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<title>Documentation: Serialization of Data and Objects</title>
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<td><a href="http://www.fox-toolkit.org" target="_top"><img
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<td id="HEADLINE" valign="bottom" width="100%"><b>Documentation:
Serialization of Data and Objects <a href="serialization.html"
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<ul>
<p>Often, your application needs to save and load data in a
machine-independent, binary format. This data may be very simple,
such as an array of numbers, or it may be a complex networks of objects
arranged in some application-defined data structure.</p>
<p>FOX offers some tools to make implementation of such basic save
and load facilities in an application fairly straighforward: <b>Serialization</b>
and <b>Deserialization</b>. Serialization refers to the
process of taking a network of objects and their member data, and
turning it into a linear byte stream; deserialization of course refers
to the opposite. This process is also sometimes referred to as <i>streaming</i>,
<i>flattening</i>, or more prosaically, <i>pickling</i>.</p>
<p>The <b>FXStream</b> classes support streaming of objects and data
in a type-safe and architecture-neutral manner; this means that
a) your data will be read in the way you wrote it out, and b) streaming
works as efficient on little-endian machines as it does on big-endian
ones:- there is no byte-order preference.</p>
<p>The FXStream class are extremely flexible, in that you may
subclass them ad libitum to implement esoteric applications ranging
from compression to encryption, BSD sockets, UNIX pipes,
clipboard, drag & drop, and what have you. Code you write to
serialize your data may be reused to perform any of these functions
simply by substituting the FXStream class upon which they operate.</p>
<p>Once code for an object's serialization has been written, this
streaming capability can be used for a variety of purposes: <br>
</p>
<ul>
<li>Saving or loading from <b><i>files</i></b>, in a
machine-independent manner.</li>
<li>Saving into <b><i>memory buffers</i></b>, or loading back from
memory buffers.</li>
<li>Loading of <b><i>resources</i></b> compiled into the
application using <b><i><a href="icons.html#RESWRAPDOC">reswrap</a></i></b>.</li>
<li>Exchanging objects and data between applications using <b><i><a
href="draganddrop.html#DRAGNDROP">Drag and Drop</a></i></b> techniques.</li>
<li>Just <b><i>counting the bytes</i></b>, e.g. to determine
buffer sizes.</li>
<li>Transfer objects and data over the network, e.g. via <b><i>sockets</i></b>,
<b><i>pipes</i></b>, <b><i>PVM</i></b>, <b><i>MPI</i></b>, etc.</li>
</ul>
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<td id="HEADLINE" valign="bottom" width="100%"><b>Philosophy in
FOX Serialization
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<p>The FOX Stream classes have been designed with a number of goals
in mind:</p>
<ul>
<li><b>Speed</b>. The serialization and deserialization
should be very fast. Thus, a minimal amount of computing overhead
is required; also, I/O should be minimized.</li>
<li><b>Flexibility</b>. At some small expense in speed,
all I/O eventually boils down to a few basic virtual I/O functions;
thus, it is possible to derive subclasses and serialize data into byte
streams with different destinations or sources:- not just files, but
also memory buffers, sockets, or perhaps shared memory segments or
mapped files.</li>
<li> <b>Type Safety</b>. In order to make sure that the
number of bytes saved exactly matches the number of bytes loaded, all
stream insertion/extraction operators are defined for all basic machine
types, and these <i>types </i>are<i> guaranteed </i>to be the<i>
same size </i>on all FOX implementations.</li>
<li> <b>Byte Swapping</b>. Since the types are known,
the FOX Stream class is able to swap bytes upon stream
deserialization. The FOX Stream can swap bytes on <i>saving</i>,
but also on <i>loading</i>. Most often, however, swapping should
be done only when loading, because:</li>
<ul>
<li> It is faster to serialize in a machine-natural order, so
that as long as one works on machines of the same architecture, no cost
is incurred with swapping bytes at all. Loading and saving on the
same type of machine is expected to be a very, very common case.</li>
<li> By byte swapping on the receiving end, an <i>in-situ</i>
swap can be performed, which will lead to much better caching, and
eliminates the need to temporary buffers etc.</li>
<br>
</ul>
<li> <b>Predictability</b>. With the exception of
serialization of FOX Objects, the FOX Stream class serializes exactly
as many bytes as it is given by the application. This has a
number of interesting benefits:- for example, the FOX GIF Image loading
routine works based on a FOX Stream, permitting it to read both from
files as well as from memory data arrays; this makes handling of
compiled-in or embedded resources (e.g. by using <a
href="icons.html#RESWRAPDOC">reswrap</a>) very simple indeed.</li>
<li> <b>Future expansion</b>. An escape tag is prepended
for serialized FOX Objects. This will in the [near] future allow
deserialization of FOX Objects that are available in <i>dynamic link
libraries (DLL's). </i>Currently, FOX can only deserialize objects
that have been compiled into the application code.</li>
</ul>
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<td id="HEADLINE" valign="bottom" width="100%"><b>So How Does It
Work?
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From the application programmer's point of view, it works very simply:
<pre>FXuint data[100],numdata;<br><br>// Save my stuff to a stream<br>void savemystuff(FXStream& stream){<br> stream << numdata; // Save the number of data values<br> stream.save(data,numdata); // Save the data<br> }<br><br><br>// Save stuff to a FILE stream<br>FXFileStream stream;<br>stream.open("datafile.dat",FXStreamSave);<br>savemystuff(stream);<br>stream.close();<br><br></pre>
<p>As you see, this is pretty simple. Note that the code fragment
doing the actual serialization does not depend on the type of FXStream
being used; I recommend simply passing in an FXStream&, so that the
same code may be used to serialize to FXFileStreams, FXMemoryStreams or
other stream classes as yet to be invented.</p>
<p>From the stream's point of view, things are a bit more
complicated. Saving basic types (FXchar, FXshort, etc) into an FXStream
is done by tradional C++ insertion and extraction operators <b><<</b>
and <b>>></b>.<br>
Note that all operators take a <i>reference</i>, rather than a <i>value</i>.
If we would save a value, regular C++ type promotions might be silenty
invoked, and more bytes might be saved than expected; by taking
reference arguments, one has to first store a value into a variable of <i>known
type</i>, then call the insertion operator.</p>
<p>For <i>arrays</i> of basic types, the FXStream class supplies a
few regular member functions called save() and load(), one for each
basic type. Note that FOX also supports a type FXlong; FXlong is
always 64 bits, or 8 bytes. <br>
</p>
<p>For objects, things are a more complex. A network of objects can
be saved into a stream, and should be restored upon a load. Of course,
upon load not all objects will occupy the same address as where they
were initially stored from, so pointer-values can not be simpy stored
in the stream:- a translation is necessary. <br>
Also, objects may refer to each other, that is to say, the program's
data structures may have circular references.<br>
Thus, care must be taken to ensure that each object will be saved only
once.</p>
<p>FOX currently implements the object save by means of a hash table
to translate object pointers into reference numbers and vice versa. In
a nutshell, here's how it works:</p>
<u>To save an object-pointer to the stream:</u>
<ol>
<li>If the pointer is NULL, save the speciall <b>null</b> tag.</li>
<br>
<li>Consult the hash table to see if the object pointer has been
saved before. If the object has been encountered previously, its
data must already have been saved, and the <b>reference</b> tag found
in the hash table is saved to the stream.</li>
<br>
<li>If the object has never been encountered before, generate a new
reference tag, and add the object pointer and the reference tag to the
hash table. Subsequently, a <b>class</b> tag, an <b>escape</b> code
[0 for now], and the object's <b>class name</b> is saved to the
stream. Then the object's <b>member data</b> are saved by calling the
object's overloaded <b>save()</b> member function.</li>
</ol>
<p> <u>To load an object-pointer from the stream:</u> <br>
</p>
<ol>
<li>Read the tag. If the tag was the <b>null</b> tag, the pointer
was NULL, and a NULL is returned.</li>
<br>
<li>If the tag was the <b>reference</b> tag, the object has
already been loaded, and the hash table is consulted to return the
object-pointer.</li>
<br>
<li>If the tag was the <b>class</b> tag, the <b>escape</b> tag is
read and [for now] discarded, and subsequently the classname is read.
The <b>FXMetaClass</b> is localized from the class name, and a new
object is constructed by means of its <b>makeInstance() </b>function.
The a new reference number is generated and the reference number and
the object-pointer are stored into the hash table. Then the object
member data are loaded by calling the object's overloaded <b>load()</b>
member function.</li>
</ol>
<p>In the current implementation, only those objects whose
implementation has been compiled into the application can be [de-]
serialized. </p>
<p>Future versions of FOX will use the <b>escape</b> code
information for additional methods to localize the <b>FXMetaClass</b>
objects. In particular, the thinking is that certain
object-implementations may live in DLL's (Dynamic Link Libraries) and
the escape code will help localize the DLL and pull it in to provide
the object implementation. It is clear that this will be a very
powerful mechanism, enabling for example drag and drop of objects whose
implementations are not a-priori known at the time the application is
compiled.</p>
<p>I added the escape code so as to <b>not</b> break people's
streamed object files when this capability will be introduced.</p>
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<td id="HEADLINE" valign="bottom" width="100%"><b>Future FOX uses
of Serialization
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<ul>
<p>Serialization is not only intended for features such as
saving/restoring from files, and drag-and-drop of objects. Future
versions of FOX will also allow FOX GUI Widgets to be serialized or
deserialized; in fact, it is with this in mind that the two-step
[Construct/Create] sequence is so religiously carried out throughout
the Library. Once FOX Widgets have been deserialized from either an
external file or perhaps from a compiled-in [reswrapped] resource, a
GUI can be created in one fell swoop with a single call to
FXApp::create().</p>
<p>A FOX GUI Builder will be a program that builds a nice-looking
GUI, and then serializes it for incorporation into an application
[using reswrap]. Using the escape-code mechanism, the FOX GUI
builder will be able to build GUI's that contain Custom Controls or
Widgets written by third parties.</p>
</ul>
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<td id="HEADLINE" valign="bottom" width="100%"><b>Tips and Hints
for Serialization: Byte Swapping
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<p>Proper use of the serialization mechanism will allow serialized
data to be read across different machines, with different byte
orders. In the scope of ``predictability,'' FOX's stream
mechanism does NOT contain any tags or markers, nor does it contain
things like byte order and such, with the exception of course being the
saving of object-pointers. </p>
<p>It <i>does</i> however try to help:</p>
<pre>FXbool FXStream::<b>isBigEndian</b>();<br></pre>
<p>returns <i>TRUE</i> if the stream is set to big-endian mode, i.e.
items are loaded or saved in most-significant byte first order.
The default is determined by the host machine; architectures like x86
are least significant byte first, and architectures like MIPS are most
significant byte first.<br>
Note that <b>FXbool</b> is defined as <b>FXuchar</b>, NOT as C++ <b>bool</b>.
[I've never been able to find a statement that says how big the
standard type <b>bool</b> is, but I'm pretty sure a char is 1 byte!].</p>
<p>Thus, the following chunk of code may be executed before saving
any actual application data:</p>
<pre>FXbool endianness=FXStream::<b>isBigEndian</b>();<br>stream << endianness;<br>....<br>save the data<br>....<br></pre>
<p>Then upon loading:</p>
<pre>FXbool endianness;<br>stream >> endianness;<br>stream.setBigEndian(endianness);<br>....<br>load the data<br>....<br></pre>
<p>In other words, the bytes are swapped <b><i>on input</i></b>, if
and only if<i> </i>the byte order of the saving application <i>differs</i>
from the loading one.</p>
</ul>
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<td id="HEADLINE" valign="bottom" width="100%"><b>Tips and Hints
for Serialization: Container Object
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<img src="art/line.gif" height="1" width="100%"></b></td>
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<p>Many applications have one so-called <b>container</b> object,
which may not itself participate in serialization for one reason or
another. For example, the FOX FXApp object is normally created by
the main startup routine of an application, and will probably never be
serialized [although its member data may be].</p>
<p>In order to accomodate references to such an object without saving
it, the FXStream class allows you to specify a <b>container</b>
object. During serialization, when a pointer to the container
object is encountered, only a reference tag is saved to the stream;
likewise, on deserialization a reference to the container object is
translated into the pointer passed in with the FXStream constructor.</p>
</ul>
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<table cellpadding="0" cellspacing="2" width="100%">
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<td id="HEADLINE" valign="bottom" width="100%"><b>Tips and Hints
for Serialization: Use FX Types
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<p>FOX defines a number of typedefs for the basic types, such as
FXchar, FXshort, and so on. The idea is that the size of these
types is <i>fixed</i>, and the <i>same</i> on all implementations;
there is an FXASSERT somewhere that will trip if this is not true.</p>
<p>Writing applications that should work on heterogeneous mixes of
hardware becomes simpler if variables you intend to serialize are
defined in terms of these basic types; for loop variables and such
ephemeral things, you may want to use the ``suggested'' system-specific
types, as these may be faster.</p>
<p>The type <b>FXlong</b> may NOT be natively supported on all
platforms. It represents a 64 bit integer type. Usage of
this type may be slower than the regular 32 bit integer types, unless
you have a 64 bit computer like x86-64 or ALPHA.</p>
</ul>
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<font size="-1">Copyright © 1997-2005 Jeroen van der Zijp</font>
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