Serialization of closures in groovy - serialization

I'm developing a game in Groovy and I'm thinking of using closures extensively to make architecture cleaner.
For example, to implemented status effects (such as poisoning) the Player object will have a list of closures to execute each game turn. These will have to be serialized when saving the game.
Is it generally a good idea to store closures in objects that will need serialization? Or should I opt for a more traditional architecture (e.g. storing a list of StatusEffect objects)?

Having a list of closures to execute each game turn sounds like a really nice idea :-)
Serialising Closures is perfectly possible. Since Groovy 1.8.5, it has been made easier as the two methods dehydrate and rehydrate were added to Closures (so that the owner, thisObject and delegate can be stripped before serialisation)
But I have issues with native java Serialisation for the saving of data. For sending short-lived data between systems, it can be great (but even then I would look at protocol buffers or thrift)
Consider what happens if you need to update your game? If there is a bug in the poisoned affect, then every user that has saved with the buggy poisoned closure in their save file will keep that bug until it wears off. In a multiplayer game, it would also be possible for people to manipulate their save game files to give themselves unexpected or unwanted powers (as the functionality for the powers themselves would be stored in the file). I could see manipulating a poison affect so it adds HP instead of removing them could be beneficial ;-)
In short, I guess what I'm saying is that I would write out a character sheet, with IDs for things that are affecting the user, inventory, score, etc, and then check and apply the closures as the file is read in.

Related

Angular 6 - Why use #ngrx/store rather than service injection

I am recently learning Angular 6 with #ngrx/store while one of the tutorial is to use #ngrx/store for state management, however I don't understand the benefit of using #ngrx/store behind the scene.
For example, for a simple login and signup action, previously by using the service(Let's call it AuthService) we might use it to call the backend api, store "userInfo" or "token" in the AuthService, redirect user to "HOME" page and we can inject AuthService in any component where we need to get the userInfo by using DI, which simply that one file AuthService handles everything.
Now if we are using #ngrx/store, we need to define the Action/State/Reducer/Effects/Selector which probably need to write in 4 or 5 files to handle above action or event, then sometimes still we need to call backend api using service, which seems much much more complicated and redundant...
In some other scenario, I even see some page uses #ngrx/store to store the object or list of object like grid data., is that for some kind of in-memory store usage?
So back to the question, why are we using #ngrx/store over service registration store here in Angular project? I know it's for "STATE MANAGEMENT" usage, but what exactly is the "STATE MANAGEMENT"? Is that something like transaction log and When do we need it? Why would we manage it on the front end? Please feel free to share your suggestion or experience in the #ngrx/store area!
I think you should read those two posts about Ngrx store:
Angular Service Layers: Redux, RxJs and Ngrx Store - When to Use a Store And Why?
Ngrx Store - An Architecture Guide
If the first one explains the main issues solved by Ngrx Store, it also quote this statement from the React How-To "that seems to apply equally to original Flux, Redux, Ngrx Store or any store solution in general":
You’ll know when you need Flux. If you aren’t sure if you need it, you don’t need it.
To me Ngrx store solves multiple issues. For example when you have to deal with observables and when responsability for some observable data is shared between different components. In this case store actions and reducer ensure that data modifications will always be performed "the right way".
It also provides a reliable solution for http requests caching. You will be able to store the requests and their responses, so that you could verify that the request you're making has not a stored response yet.
The second post is about what made such solutions appear in the React world with Facebook's unread message counter issue.
Concerning your solution of storing non-obvervable data in services. It works fine when you're dealing with constant data. But when several components will have to update this data you will probably encounter change detection issues and improper update issues, that you could solve with:
observer pattern with private Subject public Observable and next function
Ngrx Store
I'm almost only reading about the benefits of Ngrx and other Redux like store libraries, while the (in my opinion) costly tradeoffs seem to be brushed off with far too much ease. This is often the only reason that I see given: "The only reason not to use Ngrx is if your app is small and simple". This (I would say) is simply incomplete reasoning and not good enough.
Here are my complaints about Ngrx:
You have logic split out into several different files, which makes the code hard to read and understand. This goes against basic code cohesion and locality principles. Having to jump around to different places to read how an operation is performed is mentally taxing and can lead to cognitive overload and exhaustion.
With Ngrx you have to write a lot more code, which increases the chances of bugs. More code -> more places for bugs to appear.
An Ngrx store can become a dumping ground for all things, with no rhyme or reason. It can become a global hodge podge of stuff that no one can get a coherent overview of. It can grow and grow until no one understands it any more.
I've seen a lot of unnecessary deep object cloning in Ngrx apps, which has caused real performance issues. A particular app I was assigned to work on was taking 40 ms to persist data in the store because of deep cloning of a huge store object. This is over two lost render frames if you are trying to hit a smooth 60 fps. Every interaction felt janky because of it.
Most things that Ngrx does can be done much simpler using a basic service/facade pattern that expose observables from rxjs subjects.
Just put methods on services/facades that return observables - such a method replaces the reducer, store, and selector from Ngrx. And then put other methods on the service/facade to trigger data to be pushed on these observables - these methods replace your actions and effects from Ngrx. So instead of reducers+stores+selectors you have methods that return observables. Instead of actions+effects you have methods that produce data the the observables. Where the data comes from is up to you, you can fetch something or compute something, and then just call subject.next() with the data you want to push.
The rxjs knowledge you need in order to use ngrx will already cause you to be competent in using bare rxjs yourself anyways.
If you have several components that depend on some common data, then you still don't need ngrx, as the basic service/facade pattern explicitly handles this already.
If several services depend on common data between them, then you just make a common service between these services. You still don't need ngrx. It's services all the way down, just like it is components all the way down.
For me Ngrx doesn't look so good on the bottom line.
It is essentially a bloated and over engineered Enterprise™🏢👨‍💼🤮 grade Rxjs Subject, when you could have just used the good old and trusty Rxjs Subject. Listen to me kids, life is too short for unnecessary complexity. Stick to the bare necessities. The simple bare necessities. Forget about your worries and your strife.
I've been working with NgRx for over three years now. I used it on small projects, where it was handy but unnecessary and I used it in applications where it was perfect fit. And meanwhile I had a chance to work on the project which did not use it and I must say it would profit from it.
On the current project I was responsible for designing the architecture of new FE app. I was tasked to completely refactor the existing application which for the same requirements used non NgRx way and it was buggy, difficult to understand and maintain and there was no documentation. I decided to use NgRx there and I did it because of following reasons:
The application has more than one actor over the data. Server uses
the SSE to push state updates which are independent from user
actions.
At the application start we load most of available data which are
then partially updated with SSE.
Various UI elements are enabled/disabled depending on multiple
conditions which come from BE and from user decisions.
UI has multiple variations. Events from BE can change currently
visible UI elements (texts in dialogs) and even user actions might
change how UI looks and works (recurring dialog can be replaced by
snack if user clicked some button).
State of multiple UI elements must be preserved so when user leaves
the page and goes back the same content (or updated via SSE) is
visible.
As you can see the requirements does not meet the standard CRUD operations web page. Doing it the "Angular" way brought such complexity to the code that it became super hard to maintain and what's worst by the time I joined the team the last two original members were leaving without any documentation of that custom made, non NgRx solution.
Now after the year since refactoring the app to use NgRx I think I can sum up the pros and cons.
Pros:
The app is more organized. State representation is easy to read,
grouped by purpose or data origin and is simple to extend.
We got rid of many factories, facades and abstract classes which lost
their purpose. The code is lighter, and components are 'dumber', with
less hidden tricks coming from somewhere else.
Complicated state calculations are made simple using effects and
selectors and most components can be now fully functional just by
injecting the store and dispatching the actions or selecting the
needed slice of the state while handling multiple actions at once.
Because of updated app requirements we were forced to refactor the
store already and it was mostly Ctrl + C, Ctrl + V and some renaming.
Thanks to Redux Dev Tools it is easier to debug and optimize (yep
really)
This is most important - even thought our state itself is unique the
store management we are using is not. It has support, it has
documentation and it's not impossible to find solutions to some
difficult problems on the internet.
Small perk, NgRx is another technology you can put to your CV :)
Cons:
My colleagues were new to the NgRx and it took some time for them to
adapt and fully understand it.
On some occasions we introduced the issue where some actions were
dispatched multiple times and it was difficult to find the cause of
it and fix it
Our Effects are huge, that's true. They can get messy but that's what
we have pull requests for. And if this code wasn't there it would
still end up somewhere else :)
Biggest issue? Actions are differentiated by their string type. Copy
an action, forget to rename it and boom, something different is
happening than you expect, and you have no clue why.
As a conclusion I would say that in our case the NgRx was a great choice. It is demanding at first but later everything feels natural and logical. Also, when you check the requirements, you'll notice that this is a special case. I understand the voices against NgRx and in some cases I would support them but not on this project. Could we have done it using 'Angular' way? Of course, it was done this way before, but it was a mess. It was still full of boiler plate code, things happening in different places without obvious reasons and more.
Anyone who would have the chance to compare those two versions would say the NgRx version is better.
There is also a 3rd option, having data in service and using service directly in html, for instance *ngFor="let item of userService.users". So when you update userService.users in service after add or update action is automatically rendered in html, no need for any observables or events or store.
If the data in your app is used in multiple components, then some kind of service to share the data is required. There are many ways to do this.
A moderately complex app will eventually look like a front end back end structure, with the data handling done in services, exposing the data via observables to the components.
At one point you will need to write some kind of api to your data services, how to get data in and out, queries, etc. Lots of rules like immutability of the data, and well defined single paths to modify the data. Not unlike the server backend, but much quicker and responsive than the api calls.
Your api will end up looking like one of the many state management libraries that already exist. They exist to solve difficult problems. You may not need them if your app is simple.
NGRX sometimes has a lot of files and a lot of duplicate code. Currently working on a fix for this. To make generic type classes for certain NGRX state management situations that are very common inside an Angular project like pagers and object loading from back-ends

What gives Smalltalk the ability to do image persistence, and why can't languages like Ruby/Python serialize themselves?

In smalltalk, you're able to save the state of the world into an image file. I assume this has to do with Smalltalk's ability to "serialize" itself -- that is, objects can produce their own source code.
1) Is this an accurate understanding?
2) What is the challenge in adding this ability to modern languages (non-lisp, obviously)?
3) Is "serialization" the right word? What's the correct jargon?
It's much simpler than "serializing". A Smalltalk image is simply a snapshot of the object memory. It takes the whole RAM contents (after garbage collecting) and dumps it into a file. On startup, it loads that snapshot from disk into RAM and continues processing where it left off. There are some hooks to perform special actions on snapshot and when resuming, but basically this is how it works.
(added: see Lukas Renggli's comment below for a crucial design choice that makes it so simple compared to other environments)
Extending upon Bert Freudenberg’s excellent answer.
1) Is this (ie object's ability to serialize their own source code) an accurate understanding?
Nope. As Bert pointed out a Smalltalk image is simply a memory snapshot. The single-source-of-truth of both Smalltalk objects and Smalltalk programs is their memory representation. This is a huge difference to other languages, where programs are represented as text files.
2) What is the challenge in adding this ability to modern languages (non-lisp, obviously)?
Technically, bootstrapping an application from a memory snapshot should be possible for most languages. If I am not mistaken there are solutions that use this approach to speedup startup times for Java applications. You'd have to agree on a canonical memory representation though and you'd need to make care to reinitialize native resources upon restarting the program. For example, in Smalltalk, open files and network connecting are reopened. And also, there's a startup hook to fix the endianness of numbers.
3) Is "serialization" the right word? What's the correct jargon?
Hibernation is the term.
Crucial difference is that Smalltalk treats Program just as bunch of objects. And IDE is just a bunch of editors editing those objects, so when you save-load image, all your code is there just as when you left off.
For other languages it could be possible to do so, but I guess there would be more fiddling, depending on how much reflection there is. In most other languages, reflection comes as add-on, or even afterthought, but in Smalltalk it is in the heart of the system.
This happens already in a way when you put your computer to sleep, right? The kernel writes running programs to disk and loads them up again later? Presumably the kernel could move a running program to a new machine over a network, assuming same architecture on the other end? Java can serialized all objects also because of the JVM, right? Maybe the hurdle is just architecture implying varied memory layouts?
Edit: But I guess you're interested in using this functionality from the program itself. So I think it's just a matter of implementing the feature in the Python/Ruby interpreter and stdlib, and having some kind of virtual machine if you want to be able to move to a different hardware architecture.

Converting Actionscript syntax to Objective C

I have a game I wrote in Actionscript 3 I'm looking to port to iOS. The game has about 9k LOC spread across 150 classes, most of the classes are for data models, state handling and level generation all of which should be easy to port.
However, the thought of rejiggering the syntax by hand across all these files is none too appealing. Are there tools that can help me speed up this process?
I'm not looking for a magical tool here, nor am I looking for a cross compiler, I just want some help converting my source files.
I don't know of a tool, but this is the way I'd try and attack your problem if there really is a lot of (simple) code to convert. I'm sure my suggestion is not that useful on parts of the code that are very flash-specific (all the DisplayObject stuff?) and also not that useful on lots of your logic. But it would be fun to build! :-)
Partial automatic conversion should be possible, especially if the objects are just 'data containers', watch out for bringing too much as3-idiom over to objective-c though, it might not always be a good fit.
Unless you want to create your own (semi) parser for as3 you'd need some sort of a parser, apparently FlexPMD has one (never used it), and there probably are others.
After getting your hands on a parser you have to find some way of suggesting to the system what parts could be converted automatically. You could try and add rules to the parser/generator script for the general case. For more specific cases I'd use custom metadata on the actual class/property/method, assuming a real as3 parser would correctly parse those.
Now part of your work will shift from hand-converting files to hand-annotating files, but that might be ok for you.
Have the parser parse your classes and define actions based on your metadata that will determine what kind of objective-c class to generate. If you get this working it could at least get you all your classes, their simple properties and method signatures (getting the body of the methods converted might be a bit too much to ask but you could include it as a comment so you'd have a nice reference while hand-translating).
PS: if you make this into a one way process be very sure you don't need to re-generate it later - it would be bad if you find out that you have been modifying the generated code and somehow need to re-generate all those classes -- that would mean you'll have to redo all your hard work!
I've started putting a tool together to take the edge off the menial aspects of this process.
I'm trying to figure out if there's enough interest to make it clean and stable enough to release for others to use. I may just do it anyway.
http://meanwhileatthelab.blogspot.com.au/2012/08/automating-process-of-converting-as3-to.html
It's so far saving me a lot of time while porting one of my fairly large games from AS3 to objc.
Check out the Sparrow Framework. It's purported to be designed with Actionscript developers in mind, recreating classes that sort of emulate display list and things like that. You'll have to dive into some "rejiggering" for sure no matter what you do if you don't want to use the CS5 packager.
http://www.sparrow-framework.org/
even if some solution exists, note that architectural logic is DIFFERENT, and many more other details.
Anyway even if posible, You will have a strange hybrid.
I am coming back from WWDC2012, and the message is (as always..) performance anf great user experience.
So You should rewrite using a different programming model.

Language-Portable Example Programs

At the moment I am learning Objective-C 2. I'm aware that it's used heavily by Mac developers, but I'm more interested in learning the language at this point in time than the frameworks for developing on Mac OS X/iPhone (except for Foundation). In order to do this I want to write a few intermediate* console applications, but I'm stuck for ideas.
Most examples are something along the lines of "Write a Fraction class that has getters/setters and a print function", which isn't very challenging coming from a C++ background. I'd like some generic examples of programs, but I don't want them to include any Objective-C implementation details. I want to figure out the program structure/write my own interfaces and learn the language from there.
In summary: I am curious as to what example programs Objective-C programmers would recommend for exploring the language.
An example of an "intermediate" application would be something along the lines of "Write a program that takes a URL from the command line and returns the number of occurrences of a certain word in data returned:
example -url www.google.com -word search
"Project Euler" is a standard response for this kind of thing, but I get the feeling that you're less interested in being told to implement algorithmic stuff (since that knowledge is easier to port between languages) and more interested in miniprojects that will familiarize you with core libraries. Is this fair?
If so, IMO, you ought to know the basics of how to do the following with the standard libraries of language you hope to use for serious work:
Standard IO
Network IO
Disk IO and navigating the filesystem
Regexp utilities
Structured data (XML libraries and CSV libraries if they exist)
Programming problems I would recommend for those:
It sounds like you've already done this.
A very simple proxy - something like what you described in your post, but that listens on a port for a message containing a URL rather than taking it on the command line, and likewise returns the results to whatever contacted it over the network rather than outputting to stdio. [Obviously you need to have the machine behind an appropriate firewall for this!]
Something which takes a directory path and recursively tallies the number of lines its children contain. (So, get the directory's listing, open each child file and count the number of line breaks. Then open each of its child directories, get their listings, ...) Record any errors encountered (e.g., no read privileges) in a reasonable way. Write out the final results to file in the directory supplied.
Usually if I tool around in a language enough, I'll run across some problem which I just naturally find myself using regexps for. I'll assume the same is true for you and punt this element for now.
Fetch StackOverflow.com, and [by putting it into a DOM model and navigating that] determine whether this question is still on the front page.
I got the most out of Objective-C by exploring it with a testing framework. I have written a short blog post about it. You should also wrap your head around the memory management conventions employed by Objective-C, reference counting takes a little time to get used to but works very well if responsibilities are clearly segregated (I have written about that on my blog too).
By getting my hands dirty on a testing framework (GHUnit for that matter), I was able to learn far more about the language than I could have in a "traditional" way. Of course you'll need a little pet project, otherwise this approach doesn't make sense.
I don't think your example is a very good idea as it requires you to mess with http connections, resources etc. which is a little framework specific after all. Parsing a text file would be a little easier in this regard. Using a unit testing framework has the following advantages for you:
learn about platform specific build systems and deployment details
forced to develop components in a loosely coupled fashion from the ground up
thereby exploring unique mechanisms of the language, that might require new or make known patterns redundant (e.g. categories make dependency injection obsolete etc.)
fast compile-test cycle, less time spent in front of the debugger
combined with source control: painless experiments
You should also look into the testing framework implementation, as testing frameworks always require to work with metadata to some extend. Testing frameworks are often used together with isolation frameworks. They basically create objects at runtime that comply to certain interfaces and act as stand-ins for concrete objects. Looking at their implementation will teach you about the runtime manipulations that can be done in Objective-C (keyword: Method-Swizzling)

Code generators or ORMs?

What do you suggest for Data Access layer? Using ORMs like Entity Framework and Hibernate OR Code Generators like Subsonic, .netTiers, T4, etc.?
For me, this is a no-brainer, you generate the code.
I'm going to go slightly off topic here because there's a bigger underlying fallacy at play. The fallacy is that these ORM frameworks solve the object/relational impedence mismatch. This claim is a barefaced lie.
I find the best way to resolve the object/relational impedance mismatch is to either use OOP exclusively and use an object database or use the idioms of the relational database exclusively and ignore OOP.
The abstraction "everything is a table" is to me, much more powerful than the abstraction "everything is a class." It takes less code, less intellectual effort and leads to faster code when you code to the database rather than to an object model.
To me this seems obvious. If your application is data driven then surely your code should be data driven too? Yet to say this is hugely controversial.
The central problem here is that OOP becomes a really leaky abstraction when used in conjunction with a database. Code that look perfectly sensible when written to the idioms of OOP looks completely insane when you see the traffic that code generates at the database. When that messiness becomes a performance problem, OOP is the first casualty.
There is really no way to resolve this. Databases work with sets of data. OOP focus on instances of classes. Trying to marry the two is always going to end in divorce.
So to answer your question, I believe you should generate your classes and try and make them map the underlying database structure as closely as possible.
Perhaps controversially, I've always felt that using code generators for the ADO.NET plumbing is fundamentally solving the wrong problem.
At some point, hopefully not too long after learning about Connection Strings, SqlCommands, DataAdapters, and all that, we notice that:
Such code is ugly
It is very boring to write
It's very easy to miss something if you're doing it by hand
It has to be repeated every time you want to access the database
So, the problem to solve is "how to do the same thing lots of times fast"?
I say no.
Using code generators to make this process quick still means that you have a ton of code, all the same, all over your business classes (or your data access layer, if you separate that from your business logic).
And then, if you want to do something generically (like track stored procedure usage, for instance), you end up having to customise your code generator if it doesn't already have the feature you want. And even if it does, you still have to regenerate everything all the time.
I like to do things once, not many times, no matter how fast I can do them.
So I rolled my own Data Access class that knows how to add parameters, set up and close connections, manage transactions, and other cool stuff. It only had to be written once, and calling its methods from a Business object that needs some database stuff done consists of one line of code.
When I needed to make the application support multithreaded database accesses, it required a change to the Data Access class only, and all the business classes just do what they already did.
There is no right answer it all depends on your project. As Simon points out if your application is all data driven, then it might make sense depending on the size and complexity of the domain to use non oop paradigm. I had a lot of success building a system using a Transaction Script pattern, which passed XML Messages around the system.
However this system started to break down after five or six years as the application grew in size and complexity (5 or 6 webs, several web services, tons of COM+ components, legacy and .net code, 8+ databases with 800+ tables 4,000+ procedures). No one knew what anything was, and duplication was running rampant.
There are other ways to alleviate the maintance then OOP; however, if you have a very complex domain then hainvg a rich domain model is ideal IMHO, as it allows for the business rules to be expressed in nice encapsulated components.
To answer your question, avoid code generators if you can. Code generators are a recipe for disaster, but if you do go with code generation do not modify the generated code. Also be sure to have a good process in place that is easy for developers to get the new generated code.
I recommend using either the following: ORM or hand roll a lightweight DAL. I am currently transitioning a project over to nHibernate off my hand rolled DAL and am having a lot of success; however, I like having the option of using either option. Further if you properly seperate your concerns (Data Access from Business Layer from Presentation) you can have a single service layer that might talk to a Dao (Data Access Object) that for one object is an ORM but for another is hand rolled). I like this flexibility as it allows to apply the best tool to the job.
I like nHibernate over a hand rolled DAL because while my DAL does abstract away most of the ADO.Net code you still have to write the code that takes a data reader to an object or an object and creates the parameters.
I've always preferred to go the code generator route, especially in C# where you can make use of extended classes to add functionality to the basic data objects.
Hate to say this, but it depends. If you find an ORM tool that fits your needs go for it. We wrote our own system in small steps while developing the application. We are using C++ and there are not that many tools out there anyway. Ours ended up being a XML description of the database, from that the SQL generation script and the basic object layer and metadata were generated.
Do your homework and evaluate theses tools and you will find a good fit for your needs.