Pattern name for 'formatting' objects - oop

I have an Order value object with getters. Currently I pass this object to a Formatter class which creates a specific array structure using the getters. This array is then encoded as JSON and sent to a remote URL.
There are different URLs which require different array structures so I have created multiple Formatter classes which build the respective arrays. In a way these formatters 'wrap' the original object but i do not have a public getter method exposing the original object from a formatter. Also there is only one single public method exposed in each formatter called format.
Could these formatters be described as decorator/wrapper patterns or is this even a pattern at all? Im not explicitly looking to apply patterns for the sake of it, but i've discovered I was using other patterns in other parts of the code and renamed them appropriately to less confusion.

Consider Visitor pattern. Visitor allows for one or more operations to be applied to a set of objects at runtime, decoupling the operations from object structure.
Visitor is used in compilers. Once Abstract Syntax Tree(Object Structure) is created, then you can traverse AST for different purposes.
In your case ObjectStructure can be Order class and different purposes mirrors different Formatters.

Related

How do you call an object which state can be completely described by its string representation?

Is there a name in the OOP world to refer to such objects? For example, in java
"Word".toString();
Will return an output of Word. This is a string representation of the entity that exists currently in the program.
Some more examples can be accomplished with other datatypes like Doubles, Integers, maybe even lists or different data structures.
And some other more complex that cannot be represented in this way, for example a full fledged RESTful service class might not have a string representation of its current state.
What's the right terminology? native? immutable? those 2 last terms doesn't really reflect this definition.
To expand on the question:
Imagine you have a function/method that converts a string to a map, a string could be {key1=value1,key2=value2} and you would get a map back, this doesn't work for some complex objects, how would you describe the parameters of this function if you were to generalize it's use for other simple object types?
You have an abstract object that consists of internal state.
You have one or more concrete representations of that object's state.
In one case the concrete representation is a chunk of memory containing primitives and references to other component objects on the heap (in Java, other languages may be different).
You have a different representation that is amenable to being stored in a contiguous block of characters or bytes, and possibly transmitted over a network.
Both representations are canonically equivalent given equivalent contexts containing their non-state information (methods, class hierarchy, etc), but they serve different purposes.
Generically, this could be called a "change of representation". When the first representation above is converted to the second it's called "serialization", and the reverse process is "deserialization". Note that you could have many different representations fulfilling different requirements and supporting different functionality.
One important point to note is that in both cases, in-memory and "serialized" (and any other representations), if an object's state contains references to other objects, then the entire "state" consists of that object and all the objects that can be reached from it, and objects reachable from those objects, etc. This is known as an "object graph", and it exists equally in all representations.
As to deciding which one you should or shouldn't use, that depends totally on your processing requirements.
for example a full fledged RESTful service class might not have a string representation of its current state
This is incorrect, you can always define a serialized representation of an object's state. It may be inconvenient to do so, but if it is required it can be done.
Imagine you have a function/method that converts a string to a map, a string could be {key1=value1,key2=value2} and you would get a map back, this doesn't work for some complex objects
Again, it can always be made to work if it is a requirement, as long as the cost of doing so is justified.
In summary, everything is a representation, and you can arrange to transform one representation to any other and back again, without loss, assuming you're willing to incur the costs of doing so. As mentioned above, one factor is the cost of representing not just the single object, but the entire object graph, which can be substantial.

Instantiation of a composite object with lots of validation rules

I have an object that I would like to create. This object is composed of other objects that I don't want the client class to be responsible for creating. There are lots of validation rules that must pass before the object can be created.
So I would like to abstract away the creation of this complex object into a "factory" class. I have 2 questions really, the first is purely about semantics:-
What should I call the class which is creating my object? The factory method pattern and abstract factory pattern are both related to abstracting away creation of concrete classes of different types. However, I'm creating an object of a single type, so using the term factory might be confusing?
Is this an appropriate solution? Are there any patterns/examples of this being done?
Thanks in advance for any help/guidance.
You can use the term factory because we all use it in its broadest sense unless we use a more unique name like Factory Method design pattern or Abstract Factory design pattern.
Builder pattern is typically used if you have an object build process that should still be used if the same master steps should be used in creating different types of objects. But in your case you just have one type. So there's no need for a better solution since there's no special problem to solve. Just do the validation in the simplest form you can.

One large class compared to several small classes for a Cocoa Mac application

I have created an application, using ARC, that parses data from an online XML file. I am able to get everything I need using one class and one call to the API. The API provides the XML data. Due to the large xml file, I have a lot of variables, IBOutlets, and IBActions associated with this class.
But there are two approaches to this:
1) create a class which parses the XML data and also implements that data for your application
, i.e. create one class that does everything (as I have already done)
or
2) create a class which parses the XML data and create other classes which handle the data obtained from the XML parser class, i.e. one class does the parsing and another class implements that data
Note that some APIs that provide XML data track the number of calls/minute or calls/day to their service. So you would not want several classes calling the API, it would be better to make one request to the API which receives all the data you need.
So is it better to use several smaller classes to handle the xml data or is it fine to just use one large class to do everything?
When in doubt, smaller classes are better.
2) create a class which parses the XML data and create other classes which handle the data obtained from the XML parser class, i.e. one class does the parsing and another class implements that data
One key advantage of this is that the thing that the latter class models is separate from the parsing work that the former class does. This becomes important:
As Peter Willsey said, when your XML parser changes. For example, if you switch from stream-based to document-based parsing, or vice versa, or if you switch from one parsing library to another.
When your XML input changes. If you want to add support for a new format or a new version of a format, or kill off support for an obsolete format, you can simply add/remove parsing classes; the model class can remain unchanged (or receive only small and obvious improvements to support new functionality in new/improved formats).
When you add support for non-XML inputs. For example, JSON, plists, keyed archives, or custom proprietary formats. Again, you can simply add/remove parsing classes; the model class need not change much, if at all.
Even if none of these things ever happen, they're still better separated than mashed together. Parsing input and modeling the user's data are two different jobs; mashing them together makes them hard or impossible to reason about separately. Keep them separate, and you can change one without having to step around the other.
I guess it depends on your application. Something to consider is, what if you have to change the XML Parser you are using? You will have to rewrite your monolithic class and you could break a lot of unrelated functionality. If you abstracted the XML parser it would just be a matter of rewriting that particular class's implementation. Or what if the scope of your application changes and suddenly you have several views ? Will you be able to reuse code elsewhere without violating the DRY (Don't repeat yourself) principle ?
What you want to strive for is low coupling and high cohesion, meaning classes should not depend on each other and classes should have well defined responsibilities with highly related methods.

Serialization vs. Archiving?

The iOS docs differentiate between "serializing" and "archiving." Is this a general distinction (i.e., holds in other languages) or is it specific to Objective-C? Also, what is the difference between these two?
This is a case of one being the other some (but not all) of the time.
Wikipedia has this to say about serialization:
"Serialization is the process of converting a data structure or object into a sequence of bits so that it can be stored in a file or memory buffer, or transmitted across a network connection link to be "resurrected" later in the same or another computer environment"
So, archiving may only be serialization, but it could also be the combination of serialization and compresssion, for example. Or perhaps it adds some kind of header info. So serialization is a form of archive, but an archive is not necessarily a serialization.
This isn't really specific to iOS - these terms are thrown around all over. Their specific meaning in the context of iOS could be quite specific, though.
I was actually trying to look for their difference from IOS perspective. Adding the following for people interested :
Purpose:
Archiving is used to store object graphs. complete data model can be archived and restored easily. The way Nib files work can be considered as example for archiving.
Serialization is used for storing arbitrary hierarchy of objects.
The wat plist files work can be considered as example fo serializations.
Differences(excerpts from Archives programing guide):
"The archive preserves the identity of every object in the graph and all the relationships it has with all the other objects in the graph."
Every object encoded within the context of rootObject invocation is tracked. If the coder is asked to encode an object more than once, the coder encodes a reference to the first encoding instead of encoding the object again.
"The serialization only preserves the values of the objects and their position in the hierarchy. Multiple references to the same value object might result in multiple objects when deserialized. The mutability of the objects is not maintained."
Implementation differences:
Any object that implements NSCoding protocol can be archived where as Only instances of NSArray, NSDictionary, NSString, NSDate, NSNumber, and NSData (and some of their subclasses) can be serialized. The contents of array and dictionary objects must also contain only objects of these few classes.
When to Use:
property lists(serialization) should be used for data that consists primarily of strings and numbers. They are very inefficient when used with large blocks of binary data.
It is worthy to Archive objects other than plist objects or storing large blocks of data.
Generally speaking, Serialization is concerned with converting your program data types into architecture independent byte streams. Archiving is specialized serialization in that you could store type and other relationship based information that allow you to unserialize/unmarshall easily. So archival can be thought of as a specialization and subset of Serialization. For Objective-C
Serialization converts Objective-C
types to and from an
architecture-independent byte stream.
In contrast to archiving, basic
serialization does not record the data
type of the values nor the
relationships between them; only the
values themselves are recorded. It is
your responsibility to deserialize the
data in the proper order. Several
convenience classes, however, do
provide the ability to serialize
property lists, recording their
structure along with their values.
With C++ boost serialization --
http://www.boost.org/doc/libs/1_45_0/libs/serialization/doc/index.html
Here, we use the term "serialization"
to mean the reversible deconstruction
of an arbitrary set of C++ data
structures to a sequence of bytes.
Such a system can be used to
reconstitute an equivalent structure
in another program context. Depending
on the context, this might used
implement object persistence, remote
parameter passing or other facility.
In this system we use the term
"archive" to refer to a specific
rendering of this stream of bytes.
This could be a file of binary data,
text data, XML, or some other created
by the user of this library.

Serialization of Objects

how does Serialization of objects works? How object got deserialized and a instance is created from serialized date without a call to any constructor?
I've kept this answer language agnostic since a language wasn't given.
When the object is serialized, all the require information to rebuild it is encoded in way which can be retrieved. This typically includes the type of the object, as well as the value of all the instance variables.
When the object is deserialized, an area in memory of the correct size is allocated and is populated using the serialized information such that the new object is identical to the serialized one.
The running program can then refer to this new object in memory without having to actually call the constructor.
There are lots of little details which this doesn't explain, but this is the general idea of serialization/deserialization.
Are you talking about Java? If so, serialization is an extralingual object creation mechanism. It's a backdoor that uses native code to create the object without calling any constructors. Therefore, when designing a class for serializability, you need to make sure that a class created through deserialization maintains the same invariants (key fields being initialized) as you would through the constructor path. A third way to create objects in Java is through cloning, and similar issues apply.
Cloning and serialization don't interact well with the use of final fields if you need to set the value of that field to something different than what is returned by clone or the deserialization process.
Josh Bloch's "Effective Java" has some chapters that explain these issues in more depth.
(this answer may apply to other languages too, but I've only used serialization in Java)
Regarding .NET: this isn't a definitive or textbook answer, and I might be all-out wrong...
.NET Serialization needs to be seperated out into Binary vs. others (XML or an XML derivitave typically). Binary serialization is mostly a black-box to me, but it allows the object to be serialized and restored in their current state. XML serialization typically only serialized the public fields/properties of an object, unless overriden by adding a custom ISerializable implementation.
In the case of XML serialization I believe .NET uses Reflection to determine which fields and properties get converted to their equivalent Elements. Adding an [XMLSerializable] attribute will implement a default behavior which can be adjusted by applying other attributes at the field level (such as [XMLAttribute]).
The metadata (which Reflection depends on) stores all the object members as well as their attributes and addresses, which allows the serializer to determine how it should build the output.