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In computing, Jackson is a high-performance JSON processor for Java. Its developers extol the combination of fast, correct, lightweight, and ergonomic attributes of the library. Its developers extol the combination of fast, correct, lightweight, and ergonomic attributes of the library.
When deserializing, Gson navigates the type tree of the object being deserialized, which means that it ignores extra fields present in the JSON input. The user can: write a custom serializer and/or deserializer so that they can control the whole process, and even deserialize instances of classes for which the source code is inaccessible.
The specifications allow JSON objects that contain multiple members with the same name. The behavior of implementations processing objects with duplicate names is unpredictable. For interoperability, applications should avoid duplicate names when transmitting JSON objects.
The "streaming parser" is particularly useful when one of more of the JSON inputs is too large to fit into memory, since its memory requirements are typically quite small. For example, for an arbitrarily large array of JSON objects, the peak memory requirement is not much more than required to handle the largest top-level object.
Some examples of creational design patterns include: Abstract Factory pattern: a class requests the objects it requires from a factory object instead of creating the objects directly; Factory method pattern: centralize creation of an object of a specific type choosing one of several implementations
Multiple input parameters can be passed to the remote method as an array or object, whereas the method itself can return multiple output data as well. (This depends on the implemented version.) All transfer types are single objects, serialized using JSON. [1] A request is a call to a specific method provided by a remote system.
Object-oriented programming (OOP) is a programming paradigm based on the concept of objects, [1] which can contain data and code: data in the form of fields (often known as attributes or properties), and code in the form of procedures (often known as methods).
In class-based programming, a factory is an abstraction of a constructor of a class, while in prototype-based programming a factory is an abstraction of a prototype object. A constructor is concrete in that it creates objects as instances of one class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other ...