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An architectural pattern leveraging functional programming principles and pure functions to create predictable, testable, and scalable state machines for complex applications.

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Reduce & Conquer

Reduce. Conquer. Repeat.


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About

This repository contains a proof of concept of the Reduce & Conquer pattern built into the Clean Architecture, using the example of a cross-platform Pokédex application built using the Compose Multiplatform UI Framework.

Gif application demonstration

Overview

Reduce & Conquer is an architectural pattern leveraging functional programming principles and pure functions to create predictable and testable functional components.

classDiagram
    class Feature {
        -initialState: State
        - eventBufferCapacity: Int,
        -reducer: Reducer<Command, State, Event>
        -coroutineScope: CoroutineScope
        -_state: MutableStateFlow<State>
        -_events: MutableSharedFlow<Event>
        +state: StateFlow<State>
        +events: SharedFlow<Event>
        +execute(command: Command): Boolean
    }
    class Reducer {
        +suspend reduce(state: State, command: Command): Transition<State, Event>
        +transition(state: State, vararg event: Event): Transition<State, Event>
    }
    class Transition {
        +state: State
        +events: List<Event>
        +mergeEvents(vararg event: Event): Transition<State, Event>
        +mergeEvents(events: List<Event>): Transition<State, Event>
    }

    Feature --> Reducer
    Feature --> Transition
    Reducer --> Transition

State

Tip

The idempotent nature of deterministic state allows you to implement functionality such as rolling back the state to a previous version.

A class or object that describes the current state of the presentation.

Command

A class or object that describes an action that entails updating state and/or raising events.

Event

Note

It's not a side effect because reduce is a pure function that returns the same result for the same arguments.

A class or object that describes the "Fire and forget" event caused by the execution of a command and the reduction of the presentation state.
May contain a payload.

Feature

An abstract class that takes three type parameters: Command, State and Event.

A functional unit or aggregate of presentation logic within isolated functionality.

Properties:

  • initialState: The initial state of the feature.
  • eventBufferCapacity: The buffer capacity for events.
  • coroutineScope: A coroutine scope that allows for asynchronous execution.
  • _state: A mutable state flow that stores the current state.
  • _events: A mutable shared flow that sends events to the outside world.
  • state: A read-only state flow that exposes the current state.
  • events: A read-only shared flow that exposes the events emitted by the feature.

Reducer

A functional interface that takes three generic type parameters: Command, State and Event.

A stateless component responsible for reducing the input command to a new state and generating events.

Methods:

  • reduce(state: State, command: Command): Reduces the State with the given Command and returns a Transition
  • transition(state: State, vararg event: Event): Constructs a Transition with the given State and variadic Event.
  • transition(state: State, events: List<Event> = emptyList()): Constructs a Transition with the given State and list of Events.

Transition

A data class that represents a state transition.

Properties:

  • state: The new State.
  • events: A list of Events emitted during the transition, which can be empty.

Extension functions:

  • mergeEvents(vararg event: Event): Takes a variadic Event and merges it with the Events of a given transition.
  • mergeEvents(events: List<Event>): Takes a list of Events and merges them with the Events of a given transition.

Important

Events passed as an argument will be processed BEFORE current events.
This is due to the fact that mergeEvent is used for already created events.

Mathematical Proof

Definition

Let $S$ be the set of states, $C$ be the set of commands, and $E$ be the set of events.

We define a function $R: S \times C \rightarrow (S, E)$, which represents the reduction function that takes a state and a command as input and returns a new state and a set of events.

Proposition

The function $R$ satisfies the following properties:

  • Associativity: For all $s \in S$, $c_1, c_2 \in C$, we have: $$R(R(s, c_1), c_2) = R(s, [c_1, c_2])$$ where $[c_1, c_2]$ denotes the composition of commands $c_1$ and $c_2$.

  • Commutativity (under specific conditions): For all $s \in S$, $c_1, c_2 \in C$ such that $c_1 \circ c_2 = c_2 \circ c_1$, we have: $$R(s, c_1) = R(s, c_2)$$

Proof of Associativity

Let $s \in S$, $c_1, c_2 \in C$. We need to show that: $$R(R(s, c_1), c_2) = R(s, c_1 \circ c_2)$$

  1. Apply Command $c_1$: $$R(s, c_1) = (s_1, e_1)$$ where $s_1$ is the new state and $e_1$ is the event generated by applying $c_1$ to state $s$.

  2. Apply Command $c_2$ to the New State $s_1$: $$R(s_1, c_2) = (s_2, e_2)$$ where $s_2$ is the new state after applying $c_2$ to $s_1$ and $e_2$ is the event generated.

  3. Sequential Application of Commands $c_1$ and $c_2$: $$R(s, c_1 \circ c_2) = (s_2, e_1 \cup e_2)$$ where $c_1 \circ c_2$ denotes applying $c_1$ first, resulting in $s_1$ and $e_1$, and then applying $c_2$ to $s_1$, resulting in $s_2$ and $e_2$.

Since both $R(R(s, c_1), c_2)$ and $R(s, c_1 \circ c_2)$ yield the same state $s_2$ and the combined events $e_1 \cup e_2$, we have: $$R(R(s, c_1), c_2) = R(s, c_1 \circ c_2)$$

This shows that the reduction function satisfies associativity in the context of command composition.

Proof of Commutativity

For commutativity under specific conditions where commands are commutative:

Let $s \in S$, $c_1, c_2 \in C$. We need to show that: $$R(s, c_1 \circ c_2) = R(s, c_2 \circ c_1)$$

  1. Apply Command $c_1$ and then $c_2$: $$R(s, c_1) = (s_1, e_1)$$ $$R(s_1, c_2) = (s_2, e_2)$$ where $s_2$ is the state resulting from applying $c_2$ to $s_1$ and $e_2$ is the event generated.

  2. Apply Command $c_2$ and then $c_1$: $$R(s, c_2) = (s_1', e_1')$$ $$R(s_1', c_1) = (s_2', e_2')$$ where $s_2'$ is the state resulting from applying $c_1$ to $s_1'$ and $e_2'$ is the event generated.

Since $c_1$ and $c_2$ are commutative (i.e., $c_1 \circ c_2 = c_2 \circ c_1$), the states and events should be the same: $$(s_2, e_1 \cup e_2) = (s_2', e_1' \cup e_2')$$

Thus, we have: $$R(s, c_1 \circ c_2) = R(s, c_2 \circ c_1)$$

This demonstrates the commutativity of the reduction function under the specific condition of commutative commands.

Conclusion

We have successfully proved that the reduction function $R$ satisfies both associativity and commutativity under the given conditions. This ensures that the reduction function behaves predictably and consistently when applying commands in different sequences, which is essential for ensuring the correctness and reliability of the system.

The associativity property ensures that the order in which commands are applied does not affect the final state and events, while the commutativity property ensures that commands can be applied in any order without affecting the result under specific conditions. These properties provide a solid foundation for ensuring the correctness and reliability of the system, influencing its design and maintenance.

Comparison with popular patterns

Model-View-Controller

The MVC pattern separates concerns into three parts: Model, View, and Controller.
The Model represents the data, the View represents the UI, and the Controller handles user input and updates the Model.
In contrast, the Reduce & Conquer combines the Model and Controller into a single unit.

Model-View-Presenter

The MVP pattern is similar to MVC, but it separates concerns into three parts: Model, View, andPresenter.
The Presenter acts as an intermediary between the Model and View, handling user input and updating the Model.
The Reduce & Conquer is more lightweight than MVP, as it does not require a separate Presenter layer.

Model-View-ViewModel

The MVVM pattern is similar to MVP, but it uses a ViewModel as an intermediary between the Modeland View.
The ViewModel exposes data and commands to the View, which can then bind to them.
The Reduce & Conquer is more flexible than MVVM, as it does not require a separate ViewModel layer.

Model-View-Intent

The MVI pattern is similar to MVVM, but it uses an Intent as an intermediary between the Model andView.
The Intent represents user input and intent, which is then used to update the Model.
The Reduce & Conquer is more simple than MVI, as it does not require an Intent layer.

Redux

The Redux pattern uses a global store to manage application state.
Actions are dispatched to update the store, which then triggers updates to connected components.
The Reduce & Conquer uses a local state flow instead of a global store, which makes it more scalable for large applications.

The Elm Architecture

The TEA pattern uses a functional programming approach to manage application state.
The architecture consists of four parts: Model, Update, View, and Input.
The Model represents application state, Update functions update the Model based on user input and commands, Viewfunctions render the Model to the UI, and Input functions handle user input.
The Reduce & Conquer uses a similar approach to TEA, but with a focus on reactive programming and coroutines.

Event-Driven Architecture

The EDA pattern involves processing events as they occur.
In this pattern, components are decoupled from each other, and events are used to communicate between components.
The Reduce & Conquer uses events to communicate between components, but it also provides a more structured approach to managing state transitions.

Reactive Architecture

The Reactive Architecture pattern involves using reactive programming to manage complex systems.
In this pattern, components are designed to react to changes in their inputs.
The Reduce & Conquer uses reactive programming to manage state transitions and emit events.

Clean Architecture

Clean Architecture is a software design pattern that separates the application's business logic into layers, each with its own responsibilities.

The main idea is to create a clear separation of concerns, making it easier to maintain, test, and scale the system.

graph LR
    subgraph "Presentation Layer"
        View["View"] --> Feature["Feature"]
        Feature["Feature"] --> Reducer["Reducer"]
    end

    subgraph "Domain Layer"
        UseCase["Use Case"] --> Repository["Repository"]
        UseCase["Use Case"] --> Entity["Entity"]
    end

    subgraph "Infrastructure Layer"
        direction TB
        Dao["DAO"] --> Database["Database"]
        Service["Service"] --> FileSystem["File System"]
        Service["Service"] --> NetworkClient["Network Client"]
    end

    Reducer --> UseCase
    Repository --> Dao
    Repository --> Service

Clean Architecture can be represented as follows:

View(
    Feature(
        Reducer(
            UseCase(
                Repository(
                    Service
                )
            )
        )
    )
)

Tip

Organize your package structure by overall model or functionality rather than by purpose. This type of architecture is called "screaming".

The architecture is composed of the following layers:

Entities

Representing the business domain, such as users, products, or orders.

Use Cases

Defining the actions that can be performed on the entities, such as logging in, creating an order, or updating a user.

Interface Adapters

Handling communication between the application and external systems, such as databases, networks, or file systems.

Frameworks and Drivers

Providing the necessary infrastructure for the application to run, such as web servers, databases, or operating systems.

Reduce & Conquer is a part of Frameworks and Drivers, as it is an architectural pattern that provides an implementation of presentation.

Tip

Follow the Feature per View principle and achieve decomposition by dividing reducers into sub-reducers.

Working with data flows

Let's say there is a command that calls a use case, which returns a flow with data that needs to be stored in the state.

As a container, flow is only useful as long as it is collected, which means it can be classified as a one-time payload.

As should be done with this kind of data, flow must be processed using the appropriate mechanism - events, which must begin to be collected before executing the command that returns the event containing flow.

Thus, we can set an arbitrary flow processing strategy, as well as manage the lifecycle of the collector using coroutines, without going beyond the functional paradigm.

Here is an example implementation of flow collection:

data class User(val id: String)

interface UserRepository {
    suspend fun getUsers(): Result<Flow<User>>
}

class GetUsers(private val userRepository: UserRepository) {
    suspend fun execute() = userRepository.getUsers()
}

sealed interface SearchCommand {
    data object GetUsers : SearchCommand

    data class AddUser(val user: User) : SearchCommand
}

data class SearchState(
    val users: List<User> = emptyList(),
)

sealed interface SearchEvent : Event {
    data class Error(val exception: Exception) : SearchEvent

    data class UserUpdates(val users: Flow<User>) : SearchEvent
}

class SearchFeature(reducer: SearchReducer) : Feature<SearchCommand, SearchState, SearchEvent>(
    initialState = SearchState(),
    reducer = reducer
) {
    init {
        coroutineScope.launch {
            events.filterIsInstance<SearchEvent.UserUpdates>().map { event: SearchEvent.UserUpdates ->
                event.users.collect { user: User ->
                    execute(SearchCommand.AddUser(user = user))
                }
            }.launchIn(this)
            execute(SearchCommand.GetUsers)
        }
    }
}

class SearchReducer(
    private val getUsers: GetUsers,
) : Reducer<SearchCommand, SearchState, SearchEvent> {
    override suspend fun reduce(state: SearchState, command: SearchCommand) = when (command) {
        is SearchCommand.GetUsers -> getUsers.execute().fold(
            onSuccess = { users: Flow<User> ->
                transition(state, SearchEvent.UserUpdates(users = users))
            },
            onFailure = {
                transition(state, SearchEvent.Error(Exception(it)))
            }
        )

        is SearchCommand.AddUser -> transition(state.copy(users = state.users.plus(command.user)))

        else -> transition(state)
    }
}

Due to the fact that we start the collection once, there is no need to manage the collection flow, job is not stored in a variable.

Testing

It is assumed that all the important logic is contained in the Reducer, which means that the testing pipeline can be roughly represented as follows:

val (actualState, actualEvents) = feature.execute(command)

assertEquals(expectedState, actualState)

assertEquals(expectedEvents, actualEvents)

Proof of concept

A cross-platform Pokédex application built using the Compose Multiplatform UI Framework.

graph TD
    subgraph "Use Case"
        GetMaxAttributeValue["Get Max Attribute Value"]
        GetDailyPokemon["Get Daily Pokemon"]
        GetPokemons["Get Pokemons"]
        InitializeFilters["Initialize Filters"]
        GetFilters["Get Filters"]
        SelectFilter["Select Filter"]
        UpdateFilter["Update Filter"]
        ResetFilter["Reset Filter"]
        ResetFilters["Reset Filters"]
        CardsReducer["Cards Reducer"]
        ChangeSort["Change Sort"]
    end

    subgraph "Navigation"
        NavigationView["Navigation View"] --> NavigationFeature["Navigation Feature"]
        NavigationFeature["Navigation Feature"] --> NavigationReducer["Navigation Reducer"]
    end

    NavigationReducer["Navigation Reducer"] --> NavigationCommand["Navigation Command"]
    NavigationCommand["Navigation Command"] --> DailyView["Daily View"]
    NavigationCommand["Navigation Command"] --> PokedexView["Pokedex View"]

    subgraph "Daily"
        DailyView["Daily View"] --> DailyFeature["Daily Feature"]
        DailyFeature["Daily Feature"] --> DailyReducer["Daily Reducer"]
    end

    DailyReducer["Daily Reducer"] --> GetMaxAttributeValue["Get Max Attribute Value"]
    DailyReducer["Daily Reducer"] --> GetDailyPokemon["Get Daily Pokemon"]

    subgraph "Pokedex"
        PokedexView["Pokedex View"] --> PokedexFeature["Pokedex Feature"]
        PokedexFeature["Pokedex Feature"] --> PokedexReducer["Pokedex Reducer"]
        PokedexReducer["Pokedex Reducer"] --> CardsReducer["Cards Reducer"]
        PokedexReducer["Pokedex Reducer"] --> FilterReducer["Filter Reducer"]
        PokedexReducer["Pokedex Reducer"] --> SortReducer["Sort Reducer"]
    end

    PokedexReducer["Pokedex Reducer"] --> CardsReducer["Cards Reducer"]
    CardsReducer["Cards Reducer"] --> GetMaxAttributeValue["Get Max Attribute Value"]
    CardsReducer["Cards Reducer"] --> GetPokemons["Get Pokemons"]
    PokedexReducer["Pokedex Reducer"] --> FilterReducer["Filter Reducer"]
    FilterReducer["Filter Reducer"] --> InitializeFilters["Initialize Filters"]
    FilterReducer["Filter Reducer"] --> GetFilters["Get Filters"]
    FilterReducer["Filter Reducer"] --> SelectFilter["Select Filter"]
    FilterReducer["Filter Reducer"] --> UpdateFilter["Update Filter"]
    FilterReducer["Filter Reducer"] --> ResetFilter["Reset Filter"]
    FilterReducer["Filter Reducer"] --> ResetFilters["Reset Filters"]
    PokedexReducer["Pokedex Reducer"] --> SortReducer["Sort Reducer"]
    SortReducer["Sort Reducer"] --> CardsReducer["Cards Reducer"]
    SortReducer["Sort Reducer"] --> ChangeSort["Change Sort"]

Features

Navigation feature functionality:

  • Switching between Daily and Pokedex screens (functionality).

Daily feature functionality:

  • Get a Pokemon of the Day card based on the current day's timestamp

Pokedex feature functionality:

  • Getting a grid of Pokemon cards
  • Search by name
  • Multiple filtering by criteria
  • Reset filtering
  • Sorting by criteria

Note

The Pokemon card is a double-sided rotating card where

  • front side contains name, image and type affiliation
  • back side contains name and hexagonal skill graph

Libraries

  • Kotlin Compose Multiplatform
  • Kotlin Coroutines
  • Kotlin Flow
  • Kotlin Datetime
  • Kotlin Serialization Json
  • Koin Dependency Injection
  • Kotlin Multiplatform UUID
  • Kotlin Coroutines Test
  • Mockk