The power of Delegate design pattern

Last week before WWDC and everybody so excited about new features which we will have just in a few days. However, let’s keep posts related to WWDC for next week. This week we are going to talk about my favorite design pattern Delegate. Delegate is the most straightforward and powerful pattern.

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In software engineering, the delegation pattern is an object-oriented design pattern that allows object composition to achieve the same code reuse as an inheritance. In delegation, an object handles a request by delegating to a second object (the delegate). A delegate is a helper object, but with the original context.

Protocols

We use Delegate pattern every day, and iOS SDK uses it in many places. For example, UITableView delegates to UITableViewDataSource populating the table with cells, it also delegates cell selection and other actions to UITableViewDelegate. Another excellent example of delegate patters is FlowController or Coordinators. ViewControllers delegates navigation logic to Coordinator. I have separated post about extracting navigation logic into FlowControllers.

Let’s dive into code samples. Assume that you are working on a game. You extracted game logic into separated class Game, and you want to delegate game state changes to UIViewController which renders this game.

protocol GameDelegate: AnyObject {
    func stateChanged(from oldState: Game.State, to newState: Game.State)
}

class Game {
    private var state: State = .notStarted {
        didSet {
            delegate?.stateChanged(from: oldValue, to: state)
        }
    }

    weak var delegate: GameDelegate?

    private(set) var value: Int = 0

    func start() {
        state = .started
    }

    func generateNextValue() {
        value = Int.random(in: 0..<1000)
        state = generateState(using: value)
    }
}

extension Game {
    enum State {
        case notStarted
        case started
        case right
        case win
        case lost
    }
}

Here is the source code of a simple game which generates random values. The game engine generates state based on random values. Every state change call delegate to pass old and new states. We define our delegate protocol extended from AnyObject, that means the only class instance can accept it. I also use weak keyword to define variable holding delegate. It needed to break the retain cycle between delegate and game class. Let’s take a look at GameViewController now.

class GameViewController: UIViewController {
    private let game: Game

    init(game: Game) {
        self.game = game
        super.init(nibName: nil, bundle: nil)
    }

    @IBAction func play() {
        game.start()
    }

    @IBAction func next() {
        game.generateNextValue()
    }

    override func viewDidLoad() {
        super.viewDidLoad()
        game.delegate = self
    }
}

extension GameViewController: GameDelegate {
    func render(_ state: Game.State) {
        switch state {
        case .lost: renderLost()
        case .right: renderRight()
        case .win: renderWin()
        case .started: renderStart()
        case .notStarted: renderNotStarted()
        }
    }

    func stateChanged(from oldState: Game.State, to newState: Game.State) {
        render(newState)
    }
}

Here we have a GameViewController class which feeds game with user actions and render state changes. GameViewController conforms to GameDelegate and implements all needed rendering in extension. As a result, we have a composable codebase with the help of Delegate design pattern.

Closures

Sometimes when you have only one method in the delegate, you can replace it with closure. The idea is the same, but now you call the closure and pass the state instead of calling the method by protocol. Let’s take a look at the example with closure.

class Game {
    typealias StateHandler = (State) -> Void

    var handler: StateHandler?
    
    private var state: State = .notStarted {
        didSet {
            handler?(state)
        }
    }
}

class GameViewController: UIViewController {
    override func viewDidLoad() {
        super.viewDidLoad()

        game.handler = { [weak self] state in
            self?.render(state)
        }
    }
}

As you can see, we pass the closure to the game class instance which handles state changes. We use weak to break the retain cycle during closure’s context capture. Another option here can be a usage of the fact that any Swift function is a closure. So instead of creating separated closure, we can pass the function name. However, be careful this method creates retain circle. Here is an example of how we can do that.

class GameViewController: UIViewController {
    override func viewDidLoad() {
        super.viewDidLoad()
        game.handler = render
    }
}

extension GameViewController {
    func render(_ state: Game.State) {
        switch state {
        case .lost: renderLost()
        case .right: renderRight()
        case .win: renderWin()
        case .started: renderStart()
        case .notStarted: renderNotStarted()
        }
    }
}

Conclusion

Today we discussed the most powerful and straightforward design pattern in iOS development. I enjoy how simple it is and how useful it can be in composing pieces to make codebase decoupled. Feel free to follow me on Twitter and ask your questions related to this post. Thanks for reading and see you next week!