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c# - WCF 绑定(bind)使用的序列化的性能测试

转载 作者:可可西里 更新时间:2023-11-01 08:13:52 25 4
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我有以下对象:

public partial class Game
{
public bool Finished { get; set; }

public Guid GameGUID { get; set; }

public long GameID { get; set; }

public bool GameSetup { get; set; }

public Nullable<int> MaximumCardsInDeck { get; set; }

public Player Player { get; set; }

public Player Player1 { get; set; }

public bool Player1Connected { get; set; }

public bool Player1EnvironmentSetup { get; set; }

public long Player1ID { get; set; }

public int Player1Won { get; set; }

public bool Player2Connected { get; set; }

public bool Player2EnvironmentSetup { get; set; }

public long Player2ID { get; set; }

public int Player2Won { get; set; }

public int Round { get; set; }

public Nullable<int> RoundsToWin { get; set; }

public bool Started { get; set; }

public string StateXML { get; set; }

public Nullable<DateTime> TimeEnded { get; set; }

public Nullable<int> TimeLimitPerTurn { get; set; }

public byte[] TimeStamp { get; set; }

public Nullable<DateTime> TimeStarted { get; set; }
}

这个类将填充一些测试数据

我需要比较 WCF 服务的不同绑定(bind)形式所使用的不同序列化程序的性能:

  • basicHttpBinding => SoapFormatter(TextFormatter?)
  • binaryBinding => 二进制格式化程序
  • XML格式化程序

我需要详细做的是:

  • 现在得到被序列化对象的大小
  • 得到序列化后的大小
  • 时间序列化
  • 是时候反序列化了

我已经尝试了一些东西,但我有点挣扎。也许已经有一些用于这种测量的简单代码。

最佳答案

好的;我会咬...这里有一些原始的 serializer 指标(emph:您可能需要考虑 base-64/MTOM 以获得总体带宽需求,加上 WCF 的任何固定开销(空间和 CPU)添加),但是;结果优先:

BinaryFormatter
Length: 1314
Serialize: 6746
Deserialize: 6268

XmlSerializer
Length: 1049
Serialize: 3282
Deserialize: 5132

DataContractSerializer
Length: 911
Serialize: 1411
Deserialize: 4380

NetDataContractSerializer
Length: 1139
Serialize: 2014
Deserialize: 5645

JavaScriptSerializer
Length: 528
Serialize: 12050
Deserialize: 30558

(protobuf-net v2)
Length: 112
Serialize: 217
Deserialize: 250

(所以我认为 protobuf-net v2 是赢家...)

在较新的机器上使用 .NET 4.5 和当前库构建更新的数字:

BinaryFormatter
Length: 1313
Serialize: 2786
Deserialize: 2407

XmlSerializer
Length: 1049
Serialize: 1265
Deserialize: 2165

DataContractSerializer
Length: 911
Serialize: 574
Deserialize: 2011

NetDataContractSerializer
Length: 1138
Serialize: 850
Deserialize: 2535

JavaScriptSerializer
Length: 528
Serialize: 8660
Deserialize: 8468

(protobuf-net v2)
Length: 112
Serialize: 78
Deserialize: 134

带有测试装置(经过优化编译,在命令行运行):

(请注意,我必须发明 Player 类和一些示例数据):

using System;
using System.Diagnostics;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Text;
using System.Web.Script.Serialization;
using System.Xml.Serialization;
using ProtoBuf.Meta;


static class Program
{
static void Main()
{
var orig = new Game {
Finished = true, GameGUID = Guid.NewGuid(), GameID = 12345, GameSetup = false, MaximumCardsInDeck = 20,
Player = new Player { Name = "Fred"}, Player1 = new Player { Name = "Barney"}, Player1Connected = true,
Player1EnvironmentSetup = true, Player1ID = 12345, Player1Won = 3, Player2Connected = true, Player2EnvironmentSetup = true,
Player2ID = 23456, Player2Won = 0, Round = 4, RoundsToWin = 5, Started = true, StateXML = "not really xml",
TimeEnded = null, TimeLimitPerTurn = 500, TimeStamp = new byte[] {1,2,3,4,5,6}, TimeStarted = DateTime.Today};
const int LOOP = 50000;

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
using (var ms = new MemoryStream())
{
var ser = new BinaryFormatter();
Console.WriteLine();
Console.WriteLine(ser.GetType().Name);
ser.Serialize(ms, orig);
Console.WriteLine("Length: " + ms.Length);
ms.Position = 0;
ser.Deserialize(ms);

var watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ms.SetLength(0);
ser.Serialize(ms, orig);
}
watch.Stop();
Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ser.Deserialize(ms);
}
watch.Stop();
Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
using (var ms = new MemoryStream())
{
var ser = new XmlSerializer(typeof(Game));
Console.WriteLine();
Console.WriteLine(ser.GetType().Name);
ser.Serialize(ms, orig);
Console.WriteLine("Length: " + ms.Length);
ms.Position = 0;
ser.Deserialize(ms);

var watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ms.SetLength(0);
ser.Serialize(ms, orig);
}
watch.Stop();
Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ser.Deserialize(ms);
}
watch.Stop();
Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
using (var ms = new MemoryStream())
{
var ser = new DataContractSerializer(typeof(Game));
Console.WriteLine();
Console.WriteLine(ser.GetType().Name);
ser.WriteObject(ms, orig);
Console.WriteLine("Length: " + ms.Length);
ms.Position = 0;
ser.ReadObject(ms);

var watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ms.SetLength(0);
ser.WriteObject(ms, orig);
}
watch.Stop();
Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ser.ReadObject(ms);
}
watch.Stop();
Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
using (var ms = new MemoryStream())
{
var ser = new NetDataContractSerializer();
Console.WriteLine();
Console.WriteLine(ser.GetType().Name);
ser.Serialize(ms, orig);
Console.WriteLine("Length: " + ms.Length);
ms.Position = 0;
ser.Deserialize(ms);

var watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ms.SetLength(0);
ser.Serialize(ms, orig);
}
watch.Stop();
Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ser.Deserialize(ms);
}
watch.Stop();
Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
{
var sb = new StringBuilder();
var ser = new JavaScriptSerializer();
Console.WriteLine();
Console.WriteLine(ser.GetType().Name);
ser.Serialize(orig, sb);
Console.WriteLine("Length: " + sb.Length);
ser.Deserialize(sb.ToString(), typeof(Game));

var watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
sb.Length = 0;
ser.Serialize(orig, sb);
}
watch.Stop();
string s = sb.ToString();
Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ser.Deserialize(s, typeof(Game));
}
watch.Stop();
Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
using (var ms = new MemoryStream())
{
var ser = CreateProto();
Console.WriteLine();
Console.WriteLine("(protobuf-net v2)");
ser.Serialize(ms, orig);
Console.WriteLine("Length: " + ms.Length);
ms.Position = 0;
ser.Deserialize(ms, null, typeof(Game));

var watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ms.SetLength(0);
ser.Serialize(ms, orig);
}
watch.Stop();
Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);
watch = Stopwatch.StartNew();
for (int i = 0; i < LOOP; i++)
{
ms.Position = 0;
ser.Deserialize(ms, null, typeof(Game));
}
watch.Stop();
Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}

Console.WriteLine();
Console.WriteLine("All done; any key to exit");
Console.ReadKey();
}
static TypeModel CreateProto()
{
var meta = TypeModel.Create();
meta.Add(typeof(Game), false).Add(Array.ConvertAll(typeof(Game).GetProperties(),prop=>prop.Name));
meta.Add(typeof(Player), false).Add(Array.ConvertAll(typeof(Player).GetProperties(),prop=>prop.Name));
return meta.Compile();
}
}

[Serializable, DataContract]
public partial class Game
{
[DataMember]
public bool Finished { get; set; }
[DataMember]
public Guid GameGUID { get; set; }
[DataMember]
public long GameID { get; set; }
[DataMember]
public bool GameSetup { get; set; }
[DataMember]
public Nullable<int> MaximumCardsInDeck { get; set; }
[DataMember]
public Player Player { get; set; }
[DataMember]
public Player Player1 { get; set; }
[DataMember]
public bool Player1Connected { get; set; }
[DataMember]
public bool Player1EnvironmentSetup { get; set; }
[DataMember]
public long Player1ID { get; set; }
[DataMember]
public int Player1Won { get; set; }
[DataMember]
public bool Player2Connected { get; set; }
[DataMember]
public bool Player2EnvironmentSetup { get; set; }
[DataMember]
public long Player2ID { get; set; }
[DataMember]
public int Player2Won { get; set; }
[DataMember]
public int Round { get; set; }
[DataMember]
public Nullable<int> RoundsToWin { get; set; }
[DataMember]
public bool Started { get; set; }
[DataMember]
public string StateXML { get; set; }
[DataMember]
public Nullable<DateTime> TimeEnded { get; set; }
[DataMember]
public Nullable<int> TimeLimitPerTurn { get; set; }
[DataMember]
public byte[] TimeStamp { get; set; }
[DataMember]
public Nullable<DateTime> TimeStarted { get; set; }
}
[Serializable, DataContract]
public class Player
{
[DataMember]
public string Name { get; set; }
}

关于c# - WCF 绑定(bind)使用的序列化的性能测试,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/3790728/

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