bincode
A binary encoder / decoder implementation in Rust. (by servo)
msgpack-rust
MessagePack implementation for Rust / msgpack.org[Rust] (by 3Hren)
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bincode | msgpack-rust | |
---|---|---|
16 | 1 | |
2,499 | 1,061 | |
3.3% | - | |
6.9 | 2.6 | |
4 days ago | 3 months ago | |
Rust | Rust | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
bincode
Posts with mentions or reviews of bincode.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-03.
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Hey Rustaceans! Got a question? Ask here (14/2023)!
Ermm... actually I meant something like this: playground, but then I realized it's basically (de)serialization, and I just found that we already have a crate for that: bincode.
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Convert a base-64 encoded, serialised, Rust struct to a Python class
One, figure out the bincode format (documented here: https://github.com/bincode-org/bincode/blob/trunk/docs/spec.md) and write your own parser. Maybe a one-off that specifically only handles this one data structure would be fairly straightforward.
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impl serde::Deserialize... is it really that complicated?
Step 1: The Deserialize type requests data from the Deserializer with one of the deserialize_type methods. This gives it an opportunity to provide certain metadata about the type: structs provide a list of fields, enums provide a list of variants, tuples provide a length, etc. Some data formats (notably bincode) require this metadata to drive deserializing, as the wire format is not self-describing. Crucially, the Deserialize type also provides a visitor that is capable of receiving the requested data from the Deserializer.
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A nicer way to pack this message?
Alternatively, give Bincode a try.
If you can use std, have you had a look at the crate [bincode](https://crates.io/crates/bincode)? If you can't use std, I've found the crate [bincode-nostd](https://crates.io/crates/bincode-no-std) which is old but maybe you can find something similar and more recent?
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Hey Rustaceans! Got an easy question? Ask here (9/2022)!
Like separate instructions? I was thinking if a instruction have unknown length I make sure I have some kind of header field that tells the data length of the instruction so receiver knows when next instruction starts. And I was planning on using Bincode with serde to serialize and dezerialize like structs and stuff.
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Easily converts a struct into Vec<u8> and back.
Isn't this essentially bincode?
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Does rust have function works like eval?
This is similar in practice to using abi_stable, and end-users will still receive compiled files, but your plugins will be sandboxed and a single build will work on all platforms. The downside is that it's a bit more work because WebAssembly's support for passing complex data types between the host and the WebAssembly code is in the preliminary stages, so you need to do something like using Serde to encode your data into something like Bincode or MessagePack (or JSON and friends) to hand it off between the host and the plugin.
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Netcode & ECS data organization
The network manager handles serializing it into a binary format (using the bincode crate https://crates.io/crates/bincode), sending it out to other clients on a separate IO thread etc. I'm not exactly sure how bincode handles the serializations, but it allows me to automatically derive ways for a struct (in this case, Snapshot) to be serialized and desterilized to/from raw bytes which can be sent/received over the network.
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If you could re-design Rust from scratch today, what would you change?
I've built type-specific hacks to avoid this which produce up to 50% runtime improvements. Latest one is in this PR: https://github.com/bincode-org/bincode/pull/337. The standard library should provide a way to sidestep the copy through a pointer. Useful BufRead/BufWrite traits would be a good start.
msgpack-rust
Posts with mentions or reviews of msgpack-rust.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-08-19.
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Does rust have function works like eval?
This is similar in practice to using abi_stable, and end-users will still receive compiled files, but your plugins will be sandboxed and a single build will work on all platforms. The downside is that it's a bit more work because WebAssembly's support for passing complex data types between the host and the WebAssembly code is in the preliminary stages, so you need to do something like using Serde to encode your data into something like Bincode or MessagePack (or JSON and friends) to hand it off between the host and the plugin.
What are some alternatives?
When comparing bincode and msgpack-rust you can also consider the following projects:
serde - Serialization framework for Rust
PyO3 - Rust bindings for the Python interpreter
rust-cbor - CBOR (binary JSON) for Rust with automatic type based decoding and encoding.
nue - I/O and binary data encoding for Rust
evcxr
rust-ordered-float
capnproto-rust - Cap'n Proto for Rust
pwninit - pwninit - automate starting binary exploit challenges
rlua - High level Lua bindings to Rust
rust-bencode - Implementation of Bencode encoding written in rust
bevy - A refreshingly simple data-driven game engine built in Rust