFactory = SquareShapeViewFactory(size: gameView.sizeAvailableForShapes())
    let squareShapeFactory = SquareShapeFactory(minProportion: 0.3, maxProportion: 0.8)
    let squareShapeViewBuilder = shapeViewBuilderForFactory(squareShapeViewFactory)
    let squareTurnStrategy = BasicTurnStrategy(shapeFactory: squareShapeFactory, shapeViewBuilder: squareShapeViewBuilder)

    // 2
    let circleShapeViewFactory = CircleShapeViewFactory(size: gameView.sizeAvailableForShapes())
    let circleShapeFactory = CircleShapeFactory(minProportion: 0.3, maxProportion: 0.8)
    let circleShapeViewBuilder = shapeViewBuilderForFactory(circleShapeViewFactory)
    let circleTurnStrategy = BasicTurnStrategy(shapeFactory: circleShapeFactory, shapeViewBuilder: circleShapeViewBuilder)

    // 3
    let randomTurnStrategy = RandomTurnStrategy(firstStrategy: squareTurnStrategy, secondStrategy: circleTurnStrategy)

    // 4
    turnController = TurnController(turnStrategy: randomTurnStrategy)

    beginNextTurn()
  }

  override func prefersStatusBarHidden() -> Bool {
    return true
  }

  private func shapeViewBuilderForFactory(shapeViewFactory: ShapeViewFactory) -> ShapeViewBuilder {
    let shapeViewBuilder = ShapeViewBuilder(shapeViewFactory: shapeViewFactory)
    shapeViewBuilder.fillColor = UIColor.brownColor()
    shapeViewBuilder.outlineColor = UIColor.orangeColor()
    return shapeViewBuilder
  }

  private func beginNextTurn() {
    let shapeViews = turnController.beginNewTurn()

    shapeViews.0.tapHandler = {
      tappedView in
      self.gameView.score += self.turnController.endTurnWithTappedShape(tappedView.shape)
      self.beginNextTurn()
    }
    shapeViews.1.tapHandler = shapeViews.0.tapHandler

    gameView.addShapeViews(shapeViews)
  }

  private var gameView: GameView { return view as! GameView }
  private var turnController: TurnController!
}

Your revised GameViewController uses TurnStrategy as follows:

  1. Create a strategy to create squares.
  2. Create a strategy to create circles.
  3. Create a strategy to randomly select either your square or circle strategy.
  4. Create your turn controller to use the random strategy.

Build and run, then go ahead and play five or six turns. You should see something similar to the following screenshots.

Screenshot111213_Animatedv2

Notice how your game randomly alternates between square shapes and circle shapes. At this point, you could easily add a third shape like triangle or parallelogram and your GameViewController could use it simply by switching up the strategy.

Design Patterns: Chain of Responsibility, Command and Iterator

Think about the example at the beginning of this tutorial:

var collection = ...

// The for loop condition uses the Iterator design pattern
for item in collection {
  println("Item is: \(item)")
}

What is it that makes the for item in collection loop work? The answer is Swift's SequenceType.

By using the Iterator pattern in a for ... in loop, you can iterate over any type that conforms to the SequenceType protocol.

The built-in collection types Array and Dictionary already conform to SequenceType, so you generally don't need to think about SequenceType unless you code your own collections. Still, it's nice to know. :]

Another design pattern that you'll often see used in conjunction with Iterator is the Command design pattern, which captures the notion of invoking a specific behavior on a target when asked.

For this tutorial, you'll use Command to determine if a Turn was a match, and compute your game's score from that.

Create a new file named Scorer.swift, and replace its contents with the following code:

import Foundation

// 1
protocol Scorer {
  func computeScoreIncrement<S: SequenceType where Turn == S.Generator.Element>(pastTurnsReversed: S) -> Int
}

// 2
class MatchScorer: Scorer {
  func computeScoreIncrement<S : SequenceType where Turn == S.Generator.Element>(pastTurnsReversed: S) -> Int {
    var scoreIncrement: Int?
    // 3
    for turn in pastTurnsReversed {
      if scoreIncrement == nil {
      	// 4
        scoreIncrement = turn.matched! ? 1 : -1
        break
      }
    }

    return scoreIncrement ?? 0
  }
}

Taking each section in turn:

  1. Define your Command type, and declare its behavior to accept a collection of past turns that you can iterate over using the Iterator design pattern.
  2. Declare a concrete implementation of Scorer that will score turns based on whether they matched or not.
  3. Use the Iterator design pattern to iterate over past turns.
  4. Compute the score as +1 for a matched turn and -1 for a non-matched turn.

Now open TurnController.swift and add the following line near the end, just before the closing brace:

private let scorer: Scorer

Then add the following line to the end of the initializer init(turnStrategy:):

self.scorer = MatchScorer()

Finally, replace the line in endTurnWithTappedShape that declares and sets scoreIncrement with the following:

var scoreIncrement = scorer.computeScoreIncrement(pastTurns.reverse())

Take note of how how you reverse pastTurns before passing it to the scorer because the scorer expects turns in reverse order (newest first), whereas pastTurns stores oldest-first (In other words, it appends newer turns to the end of the array).

Build and run your code. Did you notice something strange? I bet your scoring didn't change for some reason.

You need to make your scoring change by using the Chain of Responsibility design pattern.

The Chain of Responsibility design pattern captures the notion of dispatching multiple commands across a set of data. For this exercise, you'll dispatch different Scorer commands to compute your player's score in multiple additive ways.

For example, not only will you award +1 or -1 for matches or mismatches, but you'll also award bonus points for streaks of consecutive matches. Chain of Responsibility allows you add a second Scorer implementation in a manner that doesn't interrupt your existing scorer.

Open Scorer.swift and add the following line to the top of MatchScorer

var nextScorer: Scorer? = nil

Then add the following line to the end of the Scorer protocol:

var nextScorer: Scorer? { get set }

Now both MatchScorer and any other Scorer implementations declare that they implement the Chain of Responsibility pattern through their nextScorer property.

Replace the return statement in computeScoreIncrement with the following:

return (scoreIncrement ?? 0) + (nextScorer?.computeScoreIncrement(pastTurnsReversed) ?? 0)

Now you can add another Scorer to the chain after MatchScorer, and its score gets automatically added to the score computed by MatchScorer.

Note: The ?? operator is Swift's nil coalescing operator. It unwraps an optional to its value if non-nil, else returns the other value if the optional is nil. Effectively, a ?? b is the same as a != nil ? a! : b. It's a nice shorthand and I encourage you to use it in your code.

To demonstrate this, open Scorer.swift and add the following code to the end of the file:

class StreakScorer: Scorer {
  var nextScorer: Scorer? = nil

  func computeScoreIncrement<S : SequenceType where Turn == S.Generator.Element>(pastTurnsReversed: S) -> Int {
    // 1
    var streakLength = 0
    for turn in pastTurnsReversed {
      if turn.matched! {
        // 2
        ++streakLength
      } else {
        // 3
        break
      }
    }

    // 4
    let streakBonus = streakLength >= 5 ? 10 : 0
    return streakBonus + (nextScorer?.computeScoreIncrement(pastTurnsReversed) ?? 0)
  }
}

Your nifty new StreakScorer works as follows:

  1. Track streak length as the number of consecutive turns with successful matches.
  2. If a turn is a match, the streak continues.
  3. If a turn is not a match, the streak is broken.
  4. Compute the streak bonus: 10 points for a streak of five or more consecutive matches!

To complete the Chain of Responsibility open TurnController.swift and add the following line to the end of the initializer init(turnStrategy:):

self.scorer.nextScorer = StreakScorer()

Excellent, you're using Chain of Responsibility.

Build and run. After five successful matches in the first five turns you should see something like the following screenshot.

ScreenshotStreakAnimated

Notice how the score hits 15 after only 5 turns since 15 = 5 points for successful 5 matches + 10 points streak bonus.

Where To Go From Here?

Here is the final completed project for this tutorial.

You've taken a fun game, Tap the Larger Shape and used design patterns to add even more shapes and enhance their styling. You've also used design patterns to add more elaborate scoring.

Most remarkably, even though the final project has many more features, its code is actually simpler and more maintainable than what you started with.

Why not use these design patterns to extend your game even further? Some ideas follow.

Add more shapes like triangle, parallelogram, star, etc
Hint: Think back to how you added circles, and follow a similar sequence of steps to add new shapes. If you come up with some really cool shapes, please post screenshots of them in the comments at the bottom of this tutorial!

Add an animation whenever the score changes
Hint: Use the didSet property observer on GameView.score.

Add controls so that players can choose which types of shapes the game uses
Hint: Add three UIButton or a UISegmentedControl with three choices (Square, Circle, Mixed) in GameView, which should forward any target actions from the controls on to an Observer (Swift closure). GameViewController can use these closures to adjust which TurnStrategy it uses.

Persist shape settings to preferences that you can restore
Hint: Store the player's choice of shape type in NSUserDefaults. Try to use the Facade design pattern (Facade details) to hide your choice of persistence mechanism for this preference from the rest of your code.

Allow players to select the color scheme for the game
Hint: Use NSUserDefaults to persist the player's choice. Create a ShapeViewBuilder that can accept the persisted choice and adjust the app's UI accordingly. Could you use NSNotificationCenter to inform all interested views that the color scheme changed so that they can immediately update themselves?

Have your game play a happy sound when a match occurs and a sad sound when a match fails
Hint: Extend the Observer pattern used between GameView and GameViewController.

Use Dependency Injection to pass in the Scorer to TurnController
Hint: Remove the hard-coded dependency on MatchScorer and StreakScorer from the initializer.

Thank you for working through this tutorial! Please join the discussion below and share your questions, ideas and cool ways you kicked the game up a few notches.