wiki:Documentation/Serialization

Version 2 (modified by Christoph Mayer, 15 years ago) ( diff )

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Serialization Tutorial

First Steps

In this section we introduce a simple example to show how the serialization works in practice.

Basic serialization

We will introduce Serialization using the PingPong sample provided by Ariba. You will find the following code in {{{PingPongMessage.h}:

#ifndef PINGPONGMESSAGES_H_
#define PINGPONGMESSAGES_H_

#include <string>
#include "ariba/ariba.h"

using namespace ariba;
using std::string;

namespace ariba {
namespace application {
namespace pingpong {

using_serialization;

class PingPongMessage : public Message {
        VSERIALIZEABLE;
public:
        PingPongMessage();
        PingPongMessage( uint8_t _id, string name = string("<ping>") );
        virtual ~PingPongMessage();

        string info();
        uint8_t getid();

        inline string getName() const {
                return name;
        }
private:
        uint8_t id;
        string name;
};

}}} // namespace ariba, appplication , pingpong

sznBeginDefault( ariba::application::pingpong::PingPongMessage, X ) {
        X && id && T(name);
} sznEnd();

#endif /* PINGPONGMESSAGES_H_ */

The message format for communication between Ariba PingPong instances is defined in the class PingPongMessage. It inherits from the Message class and uses the macro VSERIALIZEABLE; to declare this class as being able to serialize and deserialize itself. Note, that each such class must provide a default constructor that takes no arguments. The PingPongMessage defines two properties id and name that it wants to communicate to a remote instance.

To define the actual serialization code, use the following code as template:

sznBeginDefault( CLASSNAME, X ) {
        X && SERIALIZATION-VARIABLE-1 && SERIALIZATION_VARIABLE-2 && ...;
} sznEnd();

As you can see above, CLASSNAME is in the case of the PingPong sample the complate namespace with the class name ariba::application::pingpong::PingPongMessage. Furthermore the variables that are meant for serialization are combined to the X using the && operator. This operator is invoked both when serializing and when deserializing. Therefore, this is the only special code handling required.

In your {*.cpp} class you require a further macro. In case of the PingPong sample this is simply:

vsznDefault(PingPongMessage);

Non-virtual inline serialization is reasonable on small or bit-sensitive objects (for example IP-Adresses, Ports etc.). To add serialization to an object it must be inherited from the Serializable class and a specification of the SERIALIZEABLE macro:

#include<serialization.h>

USING_SERIALIZATION; /* use serialization namespaces */

class IPv4Address : public Serializeable { SERIALIZEABLE
private:
    uint8_t a,b,c,d;
public:
    IPv4Address() {
        a=1;b=2;c=3;d=4;
    }
};

In the next step, a serializer can be added to this class:

SERIALIZER_BEGIN( IPv4Address, DEFAULT_V, X )
   X && a && b && c && d;
SERIALIZER_END()

for convenience or personal taste, the macros can also be replaced with

sznBeginDefault( IPv4Address, X )
   X && a && b && c && d;
sznEnd()

In this case we assume that an IP-Address can be mapped bijectively -- therefore no special treatment of serialization and deserialization is needed. So, what happens here is, that a inline serializer is created for class IPv4Address. DEFAULT_V specifies that this serializer is used as default variant and X specifies the variable of the stream that is used to serialize the object. To serialize this object one can use the data_serialize methods:

IPv4Address addr;
Data data = data_serialize( addr );
cout << data << endl;

which outputs

Binary=[01020304]

As you can see the serialization works quite straits forward. The serialized object can now again deserialized with

IPv4Address addr2;
data_deserialize( addr2, data );

Be aware that this kind of serialization results in highly-optimized and inlined code. To generate serializers that are not-inlined and generated once per class, in the next section we discuss virtual serialization.

Virtual serialization

Differentiation between serialization and deserialization

Serialization of bits and special types

Message specification, serialization and deserialization

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