I was doing some comparison between BinaryFormatter
and protobuf-net serializer and was quite pleased with what I found, but what was strange is that protobuf-net managed to serialize the objects into a smaller byte array than what I would get if I just wrote the value of every property into an array of bytes without any metadata.
I know protobuf-net supports string interning if you set AsReference
to true
, but I'm not doing that in this case, so does protobuf-net provide some compression by default?
Here's some code you can run to see for yourself:
var simpleObject = new SimpleObject { Id = 10, Name = "Yan", Address = "Planet Earth", Scores = Enumerable.Range(1, 10).ToList() }; using (var memStream = new MemoryStream()) { var binaryWriter = new BinaryWriter(memStream); // 4 bytes for int binaryWriter.Write(simpleObject.Id); // 3 bytes + 1 more for string termination binaryWriter.Write(simpleObject.Name); // 12 bytes + 1 more for string termination binaryWriter.Write(simpleObject.Address); // 40 bytes for 10 ints simpleObject.Scores.ForEach(binaryWriter.Write); // 61 bytes, which is what I expect Console.WriteLine("BinaryWriter wrote [{0}] bytes", memStream.ToArray().Count()); } using (var memStream = new MemoryStream()) { ProtoBuf.Serializer.Serialize(memStream, simpleObject); // 41 bytes! Console.WriteLine("Protobuf serialize wrote [{0}] bytes", memStream.ToArray().Count()); }
EDIT: forgot to add, the SimpleObject
class looks like this:
[Serializable] [DataContract] public class SimpleObject { [DataMember(Order = 1)] public int Id { get; set; } [DataMember(Order = 2)] public string Name { get; set; } [DataMember(Order = 3)] public string Address { get; set; } [DataMember(Order = 4)] public List<int> Scores { get; set; } }
The Protobuf serialization mechanism is given through the protoc application, this compiler will parse the . proto file and will generate as output, source files according to the configured language by its arguments, in this case, C++. You can also obtain more information about, reading the section compiler invocation.
The Protobuf is a binary transfer format, meaning the data is transmitted as a binary. This improves the speed of transmission more than the raw string because it takes less space and bandwidth. Since the data is compressed, the CPU usage will also be less.
Protobuf strings are always valid UTF-8 strings. See the Language Guide: A string must always contain UTF-8 encoded or 7-bit ASCII text. (And ASCII is always also valid UTF-8.)
No it does not; there is no "compression" as such specified in the protobuf spec; however, it does (by default) use "varint encoding" - a variable-length encoding for integer data that means small values use less space; so 0-127 take 1 byte plus the header. Note that varint by itself goes pretty loopy for negative numbers, so "zigzag" encoding is also supported which allows small magnitude numbers to be small (basically, it interleaves positive and negative pairs).
Actually, in your case for Scores
you should also look at "packed" encoding, which requires either [ProtoMember(4, IsPacked = true)]
or the equivalent via TypeModel
in v2 (v2 supports either approach). This avoids the overhead of a header per value, by writing a single header and the combined length. "Packed" can be used with varint/zigzag. There are also fixed-length encodings for scenarios where you know the values are likely large and unpredictable.
Note also: but if your data has lots of text you may benefit from additionally running it through gzip or deflate; if it doesn't, then both gzip and deflate could cause it to get bigger.
An overview of the wire format is here; it isn't very tricky to understand, and may help you plan how best to further optimize.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With