Drawbacks of Marker Interface Design Pattern.

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A marker interface is a design pattern consisting in an interface with no declared methods. No class implementing the marker interface has to implement a method of the interface(since the interface has no methods), but we can say that the classes implementing the interfaces are marked.

For example in Java we have the Serializable interface. It is a Marker Interface, when we create a class in order to mark it as a serializable class, it will implement the serializable, so everyone using it will know that the class is serializable:

// Marker Interface
public interface Serializable {
    // No methods or fields
}

public class Person implements Serializable {
    private String name;
    private int age;

    // Constructor, getters, setters and other methods...
}

In this example, by making the Person class implement Serializable, we're indicating that objects of this class can be serialized. The Java runtime uses this marker to perform checks and throw a NotSerializableException if an object is not marked as Serializable and you try to serialize it.

Major Drawbacks of the Marker Interface Pattern:

  • Inheritance limitations: One of the main challenges with the marker interface pattern is its reliance on inheritance. Once a superclass implements a marker interface, all its subclasses are inevitably marked as well, even if it doesn't make sense for them. For example if the base class is marked as Serializable all the subclasses will be marked as Serializable and there is no option to unmark them by “unimplementing” the Interface. This limits flexibility, especially when one subclass should not possess the characteristics represented by the marker.

  • Ambiguity with multiple markers: When we extend marker interfaces, it leads to ambiguity. For example, if we have XmlSerializable and BinarySerializable both extending Serializable, and a class doesn't implement XmlSerializable, does it imply it's BinarySerializable? Or is it neither? This ambiguity can lead to confusion and potential errors in the system.

  • Metadata pollution: Marker interfaces add to the metadata of a class, even if the marker doesn't impart any methods. This can sometimes be considered overhead, especially if there are many unused or unnecessary markers.

  • Scalability concerns: If in the future we decide to add methods to a marker interface, it would break all the classes that already implement this interface. This lack of forward compatibility can be problematic.

Starting with Java 1.5 annotations and attributes in .NET can be used instead of Marker Design Pattern. Annotations can be accessed using reflection and can be used to mark not only Classes but also Methods and Attributes. So annotations can often serve similar purposes as marker interfaces but with more flexibility and finer granularity and can be queries through reflection.

// Custom Annotation
public @interface SerializableEntity {
    // Additional attributes (if needed)
}

@SerializableEntity
public class Employee {
    private String id;
    private String department;

    // Constructor, getters, setters and other methods...
}

In this example, Employee is marked with the SerializableEntity annotation. Using reflection, you can check if a class has this annotation at runtime and then take appropriate actions.