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Rick and Morty Example App (iOS)

This project is a showcase on how to create a mobile application for the iOS platform using software engineering architectural principles and a reactive data flow to make our app scalable, maintainable, easy to test and resilient over time.

out.mp4

Libraries and frameworks

Development tools

Utility libraries

Architecture overview

We can view our app as a series of loosely coupled features related to a specific domain entity. In the first folder levels of the project, we should be able to see the main entities which conform the application, so we can get a quick grasp of what the application is about. This way of structuring the folder hierarchy is often known as Screaming Architecture.

Organization by features

Feature organization

For each domain entity, we have a series of features which should be as independent as possible. However, there is always a chance to share code between them, and that's where the Common code module comes into play.

In this module, we allow each related feature to reference it, but it cannot be referenced by other entities or features that are not related by the same parent entity. This allows us to improve scalability as we don't have a global Common or Utils folder which would grow without control otherwise.

This organization is meant to be flexible, so we can have sub-features which depend on a parent feature, entities which are related to bigger-scoped entities, and so on. We can see its benefits when, for example, we want to search for something, as we always begin going through the more general entities, up to finding more concrete pieces of code as we navigate further in the folder hierarchy.

This is also powerful when we want to refactor, as we can move related pieces of code altogether without losing cohesion. Say that we want to increase a function scope so it can be reused by other features, in this case we would only need to move it up in the folder structure. If we need to shorten the scope, we need to go deeper in it.

In summary, this folder structure follows the level of abstraction.

Layered Architecture

We have taken a layered architecture approach for this project:

Feature layers

Some layers have been defined so code that is related in a specific part of the data flow would be together in the same layer.

Here we follow the Dependency Rule, so that layers closer to the domain must not know anything about layers in the infrastructure. For example, code in the domain layer must not reference the user interface, but the user interface can reference from the presentation layer and beyond up to the domain layer.

  • Domain layer: these are plain old objects defining the data structures which hold the information needed for this feature. In this project, we have taken an immutable approach, so each domain entity is unable to be changed by itself. A new entity must be created if a change is made in the state of the system, making the state transitions more specific and traceable, avoiding sources of bugs when implementing state logic and validation.

  • Application logic layer (optional): this layer implements some use cases which depend solely on domain entities. In this project we barely have logic of this kind, so we have removed this layer from the equation. If the project grows in size, this layer must be used so the presentation layer does not hold more than one responsibility. Also, this is the ideal place for data repositories to be called.

  • Presentation layer: its purpose is to call the needed use cases for a feature and adapt the resulting information to a View model which will be used by the User Interface layer to render for the final user. It is also the receiver of User Interface events, which will trigger the execution of application logic.

  • User Interface layer: its aim is to take the computed View Model from the Presentation layer to render it. It also produces input events (such as button presses, touch events and so on) for the Presentation layer. It also handles stuff like animations and transitions. This layer is usually implemented using a UI Framework. In this project, we are using SwiftUI for this.

  • Data repositories layer: here we implement the adapters which take care of retrieving information from data sources and modifying the app state according to some data management rules. In this layer, we should implement the logic related to using the correct data source when needed according to some policy. For example, deciding whether to make a network request or retrieving data from a cache is the kind of logic which should appear in a repository

  • Data sources: these are Data Access Objects (DAOs) which take care of retrieving and writing data to some infrastructure element which our application relies on. In this application we are using 2 types of data sources: a remote data source which retrieves data from a remote server, and a local data source which transfers data from a local database, mainly used to reduce the number of network requests. They need a repository to orchestrate when each data source should be used.

Other patterns

For further reference, here we have some links describing other patterns and techniques used in this project:

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Example of MVVM + Unidirectional data flow app

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