Shorten property names in JSON: does it make sense? - json

Concerning modern web applications and browsers.
When sending from server to client (and vice versa) large objects (1-10MB raw text JSON size), does it make sense to shorten property name from:
people: {
name: 'Alex'
age: '999'
}
for example to:
p: {
n: 'Alex'
a: '999'
}
if we have huge number of such objects in the data?
Thus we can significantly reduce raw data size (up to 2-3 times). But does it make sense if GZip is used?

It makes some sense, depending on your circumstances.
Obviously, if the value is quite large, there's not much point in shortening the key, but if you have very large JSON objects with relatively small values then shorter keys can save both storage on your system and transmission time.
But you do, of course, need to beware of "obfuscating" the JSON unnecessarily, leading to coding errors. In particular, it's probably best to use meaningful keys during development, then shorten them, if deemed necessary, prior to "ship".
In addition, if gzip (or similar) compression is used the shorter keys will make almost no difference in the size of the compressed object.

Related

Is it true that JSONB may take more disk space than JSON in PostgreSQL? and Why?

A lot of postgreSQL JSON related articles mentioned that JSONB might take slightly bigger disk space than JSON. I didn't find it in PostgreSQL docs. if its true, can someone help me understand why?
in this article:
"It may take more disk space than plain JSON due to a larger table footprint, though not always.". I am not sure what "large table footprint" means.
From the manual:
The json data type stores an exact copy of the input text, which processing functions must reparse on each execution; while jsonb data is stored in a decomposed binary format that makes it slightly slower to input due to added conversion overhead, but significantly faster to process, since no reparsing is needed
Essentially postgres is parsing the json at load and storing it in such a way that makes it easier to query and indexable. This transformation likely adds some storage size since it's not just storing the json string that was passed as-is.
I would imagine that under the hood the json data is being parsed into something more relational for storage and indexing (although the manual doesn't call it out). There is likely overhead for creating underlying (invisible to you) table schema to store this. That storage overhead (table metadata, and storage methodology of postgres tables) is likely the biggest factor in the increase in size.
Also on that page it reads:
Because the json type stores an exact copy of the input text, it will preserve semantically-insignificant white space between tokens, as well as the order of keys within JSON objects. Also, if a JSON object within the value contains the same key more than once, all the key/value pairs are kept. (The processing functions consider the last value as the operative one.) By contrast, jsonb does not preserve white space, does not preserve the order of object keys, and does not keep duplicate object keys. If duplicate keys are specified in the input, only the last value is kept.
Which would suggest that if your data has lots of duplicate keys or significant superfluous whitespace, that it will likely offset the change in storage size when postgres converts from json string to its jsonb format.
I believe the last pertinent section that may suggest differences in storage is:
When converting textual JSON input into jsonb, the primitive types described by RFC 7159 are effectively mapped onto native PostgreSQL types, as shown in Table 8.23. Therefore, there are some minor additional constraints on what constitutes valid jsonb data that do not apply to the json type, nor to JSON in the abstract, corresponding to limits on what can be represented by the underlying data type.
That hints that Postgres is parsing the JSON on load and converting to its own types. For strings in your json, that means a converstion to postgres' text type is a variable unlimited length string. By definition that will take on an extra byte or more to store the length of the string. As an example a string like "hi" which may generally only need two bytes to store, would end up using 3 bytes. 2 bytes for the string, and another extra byte to store that its 2 characters.
In the end, you are trading some upfront compute and some storage in order to save compute when reading the data. If the requirement of your application is to quickly read the data being stored in this json, then use jsonb. If the requirement, on the other hand, is backup, or to store and query it every now-and-again (but not often) then store it as json.

Compressing string to unique ID

I have a game where users can create custom levels. I am currently generating some JSON which encodes the level, but I want an easy way for users to share levels with each other (preferably a sub-10 character ID). There is no internet connection, so all the information for the level will have to be encoded into this ID so the game can decode it and generate the level.
I've tried different kinds of encryption and compression algorithms, but I can't seem to get it to a reasonable sharable length. Hashing wouldn't work since I would need to dehash it and would need to have very low (0) collisions since it must encode that specific generated level.
Is there a better way to go about this? I realize I'm trying to cram data into 10 characters, but if I use a population of 91 different characters, that should give me 6,426,898,010,533 different possible level IDs.
Are my users cursed with long IDs, or is there a better way to compress the (preferably JSON data) into a short string? The JSON data grows larger with the size of the level. I don't care about security that much. If someone does figure out how to decode it, they would just get some useless JSON.
I've tried different kinds of encryption and compression algorithms, but I can't seem to get it to a reasonable sharable length. Hashing wouldn't work since I would need to dehash it and would need to have very low (0) collisions since it must encode that specific generated level.
IMHO it's all about amount of information and "compressability" of data. Using some text format (JSON, ..) only blows it up. Maybe you could just encode (base64?) some effective binary representation (+hash/checksum to check data integrity).
Regardless that whole level description could be quite large just to type over. Even compression would not help when having high entropy and there are no repeatable patterns.
Maybe you could use different transport, such as for mobile bluetooth (Infrared is not so common today) or serial for computers..

Choosing a magic byte least likely to appear in real data

I hope this isn't too opinionated for SO; it may not have a good answer.
In a portion of a library I'm writing, I have a byte array that gets populated with values supplied by the user. These values might be of type Float, Double, Int (of different sizes), etc. with binary representations you might expect from C, say. This is all we can say about the values.
I have an opportunity for an optimization: I can initialize my byte array with the byte MAGIC, and then whenever no byte of the user-supplied value is equal to MAGIC I can take a fast path, otherwise I need to take the slow path.
So my question is: what is a principled way to go about choosing my magic byte, such that it will be reasonably likely not to appear in the (variously-encoded and distributed) data I receive?
Part of my question, I suppose, is whether there's something like a Benford's law that can tell me something about the distribution of bytes in many sorts of data.
Capture real-world data from a diverse set of inputs that would be used by applications of your library.
Write a quick and dirty program to analyze dataset. It sounds like what you want to know is which bytes are most frequently totally excluded. So the output of the program would say, for each byte value, how many inputs do not contain it.
This is not the same as least frequent byte. In data analysis you need to be careful to mind exactly what you're measuring!
Use the analysis to define your architecture. If no byte never appears, you can abandon the optimization entirely.
I was inclined to use byte 255 but I discovered that is also prevalent in MSWord files. So I use byte 254 now, for EOF code to terminate a file.

What are important points when designing a (binary) file format? [closed]

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When designing a file format for recording binary data, what attributes would you think the format should have? So far, I've come up with the following important points:
have some "magic bytes" at the beginning, to be able to recognize the files (in my specific case, this should also help to distinguish the files from "legacy" files)
have a file version number at the beginning, so that the file format can be changed later without breaking compatibility
specify the endianness and size of all data items; or: include some space to describe endianness/size of data (I would tend towards the former)
possibly reserve some space for further per-file attributes that might be necessary in the future?
What else would be useful to make the format more future-proof and minimize headache in the future?
Take a look at the PNG spec. This format has some very good rationale behind it.
Also, decide what's important for your future format: compactness, compatibility, allowing to embed other formats (different compression algorithms) inside it. Another interesting example would be the Google's protocol buffers, where size of the transferred data is the king.
As for endianness, I'd suggest you to pick one option and stick with it, not allowing different byte orders. Otherwise, reading and writing libraries will only get more complex and slower.
I agree that these are good ideas:
Magic numbers at the beginning. Pretty much required in *nix:
File version number for backwards compatibility.
Endianness specification.
But your fourth one is overkill, because #2 lets you add fields as long as you change the version number (and as long as you don't need forward compatibility).
possibly reserve some space for further per-file attributes that might be necessary in the future?
Also, the idea of imposing a block-structure on your file, expressed in many other answers, seems less like a universal requirement for binary files than a solution to a problem with certain kinds of payloads.
In addition to 1-3 above, I'd add these:
simple checksum or other way of detecting that the contents are intact. Otherwise you can't trust magic bytes or version numbers. Be careful to spec which bytes are included in the checksum. Typically you would include all bytes in the file that don't already have error detection.
version of your software (including the most granular number you have, e.g. build number) that wrote the file. You're going to get a bug report with an attached file from someone who can't open it and they will have no clue when they wrote the file because the error didn't occur then. But the bug is in the version that wrote it, not in the one trying to read it.
Make it clear in the spec that this is a binary format, i.e. all values 0-255 are allowed for all bytes (except the magic numbers).
And here are some optional ones:
If you do need forward compatibility, you need some way of expressing which "chunks" are "optional" (like png does), so that a previous version of your software can skip over them gracefully.
If you expect these files to be found "in the wild", you might consider embedding some clue to find the spec. Imagine how helpful it would be to find the string http://www.w3.org/TR/PNG/ in a png file.
It all depends on the purpose of the format, of course.
One flexible approach is to structure entire file as TLV (Tag-Length-Value) triplets.
For example, make your file comprized of records, each record beginning with a 4-byte header:
1 byte = record type
3 bytes = record length
followed by record content
Regarding the endianness, if you store endianness indicator in the file, all your applications will have to support all endianness formats. On the other hand, if you specify a particular endianness for your files, only applications on platforms with non-matching endiannes will have to do additional work, and it can be decided at compile time (using conditional compilation).
Another point, taken from .xz file spec (http://tukaani.org/xz/xz-file-format.txt): one of the first few bytes should be a non-character, "to prevent applications from misdetecting the file as a text file.". Note sure how many header bytes are usually inspected by editors and other tools, but using a non-binary byte in the first four or eight bytes seems useful.
One of the most important things to know before even starting is how your file will be used.
Will random or sequential access be the norm?
How often will the data be read?
How often will the data be written?
Will you write out the file in one go or will you be slowing writing it as data comes in.
Will the file need to be portable? Not all formats need to be.
Does it need to be compatible with other versions? Maybe updating the file is sufficient.
Does it need to be easy to read/write?
Size/Speed/Compexity tradeoff.
Most answers here give good advise on the portability/compatibility front so I am not going to add more. But consider the following (often overlooked) things.
Some files are often written and rarely read (backups, logs, ...) and you may want to focus on filesize and easy-writing.
Converting endianness is slow (relatively) if your file will never leave the host, or leaves rarely enough that conversion is a good option you can get a significant performance boost. Consider writing a number such as 0x1234 as part of the header so that you can detect (and instruct the user to convert) if this is the case.
Sometimes easy reading is really useful. If you are doing logs or text documents, consider compressing all in one go rather than per-entry so that you can zcat | strings the file and see what is inside.
There are many things to keep in mind and designing a good format takes a lot of planning and foresight. The little things such as zcating a file and getting useful information or the small performance boost from using native integers can give your product an edge, however you need to be careful that you don't sacrifice something important to get it.
One way to future proof the file would be to provide for blocks. Straight after your file header data, you can begin the first block. The block could have a byte or word code for the type of block, then a size in bytes. Now you can arbitrarily add new block types, and you can skip to the end of a block.
I would consider defining a substructure that higher levels use to store data, a little like a mini file system inside the file.
For example, even though your file format is going to store application-specific data, I would consider defining records / streams etc. inside the file in such a way that application-agnostic code is able to understand the layout of the file, but not of course understand the opaque payloads.
Let's get a little more concrete. Consider the usual ways of storing data in memory: generally they can be boiled down to either contiguous expandable arrays / lists, pointer/reference-based graphs, and binary blobs of data in particular formats.
Thus, it may be fruitful to define the binary file format along similar lines. Use record headers which indicate the length and composition of the following data, whether it's in the form of an array (a list of identically-typed records), references (offsets to other records in the file), or data blobs (e.g. string data in a particular encoding, but not containing any references).
If carefully designed, this can permit the file format to be used not just for persisting data in and out all in one go, but on an incremental, as-needed basis. If the substructure is properly designed, it can be application agnostic yet still permit e.g. a garbage collection application to be written, which understands the blobs, arrays and reference record types, and is able to trace through the file and eliminate unused records (i.e. records that are no longer pointed to).
That's just one idea. Other places to look for ideas are in general file system designs, or relational database physical storage strategies.
Of course, depending on your requirements, this may be overkill. You may simply be after a binary format for persisting in-memory data, in which case an approach to consider is tagged records.
In this approach, every piece of data is prefixed with a tag. The tag indicates the type of the immediately following data, and possibly its length and name. Lists may be suffixed with an "end-list" tag that has no payload. The tag may have an embedded identifier, so tags that aren't understood can be ignored by the serialization mechanism when it's reading things in. It's a bit like XML in this respect, except using binary idioms instead.
Actually, XML is a good place to look for long-term longevity of a file format. Look at its namespacing capabilities. If you construct your reading and writing code carefully, it ought to be possible to write applications that preserve the location and content of tagged (recursively) data they don't understand, possibly because it's been written by a later version of the same application.
Make sure that you reserve a tag code (or better yet reserve a bit in each tag) that specifies a deleted/free block/chunk.
Blocks can then be deleted by simply changing a block's current tag code to the deleted tag code or set the tag's deleted bit.
This way you don't need to right away completely restructure your file when you delete a block.
Reserving a bit in the tag provides the the option of possibly undeleting the block
(if you leave the block's data unchanged).
For security, however you might want to zero out the deleted block's data, in this case you would use a special deleted/free tag.
I agree with Stepan, that you should choose an endianess, but I would also have an endianess indicator in the file.
If you use an endianess indicator you might consider using
one of the UniCode Byte Order Marks also as an inidicator of any UniCode text encoding used for any text blocks. The BOM is usually the first few bytes of UniCoded text files, so if your BOM is the first entry in your file there might be a problem of some utility identifying your file as UniCode text (I don't think this is much an issue).
I would treat/reserve the BOM as one of your normal tags (using either the UTF16 BOM if using the 16bit tags or the UTF32 BOM if using 32bit tags) with a 0 length block/chunk.
See also http://en.wikipedia.org/wiki/File_format
I agree with atzz's suggestion of using a Tag Length Value system. For future compatibility, you could store a set of "pointers" to TLV entries at the start (or maybe Tag,Pointer and have the pointer point to a Length,Value; or perhaps Tag,Length,Pointer and then have all the data together elsewhere?).
So, my file could look something like:
magic number/file id
version
tag for first data entry
pointer to first data entry --------+
tag for second data entry |
pointer to second data entry |
... |
length of first data entry <--------+
value for first data entry
...
magic number, version, tags, pointers and lengths would all be a predefined set length, for easy decoding. Say, 2 bytes. Or 4, depending on what you need. They don't all need to be the same (eg, all tags are 1 byte, pointers are 4 etc).
The tag lets you know what is being stored. The pointer tells you where (either an offset or absolute value, in bytes), the length tells you how large the data is, and the value is length bytes of data of type tag.
If you use a MyFileFormat v1 decoder on a MyFileFormat v2 file, the pointers allow you to skip sections which the v1 decoder doesn't understand. If you simply skip invalid tags, you can probably simply use TLV instead of TPLV.
I would either hand code something like that, or maybe define my format in ASN.1 and generate a codec (I work in telecommunications, so ASN.1/TLV makes sense to me :-D)
If you're dealing with variable-length data, it's much more efficient to use pointers: Have an array of pointers to your data, ideally near the start of the file, rather than storing the data in an array directly.
Indirection is preferrable in this instance because it allows random access, which is only possible if all items are the same size. If the data was directly stored in an array, without specifying the locations of any records, data access would take O(n) time in the worst case; in order for your file-reading code to access a particular element it would have to know the length of all previous elements, and the only way to find that out is to look at each one. If you're reading the entire file at once, then you'd be doing this anyway, so it wouldn't be a problem. But if you only want one thing, then this isn't the way to go.
Whereas with an array of pointers, it's O(1) time all around: all you need is an index number, and you can retrieve and follow the pointer to get at your data.
When writing a file using this method, you would of course have to build up your table in memory before doing any writing.

What are hashtables and hashmaps and their typical use cases?

I have recently run across these terms few times but I am quite confused how they work and when they are usualy implemented?
Well, think of it this way.
If you use an array, a simple index-based data structure, and fill it up with random stuff, finding a particular entry gets to be a more and more expensive operation as you fill it with data, since you basically have to start searching from one end toward the other, until you find the one you want.
If you want to get faster access to data, you typicall resort to sorting the array and using a binary search. This, however, while increasing the speed of looking up an existing value, makes inserting new values slow, as you need to move existing elements around when you need to insert an element in the middle.
A hashtable, on the other hand, has an associated function that takes an entry, and reduces it to a number, a hash-key. This number is then used as an index into the array, and this is where you store the entry.
A hashtable revolves around an array, which initially starts out empty. Empty does not mean zero length, the array starts out with a size, but all the elements in the array contains nothing.
Each element has two properties, data, and a key that identifies the data. For instance, a list of zip-codes of the US would be a zip-code -> name type of association. The function reduces the key, but does not consider the data.
So when you insert something into the hashtable, the function reduces the key to a number, which is used as an index into this (empty) array, and this is where you store the data, both the key, and the associated data.
Then, later, you want to find a particular entry that you know the key for, so you run the key through the same function, get its hash-key, and goes to that particular place in the hashtable and retrieves the data there.
The theory goes that the function that reduces your key to a hash-key, that number, is computationally much cheaper than the linear search.
A typical hashtable does not have an infinite number of elements available for storage, so the number is typically reduced further down to an index which fits into the size of the array. One way to do this is to simply take the modulus of the index compared to the size of the array. For an array with a size of 10, index 0-9 will map directly to an index, and index 10-19 will map down to 0-9 again, and so on.
Some keys will be reduced to the same index as an existing entry in the hashtable. At this point the actual keys are compared directly, with all the rules associated with comparing the data types of the key (ie. normal string comparison for instance). If there is a complete match, you either disregard the new data (it already exists) or you overwrite (you replace the old data for that key), or you add it (multi-valued hashtable). If there is no match, which means that though the hash keys was identical, the actual keys were not, you typically find a new location to store that key+data in.
Collision resolution has many implementations, and the simplest one is to just go to the next empty element in the array. This simple solution has other problems though, so finding the right resolution algorithm is also a good excercise for hashtables.
Hashtables can also grow, if they fill up completely (or close to), and this is usually done by creating a new array of the new size, and calculating all the indexes once more, and placing the items into the new array in their new locations.
The function that reduces the key to a number does not produce a linear value, ie. "AAA" becomes 1, then "AAB" becomes 2, so the hashtable is not sorted by any typical value.
There is a good wikipedia article available on the subject as well, here.
lassevk's answer is very good, but might contain a little too much detail. Here is the executive summary. I am intentionally omitting certain relevant information which you can safely ignore 99% of the time.
There is no important difference between hash tables and hash maps 99% of the time.
Hash tables are magic
Seriously. Its a magic data structure which all but guarantees three things. (There are exceptions. You can largely ignore them, although learning them someday might be useful for you.)
1) Everything in the hash table is part of a pair -- there is a key and a value. You put in and get out data by specifying the key you are operating on.
2) If you are doing anything by a single key on a hash table, it is blazingly fast. This implies that put(key,value), get(key), contains(key), and remove(key) are all really fast.
3) Generic hash tables fail at doing anything not listed in #2! (By "fail", we mean they are blazingly slow.)
When do we use hash tables?
We use hash tables when their magic fits our problem.
For example, caching frequently ends up using a hash table -- for example, let's say we have 45,000 students in a university and some process needs to hold on to records for all of them. If you routinely refer to student by ID number, then a ID => student cache makes excellent sense. The operation you are optimizing for this cache is fast lookup.
Hashes are also extraordinarily useful for storing relationships between data when you don't want to go whole hog and alter the objects themselves. For example, during course registration, it might be a good idea to be able to relate students to the classes they are taking. However, for whatever reason you might not want the Student object itself to know about that. Use a studentToClassRegistration hash and keep it around while you do whatever it is you need to do.
They also make a fairly good first choice for a data structure except when you need to do one of the following:
When Not To Use Hash Tables
Iterate over the elements. Hash tables typically do not do iteration very well. (Generic ones, that is. Particular implementations sometimes contain linked lists which are used to make iterating over them suck less. For example, in Java, LinkedHashMap lets you iterate over keys or values quickly.)
Sorting. If you can't iterate, sorting is a royal pain, too.
Going from value to key. Use two hash tables. Trust me, I just saved you a lot of pain.
if you are talking in terms of Java, both are collections which allow objects addition, deletion and updation and use Hasing algorithms internally.
The significant difference however, if we talk in reference to Java, is that hashtables are inherently synchronized and hence are thread safe while the hash maps are not thread safe collection.
Apart from the synchronization, the internal mechanism to store and retrieve objects is hashing in both the cases.
If you need to see how Hashing works, I would recommend a bit of googling on Data Structers and hashing techniques.
Hashtables/hashmaps associate a value (called 'key' for disambiguation purposes) with another value. You can think them as kind of a dictionary (word: definition) or a database record (key: data).