I have noticed that some of my serialized objects stored in Redis have problems deserializing.
This typically occurs when I make changes to the object class being stored in Redis.
I want to understand the problem so that I can have a clear design for a solution.
My question is, what causes deserialization problems?
Would a removal of a public/private property cause a problem?
Adding new properties, perhaps?
Would a adding a new function to the class create problems? How about more constructors?
In my serialized object, I have a property Map, what if I change (updated some properties, added functions, etc) myObject, would it cause a deserialization problem?
what causes deserialization problems?
I would like to give you bit of background before answering your question,
The serialization runtime associates with each serializable class a version number, called a serialVersionUID, which is used during deserialization to verify that the sender and receiver of a serialized object have loaded classes for that object that are compatible with respect to serialization. If the receiver has loaded a class for the object that has a different serialVersionUID than that of the corresponding sender's class, then deserialization will result in an InvalidClassException.
If a serializable class does not explicitly declare a serialVersionUID, then the serialization runtime will calculate a default serialVersionUID value for that class based on various aspects of the class, It uses the following information of the class to compute SerialVersionUID,
The class name.
The class modifiers written as a 32-bit integer.
The name of each interface sorted by name.
For each field of the class sorted by field name (except private static and private transient fields:
The name of the field.
The modifiers of the field written as a 32-bit integer.
The descriptor of the field.
if a class initializer exists, write out the following:
The name of the method, .
The modifier of the method, java.lang.reflect.Modifier.STATIC, written as a 32-bit integer.
The descriptor of the method, ()V.
For each non-private constructor sorted by method name and signature:
The name of the method, .
The modifiers of the method written as a 32-bit integer.
The descriptor of the method.
For each non-private method sorted by method name and signature:
The name of the method.
The modifiers of the method written as a 32-bit integer.
The descriptor of the method.
So, to answer your question,
Would a removal of a public/private property cause a problem? Adding new properties, perhaps? Would a adding a new function to the class create problems? How about more constructors?
Yes, all these additions/removal by default will cause the problem.
But one way to overcome this is to explicitly define the SerialVersionUID, this will tell the serialization system that i know the class will evolve (or evolved) over the time and don't throw an error. So the de-serialization system reads only those fields that are present in both the side and assigns the value. Newly added fields on the de-serialization side will get the default values. If some fields are deleted on the de-serialization side, the algorithm just reads and skips.
Following is the way one can declare the SerialVersionUID,
private static final long serialVersionUID = 3487495895819393L;
Related
In our product we are using Ignite ClientCache to cache objects. We are using a class object as key to store in cache. Now when I create another drive class object and store it in ClientCache cache. Here I am adding drive class object in Baseclass cache, and after I added a child class object, I have updated some of its member fields, before removable. Now when I call ClientCache.remove() on such drive class object it fails to find such key.
So my question is how can I provide custom comparator, I have already tried java equals() and hashcode() function overriding, but it does not work.
Ignite considers two objects equal when all of the following is true:
Type ID is the same (same class).
Serialized representation (byte[]) is the same.
Ignite does not use standard equals() and hashCode() for comparisons, because the DB engine operates on serialized data. There is no way to override this behavior.
I saw that the default LocationStrategy is STRONG, which keeps a strong reference to the class loader when creating a ClassFileLocator. Does this mean Byte Buddy can prevent a class loader from being garbage collected (eg when undeploying a webapp from a servlet container) or is there another mechanism to evacuate those?
Also in this regard- the documentation about the WEAK strategy says a ClassFileLocator will "stop working" after the corresponding class loader is garbage collected. What are the implications? How would a locator for a garbage-collected class loader be used?
You are right about your assertion. With a strong type locator, all TypeDescriptions will reference the class loader as dependent types are resolved lazily. This means for example that if you look up a type's field type, that type will only be loaded if you are using it for the first time what might never happen.
Typically, those type descriptions are not stored over the life time of a class being loaded. Since the class loader will never be garbage collected during a loading of one of its classes, referencing the class loader strongly does not render any issue. However, once you want to cache type descriptions in between multiple class loadings (what can make a lot of sence since some applications load thousands of classes using the same class loader), this might become a problem if a class loader would be garbage collected while the cache is still referencing the type description with the underlying class loader.
In this case, reusing the type descriptions will be problematic since no lazily referenced classes can be resolved after the class loader was garbage collected. Note that a type description might be resolved using a specific class loader while the class is defined by a parent of that class loader which is why this might be a problem.
Typically, if you maintain a cache of type descriptions per class loader, this should however not be a problem.
I'm writing an implementation of IWsdlExportExtension and I've collected a list of PropertyInfo instances that need their corresponding XSD declarations to be modified. In order to do this, I need to determine their XML namespace.
I understand that looking at the DataMemberAttribute is not enough. Is there a built in method in the WCF libraries that can provide that information? Otherwise, would the algorithm look like to determine this?
I believe what you want is get an instance of the ContractDescription class. This class has a namespace property.
You can get an instance of this class using one of the GetContract methods. They have a Type parameter. So In your case, you could use this kind of call:
string myNamespace = ContractDescription.GetContract(
typeof(IMyService),
myPropertyInfo.DeclaringType).Namespace;
NOTE: you will also need the contract type (represented in this sample by typeof(IMyService))
I've been battling with AS3 for a little while now, and I'm working on a simple application using only actionscript and the FlashDevelop/flex-compiler combo. I've hit a bit of a wall in my fledgling OOP understanding, and I'm wondering whether someone might be able to point me in the right direction. I have genuinely read several books, and spent many hours reading online tutorials etc, but something's just not clicking!
What's baffling me is this: When something is declared 'public', according to what I read, it is therefore available anywhere in the application (and should therfore be used with care!) However, when I try to use public properties and methods in my program, they most definitely are not available anywhere other than from the class/object that instantiated them.
This leads me to conclude that even if objects (of different class) are instantiated from the same (say 'main') class, they are not able to communicate with each other at all, even through public members.
If so, then fair enough, but I've honestly not seen this explained properly anywhere. More to the point, how do different objects communicate with other then? and what does Public actually mean then, if it only works through a direct composition hierarchy? If one has to write applications based only on communication from composer class to it's own objects (and presumably use events for, er, everything else?) - isn't this incredibly restrictive?
I'm sure this is basic OOP stuff, so my apologies in advance!
Any quick tips or links would be massively appreciated.
There are different topics you are covering in your question. Let me clarify:
What does the modifier public mean?
How can instances of the same class communicate to each other?
--
1.
In OOP you organize your code with objects. An object needs to be instantiated to provide its functionality. The place where you instantiate the object can be considered as the "context". In Flash the context might be the first frame, in a pure AS3 movie, it might be the main class, in Flex it could be the main mxml file. In fact, the context is always an object, too. Class modifier of your object public class MyClass tells your context whether it is allowed to instantiate the object or not. If set to internal, the context must live in the same directory as the class of the object. Otherwise it is not allowed to create a new object of the class. Private or protected are not valid class modifiers. Public class ... means that any context may create an object of that class. Next: Not only instantiation is controlled by these modifiers but also the visibility of a type. If set to internal, you cannot use an expression like var obj : InternalType in a context that does not live in the same directory as Internal type.
What about methods and properties? Even if your context is allowed to access a type, certain properties and methods might be restricted internal/protected/private var/method and you perhaps are not able to invoke them.
Why we're having such restrictions? Answer is simple: Differnent developers may develop different parts of the same software. These parts should communicate only over defined interfaces. These interfaces should be as small as possible. The developer therefore declares as much code as possible to be hidden from outside and only the necessary types and properties publicly available.
Don't mix up with modifiers and global properties. The modifier only tells you if a context is allowed to see a type or method. The global variable is available throughout the code. So even if a class is declared to be public, instances of that class do not know each other by default. You can let them know by:
storing the instances in global variables
providing setter such as set obj1(obj1 : OBJ1) : void where each object needs to store the reference in an instance variable
passing the object as method arguments: doSomething(obj1 : OBJ1)
Hope this helps you to more understand OOP. I am happy to answer your follow up questions.
Jens
#Jens answer (disclaimer: I skimmed) appears to be completely correct.
However, I'm not sure it answers your question very directly, so I'll add a bit here.
A public property is a property of that class instance that is available for other objects to use(function: call, variable: access, etc). However, to use them you must have a reference (like a very basic pointer, if that helps?) to that object instance. The object that instantiates (creates, new ...) that object can take that reference by assigning it to a variable of that class type.
// Reference is now stored in 's'
public ExampleClass s = new ExampleClass();
If you'd like to, you do have the option of making a static property, which is available just by knowing the class name. That property will be shared by all instances of that class, and any external class can refer to it (assuming it's public static) by referring to the class name.
A public property is referred to by the reference you stored.
//public property access
s.foo
s.bar(var)
A static property is referred to by the class name.
//static property access
ExampleClass.foo
ExampleClass.bar(var)
Once you've created the instance, and stored the reference, to an object, you can pass it around as you'd like. The below object of type OtherExampleClass would receive the reference to 's' in its constructor, and would have to store it in a local variable of its own to keep the reference.
public OtherExampleClass s2 = new OtherExampleClass(s);
What is the reason for declaring noncreatable coclasses like the following in IDL?
[
uuid(uuidhere),
noncreatable
]
coclass CoClass {
[default] interface ICoClass;
};
I mean such class will not be registered to COM anyway. What's the reason to mention it in the IDL file and in the type library produced by compiling that IDL file?
noncreatable is good when you want to stop clients from instantiating the object with the default class factory yet still have a proper CLSID for logging, debugging &c; see an example at http://www.eggheadcafe.com/software/aspnet/29555436/noncreatable-atl-object.aspx of an issue which is properly resolved that way.
The noncreatable attribute is just a hint to the consumer of the object -- .Net and VB6, for example, when seeing this attribute, will not allow the client to create the object "the normal way", e.g. by calling New CoClass() [VB6].
However, the COM server's class factory is the definite authority for deciding whether it allows objects of given class to be created or not -- so in fact, it is possible that a class is marked noncreatable and yet, the class factory allows objects to be created. To avoid such situations, make sure that you update your class factory accordingly.
Mentioning noncreatable classes in the IDL is in fact optional. Note, however, that you get at least one benefit from including them anyway: midl will create CLSID_CoClass constants etc.