ArenaTournament

Architecture

Robert Cecil Martin’s book “Clean architecture” (who's pdf is freely avaiable here) inspired most of the architectural design of the application.

It suggests some best practises which target the creation of mid-level software that:

  • Is change tolerant,
  • Is easy to understand
  • Could be reused as basis of components in many different software systems.

The purpose is to facilitate development, deployment, usage and maintenance.

In order to do so, the architecture of the system need to elevate the features, so that both the understanding of the system and, therefore, the aids in development and maintenance result simplified.

The architecture should clearly ”scream” it’s purpose, beyond the details of its specific implementation.

This particolar subtask is based on the idea that frameworks are tools to be used and not to be conditioned by; which means that a good software architecture allows decisions about frameworks, databases, web servers, other environmental issues and tools to be deferred and delayed from the abstract layers.

The natural implication of this mindset is the judicious adoption of paradigms of responsibility division: the implementation has to reflect different abstraction layers decoupling at the module level, in order to prove effectiveness.

The idea and scope is to partition the system into components such that some of them are core business rules and others contain necessary functions not directly related to the core business.

A clean code arranging, such that dependencies point from lower-level details to higher-level abstractions, can be recognized an application of the Dependency Inversion and Stable Abstractions principles. The business rules should remain pristine, unsullied by baser concerns such as the user interface or database used.

Ideally, business rules should be the heart of the system: the most independent and therefore the most abstract, reusable code in it.

Final achievement: a software system developed in thereby, allows whereas any of the less abstract parts of the system become obsolete (such as forexample the database, or the web framework), their replacement with the minimum fuss. This is the most useful achievement one could get in an environment such the Mobile Development one, due to the continuous evolution that characterizes it.

Kodein

Although on one side the Clean Architecture guidance suggested what to do, still lot of implementation decisions stayed uncovered.

As already said, maximizing layers decoupling has had the utmost importance for several reasons, but unfortunately Android, unlike other development frameworks as for example Spring, doesn’t offer a build-in Dependency Injection mechanism; even though it's guidelines strongly suggest its usage.

This brought to the adoption of the Kodein Framework, which provided an out-of-the-box dipendency injection service.

Kodein, exemplifying the concepts behind its usage, allows the allocation of memory regions called contexts and provides access and rights policies to them.

A context can contain singleton instances or factory functions. The main idea is that a context is aware of the content it has to provide and how to provide it. Another usefull feature Kodein supply is the division of the context in subregions called modules, such that each module manage different needs.

Model View ViewModel pattern

The division between Views and ViewModels is a notoriously almost mandatory Android pattern. It surely handles an even more succesfull separation of concern than the one provided by the classical ModelViewController pattern, but it also adds some objective difficulties due to the Lifecycles, which developers must take into account.

mvvm

Above the previously mentioned difficulties, the unsafe access to the ModelViews is, without a doubt, the most painfull.

An elegant Clean Architecture way to take advantage of this pattern bypassing this issue, is the ViewModel delegation to the Dependency Injection provider.

To make this even more transparent, in ArenaTournament the whole mechanism is hidden under the coverage of the superclasses BaseActivity and BaseFragment; in this way the ViewModel of each Fragment or Activity just appears as it was an innate property inside them.

Among the others, also the startActivity default method is unpleasant in the use, since it requires the construction of an Intent and increases the quantity of avoidable boilerplate code. To facilitate and clean the code usage, BaseActivity and BaseFragment also conceal startActivity methods, succeeding to make this a one liner task, regardless of whether the change of Activity requires the exchange of parameters or not.

activities

Structured and asynchronous concurrency

Sometimes long time operations are needed. Whenever their respective results need to be used to update the UI, an unwise use of the resources might return unresponsiveness and poor user experience. Since ArenaTournament makes extensive use of network calls, whose response time is unknown, a clever management of concurrency and asynchrony needed to be planned.

Coroutines

At the current status of facts, AsyncTasks are the way to achieve asynchronous executions in Android even though, for many reasons, they are going to be deprecated in favor of Kotlin’s Coroutines , which are the actual best practice suggested to improve performance in Kotlin.

Coroutines are designed for parallel decomposition of work; they are launched within a context of some scope, which means that the lifetime of a coroutine is limited by the lifetime of his scope.

It is possible to launch nested coroutines within the same scope; an outer coroutine does not complete until all the coroutines launched in its scope complete and if any child coroutine in this scope fails, this scope fails and all the rest of the children are cancelled.

Unlike AsyncTask, where the run time environment switches Threads according to the scheduler, in the Coroutines case it’s the programmer which explicitly manages asynchronous executions.

A function which execution can be suspended in favor of another function within the same scope, needs the suspend modifier. Suspending functions provide a safe abstraction for asynchronous operations.

Luckily enough, Coroutines are already avaiable and ready to be used. Since they are going to be the next default Android concurrency management tool, they have also been the natural choice in place of AsyncTasks.

Asynchronous Flows

ArenaTournament makes extensive use of multiple calls in order to get Entities.

e.g

To get a RegistrationEntity object both the references to TournamentEntity and UserEntity are needed; but the TournamentEntity needs in turn the reference to a GameEntity.

This pattern is common all over the calls, which also are very frequent.

Since such multiple chained kind of calls are so central, to waste as few resources as possible, they need to be regulated so that the throughput results maximized.

This is what a Flow is made for: asynchronous data collection and computing.


Both Couroutines and Asynchronous Flows exploit a logical tree representation that only requires a simple programmatic explication of execution dependencies.

Kotlin Multiplatform

Kotlin Multiplatform is a Kotlin feature that allows different targets compilations:

  • Kotlin/JVM, which outputs JAR/AAR files to be used by Java based Projects such as those in Android, or Spring.
  • Kotlin/JS, which outputs JavaScript files to be used in other JavaScript based files and frameworks, like Angular, React or Node.
  • Kotlin/Native, which outputs binaries to be used by native platforms.

    Belong to this category, for example, Apple frameworks (which open Kotlin usage to targets like iOS and macOS) or other native executables (like Windows and Linux).

Kotlin Multiplatform

It brings with it an important consequence: the possibility to share common behaviour code across different platforms.


Sharing code between platforms is a powerful concept which exists in Android in different declinations.

It may be hard to accomplish without a cross-platform framework like Flutter or React Native, but the tradeoff in the usage of these frameworks is objectively salty.

The principle reasons are that

  • They need a framework-specific training to get accustomed.
  • They are just bridges to the native layer and consequently they permit lower control and mediocre performances compared to the native ones.

Kotlin Multiplatform, actually, is the only existing native cross-platform approach.

Instead of moving into another framework, it allows to share networking, caching, business and application logics.

It perfectly fits the clean architecture modus operandi, since it states characteristics and relationships that the various modules of the application must respect; it also delegates the specific implementation to the lowest possible abstraction layer: the platform.

It has thus been the most obvious choice to minimize code rewriting and maximize code reusing.

Spring Boot

Spring Boot is an open source Java-based framework built on top of the Java EE (Enterprise Edition) platform. Although it does not impose any specific programming model, it also comes with a build-in inversion of control inclination, which allows to easily exploit depencency-injection-like patterns and therefore to develop clean but yet powerful applications.

It also provides its own Data access framework, which addresses with a common approach lots of different Java Data Frameworks such as JDBC, iBatis/MyBatis, Hibernate, Java Data Objects (JDO), Java Persistence API (JPA) and more.

This common approach consists in a set of features provided within a completely transparent usage of the Template Pattern.

Teh result is that, trivially, the mere declaration of an implementation and/or extension of an interface or an abstract class provides at runtime:

Resource management - automatic acquiring and releasing of database resources. Exception handling - entities hierarchy data access. Transaction participation - transparent participation in ongoing transactions. Resource unwrapping - pool wrappers database objects retrival from connection .

Micro Service Architecture

Bringing together all the just expressed features is not hard to comprehend why it increasingly has emerged as leading Micro Service software development tool.

Micro Service is an architecture that allows independence between development and deployment phases.

The idea behind it is that each running service has its own process and this achieves the lightweight model to support business applications.

One of its most common declinations involves the usage of REST, which is acronym for REpresentational State Transfer and is and architectural style for distributed hypermedia systems.

REST does have it’s own guiding constraints which must be satisfied such that an interface may be referred as RESTful.

These principles are listed below.

Guiding Principles of REST

  • Client–server: user interface concerns and data storage concerns needs to stay separated, in order to improve portability and scalability across multiple platforms by simplifying the server components.

  • Stateless: each client-to-server request must contain all of the information necessary to understand the request and cannot take advantage of any stored context on the server.

  • Cacheable data: a response to a request must within implicitly or explicitly be labeled as cacheable or non-cacheable.

  • Uniform interface: four architectural constraints are needed to guide the behavior of components:

    • identification of resources;
    • manipulation of resources through representations;
    • self-descriptive messages;
    • hypermedia as the engine of application state.
  • Layered system: each component cannot “see” beyond the immediate layer with which it is interacting.

Along many other functionalities, Spring Boot provides a transparent and easy to use RESTful approach, and therefore facilitated the realization of this aspect of the application.

Angular ngx

Angular ngx (x stands for 2 and more, to distinguish before and after 2.0 version releasing) is an app design and development framework for creating single-page apps, both desktop and web.

The web-apps primary benefit, unlike simple web-sites, it that they allows a more complex but therefore more versatile software structure; this consequently involves better code maintenance and reusage over time.

Angular applications are built using TypeScript language, a superscript for JavaScript, which ensures higher security as it supports types (primitives, interfaces, etc.). Also, It helps catching and eliminating errors early when writing the code or performing maintenance tasks.

Angular framework also is embedded with the MVVC (Model-View-ViewModel) software architectural setup; however, it is not according to the established standards.It works through the abstraction of each component as a POJO class, each one responsable of its own aspect and logic (HTML + CSS and TypeScript, respectively) and entrusting the routing runtime of the flow control.

Other goodies

ArenaTournament makes use of the brand new Navigation Component, a directed navigation graph whose nodes (“destinations”) are fragments and edges (“actions”) are the possible paths starting from a given node.

This component allows to control an activity navigation through its fragments, permitting a safe parameters transfering too. Navigating to a destination is done using a NavController, whose instance is provided into the BaseFragmentedActivity class with Dependency Injection cover mechanisms similar to the already previously explained.

The application also makes use of the DataBinding support, to bind UI components in its layouts to data sources using a declarative, rather than programmatical, format.

Furthermore, all the components usage moves around the full compatibility with all the Android versions, with a careful use of the Support and Androidx libraries.

Finally, it supports the Android multilingual resource feature, which allows it to run in both english and italian languages

Use Cases

Requirements

As already said,

a clean architecture elevates the features which, ideally, should be the most independent and therefore the most abstract, reusable code in the system.

also

the implementation has to reflect different abstraction layers decoupling at the module level, in order to prove effectiveness.

The analysis of the most abstract - and therefore the use of which should have necessarily be made the simplest possible - functionalities, led to the conclusion that the use cases were the features that had to be elevated.

This clearly influenced the directionality of the abstraction and is the reason, in conjunction with the fact that the application makes extensive use of network calls, for the so obtained stratification.

The idea is that a single use case is the atomic operation that a user consumes; it may be the login, the updating of its profile information, its subscription, the creation or the research of a tournament.

It doesn't really matter what the user wants to do, the point is that each his operation needs to be supported by a single method call.

Also, whenever may happen the need to delete or add a feature, its implementation should always be as simple as delete or add a single UseCase implementation.

Implementation hierarchy

hyerarchy

The single method interface which rapresents these user operations is called UseCase.

A class which implements both this interface and its method, CreateTournamentUseCase for example, should directly be used to apply the use case the user wants to perform, in a perfect clean architecture style.

Under the hood, the method inside the UseCase implementation will likely accomplish more than a single operation. A common behaviour inside classes that implements this interface, for example, is the fetching of different pages.

Observation note

For the sake of completeness, it is useful to notice that in order to guarantee a standard data retrieval quality and to lighten the amount of both Server and Client wasted resources, it is a good practise not to send all avaiable data at once, but to divide them in chunks, more properly called pages.

Infact, even if to a client were sent all the data, he might not be able to handle them at once, because of the computational or memory requirements.

Even on the server, on the other side, the operation would not be tradeoff free, since even supposing the unrealistic case of a limitless powerful calculator, the network needed to complete a massive transition may jeopardize the quality of other incoming and outgoing contemporary network calls, which is - of course - not acceptable in a real context.

Even though the perfect way to handle such cases would indeed have been the usage of the Android paging library, the realist - academic comprehension - usage of it, didn't really need the implementation of such shellproof leak protection.

Such architectural choice would have required further levels of abstractions and complexities, which have been considered unnecessary since the unreal and unindustrial specific context of this application.

What has however been done, is the client-side throughput performance maximization, through the use of Flows, whose advantages have previously more thoroughly been illustrated.

Repository

The computational bricks UseCase implementations make use of, are taken from another - lower - abstraction layer, called repository.

The repository layer is responsible for making transparent the presence of multiple different communication channels to the use cases layer.

This aspect of the application will be deepened soon, but the concept that wants to pass in this section is that the repository acts like a funnel of all the possible abstractions present on the immediately lower layer, ready to the usage of the immediately following higher (and overall highest) layer.

In other words, the only one class dependency that a UseCase implementation will ever need is a Repository implementation or, at least, another UseCase as well.

Data Sources

Since the application retrieves data from different sources and in different formats, an abstraction that also covers the necessity to correctly handle this behaviour is needed.

This has been realized through the DataSource interface, which inherits from the clean architecture the very same constructive single purpose philosophy just like as also the UseCase interface does.

This time, however, the purpose of the distinct DataSource implementations is to manage a single source and format communication per implementation, thus once more getting a complete transparency to higher abstraction layers.

The application data sources and formats are

  • ArenaTournamentDatasourceImplementation, which directly communicates with the ArenaTournament server
  • FirebaseAuthDatasource, which communicates with the Firebase Authentication service
  • FirebaseStorageDatasource, which communicates with the Firebase Storage service

ArenaTournament Server

Most of the not security-sensible content provided by ArenaTournament is managed through a Server Application written in Spring and with which arose the need to communicate.

This has, at some point in the development, brought up the necessity for an infrastructure organized in such a way that would allow easy and strucured network messages exchanges.

Also in this case the clean architecture guide helped manage a sensible hierarchy of responsibilities, which provided the chance to execute different network calls types (POST, GET, PUT, DELETE), with the possible presence of parameters.

On the bottom side of the DataSource abstraction laids infact another layer, whose leading actors are:

  • Endpoints, which is an interface whose implementations specify a protocol, an host, a port and which methods are responsible to build an HTTP message, comprehensive of URL and parameters.
  • HttpClient, an HTTP Engine - that is the object responsable for dispatching the messages that Endpoints implementations build.

These calls, whose application is simple as a method invocation inside the ArenaTournamentDatasourceImplementation, returns JSON objects, whose handling responsibility is demanded to the higher abstraction layer.

Testing

Since the development of both Client and Server has parallelly been carried forward, a further abstraction level has been built on top of this: the MockEngine.

MockEngine is a Testing tool which allows simulating HTTP calls without actually connecting to the endpoint. It also allows to set a code block, that can handle the request and generates a response.

The MockEngine has been used to intercept HTTP messages and check their correctness. Given a correct HTTP message, it provides a response analogous to the one that the real Server would have provided.

In order to accomplish the correctness above mentioned, the HTTP messages have to comply with the REST Stateless Protocol.

Firebase Authentication

Authentication
A very desirable feature is the identification of a user. Knowing a user's identity allows an app to provide an homogeneous personalized experience across several different user's devices and over time.

  • Firebase Authentication provides backend services SDKs and libraries to authenticate users. It supports authentication using passwords, phone numbers, popular federated identity providers like Google, Facebook and Twitter, and more; but also it leverages industry standards like OAuth 2.0 and OpenID Connect.

Firebase Cloud Storage

Storage
In order to enrich the customized experience with ad hoc user-generated content, an online allocation space is necessary. This space should be used to store and serve files whereas necessary.

  • Firebase Cloud Storage is a powerful object storage service built for Google scale. The Firebase SDKs for Cloud Storage add Google security to file uploads and downloads for Firebase apps, regardless of network quality. It is possibile to use SDKs to store images, audio, video, or other user-generated content. On the server, Google Cloud Storage allows files access.