Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
GitHub - DennisCorvers/BitSerializer: A bitstream that offers (de)serialization in binary format · GitHub
Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - DennisCorvers/BitSerializer: A bitstream that offers (de)serialization in binary format · GitHub
Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - DennisCorvers/BitSerializer: A bitstream that offers (de)serialization in binary format · GitHub
Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - DennisCorvers/BitSerializer: A bitstream that offers (de)serialization in binary format · GitHub
Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - DennisCorvers/BitSerializer: A bitstream that offers (de)serialization in binary format · GitHub
Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - DennisCorvers/BitSerializer: A bitstream that offers (de)serialization in binary format · GitHub
Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - DennisCorvers/BitSerializer: A bitstream that offers (de)serialization in binary format · GitHub
Skip to content

Repository files navigation

BitStream

A bitstream that offers (de)serialization in binary format

BitStream is written in NetStandard 2.0 making it compatible with Unity3D.

A serializer/stream for reading/writing various types of data. Similar to https://github.com/DennisCorvers/ByteStream but instead packs on bits instead of bytes. This means that with BitStream, the smallest possible read and write is 1 bit long. This allows for compressing data (like bit flags) down by up to 8-fold!

Carefully read the Usage section for a brief introduction on how to use the library.

What does Bitsteam offer?

Bitstream consists of one class that offers a series of write and read operations for various data types. It writes internally to memory which is either automatically allocated or supplied by the user.

  • Writes bits instead of bytes severely reducing the amount of data required.
  • Allows for minimum and maximum numeric values for further reducing data size.
  • Allows for various string formats to be written and read.
  • Allows for float precision to even further reduce data size.
  • Automatically keeps track of offsets and buffer boundaries.
  • Prefixes strings and memory blocks with a 2-byte length.
  • Works with all blittable types
  • Fluent pattern for easy chaining of operations

Supported types:

  • All types that adhere to the unmanaged constraint can be written to, and read from the buffer.
  • Byte arrays
  • Various string formats

Technical specifications:

The benchmark tests the writing of 1 boolean value followed by 1 integer value (semi-random) for 1024 times. After writing, the same process is repeated for reading.

A boolean value is written and read to ensure a worst-case scenario for the BitStream (due to misaligned offsets).

MethodMeanErrorStdDevRatio
ByteWrite3.743 μs0.0196 μs0.0183 μs1.02
PtrWrite2.940 μs0.0041 μs0.0038 μs0.80
BitStream3.939 μs0.0455 μs0.0404 μs1.07
ArraySegment3.681 μs0.0082 μs0.0069 μs1.00
BitConvert6.988 μs0.0308 μs0.0273 μs1.90

Why should you use BitStream?

BitStream can severely reduce the amount of data used when serializing data.

Imagine serializing the following object, where the mana can range from 0 to 100, and the hp from 0 to 999. Normal serialization would result in a size of 27 bytes.

When using BitStream, we can choose to limit the precision of the Vectors. This results in a byte size of 15! That's a difference of almost 45%

Usage

It is important that you write and read back the values in the same order to keep data consistent (as shown in the write and read example).

BitStream is not inherently thread safe! Beware of accessing buffers concurrently from multiple threads and modifying the supplied buffers during operation!

Serializing types

The following example shows how the BitStream can be used to serialize a type. Depending on the mode the Stream is in (Read or Write), the Player class is either restored from the Stream, or written to the Stream.

publicclassPlayer{Vector3position;Vector3rotation;bytemana=100;ushorthp=100;publicvoidBitSerialize(BitStreamerstream){stream.Serialize(refposition,true);stream.Serialize(refrotation,true);stream.Serialize(refmana,0,100);stream.Serialize(refhp,0,999);}}

Important notes!

Be careful when calling ResetRead and ResetWrite methods! Make sure you are not setting or copying a new buffer over the old one. The BitStream can be disposed and immediately used again.

Basic usage (allowing the BitStream to create an internal buffer)

// Creating new stream. ResetWrite resets and allocates memory for writing.BitStreamstream=newBitStream();stream.ResetWrite(64);// Write various data types to the stream.stream.WriteInt32(135,0,999);floatspeed=3.5f;stream.Serialize(refspeed);Vector2size=newVector2(4,3);stream.WriteBlit(size);// Reset the stream for reading operationsstream.ResetRead();// Read back the datainthp=stream.ReadInt32(0,999);stream.Serialize(refspeed);size=stream.ReadBlit<Vector2>();// Don't forget to dispose after use!stream.Dispose();//Chaining of write operationsstream.WriteInt32(playerID).WriteBool(player.IsAlive).WriteUShort(playerHP,0,10000);

About

A bitstream that offers (de)serialization in binary format

Resources

Stars

11 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages