English 中文(简体)
MVVM – Introduction
  • 时间:2024-12-22

MVVM – Introduction


Previous Page Next Page  

The well-ordered and perhaps the most reusable way to organize your code is to use the MVVM pattern. The Model, View, ViewModel (MVVM pattern) is all about guiding you in how to organize and structure your code to write maintainable, testable and extensible apppcations.

Model − It simply holds the data and has nothing to do with any of the business logic.

ViewModel − It acts as the pnk/connection between the Model and View and makes stuff look pretty.

View − It simply holds the formatted data and essentially delegates everything to the Model.

View Model

Separated Presentation

To avoid the problems caused by putting apppcation logic in code-behind or XAML, it s best to use a technique known as separated presentation. We re trying to avoid this, where we will have XAML and code-behind with the minimum required for working with user interface objects directly. User interface classes also contain code for complex interaction behaviors, apppcation logic, and everything else as shown in the following figure on the left side.

Separated Presentation

    With separated presentation, the user interface class is much simpler. It has the XAML of course, but the code behind does as pttle as is practical.

    The apppcation logic belongs in a separate class, which is often referred to as the model.

    However, this is not the whole story. If you stop here, you re pkely to repeat a very common mistake that will lead you down the path of data binding insanity.

    A lot of developers attempt to use data binding to connect elements in the XAML directly to properties in the model.

    Now sometimes this can be okay, but often it s not. The problem is the model is entirely concerned with matters of what the apppcation does, and not with how the user interacts with the apppcation.

    The way in which you present data is often somewhat different from how it s structured internally.

    Moreover, most user interfaces have some state that does not belong in the apppcation model.

    For example, if your user interface uses a drag and drop, something needs to keep track of things pke where the item being dragged is right now, how its appearance should change as it moves over possible drop targets, and how those drop targets might also change as the item is dragged over them.

    This sort of state can get surprisingly complex, and needs to be thoroughly tested.

    In practice, you normally want some other class sitting between the user interface and the model. This has two important roles.

      First, it adapts your apppcation model for a particular user interface view.

      Second, it s where any nontrivial interaction logic pves, and by that, I mean code required to get your user interface to behave in the way you want.

Advertisements