bflat
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
bflat | MessagePack for C# (.NET, .NET Core, Unity, Xamarin) | |
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27 | 19 | |
3,474 | 5,288 | |
0.7% | 1.4% | |
6.9 | 7.2 | |
about 2 months ago | 5 days ago | |
C# | C# | |
GNU Affero General Public License v3.0 | GNU General Public License v3.0 or later |
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bflat
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Borgo is a statically typed language that compiles to Go
The sibling pretty much sums it up. But if you want more detail, read on:
Generally, there are three publishing options that each make sense depending on scenario:
JIT + host runtime: by definition portable, includes slim launcher executable for convenience, the platform for which can be specified with e.g. -r osx-arm64[0].
JIT + self-contained runtime: this includes IL assemblies and runtime together, either within a single file or otherwise (so it looks like AOT, just one bin/exe). These requires specifying RID, like in the previous option.
AOT: statically linked native binary, cross-OS compilation is not supported officially[1] because macOS is painful in general, and Windows<->Linux/FreeBSD is a configuration nightmare - IL AOT Compiler depends on Clang or MSVC and a native linker so it is subject to restrictions of those as a start. But it can be done and there are alternate, more focused toolchains, that offer it, like Bflat[1].
If you just want a hello world AOT application, then the shortest path to that is `dotnet new console --aot && dotnet publish -o {folder}`.
[0] https://learn.microsoft.com/en-us/dotnet/core/rid-catalog
[1] https://github.com/bflattened/bflat (can also build UEFI binaries, lol)
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Learn how to build beautiful and interactive .NET command-line applications using System.CommandLine and Spectre.Console with my latest blog post
See here
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Question about NativeAOT platform support
See B flat
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Native AOT Overview
I've been wondering how to integrate modern .NET Core into a custom build system (buck2) and was wondering similar things. There's this project I think is cool called bflat[1] that basically makes the C# compiler more like the Go compiler in the sense it's a one-shot single-use tool that can cross compile binaries natively. It's done by one of the people on the .NET Runtime team as a side project, but quite neat.
I think in practice you're supposed to compile whole .dll's or assemblies all at once, which acts as the unit of compilation; I don't think the csharp compiler generates native object-files-for-every-.cs, the kind of approach you'd expect from javac or g++. Someone please correct me if I'm wrong though! I'd like to learn more about this.
[1] https://github.com/bflattened/bflat
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If you were stuck on a remote island, would you pick C# as your programming language
You can compile without a GC using https://github.com/bflattened/bflat
- AOT
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Hey people, made a game for my CS homework as a freshman using C#, what do you guys think about it?
nice. have you tried compile it using https://github.com/bflattened/bflat to have native executable? as long as you don't have PackgeReference it can be compiled using bflat instead of full dotnet
- Bflat – a single ahead of time crosscompiler and runtime for C#
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bflat - Build native C# applications independent of .NET
The creator actually addresses this issue:
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?
asdf-dotnet-core - ✨ .Net Core plugin for asdf version manager
Json.NET - Json.NET is a popular high-performance JSON framework for .NET
zerosharp - Demo of the potential of C# for systems programming with the .NET native ahead-of-time compilation technology.
Protobuf.NET - Protocol Buffers library for idiomatic .NET
TinyGo - Go compiler for small places. Microcontrollers, WebAssembly (WASM/WASI), and command-line tools. Based on LLVM.
Protobuf - Protocol Buffers - Google's data interchange format
dmd - dmd D Programming Language compiler
ZeroFormatter - Infinitely Fast Deserializer for .NET, .NET Core and Unity.
centos-stream
Msgpack-Cli - MessagePack implementation for Common Language Infrastructure / msgpack.org[C#]
vscodium - binary releases of VS Code without MS branding/telemetry/licensing
FlatSharp - Fast, idiomatic C# implementation of Flatbuffers