Software Engineering of GUI Programming?
cucucu asks: "After ten years of programming for the network, I started programming a GUI Desktop application. My problem is most GUI tutorials out there are nothing more than a taxonomy of buttons, dialogs, and check-boxes. So as I checked GUI toolkits, I found that I can easily learn all the widgets, layouts, callbacks, and the like, and start coding a GUI application. However, very soon I found myself repeating code all over the place. Is there a good guide (online or off) for the Software Engineering aspects of GUI programming, so that I can learn how to reuse code, and build my class hierarchies over the one provided by the toolkit?"
Most people don't seem to think about refactoring their GUIs; already there's one post here telling you not to code your GUIs but use the pathetic drawing tools to create them, even though GUI builders are evil, and one of the very reasons they are evil is they preclude even the simplest refactorings. The bulk of programmers seem to be happy about that.
My experience is that there really isn't anything special about GUI refactoring vs. any other kind of refactoring, at least in the languages I use. That may be a factor; dynamic languages like Python or Ruby seem to be a lot easier to implement "Don't Repeat Yourself" in. You may find you'd be better off switching to one of them, especially if you're trying to work in Java, with seems to elevate repeating yourself to a moral imperative.
But beyond that, I don't really see what's special about GUIs.
The other thing is that when you are first learning an environment, you need to cut yourself some slack. No matter what you do, your first few cuts will suck as you are getting your bearings. I'm all about refactoring and testing, but when I recently picked up Django, I didn't worry about either at all in the first week. Now I have to go back and re-examine everything I did and get the testing going for it, but I don't see any practical way to avoid it; testing my initial garbage would just increase the investment into code that I'm basically throwing away anyhow. (As I have a lot of web experience, that's probably faster than usual; any other framework type would probably take me longer.) You may find that you have built "one to throw away"; consider actually doing so.
Alright, I'm a little busy right now so I won't go into as much detail as I'd like, but here are the basics as far as I understand them.
:) Hopefully other people will have more details to give you.
1) Design patterns still apply. More than ever, actually. If you've not read the GoF, it features a pretty advanced example centered on the design of a rich text editor. You will probably want to dive deeply into the workings of the Model-View-Controller pattern and the related design constructs. The MVC pattern is not the be all and end all of GUI design, and there are many cases where the articulation between View and Controller
2) You may not now it yet, but you want loose coupling. Loose coupling means that, essentially, when a widget's state change, it will report on that change, and some interested party will be notified about it, and neither will have to know anything about the other. Many toolkit nowadays come with good signal and slot mechanisms to implement loose coupling. Understand them, and use them. If you find the sender of a signal and the receiving slot need to know about each other, you may want to go back to the drawing board as suggested in point #1 above; it is usually not necessary.
Conceiving GUIs is not all about the underlying software architecture, though; a good chunk of the work of making great interfaces is in the designing of the GUIs themselves (which is why you want loose coupling -- you WILL have to be flexible against changes as you experiment). I will let others fill you in about that. Quickly: read usability guidelines and get a feel for why they suggest what they suggest. Align your widgets! NetBeans is good for this, IIRC. Use GUI designer tools, experiment more.
That's all I can think of off the top of my head, but there's already a lot for you to chew in there.
All in all, it boils down to the usual rules of engineering: the second rule is to know what works, and the first rule is to know why it works.
-- B.
This sig does in fact not have the property it claims not to have.
Some resources:
Apple's User Interface Guidelines; adapted from the NeXT/OpenStep Interface Guidelines (PDF).
There's also the Classic "Macintosh Human Interface Guidelines" for System 1 through OS 9 (have to hunt it down yourself), GNOME's HIG,KDE's, and Tog's.
Without reading through them all, I can't point out where they address BPs for reuse, management, etc., but I know it is touched on somewhat (although from a NeXT slant) in Apple and NeXT's guidelines.