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Some Final Thoughts
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When I first started writing this chapter, I wondered what I was going to write. Sure, the material on immutable classes, reader-writer processes, flyweights, and so on was plentiful. My doubts were how to present this material to make it obvious that you need to implement these things in your daily development. What I was especially concerned with was the topic of immutability.
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CHAPTER 7 EFFICIENT CODE
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It s one of those topics that sounds good (for example, eat healthy, exercise daily, don t smoke, etc.), but due to real-life circumstances and contexts is hard to realize. Yet after using the techniques discussed in this chapter, I m convinced of the advantages of immutability, flyweights, and so on. What especially surprised me are the advantages of immutable objects in a multithreaded context. While investigating the implementation of the string class, I was awed at how sophisticated .NET strings are, and yet very fast. Also interesting was the implementation of the producer-consumer in Windows Forms. Overall, the message is that to be able to write effective multithreaded applications, immutability, flyweights, reader-writer, producer-consumer, and object pools are patterns and techniques that you need. And with CPU producers such as Intel and AMD producing multicore CPUs, that need to write effective multithreaded applications will become ever more vital.
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Data Persistence
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f all the chapters in this book, this is probably the most controversial, because persisting data is fraught with debate. Mention a persistence framework, and you ll probably get hundreds of answers. Want to start an argument about something greater than where to place the curly brackets, talk about persistence. What is peculiar is that many pattern books don t address persistence. It isn t discussed, almost as if it wasn t important. The fact of the matter is that persistence is important. Think of it as follows. You own a car, and people like to tinker with their cars. They add 400-horsepower engines, 1,000-watt stereo systems, and racing leather seats. Yet in all of this discussion, nobody talks about the slick black tires. And without these tires, a car goes nowhere, and closely reassembles a 1-ton paperweight. Persistence is important because an application must operate on data that it retrieved from somewhere. Without data, an application is like a car without wheels. This book doesn t attempt to answer all questions regarding persistence. In fact, this chapter only scratches the surface of persistence, since persistence patterns are a book unto themselves. The purpose of this chapter is to provide a new direction for how an application can persist data. The ideal persistence technique is one in which you don t have to think as much about the technology, and are able to focus on the data. The reason why so much discussion arises over persistence is because persistence is what makes or breaks an application. Once a leading Microsoft Transaction developer said, VB or C++ it doesn t matter, because the slowest part of your application is going to be the database. This chapter covers two main persistence techniques. The first is serialization, and how to integrate it into your application. It s important to understand serialization properly and its ramifications. Not doing so will result in overengineered objects that don t solve the problem efficiently. The second persistence technique I cover is object-to-relational (O/R) mapping. O/R mapping is very useful because there exists an object-to-relational impedance mismatch.1 An additional book that complements the materials presented here is Scott Ambler s Agile Database Techniques (Indianapolis: Wiley Publishing, 2003).
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1. http://www.agiledata.org/essays/impedanceMismatch.html
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CHAPTER 8 DATA PERSISTENCE
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Serialization in .NET
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Serialization is the process of converting the state of an object in memory into a state of another medium that is a complete representation of the object. Other media include hard disks and networks. Serialization is implemented using the Serializer pattern.2 In a general sense, the Serializer pattern is implemented using two pieces: a serializable class and a serialization reader or writer class. The serializable class dictates what data to serialize. The serialization reader or writer class deals with transferring the contents of the serializable class to and from the other medium. The idea is that by separating what s transferred and how it s transferred, the possibility exists of dynamically changing the medium without changing the implementation of the serializable class. In UML terms, the Serializable pattern is similar to what you see in Figure 8-1.
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Figure 8-1. UML diagram that illustrates the architecture of the Serializable pattern Figure 8-1 shows three main interfaces: ISerializable, IReader, and IWriter. A class will implement the ISerializable interface, which usually has two methods: ReadFrom and WriteTo. The method ReadFrom transfers the contents of the object from the medium to memory. The method WriteTo transfers the contents of the object from memory to the medium. As an example, to save the class ConcreteClass to XML, you d use the XMLReader and XMLWriter classes. If instead it s desirable to read and write binary files, then you d use the classes BinaryWriter and BinaryReader. You have multiple ways to serialize a class in .NET, two of which I ll discuss here: binary serialization and XML serialization.
2. Robert C. Martin et al., Patterns Languages of Program Design 3 (Boston: Addison-Wesley, 1997), p. 293.
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