FlatSharp
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
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FlatSharp | MessagePack for C# (.NET, .NET Core, Unity, Xamarin) | |
---|---|---|
- | 19 | |
481 | 5,268 | |
- | 2.3% | |
7.8 | 6.8 | |
about 1 month ago | 3 days ago | |
C# | C# | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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FlatSharp
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Tracking mentions began in Dec 2020.
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
- .NET 9 will be putting BinaryFormatter out to pasture
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Fury: 170x faster than JDK, fast serialization powered by JIT and Zero-copy
Given it's a binary serialization framework, it should not be too difficult, because the domain is well-explored and numerous libraries exist in C# which address same goals that Fury does.
More popular/newer examples are https://github.com/Cysharp/MemoryPack (which is similar to Fury with its own spec, C#-code first schema), https://github.com/MessagePack-CSharp/MessagePack-CSharp or even gRPC / Protobuf tooling https://github.com/grpc/grpc-dotnet
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Native AOT Overview
With Unity/IL2CPP stuff: For general-purpose serialization libraries like JSON, you sometimes need to provide hints to make sure types are included: https://github.com/jilleJr/Newtonsoft.Json-for-Unity/wiki/Fi...
For schema serialization on known types, there are codegen tools (i.e. moc for MessagePack): https://github.com/neuecc/MessagePack-CSharp
MessagePack is migrating to Rosalyn code generators, so basically invisible codegen. Cysharp's newer serialization library, MessagePack, already uses this: https://github.com/Cysharp/MemoryPack
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Dupes in bonelab?
Thanks, I'm sure I'll need it, though I do have my own platform with serialization set up already that I'm hoping I can port relatively easily (It's backended with MessagePack C# which is a lovely serializer for Unity.)
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Does MessagePack-CSharp support OneOf type?
In the Road map of features #119 for MessagePack-CSharp, they checked the box for:
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Dotnet API super slow?
Try MessagePack for serialization. It will help to reduce the size of the message and the time of serialization.
- Need persistent data across runs of your Unity game? Don't use PlayerPrefs for your game state! Here's how you can easily store your arbitrary game state in files instead.
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Practice resources for handling and optimizing large game data sets?
I mentioned JSON, but there are many formats that are much more efficient. I can mention FlatBuffers, MessagePack and ProtoBuf. These are the ones I've used myself, and personally I'm most comfortable with MessagePack and ProtoBuf. I don't think the performance would be an issue if you had to choose between these three, it's mostly the API that is different.
- any good binary serializers that are not assembly dependent
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LIVE: Otimizando aplicações .NET com MessagePack.
Biblioteca Nuget para C#
What are some alternatives?
Jil - Fast .NET JSON (De)Serializer, Built On Sigil
Protobuf.NET - Protocol Buffers library for idiomatic .NET
ZeroFormatter - Infinitely Fast Deserializer for .NET, .NET Core and Unity.
Json.NET - Json.NET is a popular high-performance JSON framework for .NET
Protobuf - Protocol Buffers - Google's data interchange format
Utf8Json - Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
Msgpack-Cli - MessagePack implementation for Common Language Infrastructure / msgpack.org[C#]
Hyperion - Polymorphic serialization for .NET
Bois - Salar.Bois is a compact, fast and powerful binary serializer for .NET Framework. With Bois you can serialize your existing objects with almost no change.