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Doodles

This is a library that lets you write short programs that draw images or animations.

The design goals are, in approximate order of importance:

  • Demonstrate some design patterns & concepts.
  • Provide an example of a library design.
  • Have a learning tool that's somewhat fun to play with.

Notably absent from this list: "make a useful tool" and "demonstrate the right way to do things."

This library demonstrates ways to do things, there is almost never a single correct way. Sometimes choices will be made to provide more interesting code to learn from, or a more fun API to use.

Running

Check this repo out locally, then:

poetry install
poetry run python -m doodles.main

Press left/right arrow to toggle through examples.

Feel free to modify the existing examples (doodles/examples or add your own).

Architecture

This application is meant to create small animations/sketches.

main.py contains the core application code, but is the least relevant to the design.

erDiagram
    Doodle ||--o| Doodle : parent
    Group ||--o{ Doodle : has-many 
    Doodle ||--|| Group: is-a
    Doodle ||--|| Line : is-a
    Doodle ||--|| Circle : is-a
    Doodle ||--|| Rectangle : is-a
    Doodle ||--|| Text : is-a
    World ||--o{ Doodle : has-many
    World ||--|| DrawEngine : has-one
    PygameDrawEngine ||--|| DrawEngine : is-a

The core of the application relies on a Doodle class, defined in doodles.py. This provides the basic interface for defining a piece of the drawing.

It is an abstract base class, and comes with 5 implementations:

  • Group
  • Line
  • Circle
  • Rectangle
  • Text

Each of these is a concrete class that can be drawn to the screen, whereas the base Doodle cannot be.

A doodle is created by defining a create method (see any file in examples/) that instantitates instances to be drawn.

As objects are created, they are registered with the World, which is a global singleton that tracks the complete state of the objects on the screen, and updates them as needed.

Doodle (via World) delegates the responsibility of actually drawing the objects to a DrawEngine to separate out the responsibilities and to make it possible to switch out engines without changing the doodle code.

A recommended order to read the files would be as follows:

  1. Run the examples as documented above and take a look at the corresponding code in examples/.
  2. doodles.py - Look at the base Doodle class and how Group interacts with it to form a tree.
  3. lines.py - A fully concrete implementation of how an abstract doodle can be made whole. If you want more examples, look to shapes.py
  4. draw_engine.py - The other important base class, where responsibility for drawing is implemented.
  5. world.py - Contains a lot of implementation code, which can be safely ignored, but useful to see how the engine/doodle interaction is mediated. This is the least important part of the code to fully understand.
  • text.py and other files are more advanced implementations and can be ignored or saved for last.

SOLID Principles

Single Responsibility

The most clear example of the single responsibility principle is that shapes do not draw themselves. This seems like a good idea, and indeed as I was drafting this they did, each shape has a draw method that could draw itself.

Instead these methods dispatch to the currently active DrawEngine which contains all drawing specific code.

This follows single responsibility, and gains a tangible benefit from it.

(See lines.py draw for a bit more discussion of this.)

Open/Closed

This principle asks that behaviors are extensible by inheritance, not requiring modification to the base classes behavior.

The Doodle.random() method demonstrates this, the base random method randomizes the properties common to all doodles (position, color).

Derived classes override this (see Line.random(), Circle.random(), etc.) by calling the base implementation, and then adding their own random elements.

(See lines.py random for a bit more discussion of this.)

Liskov Substitution

Anywhere that the underlying code expects a Drawable it should be possible to substitute any child class Line, Rectangle, etc.

This is ensured by having all of them define a common draw interface, and having their constructors not take dozens of additional parameters. (See Line.__init__.)

Interface Segregation

This is largely given by counter-example, the principle here states that we must not force child classes to implement methods they do not use.

A counter-example to this would be if the pre-render, then draw dance that complicates the Text interface was extended to all types.

One could imagine having placed this logic at the Doodle class instead of Line. That would mean that Circle, Rectangle, etc. would need to implement a (likely empty) method to fulfill this.

Dependency Inversion

Entities should depend on abstractions, not concrete implementations.

World depends on the Doodle interface (most explicitly through draw), but not on Circle, Font, etc.

This ensures adding new drawable Doodles only requires deriving a class, not modifying World.

Design Patterns

A number of design patterns are utilized in this library.

I'm open to suggestions for more to add, especially where an interesting feature can demonstrate the utility.

Prototype

https://refactoring.guru/design-patterns/prototype

The Doodle class (and override in Group) demonstrate the utility of the Prototype pattern.

Letting these objects specify how they are copied makes the desired behavior possible, the utility of which can be seen in examples/copies.py.

This would often be done via the __copy__/__deepcopy__ methods, but for simplicity as well as API compatibility this is done in .copy() here.

Singleton

https://refactoring.guru/design-patterns/singleton

The World class is treated as a Singleton and contains notes on alternate implementations.

Strategy & Bridge

https://refactoring.guru/design-patterns/strategy

The interface created in draw_engine.py as well as implementation in world.py show the strategy pattern in action.

While this pattern can sometimes be achieved in a functional way by passing a function around, here the drawing strategy is more complex, and so gets aggregated into a class that allows swapping the entire strategy.

An alternate implementation of this class could draw to a PDF or web browser instead of Pygame window.

https://refactoring.guru/design-patterns/bridge

At the moment, the World and PygameDrawEngine are very tightly coupled, this make sense because they both require pygame.

This creates a bridge pattern between the two, World handles update logic/the generic form of drawing doodles, but the actual drawing is implemented in the draw engine.

Composite

https://refactoring.guru/design-patterns/composite

This pattern allows objects to form a tree, usually by tracking child/parent relationships.

The Group class works closely with Doodle (both in doodles.py) to form a composite.

Groups of doodles can be moved/colored/etc. together by having the Group delegate method calls to the child elements.

Since Group is-a Doodle, groups of groups of groups can be created, allowing trees of any shape or size.

Template Method

https://refactoring.guru/design-patterns/template-method

The core behavior of an object is implemented in the Doodle class which has methods for positioning, coloring, etc.

The update() and draw() methods are templates, that if overriden, can further refine the behavior

See balls.py for an example of the update method being used to demonstrate the template method pattern.

Command

https://refactoring.guru/design-patterns/command

The command pattern turns an intention into a packet of information about the intended operation, so execution can be deferred.

Note that in all of the examples, the drawing does not happen when the object is created, the creation of an object indicates that there will be some future operation performed, based on the properties of the command class.

This allows our chained interface to work since

Circle().move(20, 20).color(255, 0, 0) does not immediately draw a circle when move is called, instead it is informing future draws to include that position. This avoids a non-red circle from being drawn, since the subsequent call to color(255, 0, 0) to also run before the command is executed (via the draw method).

Flyweight Cache

https://refactoring.guru/design-patterns/flyweight

Fonts need to be loaded once and are loaded in to shared memory (currently in PygameDrawEngine) instead of having each Text object load the same font.

This is done since it is common to use the same font multiple times in an application, so having each text object load its own instance of a font would be immensely wasteful.

This is the most complex part of the code currently, but you can see the logic in the font methods on the DrawEngine and you'll see it is mostly a dictionary mapping parameters to created objects.

Others

Some other patterns under consideration would be Observer, Factor, and Visitor.

All of these might have interesting applications in making art this way. (PRs welcome :))

Rationales

A few more rationales for reason that certain decisions were made, particularly when they were not my first thought.

If any decisions elsewhere in the code are unclear and undocumented, I consider that a bug, please file a GitHub issue.

Mutability

Often, an API based on chaining like this would be comprised of immutable objects. Django's QuerySet mostly works in this way.

That was the original intention here as well, but once Text was added it was clear that it was going to be a lot more complex than it was worth.

Text requires an intermediate buffer to render the text to, and that buffer is then rendered to the screen. This would be incredibly expensive in a pure immutable approach, since there'd be no place to store that state.

The addition of state to the objects simplifies a lot of things, now when an object is created it can be registered with the World, if many intermediate copies were created in a chained call like Circle().pos(100, 100).color(255, 0, 0).z(10).radius(4) this approach would not be available to us.

Naming Scheme

This library makes use of @property to create getters, but uses function chaining instead of property-based setters.

This complicates things a bit, since you can't write self.x(100) and use self.x as a property.

The unorthodox decision was made to use x(100) as a setter function, and use .x_val as the property name.

This is primarily because setting properties is more common than getting properties in doodles.