By Josh Smith
This publication is for WPF and Silverlight builders seeking to take their Model-View-ViewModel talents to the subsequent point. It stories how the MVVM layout trend used to be used to create a enjoyable and addictive online game that gives a chic person event. learn this e-book to achieve insights from Josh Smith, an famous professional in WPF, Silverlight, and MVVM, on how you can appropriately layout advanced View and ViewModel architectures. the way to help limitless undo, coordinate lively transitions, keep watch over modal conversation bins from a ViewModel, and masses extra.
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Additional resources for Advanced MVVM
Handled = true; } } When the user clicks on the ‘Undo’ context menu item it causes BubbleBurstViewModel’s UndoCommand to execute. CanUndo; } } The real work of performing an undo operation is handled by objects deeper down in the object graph. Creating Undo Tasks BubbleMatrixViewModel exposes an Undo method that is invoked by the code seen in the previous section. That method merely delegates the work off to the task manager, because undoing a bubble group burst involves reusing the tasks that performed the burst.
We saw how it is opened and closed by a DataTrigger. We also reviewed small snippets of event handling code in the GameOverView that allowed the dialog to be animated away while a new game started filling the window with bubbles. At no point did we see any ViewModel objects referencing UI elements. The BubbleBurst user interface could be replaced with a whole new set of Views and no changes would be necessary in the ViewModel layer (unless those new Views required functionality not currently available).
Exceptions should be thrown when Views invoke ViewModel methods at the wrong time, or with invalid arguments. Collections of data should be exposed as read-only collections, such as ReadOnlyObservableCollection