Akka Remote shared classes - serialization

I have two different Java 8 projects that will live on different servers and which will both use Akka (specifically Akka Remoting) to talk to each other.
For instance, one app might send a Fizzbuzz message to the other app:
public class Fizzbuzz {
private int foo;
private String bar;
// Getters, setters & ctor omitted for brevity
}
I've never used Akka Remoting before. I assume I need to create a 3rd project, a library/jar for holding the shared messages (such as Fizzbuzz and others) and then pull that library in to both projects as a dependency.
Is it that simple? Are there any serialization (or other Akka and/or networking) considerations that affect the design of these "shared" messages? Thanks in advance!

Shared library is a way to go for sure, except there are indeed serialization concerns:
Akka-remoting docs:
When using remoting for actors you must ensure that the props and messages used for those actors are serializable. Failing to do so will cause the system to behave in an unintended way.
For more information please see Serialization.
Basically, you'll need to provide and configure the serialization for actor props and messages sent (including all the nested classes of course). If I'm not mistaking default settings will get you up and running without any configuration on your side, provided that everything you send over the wire is java-serializable.
However, default config uses default Java serialization, which is known to be quite inefficient - so you might want to switch to protobuf, kryo, or maybe even json. In that case, it would make sense to provide the serialization implementation and bindings as a shared library - either a dedicated one or a part of the "shared models" one that you mentioned in the question - depends if you want to reuse it elsewhere and mind/don't mind having serailization-related transitive dependencies popping all over the place.
Finally, if you allow some personal opinion, I would suggest trying protobuf first - it's binary format (read: efficient) and is widely supported (there are bindings for other languages). Kryo works well too (I have a few closed-source akka-cluster apps with kryo serialization in production), but has a few quirks with regards to collection/map handling.

Related

The plugin design pattern explained (as described by Martin Fowler)

I am trying to understand and exercise the plugin pattern, as explained by Martin Fowler.
I can understand in which way it makes use of the separated interface pattern, and that it requires a factory to provide the right implementation of the interface, based on the currently used environment (test, prod, dev, etc). But:
How exactly does the factory read the environment values and decide which object (implementing the IdGenerator interface) to create?
Is the factory a dependency of the domain object (DomainObject)?
Thank you very much.
The goal of the Plugin pattern is to provide a centralized configuration runtime to promote modularity and scalability. The criteria that determines which implementation to select can be the environment, or anything else, like account type, user group, etc. The factory is just one way to create the desired plugin instance based on the selection criteria.
Implementation Selection Criteria
How your factory reads the selection criteria (environment state) depends on your implementation. Some common approaches are:
Command-Line Argument, for example, CLI calls from different CI/CD pipeline stages can pass a dev/staging/production argument
YAML Config Files could be deserialized into an object or parsed
Class Annotations to tag each implementation with an environment
Feature Flags, e.g. SaaS like Launch Darkly
Dependency Injection framework like Spring IoC
Product Line Engineering software like Big Lever
REST Endpoint, e.g. http://localhost/test/order can create a test order object without notifying any customers
HTTP Request Parameter, such as a field in the header or body
Dependency on Factory
Since the DomainObject calls the factory to create an object with the desired implementation, the factory will be a dependency of the domain object. That being said, the modern approach is to use a dependency injection (DI) library (Guice, Dagger) or a framework with built-in DI (Spring DI, .Net Core). In these cases, there still is a dependency on the DI library or framework, but not explicitly on any factory class.
Note: The Plugin design pattern described on pp.499-503 of PEAA was written by Rice and Foemmel, not Martin Fowler.
You will want to get a full PFD of the "Patterns of Enterprise Application Architecture". What is visible on Fowler's site is basically first half-page of any chapter :)
What is being describes is basically the expanded version of idea behind polymorphism.
I don't think "plugin" can actually be described as a "pattern". It's more like result of other design choices.
What you have are .. emm ... "packages", where the main class in each of them implements a third party interface. Each of those packages also have their internal dependencies (other classes or even other libraries), which are used for some specific task. Each package has it's of configuration (which might be added through DIC config) ans each of them get "registered" in your main application.
The mentioning of a factory is almost a red herring, because these days that functionality would be applied using DIC.

Typhoon support "Autowire" and "Scope" definition

If I compare Typhoon with one of the common IOC container spring in java i could not find two important freatures in the documentation.
How to annotate #autowired?
How to annotate #Scope? Especially distinglish between SCOPE_SINGLETON and SCOPE_PROTOTYPE.
More about spring here:
http://docs.spring.io/spring/docs/4.0.0.RELEASE/spring-framework-reference/html/beans.html#beans-standard-annotations
Typhoon supports the prototype and singleton scopes along with two other scopes designed specifically for mobile and desktop applications.
In a server-side application, the server may be supporting any of the application's use-cases at a given time. Therefore it makes sense for those components to have the singleton scope. In a mobile application, while there are background services its more common to service one use case at a time. And there are memory, CPU and batter constraints.
Therefore the default scope with Typhoon is TyphoonScopeObjectGraph, which means that references to other components while resolving eg a top-level controller will be shared. In this way an object graph can be loaded up and then disposed of when done.
There's also the following:
TyphoonScopeSingleton
TyphoonScopePrototype
TyphoonScopeWeakSingleton
Auto-wiring macros vs native style assembly:
Unfortunately, Objective-C has only limited run-time support for "annotations" using macros. So the option was to use either a compile-time pre-processor, which has some drawbacks, or to work around the limitations and force it in using a quirky style. We decided that its best (for now) to use Macros only for simple convention-over-configuration cases.
For more control we strongly recommend using the native style of assembly. This allows the following:
Modularize an application's configuration, so that the architecture tells a story.
IDE code-completion and refactoring works without any additional plugins.
Components can be resolved at runtime using the assembly interface, using Objective-C's AOP-like dynamism.
To set the scope using the native style:
- (id)rootController
{
return [TyphoonDefinition withClass:[RootViewController class]
configuration:^(TyphoonDefinition* definition)
{
definition.scope = TyphoonScopeSingleton;
}];
}

Creating an Objective-C API

I have never made an API in objective-c, and need to do this now.
The "idea" is that I build an API which can be implemented into other applications. Much like Flurry, only for other purposes.
When starting the API, an username, password and mode should be entered. The mode should either be LIVE or BETA (I guess this should be an NSString(?)), then afterwards is should be fine with [MyAPI doSomething:withThisObject]; ect.
So to start it [MyAPI username:#"Username" password:#"Password" mode:#"BETA"];
Can anyone help me out with some tutorials and pointer on how to learn this best?
It sounds like what you want to do is build a static library. This is a compiled .a file containing object code that you'll distribute to a client along with a header file containing the interface. This post is a little outdated but has some good starting points. Or, if you don't mind giving away your source code, you could just deliver a collection of source files to your client.
In terms of developing the API itself, it should be very similar to the way you'd design interfaces and implementations of Objective-C objects in your own apps. You'll have a MyAPI class with functions for initialization, destruction, and all the functionality you want. You could also have multiple classes with different functionality if the interface is complex. Because you've capitalized MyAPI in your code snippet, it looks like you want to use it by calling the class rather than an instance of the class - which is a great strategy if you think you'll only ever need one instance. To accomplish this you can use the singleton pattern.
Because you've used a username and password, I imagine your API will interface with the web internally. I've found parsing JSON to be very straightforward in Objective-C - it's easy to send requests and get information from a server.
Personally I would use an enum of unsigned ints rather than a NSString just because it simplifies comparisons and such. So you could do something like:
enum {
MYAPI_MODE_BETA,
MYAPI_MODE_LIVE,
NUM_MYAPI_MODES
};
And then call:
[MyAPI username:#"Username" password:#"Password" mode:MYAPI_MODE_BETA];
Also makes it easy to check if they've supplied a valid mode. (Must be less than NUM_MYAPI_MODES.)
Good luck!

Why is setting the classloader necessary with Scala RemoteActors?

When using Scala RemoteActors I was getting a ClassNotFoundException that referred to scala.actors.remote.NetKernel. I copied someone else's example and added RemoteActor.classLoader = getClass.getClassLoader to my Actor and now everything works. Why is this necessary?
Remote Actors use Java serialization to send messages back and forth. Inside the actors library, you'll find a custom object input stream ( https://lampsvn.epfl.ch/trac/scala/browser/scala/trunk/src/actors/scala/actors/remote/JavaSerializer.scala ) that is used to serialize objects to/from a socket. There's also some routing code and other magic.
In any case, the ClassLoader used for remoting is rather important. I'd recommend looking up Java RMI if you're unfamiliar with it. In any case, the ClassLoader that Scala picks when serializing/deserializing actors is the one Located on RemoteActor which defaults to null.
This means that by default, you will be unhappy without specifying a ClassLoader ;).
If you were in an environment that controls classloaders, such as OSGi, you'd want to make sure you set this value to a classloader that has access to all classes used by all serialized actors.
Hope that helps!

How can I implement the service locator pattern in Cocoa Touch across multiple projects?

This is a problem which has been bugging me for a while now. I'm still pretty new with some of these patterns so you'll have to forgive me (and correct me) if I use any of the terms incorrectly.
My Methodology
I've created a game engine. All of the objects in my game engine use inversion of control to get dependencies. These dependencies all implement protocols and are never accessed directly in the project, other than during the bootstrapping phase. In order to get these objects, I have the concept of a service locator. The service locator's job is to locate an object which conforms to a specific protocol and return it. It's a lot like a factory, but it should handle the dependencies as well.
In order to provide the services to the service locator, I have what I call service specifiers. The service locator knows about all of the service specifiers in the project, and when an object is requested, attempts to get an instance of an object conforming to the provided protocol from each of them. This object is then returned to the caller. What's cool about this set up is the service specifier also knows about a service locator, so if it has any dependencies, it just asks the service locator for those specific dependencies.
To give an example, I have an object called HighScoreManager. HighScoreManager implements the PHighScoreManager protocol. At any time if an instance of PHighScoreManager is required, it can be retrieved by calling:
id<PHighScoreManager> highScoreManager = [ServiceLocator resolve: #protocol(PHighScoreManager)];
Thus, inversion of control. However, most of the time it isn't even necessary to do this, because most classes are located in a service specifier, if one required PHighScoreManager as a dependency, then it is retrieved through the service locator. Thus, I have a nice flat approach to inversion of control.
My Problem
Because I want the code from my game engine to be shared, I have it compiled as a static library. This works awesome for everything else, but seems to get a little tricky with the service locator. The problem is some services change on a game to game basis. In my above example, a score in one game might be a time and in another it might be points. Thus, HighScoreManager depends on an instance of PHighScoreCreator, which tells it how to create a PScore objecct.
In order to provide PHighScoreCreator to HighScoreManager, I need to have a service specifier for my game. The only way I could think of to accomplish this was to use the Cocoa version of reflections. After digging around, I found out classes were discoverable through NSBundle, but it seems there's no way to get the current bundle. Thus, if I want to be able to search out my service specifiers, I would have to compile my game logic into its own bundle, and then have the engine search out this bundle and load it. In order to do this I'd have to create a third project to house both the engine code and the game logic bundle, when in reality I'd like to just have a game project which used the engine static library.
My Real Question
So after all of that, my question is
Is there a better way to do what I'm trying to accomplish in Cocoa Touch, or
Is there a way to discover classes which conform to my service specifier protocol from the main bundle?
Thanks for the help and taking the time to read the question.
-helixed
Have a look at:
+[NSBundle mainBundle];
+[NSBundle bundleForClass:];
+[NSBundle bundleWithIdentifier:];
+[NSBundle allBundles];
+[NSBundle allFrameworks];
These allow you to interact programmatically with the various bundles at runtime. Once you have a bundle to work with there are a number of strategies you could employ to find the specific class(es) you are looking for. For example:
Retrieve the bundle identifier — this will be an NSString like #"com.example.GameEngineClient".
Transform it into a legal Objective-C class name by stripping everything before the last dot, or replacing all the dots with underscores, or whatever, and then appending a predefined protocol name. Your protocol from above, for instance, might result in a string like #"GameEngineClient_PHighScoreManager".
Get the bundle's designated class for your protocol using NSClassFromString().
Now you can create an instance of the class provided by the bundle author, that implements whatever protocol you have specified.
The Objective-C runtime is a beautiful thing!
Sounds like you need to use the functions of the Objective-C runtime. First you can get a list of all available classes via objc_getClassList. Then you can iterate over all the classes and check if they conform to your protocol with class_conformsToProtocol. You shouldn’t use +conformsToProtocol: messages here, since there are classes in the runtime that don’t support this selector.