MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
Json.NET
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MessagePack for C# (.NET, .NET Core, Unity, Xamarin) | Json.NET | |
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19 | 53 | |
5,213 | 10,481 | |
2.1% | - | |
6.8 | 3.1 | |
21 days ago | 14 days ago | |
C# | C# | |
GNU General Public License v3.0 or later | MIT License |
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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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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?
Have a look at MessagePack for instance.
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#
Json.NET
- stopDoingJson
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Should you use Newtonsoft.Json or System.Text.Json in 2023?
This bug and many others related to time: https://github.com/JamesNK/Newtonsoft.Json/issues/862 And they will never get fixes, because the project is kind of dead. Edit: and actually, the creator claim to have made it like this on purpose, so I don't trust it anymore.
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React developer to NET
Nuget is where you'll get 3rd party libraries (such as Newtonsoft.Json for JSON processing)
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How easy is Monogame for a beginner coming from game engines?
MonoGame abstracts a lot of the rendering work and is easy to use for 2D games (I haven't tested its 3D support so far). It also provides you with a content pipeline plus audio and input handlers. All that's left for you to do is roll your own Entity Component System, physics, and game logic. If you're not interested in writing your own physics, there are libraries out there already. Additionally, if you don't want to get caught up in the details of data serialization, Json.NET is a great package for serializing data in JSON format. That makes it perfect when paired with a map editor such as Tiled, which can export to JSON.
- An almost religious case for Rust
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Week 6 - Parts 10 & 11: Save/load and leveling up
Got really mucked up in saving and loading. I ended up using the Json.NET framework from https://www.newtonsoft.com/json. Getting this to interface with Unity itself was a pain, but it seems to work fine in the end.
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I created a program that prevents you from misclicking the silencer (VAC safe)
https://github.com/JamesNK/Newtonsoft.Json - Json de/serialization.
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Where are the Software Developers here? eg. SAP, Microsoft, Salesforce, Oracle etc
Json.net, MahApps.Metro, and MapsUI
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When you stop caring.
Pretty much what’s been going on with the github project for the de facto JSON serializer in .NET for 5 years now https://github.com/JamesNK/Newtonsoft.Json/issues/862
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Automate Notion Kanban Report to MongoDB
Newtonsoft.Json
What are some alternatives?
Utf8Json - Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
Protobuf.NET - Protocol Buffers library for idiomatic .NET
LitJSON - JSON library for the .Net framework
Protobuf - Protocol Buffers - Google's data interchange format
ZeroFormatter - Infinitely Fast Deserializer for .NET, .NET Core and Unity.
Jil - Fast .NET JSON (De)Serializer, Built On Sigil
ProtoBuf - C# code generator for reading and writing the protocol buffers format
json5 - JSON5 — JSON for Humans
Bond - Bond is a cross-platform framework for working with schematized data. It supports cross-language de/serialization and powerful generic mechanisms for efficiently manipulating data. Bond is broadly used at Microsoft in high scale services.
ServiceStack.Text - .NET's fastest JSON, JSV and CSV Text Serializers
Msgpack-Cli - MessagePack implementation for Common Language Infrastructure / msgpack.org[C#]