Json.NET
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
Json.NET | MessagePack for C# (.NET, .NET Core, Unity, Xamarin) | |
---|---|---|
58 | 22 | |
11,112 | 6,307 | |
0.5% | 1.6% | |
6.0 | 9.2 | |
8 days ago | about 1 month ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Json.NET
- JSON#
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Essential .NET Libraries Every Developer Should Know
Dealing with JSON in .NET? Newtonsoft.Json (aka Json.NET) has got you covered.
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Why, after 6 years, I'm over GraphQL
In my opinion, the single biggest issue with Newtonsoft.Json is https://github.com/JamesNK/Newtonsoft.Json/issues/862.
Sure, you can disable it, but the fact that it is opt-out to begin with - i.e. that by default the parser will try to creatively interpret any string it sees in JSON input and convert in a locale-specific manner that also quietly loses data - is, frankly, insane through and through. I've personally run into this issue many times in existing code - it usually happens when people first start using the library and just never run into any inputs that would trigger this behavior while testing. Then once that code is shipped, someone somewhere just happens to have the data that triggers it.
And if you look at the comments to that issue, there are numerous mentions from other GitHub repos due to bugs it caused for them, including some Microsoft projects.
The cherry on that cake was author's response indicating that he doesn't even understand why this design is problematic in the first place: "I like what it does, I have no plans to change it, and I would do it again if given the chance." I wouldn't trust any parser written with this kind of attitude.
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20 Top C# Frameworks and Libraries on GitHub for Building Powerful Applications
9. Newtonsoft.Json
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GitHub Actions e a Magia dos Triggers: Automatizando Tarefas com C#
Estamos usando o conversor do Newtonsoft
- 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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Removing default values while serializing using Newtonsoft.Json
There's a related discussion on the GitHub repo:
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React developer to NET
Nuget is where you'll get 3rd party libraries (such as Newtonsoft.Json for JSON processing)
- what library do i need to include for this json deserializer? (or how do i find what libs i need to include in general?)
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
- Desempenho - ZLinq
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Binary Formats Are Better Than JSON in Browsers
Here's a benchmark of int keys in .NET https://github.com/MessagePack-CSharp/MessagePack-CSharp#des...
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Serialization for C# Games
There's a very good MessagePack serialization library for C#. I've used it in many of the games I worked on.
https://github.com/MessagePack-CSharp/MessagePack-CSharp
- .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.
What are some alternatives?
Protobuf.NET - Protocol Buffers library for idiomatic .NET
Utf8Json - Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
ZeroFormatter - Infinitely Fast Deserializer for .NET, .NET Core and Unity.
LitJSON - JSON library for the .Net framework
Protobuf - Protocol Buffers - Google's data interchange format