litjson | JSON library for the .Net framework | JSON Processing library

 by   LitJSON C# Version: 0.18.0 License: Non-SPDX

kandi X-RAY | litjson Summary

kandi X-RAY | litjson Summary

litjson is a C# library typically used in Utilities, JSON Processing applications. litjson has no bugs, it has no vulnerabilities and it has medium support. However litjson has a Non-SPDX License. You can download it from GitHub.

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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              litjson has a medium active ecosystem.
              It has 1160 star(s) with 379 fork(s). There are 80 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 55 open issues and 25 have been closed. On average issues are closed in 233 days. There are 17 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of litjson is 0.18.0

            kandi-Quality Quality

              litjson has 0 bugs and 0 code smells.

            kandi-Security Security

              litjson has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              litjson code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              litjson has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              litjson releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.
              litjson saves you 656 person hours of effort in developing the same functionality from scratch.
              It has 1521 lines of code, 0 functions and 35 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            litjson Key Features

            No Key Features are available at this moment for litjson.

            litjson Examples and Code Snippets

            No Code Snippets are available at this moment for litjson.

            Community Discussions

            QUESTION

            Parsing JSON from API URL in Unity via C#
            Asked 2021-Mar-18 at 06:28

            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:

            URL: https://5289daa5c202.ngrok.io/api/tle

            ...

            ANSWER

            Answered 2021-Mar-18 at 06:28

            To fetch data from a server use the new UnityWebRequest class. example:

            Source https://stackoverflow.com/questions/66683347

            QUESTION

            SQLCLR Assembly Much Faster When Unloaded
            Asked 2020-Jun-24 at 13:08

            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 19:19

            While 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:

            1. Assembly isn't already loaded into memory on the first run
            2. 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:

            1. 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 as readonly, 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 a SAFE 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.
            2. 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 as UNSAFE 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 as readonly 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.

            Source https://stackoverflow.com/questions/62162740

            QUESTION

            UNITY | Method return null (A: Order of execution)
            Asked 2020-May-29 at 08:26

            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 21:25

            Unity 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:

            Source https://stackoverflow.com/questions/62073773

            QUESTION

            How can I successfully store and load data from a game character?
            Asked 2019-Nov-18 at 04:24

            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 04:24

            Your code is actually broken in term of design.

            First PlayerPref doesnt support boolean save by default.

            Source https://stackoverflow.com/questions/58905086

            QUESTION

            Convert LitJson to Newtonsoft Json for run at IOS device Unity C#
            Asked 2019-May-08 at 02:36

            How to convert the LitJson Json To NewtonSoft Json in unity c# ?

            Example :

            In LitJson

            ...

            ANSWER

            Answered 2019-May-08 at 02:36

            It's much the same. No need to deserialise to read the data, just use a JObject:

            Source https://stackoverflow.com/questions/56032411

            QUESTION

            Can't read a json data
            Asked 2019-Apr-13 at 17:04

            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 07:19

            I 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...

            Source https://stackoverflow.com/questions/55580147

            QUESTION

            Call a IEnumerator method from another script in Unity and get its return value
            Asked 2018-Oct-09 at 04:24

            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 04:24

            Was 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.

            Source https://stackoverflow.com/questions/52711692

            QUESTION

            Getting strange error in Unity while creating an inventory system
            Asked 2018-May-27 at 08:37

            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.Dictionary2[System.Int32,System.Collections.Generic.IDictionary2[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 08:37

            You 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.

            Source https://stackoverflow.com/questions/50550301

            QUESTION

            Saving multiple slider values in playerprefs
            Asked 2018-Mar-29 at 20:44

            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 21:02

            You 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

            Source https://stackoverflow.com/questions/49499987

            QUESTION

            KeyNotFoundException: The given key was not present in the dictionary (C# Unity ANDROID APP)
            Asked 2018-Mar-08 at 09:01

            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 09:00

            I'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

            Source https://stackoverflow.com/questions/49126364

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            You can download it from GitHub.

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