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Nino
Nino is a general-purpose, high-performance binary serializer for C# and .NET. A Roslyn source generator writes the serialization code for every [NinoType] at compile time, so there is no reflection and no runtime code generation, and serializing into a reused buffer allocates nothing. Use it wherever .NET code turns objects into bytes and back: RPC and network protocols, microservices, message queues and event streams, caches, files and other storage, inter-process communication and data pipeli
Their llms.txt
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# Nino
> Nino is a general-purpose, high-performance binary serializer for C# and .NET. A Roslyn source generator writes the serialization code for every [NinoType] at compile time, so there is no reflection and no runtime code generation, and serializing into a reused buffer allocates nothing. Use it wherever .NET code turns objects into bytes and back: RPC and network protocols, microservices, message queues and event streams, caches, files and other storage, inter-process communication and data pipelines. The runtime targets netstandard2.0, netstandard2.1, net8.0 and net10.0, and Nino also supports Unity 2022.3+ (Mono, IL2CPP, HybridCLR), Godot 4 (.NET), ASP.NET Core (Nino.AspNetCore), browsers and Node through generated TypeScript or .NET WebAssembly, and Go and Rust through generated code (Nino.Codegen); every platform writes the same bytes. MIT licensed.
- Install: `dotnet add package Nino --prerelease` (NuGet: https://www.nuget.org/packages/Nino); Unity: `openupm add com.jasonxudeveloper.nino`
- Optional packages: `Nino.Immutable` (System.Collections.Immutable types), `Nino.AspNetCore` (ASP.NET Core MVC formatters and Minimal API bodies for `application/x-nino`) and `Nino.Codegen` (TypeScript, Go and Rust types and codecs, generated after each build; the same as the `nino-gen` tool, `Nino.Codegen.Tool`)
- v4 is still a prerelease on NuGet: without `--prerelease`, NuGet installs the stable 3.9.x, a test build of v4 features that is not compatible with v4.
- Usage: mark a class, struct, record or interface with `[NinoType]`, then call `NinoSerializer.Serialize(value)` and `NinoDeserializer.Deserialize<T>(bytes)`
- Performance: up to 6.83× faster serialization than MemoryPack in the same benchmark run; see [Nino vs MemoryPack](https://nino.xgamedev.net/en/docs/v4/vs-memorypack)
- Source code and issues: https://github.com/JasonXuDeveloper/Nino (MIT license)
- These docs describe Nino v4, the current version. Its binary format is not compatible with v3.
- Full text of the v4 docs: [llms-full.txt](https://nino.xgamedev.net/llms-full.txt); Chinese: [llms.zh.txt](https://nino.xgamedev.net/llms.zh.txt)
- Each page below is also served as HTML at the same URL without `.md`.
## Overview
- [Introduction](https://nino.xgamedev.net/en/docs/v4.md): Nino is a general-purpose, high-performance binary serializer for C# and .NET: source-generated and zero-GC, for services, messaging, caching and storage, plus Unity.
- [What's New in v4](https://nino.xgamedev.net/en/docs/v4/whats-new.md): Everything Nino v4 adds over v3: a rewritten runtime and incremental generator, keyed and version-tolerant types, reference tracking, pooling, safe reads of untrusted data, many more built-in types, the same bytes on every platform, ASP.NET Core formatters and generated TypeScript.
- [Changelog](https://nino.xgamedev.net/en/docs/v4/changelog.md): What changed in each Nino v4 release: new APIs, fixes, and every change to the bytes Nino writes, newest first.
- [Nino vs Me
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