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   Designing XML to Support Information Evolution

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Title: Message
Hi Folks,
 
For the past 4 months I have been working on a demo of a Vineyard in which Pickers move around, harvest ripe grapes, eat, and even die.  In the process of building this demo I have learned some things regarding XML design, which I would like to share.
 
When I first started working on the demo I thought that the best way to design the XML for the Vineyard/Picker system was "classical"  highly structured, hierarchical design.  In fact, this turned out to be the worst approach.  It was rigid, it made processing the information (e.g., moving the Pickers around, harvesting ripe grapes, eating, death) horribly complex, and I wanted to be able to process the Vineyard lots in a parallel fashion, which this design totally prohibited.  Here was my first design:
 
<vineyard>
    <tract num="1">
        <lot num="1">
            ...
        </lot>
        <lot num="2">
            ...
            <picker id="36">  <!-- Picker #36 on lot #2, tract #1 -->
                ...
            </picker>
        </lot>
        ...
        <lot num="50">...</lot>
    </tract>
    ...
    <tract num="50">...</tract>
</vineyard>
 
As you can see, this design is classical structured data:
     - the vineyard is comprised of multiple tracts
     - each tract is comprised of multiple lots
     - a lot may contain a picker
 
Several thousand lines of XSLT code later I decided it was time to dump this design.
 
My next design "flattened" things out a bit.  I put the Pickers physically after the tracts, and each Picker referenced the tract/lot that they resided upon using a couple of "ref attributes".  This made "moving" the Pickers easy - simply adjust the references.  Here was my second design:
 
<vineyard>
    <tract num="1">...</tract>
    <tract num="2">...</tract>
    ...
    <tract num="50">...</tract>
    <picker id="1">
        <location tract-ref="13" lot-ref="48"/>
        ...
    </picker>
    ...
    <picker id="400">
        <location tract-ref="21" lot-ref="4"/>
        ...
    </picker>
</vineyard>
 
With this design my XSLT code dropped from several thousand lines to about a thousand lines.  However, this design was still too rigid, and made parallel processing of the lots impossible.
 
Here is the design that I finally arrived at.  It is extremely flexible, amenable to parallel processing, and the code to manipulate it is very simple (a couple hundred lines of simple XSLT code).
 
<vineyard>
    <lot tract-num="23" lot-num="5">...</lot>
    <picker id="36">
        <location tract-ref="12" lot-ref="29"/>
         ...
    </picker>
    <lot tract-num="3" lot-num="24">...</lot>
    ...
    <lot tract-num="1" lot-num="49">...</lot>
</vineyard>
 
The lots have 2 attributes to identify their location.
Each picker has a location element that has 2 attributes to identify the lot it resides on.
 
Notice that it is an extremely flat structure:
    - a vineyard is comprised of lots and pickers  (no more <tract> elements)
 
Notice that it is an extremely flexible structure:
    - the order of the lots and pickers is irrelevant
 
With this design I can now process each lot on the vineyard in parallel.  The other designs forced a sequential processing.
 
Here are some lessons I learned.  I believe these lessons apply to all XML information structures where you have a requirement to evolve the information structure by moving the information (e.g., move the Picker around to different lots), changing the information values (e.g., a Pickers harvests ripe grapes, thereby decreasing the value of <ripe-grapes> on a lot), and where parallel processing of the information is desired/needed.  I don't know if these lessons apply everywhere.
 
1. How you structure your information in XML has a tremendous impact on the processing of the information.
 
2. Hierarchy makes processing information hard!  There exists a relationship between hierarchy of information and the complexity of code to process the information.  The relationship is roughly: the greater the hierarchy, the greater the complexity of code to process the information  (Some hierarchy is good, of course.  But the amount of hierarchy that is good is probably much less than one might imagine, certainly less than I thought, as described above.)
 
3. Flat data is good data!  Flatten out the hierarchy of your data.  It makes the information flexible and easier to process.
 
4. Order hurts!  Requiring a strict order of the information makes for a brittle design.  It is only when I allowed the lots and pickers to occur in any order that the flexibility and simplicity kicked in.
 
Comments?  /Roger




 

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