May 08, 2014 1:23 PM by Daniel Chambers (last modified on May 24, 2014 9:53 AM)
In my previous post I gave a quick taster of how to modify data in Azure table storage using FSharp.Azure, but I didn’t go into detail. FSharp.Azure is the new F# library that I’ve recently released that lets you talk to Azure table storage using an idiomatic F# API surface. In this post, we’re going to go into deep detail about all the features FSharp.Azure provides for modifying data in table storage.
To use FSharp.Azure, install the NuGet package: FSharp.Azure. At the time of writing the package is marked as beta, so you will need to include pre-releases by using the checkbox on the UI, or using the (v1.0.0 has been released!)–Pre
flag on the console.
Once you’ve installed the package, you need to open the TableStorage module to use the table storage functions:
open DigitallyCreated.FSharp.Azure.TableStorage
In order to provide an idiomatic F# experience when talking to Azure table storage, FSharp.Azure supports the use of record types. For example, this is a record you could store in table storage:
type Game = { Name : string Developer : string HasMultiplayer : bool Notes : string }
Note that the record fields must be of types that Azure table storage supports; that is:
string
int
int64
bool
double
Guid
DateTimeOffset
byte[]
In addition to record types, you can also use classes that implement the standard Microsoft.WindowsAzure.Storage.Table.ITableEntity
interface.
For the remainder of this post however, we will focus on using record types.
One of the design goals of the FSharp.Azure API is to ensure that your record types are persistence independent. This is unlike the standard ITableEntity
interface, which forces you to implement the PartitionKey and RowKey properties. (And therefore if you're using that interface, you don't need to do any of things in this section.)
However, FSharp.Azure still needs to be able to derive a Partition Key and Row Key from your record type in order to be able to insert it (etc) into table storage. There are three ways of setting this up:
You can use attributes to specify which of your record fields are the PartitionKey and RowKey fields. Here's an example:
type Game = { [<RowKey>] Name : string [<PartitionKey>] Developer : string HasMultiplayer : bool Notes : string }
Sometimes you need to be able to have more control over the values of the Partition Key and Row Key. For example, if we add a Platform field to the Game record type, we will need to change the RowKey, or else we would be unable to store two Games with the same Name and Developer, but different Platforms.
To cope with this situation, you can implement an interface on the record type:
type Game = { Name: string Developer : string Platform: string HasMultiplayer : bool Notes : string } interface IEntityIdentifiable with member g.GetIdentifier() = { PartitionKey = g.Developer; RowKey = sprintf "%s-%s" g.Name g.Platform }
In the above example, we've derived the Row Key from both the Name and Platform fields.
For those purists who don't want to dirty their types with interfaces and attributes, there is the option of replacing a statically stored function with a different implementation. For example:
let getGameIdentifier g = { PartitionKey = g.Developer; RowKey = sprintf "%s-%s" g.Name g.Platform } EntityIdentiferReader.GetIdentifier <- getGameIdentifier
The type of GetIdentifier
is:
'T -> EntityIdentifier
The first thing to do is define a helper function inGameTable
that will allow us to persist records to table storage into an existing table called "Games".
open Microsoft.WindowsAzure.Storage open Microsoft.WindowsAzure.Storage.Table let account = CloudStorageAccount.Parse "UseDevelopmentStorage=true;" //Or your connection string here let tableClient = account.CreateCloudTableClient() let inGameTable game = inTable tableClient "Games" game
This technique of taking a library function and fixing the tableClient
and table name parameters is very common when using FSharp.Azure's API, and you can do it to other similar library functions.
FSharp.Azure supports all the different Azure table storage modification operations and describes them in the Operation
discriminated union:
type Operation<'T> = | Insert of entity : 'T | InsertOrMerge of entity : 'T | InsertOrReplace of entity : 'T | Replace of entity : 'T * etag : string | ForceReplace of entity : 'T | Merge of entity : 'T * etag : string | ForceMerge of entity : 'T | Delete of entity : 'T * etag : string | ForceDelete of entity : 'T
The Operation
discriminated union is used to wrap your record instance and describes the modification operation, but doesn't actually perform it. You act upon the Operation
by passing it to our inGameTable
helper function (which calls the inTable
library function). See below for examples for all the different types of operations.
In order to insert a row into table storage we wrap our record using Insert
and pass it to our helper function, like so:
let game = { Name = "Halo 4" Platform = "Xbox 360" Developer = "343 Industries" HasMultiplayer = true Notes = "Finished the game in Legendary difficulty." } let result = game |> Insert |> inGameTable
result
is of type OperationResult
:
type OperationResult = { HttpStatusCode : int Etag : string }
The other variations of Insert (InsertOrMerge and InsertOrReplace) can be used in a similar fashion:
let result = game |> InsertOrMerge |> inGameTable let result = game |> InsertOrReplace |> inGameTable
Replacing a record in table storage can be done similarly to inserting, with one caveat. Azure table storage provides optimistic concurrency protection using etags, so when replacing an existing record you also need to pass the etag that matches the row in table storage. For example:
let game = { Name = "Halo 4" Platform = "Xbox 360" Developer = "343 Industries" HasMultiplayer = true Notes = "Finished the game in Legendary difficulty." } let originalResult = game |> Insert |> inGameTable let gameChanged = { game with Notes = "Finished the game in Legendary and Heroic difficulty." } let result = (gameChanged, originalResult.Etag) |> Replace |> inGameTable
If you want to bypass the optimistic concurrency protection and just replace the row anyway, you can use ForceReplace
instead of Replace
:
let result = gameChanged |> ForceReplace |> inGameTable
Merging is handled similarly to replacing, in that it requires the use of an etag. Merging can be used when you want to modify a subset of properties on a row in table storage, or a different set of properties on the same row, without affecting the other existing properties on the row.
As a demonstration, we'll define a new GameSummary
record that omits the Notes field, so we can update the row without touching the Notes property at all.
type GameSummary = { Name : string Developer : string Platform : string HasMultiplayer : bool } interface IEntityIdentifiable with member g.GetIdentifier() = { PartitionKey = g.Developer; RowKey = sprintf "%s-%s" g.Name g.Platform }
Now we'll use Merge
to update an inserted row:
let game = { Name = "Halo 4" Platform = "Xbox 360" Developer = "343 Industries" HasMultiplayer = true Notes = "Finished the game in Legendary difficulty." } let originalResult = game |> Insert |> inGameTable let gameSummary = { GameSummary.Name = game.Name Platform = game.Platform Developer = game.Developer HasMultiplayer = false } //Change HasMultiplayer let result = (gameSummary, originalResult.Etag) |> Merge |> inGameTable
Like Replace
, Merge
has a ForceMerge
variant that ignores the optimistic concurrency protection:
let result = gameSummary |> ForceMerge |> inGameTable
Deleting is handled similarly to Replace
and Merge
and requires an etag.
let game = { Name = "Halo 4" Platform = "Xbox 360" Developer = "343 Industries" HasMultiplayer = true Notes = "Finished the game in Legendary difficulty." } let originalResult = game |> Insert |> inGameTable let result = (game, originalResult.Etag) |> Delete |> inGameTable
A ForceDelete
variant exists for deleting even if the row has changed:
let result = game |> ForceDelete |> inGameTable
Often you want to be delete a row without actually loading it first. You can do this easily by using the EntityIdentifier
record type which just lets you specify the Partition Key and Row Key of the row you want to delete:
let result = { EntityIdentifier.PartitionKey = "343 Industries"; RowKey = "Halo 4-Xbox 360" } |> ForceDelete |> inGameTable
The inGameTable
helper function we've been using uses the inTable
library function, which means that operations are processed synchronously when inTable
is called. Sometimes you want to be able to process operations asynchronously.
To do this we'll define a new helper function that will use inTableAsync
instead:
let inGameTableAsync game = inTableAsync tableClient "Games" game
Then we can use that in a similar fashion:
let game = { Name = "Halo 4" Platform = "Xbox 360" Developer = "343 Industries" HasMultiplayer = true Notes = "Finished the game in Legendary difficulty." } let result = game |> Insert |> inGameTableAsync |> Async.RunSynchronously
One obvious advantage of asynchrony is that we can very easily start performing operations in parallel. Here's an example where we insert two records in parallel:
let games = [ { Name = "Halo 4" Platform = "Xbox 360" Developer = "343 Industries" HasMultiplayer = true Notes = "Finished the game in Legendary difficulty." } { Name = "Halo 5" Platform = "Xbox One" Developer = "343 Industries" HasMultiplayer = true Notes = "Haven't played yet." } ] let results = games |> Seq.map (Insert >> inGameTableAsync) |> Async.Parallel |> Async.RunSynchronously
Azure table storage provides the ability to take multiple operations and submit them to be processed all together in one go. There are many reasons why you might want to batch up operations, such as
However, there are some restrictions on what can go into a batch. They are:
FSharp.Azure provides functions to make batching easy. First we'll define a batching helper function:
let inGameTableAsBatch game = inTableAsBatch tableClient "Games" game
Now let's generate 150 Halo games and 50 Portal games, batch them up and insert them into table storage:
let games = [seq { for i in 1 .. 50 -> { Developer = "Valve"; Name = sprintf "Portal %i" i; Platform = "PC"; HasMultiplayer = true; Notes = "" } }; seq { for i in 1 .. 150 -> { Developer = "343 Industries"; Name = sprintf "Halo %i" i; Platform = "Xbox One"; HasMultiplayer = true; Notes = "" } }] |> Seq.concat |> Seq.toList let results = games |> Seq.map Insert |> autobatch |> List.map inGameTableAsBatch
The autobatch
function splits the games by Partition Key and then into groups of 100. This means we will have created three batches, one with 50 Portals, one with 100 Halos, and another with the final 50 Halo games. Each batch is then sequentially submitted to table storage.
If we wanted to do this asynchronously and in parallel, we could first define another helper function:
let inGameTableAsBatchAsync game = inTableAsBatchAsync tableClient "Games" game
Then use it:
let results = games |> Seq.map Insert |> autobatch |> List.map inGameTableAsBatchAsync |> Async.Parallel |> Async.RunSynchronously
In this post, we’ve gone into gory detail about how to modify data in Azure table storage using FSharp.Azure. In a future post, I’ll do a similar deep dive into the opposite side: how to query data from table storage.