litjson | JSON library for the .Net framework | JSON Processing library
kandi X-RAY | litjson Summary
kandi X-RAY | litjson Summary
Alternatively, just copy the whole tree of files under src/LitJSON to your own project’s source tree and integrate it with your development environment. LitJSON currently targets and supports * .NET Standard 2.0 * .NET Standard 1.5 * .NET Framework 4.5 and above * .NET Framework 4.0 * .NET Framework 3.5 (including SQLCLR, for which [WCOMAB/SqlServerSlackAPI] is an example of) * .NET Framework 2.0 * Mono 4.4.2 and above. Each merge to develop is published to our NuGet feed on [MyGet] mygetgallery).
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QUESTION
I am trying to parse some data that is in a JSON Array so that I can use it in my project. The values are used in plotting functions for visualizing orbits, I have completed literally everything for the project besides this task. To do the parse the JSON I am attempting to use LitJSon but am having no luck. If anyone can provide some insight as to how I should do this it would be greatly appreciated.
Here is the JSON format that I have:
...ANSWER
Answered 2021-Mar-18 at 06:28To fetch data from a server use the new UnityWebRequest
class. example:
QUESTION
I have a SQLCLR assembly that does a simple JSON deserialization using the LitJson package on a SQL Azure Managed Instance. This CLR is called from a table-valued function that just returns the JSON properties as a table (in theory faster than the built-in JSON handling in T-SQL).
The weird thing is that the assembly runs much faster when unloaded (i.e. when it doesn't show up in sys.dm_clr_loaded_assemblies
) than when it is loaded. For some color, I can deserialize 1,000 records in ~200ms when it is unloaded, and the same 1,000 records take ~7 seconds when the assembly is loaded.
I have a workaround, which is that at the beginning of my query I toggle the PERMISSION_SET
back and forth from UNSAFE
to EXTERNAL_ACCESS
which forces an unload of the assembly, but this feels like a hack. The assembly should be faster loaded than unloaded.
Any thoughts here would be greatly appreciated. The code is sketched out below -- nothing fancy going on there at all.
...ANSWER
Answered 2020-Jun-04 at 19:19While I cannot provide a definitive answer at the moment due to not having time to fully review the LitJSON code, I did look over it briefly and am guessing that this odd behavior is the result of using static class variables (mostly collections) to cache values during processing. I can't think of anything else that would different from the first execution to subsequent runs outside of:
- Assembly isn't already loaded into memory on the first run
- Static class variables are initialized but likely don't contain any values during execution (unless initialization loads data that is simply read on all executions)
Doing such things does usually improve performance, but there is a nuance when doing such things in SQLCLR: AppDomains in SQL Server are shared across sessions. This means that shared resources are not thread safe. This is why typically (i.e. outside of marking the assembly as UNSAFE
) you are not allowed to use writable static class variables (you will get an error saying that they need to be marked readonly
). However, in this particular case, there are two breakdowns of this rule that I see:
- changes made in 2015 (and merged 2 full years later) seem to indicate that the desire was to get LitJSON to work in an assembly marked as
SAFE
, hence all static class variables were marked asreadonly
, and additional changes were made to accommodate this. you can see those changes here: https://github.com/LitJSON/litjson/commit/1a120dff7e9b677633bc568322fa065c9dfe4bb8 Unfortunately, even with those changes, even if it did "work" in aSAFE
assembly, the variables are still static and are hence still shared. For some technical reason it is permitted to add/remove items from a readonly collection, so on a practical level, they aren't truly read-only. This can definitely lead to unexpected "odd" behavior. - If the intention of the changes mentioned above were to allow the assembly to work while being marked as
SAFE
, then clearly something has changed since that SQLCLR-based commit 4.5 years ago given that not marking it asUNSAFE
now results in the following error (according to the OP):The protected resources (only available with full trust) were: All The demanded resources were: Synchronization, ExternalThreading So, currently the code requires being marked as
UNSAFE
, in which case, none of the changes made to mark the static class variables asreadonly
were necessary ;-).
Regardless, I don't think this code is thread safe. In fact, you might be able to see "odd" behavior by doing multiple executions, each one with a different JSON document that varies in structure (at least number of elements).
Again, this is not definitive, but is more likely than not. In which case, I'm guessing that the great performance of the first execution is due to the code doing things that would not actually work in production. Of course, you do have a hard-coded structure (the output row schema is compiled into the code) so I suppose that eliminates the case of passing in different structures, but it's still not clear what the effect would be if two sessions execute this with different JSON documents at the exact same millisecond.
QUESTION
Im new to c# and Unity, can't solve this problem about 2 days.
I don't know why, but in ItemOnGround
class on Debug.Log
line always getting this error:
NullReferenceException: Object reference not set to an instance of an object
I tried use FetchItemById
method, but it still wont work. Even if i just copy and paste everything from Slot
class, it still wont work. I tried to attach it to different GameObject but it still wont work. Is it some thread problem or i do something wrong?
Thank you for any help
Here how scripts attached in Unity : Screenshot
So i have 3 .cs
ItemDatabase
ANSWER
Answered 2020-May-28 at 21:25Unity Engine has a specific Order of Execution.
This defines the order at which Unity Callbacks are executed in every script.
For instance, all the Awake()
callbacks in your MonoBehaviours will be executed before any Start()
callback.
That said, it doesn't mean that it governs the order of execution of individual Start()
callbacks from different behaviours.
In your example. It is possible that the Start()
callback of the ItemOnGround
behaviour is invoked before ItemDatabase
's. In which case, you're making calls to an ItemDatabase
that hasn't been initialized yet. So here is what I suggest:
Approach 1:
Knowing that Awake()
is called before Start()
you could initialize your ItemDatabase
by changing Start()
to:
QUESTION
I was wrote a script that combines whale characters to create a new character. However, it is difficult to save and load data from a list of names, levels and locations of the newly created characters.
Whale data does not seem to be stored and loaded when the game is played.
I'd really thanks it if you could tell me where's wrong.
...ANSWER
Answered 2019-Nov-18 at 04:24Your code is actually broken in term of design.
First PlayerPref doesnt support boolean save by default.
QUESTION
How to convert the LitJson Json To NewtonSoft Json in unity c# ?
Example :
In LitJson
...ANSWER
Answered 2019-May-08 at 02:36It's much the same. No need to deserialise to read the data, just use a JObject:
QUESTION
I'm working in Unity and trying to read a Json data with LitJson
. It works fine when I read the tournamentCode
data but I don't get to read the "desc"{"en": "" }
data. Can anybody help me?
This is the Json data:
...ANSWER
Answered 2019-Apr-09 at 07:19I recommend using Unity's built-in solution to JSON, JsonUtility.FromJson() and it will autofill the following class scheme(from http://json2csharp.com/#), which should be easier to handle and not require an external library. Of course, this is an alternative, perhaps you may prefer to keep using LitJson, this should read "desc": "en". to implement this you would use...
QUESTION
I'm working on a project in Unity. I have this file:
API.cs (no attached to any GameObject)
...ANSWER
Answered 2018-Oct-09 at 04:24Was able to solve the problem of calling the method from another script, the problem was that I had to create an object and attach to it API.cs. Then I also had to drag and drop that object in the public field of caller.cs in the inspector.
That doesn't sound right dragging and dropping the script manually in the Editor since your goal is to do with from script. The API
script is a MonoBehaviour
because it derives from it. Use AddComponent
to add the API
class then call StartCoroutine
on the Login function.
QUESTION
So I wanted to create an inventory system and I have coded and done a few things. However now it is showing an error in the item database code. The error is:
KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary
2[System.Int32,System.Collections.Generic.IDictionary
2[System.Int32,System.Int32[]]].get_Item (Int32 key) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150) LitJson.JsonReader.Read () Rethrow as JsonException: Invalid token '123' in input string LitJson.JsonReader.Read () LitJson.JsonMapper.ReadValue (LitJson.WrapperFactory factory, LitJson.JsonReader reader) LitJson.JsonMapper.ReadValue (LitJson.WrapperFactory factory, LitJson.JsonReader reader) LitJson.JsonMapper.ReadValue (LitJson.WrapperFactory factory, LitJson.JsonReader reader) LitJson.JsonMapper.ToWrapper (LitJson.WrapperFactory factory, System.String json) LitJson.JsonMapper.ToObject (System.String json) ItemDatabase.Start () (at Assets/All/Scripts/ItemDatabase.cs:13)
and it became very annoying since I couldn't figure out how to fix it. My 2 files currently are:
...ANSWER
Answered 2018-May-27 at 08:37You have an error in your json. The error itself is a little misleading. Every time I've seen it, there was a json syntax issue involved.
QUESTION
I am having an issue where I am only able to store one slider value to playerprefs. I have 10 sliders and if I attach this script, they all inherit the saved value of the first slider in the hierarchy.
...ANSWER
Answered 2018-Mar-26 at 21:02You are saving the slider value to the same key resulting in that key is overwritten each time, in your case the value of the first slider in the hierarchy.
The way to solve it is to give each slider an unique PlayerPrefs
key.
One quick way to solve it is to change
QUESTION
I know my title has so many duplicates but i can't seem to find any the same problem as mine . Let me paste my code.
LocalizationManager.cs ...ANSWER
Answered 2018-Mar-08 at 09:00I'll share to you what is really the error here . There's nothing wrong on my
The line of code below is working perfectly . So let me just explain a bit of it by putting comment lines
LocalizationManager.cs
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