In computer science, marshalling or marshaling (US spelling) is the process of transforming the memory representation of an object into a data format suitable for storage or transmission. It is typically used when data must be moved between different parts of a computer program or from one program to another.
Marshalling can be somewhat similar to or synonymous with serialization. Marshalling is describing an intent or process to transfer some object from a client to server. The intent of marshalling is to have the same object that is present in one running program be present in another running program; that is, an object on the client should be transferred to the server. Serialization does not necessarily have this same intent, since it is only concerned about transforming data, for example, into a stream of bytes. Marshalling and serialization might be done differently, but some form of serialization is usually used to do marshalling.
It simplifies complex communications, because it uses composite objects in order to communicate instead of primitive objects. The inverse process of marshalling is called unmarshalling (or demarshalling, similar to deserialization). An unmarshalling interface takes a serialized object and transforms it into an internal data structure.
The accurate definition of marshalling differs across programming languages such as Python, Java, and .NET, and in some contexts, is used interchangeably with serialization.
To "serialize" an object means to convert its state into a byte stream in such a way that the byte stream can be converted back into a copy of the object.
The term "marshal" is used for a specific type of "serialization" in the Python standard library – storing internal python objects:
The marshal module exists mainly to support reading and writing the “pseudo-compiled” code for Python modules of .pyc files.
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If you’re serializing and de-serializing Python objects, use the pickle module instead
In the Java-related , marshalling is used when serialising objects for remote invocation.
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Component Object Model (COM) is a binary-interface standard for software components introduced by Microsoft in 1993. It is used to enable inter-process communication object creation in a large range of programming languages. COM is the basis for several other Microsoft technologies and frameworks, including OLE, OLE Automation, Browser Helper Object, ActiveX, COM+, DCOM, the Windows shell, DirectX, UMDF and Windows Runtime.
An () is a way for two or more computer programs to communicate with each other. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build or use such a connection or interface is called an . A computer system that meets this standard is said to or an API. The term API may refer either to the specification or to the implementation. In contrast to a user interface, which connects a computer to a person, an application programming interface connects computers or pieces of software to each other.
Component-based software engineering (CBSE), also called component-based development (CBD), is a branch of software engineering that emphasizes the separation of concerns with respect to the wide-ranging functionality available throughout a given software system. It is a reuse-based approach to defining, implementing and composing loosely coupled independent components into systems. This practice aims to bring about an equally wide-ranging degree of benefits in both the short-term and the long-term for the software itself and for organizations that sponsor such software.
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