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https://github.com/archi-Doc/Tinyhand

Tiny and simple data format/serializer.
https://github.com/archi-Doc/Tinyhand

csharp csharp-sourcegenerator dotnet serializer source-generators

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Tiny and simple data format/serializer.

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README

        

## Tinyhand
![Nuget](https://img.shields.io/nuget/v/Tinyhand) ![Build and Test](https://github.com/archi-Doc/Tinyhand/workflows/Build%20and%20Test/badge.svg)

Tinyhand is a tiny and simple data format/serializer largely based on [MessagePack for C#](https://github.com/neuecc/MessagePack-CSharp) by neuecc, AArnott.

This document may be inaccurate. It would be greatly appreciated if anyone could make additions and corrections.

日本語ドキュメントは[こちら](/doc/README.jp.md)

## Table of Contents

- [Requirements](#requirements)
- [Quick Start](#quick-start)
- [Performance](#performance)
- [Serialization Target](#serialization-target)
- [Readonly and Getter-only](#readonly-and-getter-only)
- [Init-only property and Record type](#init-only-property-and-record-type)
- [Include private members](#include-private-members)
- [Explicit key only](#explicit-key-only)
- [Features](#features)
- [Handling nullable reference types](#handling-nullable-reference-types)
- [Default value](#default-value)
- [Reconstruct](#reconstruct)
- [Reuse Instance](#reuse-instance)
- [Use Service Provider](#use-service-provider)
- [Union](#union)
- [Text Serialization](#text-serialization)
- [Max length](#max-length)
- [Versioning](#versioning)
- [Lock object](#lock-object)
- [Serialization Callback](#serialization-callback)
- [Deep copy](#deep-copy)
- [Built-in supported types](#built-in-supported-types)
- [LZ4 Compression](#lz4-Compression)
- [Non-Generic API](#non-generic-API)
- [Original formatter](#original-formatter)

## Requirements

**Visual Studio 2022** or later for Source Generator V2.

**C# 12** or later for generated codes.

**.NET 8** or later target framework.

## Quick Start

Install Tinyhand using Package Manager Console.

```
Install-Package Tinyhand
```

This is a small sample code to use Tinyhand.

```csharp
using System;
using System.Collections.Generic;
using System.ComponentModel;
using Tinyhand;

namespace ConsoleApp1;

[TinyhandObject] // Annote a [TinyhandObject] attribute.
public partial class MyClass // partial class is required for source generator.
{
// Key attributes take a serialization index (or string name)
// The values must be unique and versioning has to be considered as well.
[Key(0)]
public int Age { get; set; }

[Key(1)]
public string FirstName { get; set; } = string.Empty;

[Key(2)]
[DefaultValue("Doe")] // If there is no corresponding data, the default value is set.
public string LastName { get; set; } = string.Empty;

// All fields or properties that should not be serialized must be annotated with [IgnoreMember].
[IgnoreMember]
public string FullName { get { return FirstName + LastName; } }

[Key(3)]
public List Friends { get; set; } = default!; // Non-null value will be set by TinyhandSerializer.

[Key(4)]
public int[]? Ids { get; set; } // Nullable value will be set null.

public MyClass()
{
// this.Reconstruct(TinyhandSerializerOptions.Standard); // optional: Call Reconstruct() to actually create instances of members.
}
}

[TinyhandObject]
public partial class EmptyClass
{
}

class Program
{
static void Main(string[] args)
{
// TinyhandModule_ConsoleApp1.Initialize(); // Initialize() method is required on some platforms (e.g Xamarin, Native AOT) which does not support ModuleInitializer attribute.

var myClass = new MyClass() { Age = 10, FirstName = "hoge", LastName = "huga", };
var b = TinyhandSerializer.Serialize(myClass);
var myClass2 = TinyhandSerializer.Deserialize(b);

b = TinyhandSerializer.Serialize(new EmptyClass()); // Empty data
var myClass3 = TinyhandSerializer.Deserialize(b); // Create an instance and set non-null values of the members.

var myClassRecon = TinyhandSerializer.Reconstruct(); // Create a new instance whose members have default values.
}
}
```

## Performance

Simple benchmark with [protobuf-net](https://github.com/protobuf-net/protobuf-net), [MessagePack for C#](https://github.com/neuecc/MessagePack-CSharp) and [MemoryPack](https://github.com/Cysharp/MemoryPack).

Tinyhand is quite fast and since it is based on Source Generator, it does not take time for dynamic code generation.

| Method | Mean | Error | StdDev | Median | Gen0 | Allocated |
|----------------------------- |------------:|---------:|---------:|------------:|-------:|----------:|
| SerializeProtoBuf | 401.90 ns | 1.847 ns | 9.089 ns | 397.35 ns | 0.0973 | 408 B |
| SerializeMessagePack | 170.99 ns | 0.365 ns | 1.865 ns | 171.32 ns | 0.0134 | 56 B |
| SerializeMemoryPack | 112.48 ns | 0.996 ns | 5.054 ns | 110.51 ns | 0.0229 | 96 B |
| SerializeTinyhand | 80.51 ns | 0.104 ns | 0.524 ns | 80.72 ns | 0.0134 | 56 B |
| DeserializeProtoBuf | 689.49 ns | 1.435 ns | 7.297 ns | 686.76 ns | 0.0763 | 320 B |
| DeserializeMessagePack | 288.63 ns | 0.306 ns | 1.556 ns | 288.71 ns | 0.0668 | 280 B |
| DeserializeMemoryPack | 124.30 ns | 0.367 ns | 1.895 ns | 123.35 ns | 0.0668 | 280 B |
| DeserializeTinyhand | 145.02 ns | 1.230 ns | 6.186 ns | 149.17 ns | 0.0668 | 280 B |
| SerializeMessagePackString | 178.74 ns | 0.286 ns | 1.446 ns | 178.45 ns | 0.0153 | 64 B |
| SerializeTinyhandString | 128.12 ns | 0.196 ns | 0.986 ns | 127.69 ns | 0.0153 | 64 B |
| SerializeTinyhandUtf8 | 650.83 ns | 0.720 ns | 3.589 ns | 650.99 ns | 0.0916 | 384 B |
| SerializeJsonUtf8 | 495.27 ns | 1.119 ns | 5.672 ns | 495.46 ns | 0.0954 | 400 B |
| DeserializeMessagePackString | 286.31 ns | 1.621 ns | 8.287 ns | 281.30 ns | 0.0668 | 280 B |
| DeserializeTinyhandString | 175.70 ns | 0.531 ns | 2.624 ns | 175.77 ns | 0.0744 | 312 B |
| DeserializeTinyhandUtf8 | 1,319.04 ns | 1.088 ns | 5.512 ns | 1,321.51 ns | 0.1526 | 640 B |
| DeserializeJsonUtf8 | 1,045.53 ns | 1.286 ns | 6.574 ns | 1,047.47 ns | 0.2232 | 936 B |

## Pitfalls

### ModuleInitializer

Some AOT platforms (e.g Xamarin, Native AOT) currently does not support `ModuleInitializer` attribute.

Tinyhand use `ModuleInitializer` attribute to load generated formatters, so you need to call `Initialize()` method manually on these platforms.

```csharp
// Add this code before the first use of Tinyhand.
TinyhandModule_YourAssemblyName.Initialize(); // Assembly name is necessary to avoid name conflict in multiple assemblies.
```

## Serialization Target

All public members are serialization targets by default. You need to add `Key` attributes to public members unless `ImplicitKeyAsName` is set to true.

```csharp
[TinyhandObject]
public partial class DefaultBehaviourClass
{
[Key(0)]
public int X; // Key required

public int Y { get; private set; } // Not required since it's private setter.

[Key(1)]
private int Z; // By adding the Key attribute, You can add a private member to the serialization target.
}

[TinyhandObject(ImplicitKeyAsName = true)]
public partial class KeyAsNameClass
{
public int X; // Serialized with the key "X"

public int Y { get; private set; } // Not a serialization target (due to the private setter)

[Key("Z")]
private int Z; // Serialized with the key "Z"

[KeyAsName]
public int A; // Use the member name as the key "A".
}
```

### Readonly and Getter-only

Readonly fields is not serialization target by default.

By explicitly adding a `Key` attribute, you can make it a serialization target.

**`unsafe` compiler option is required to serialize readonly fields.**

```csharp
[TinyhandObject]
public partial class ReadonlyGetteronlyClass
{
[Key(0)]
public readonly int X; // `unsafe` required.

[Key(1)]
public int Y { get; } = 0; // Error!
}
```

Getter-only property is not supported.

### Init-only property and Record type

Init-only property and ```record``` type are supported.

```csharp
[TinyhandObject]
public partial record RecordClass // Partial record required.
{// Default constructor is not required for record types.
[Key(0)]
public int X { get; init; }

[Key(1)]
public string A { get; init; } = default!;
}

[TinyhandObject(ImplicitKeyAsName = true)] // Short version, but string key is a bit slower than integer key.
public partial record RecordClass2(int X, string A);
```

### Include private members

By setting `IncludePrivateMembers` to true, you can add private and protected members to the serialization target.

```csharp
[TinyhandObject(IncludePrivateMembers = true)]
public partial class IncludePrivateClass
{
[Key(0)]
public int X; // Key required

[Key(1)]
public int Y { get; private set; } // Key required

[IgnoreMember]
private int Z; // Add the IgnoreMember attribute to exclude from serialization targets.
}
```

### Explicit key only

By setting `ExplicitKeyOnly` to true, only members with the Key attribute will be serialized.

```csharp
[TinyhandObject(ExplicitKeyOnly = true)]
public partial class ExplicitKeyClass
{
public int X; // Not serialized (no error message).

[Key(0)]
public int Y; // Serialized
}
```

## Features

### Handling nullable reference types

Tinyhand tries to handle nullable/non-nullable reference types properly.

```csharp
[TinyhandObject(ImplicitKeyAsName = true)]
public partial class NullableTestClass
{
public int Int { get; set; } = default!; // 0

public int? NullableInt { get; set; } = default!; // null

public string String { get; set; } = default!;
// If this value is null, Tinyhand will automatically change the value to string.Empty.

public string? NullableString { get; set; } = default!;
// This is nullable type, so the value remains null.

public NullableSimpleClass SimpleClass { get; set; } = default!; // new SimpleClass()

public NullableSimpleClass? NullableSimpleClass { get; set; } = default!; // null

public NullableSimpleClass[] Array { get; set; } = default!; // new NullableSimpleClass[0]

public NullableSimpleClass[]? NullableArray { get; set; } = default!; // null

public NullableSimpleClass[] Array2 { get; set; } = new NullableSimpleClass[] { new NullableSimpleClass(), null! };
// null! will be change to a new instance.

public Queue Queue { get; set; } = new(new NullableSimpleClass[] { null!, null!, });
// null! remains null because it loses information whether it is nullable or non-nullable in C# generic methods.
}

[TinyhandObject]
public partial class NullableSimpleClass
{
[Key(0)]
public double Double { get; set; }
}

public class NullableTest
{
public void Test()
{
var t = new NullableTestClass();
var t2 = TinyhandSerializer.Deserialize(TinyhandSerializer.Serialize(t));
}
}
```

### Default value

You can specify the default value for a member using `DefaultValueAttribute `(System.ComponentModel).

If the serialized data does not have a matching data for a member, Tinyhand will set the default value for that member.

Primitive types (`bool`, `sbyte`, `byte`, `short`, `ushort`, `int`, `uint`, `long`, `ulong`, `float`, `double`, `decimal`, `string`, `char`, `enum`) are supported.

```csharp
[TinyhandObject(ImplicitKeyAsName = true)]
public partial class DefaultTestClass
{
[DefaultValue(true)]
public bool Bool { get; set; }

[DefaultValue(77)]
public int Int { get; set; }

[DefaultValue("test")]
public string String { get; set; }

[DefaultValue("Test")] // Default value for TinyhandObject is supported.
public DefaultTestClassName NameClass { get; set; }
}

[TinyhandObject(ImplicitKeyAsName = true)]
public partial class StringEmptyClass
{
}

[TinyhandObject]
public partial class DefaultTestClassName
{
public DefaultTestClassName()
{

}

public void SetDefault(string name)
{// To receive the default value, SetDefault() is required.
// Constructor -> SetDefault -> Deserialize or Reconstruct
this.Name = name;
}

public string Name { get; private set; }
}

public class DefaultTest
{
public void Test()
{
var t = new StringEmptyClass();
var t2 = TinyhandSerializer.Deserialize(TinyhandSerializer.Serialize(t));
}
}
```

You can skip serializing values if the value is identical to the default value, by using `[TinyhandObject(SkipSerializingDefaultValue = true)]`.

### Reconstruct

Tinyhand creates an instance of a member variable even if there is no matching data. By adding `[Reconstruct(false)]` or `[Reconstruct(true)]` to member attributes, you can change the behavior of whether an instance is created or not.

```csharp
[TinyhandObject(ImplicitKeyAsName = true)]
public partial class ReconstructTestClass
{
[DefaultValue(12)]
public int Int { get; set; } // 12

public EmptyClass EmptyClass { get; set; } = default!; // new()

[Reconstruct(false)]
public EmptyClass EmptyClassOff { get; set; } = default!; // null

public EmptyClass? EmptyClass2 { get; set; } // null

[Reconstruct(true)]
public EmptyClass? EmptyClassOn { get; set; } // new()

/* Error. A class to be reconstructed must have a default constructor.
[IgnoreMember]
[Reconstruct(true)]
public ClassWithoutDefaultConstructor WithoutClass { get; set; }*/

[IgnoreMember]
[Reconstruct(true)]
public ClassWithDefaultConstructor WithClass { get; set; } = default!;
}

public class ClassWithoutDefaultConstructor
{
public string Name = string.Empty;

public ClassWithoutDefaultConstructor(string name)
{
this.Name = name;
}
}

public class ClassWithDefaultConstructor
{
public string Name = string.Empty;

public ClassWithDefaultConstructor(string name)
{
this.Name = name;
}

public ClassWithDefaultConstructor()
: this(string.Empty)
{
}
}
```

If you don't want to create an instance with default behavior, set `ReconstructMember` of `TinyhandObject` to false ` [TinyhandObject(ReconstructMember = false)]`.

### Reuse Instance

Tinyhand will reuse an instance if its members have valid values. The type of the instance to be reused must have a `TinyhandObject` attribute.

By adding `[Reuse(true)]` or `[Reuse(false)]` to member attributes, you can change the behavior of whether an instance is reused or not.

```csharp
[TinyhandObject(ReuseMember = true)]
public partial class ReuseTestClass
{
[Key(0)]
[Reuse(false)]
public ReuseObject ObjectToCreate { get; set; } = new("create");

[Key(1)]
public ReuseObject ObjectToReuse { get; set; } = new("reuse");

[IgnoreMember]
public bool Flag { get; set; } = false;
}

[TinyhandObject(ImplicitKeyAsName = true)]
public partial class ReuseObject
{
public ReuseObject()
: this(string.Empty)
{
}

public ReuseObject(string name)
{
this.Name = name;
this.Length = name.Length;
}

[IgnoreMember]
public string Name { get; set; } // Not a serialization target

public int Length { get; set; }
}

public class ReuseTest
{
public void Test()
{
var t = new ReuseTestClass();
t.Flag = true;
// t2.Flag == true
// t2.ObjectToCreate.Name == "create", t2.ObjectToCreate.Length == 6
// t2.ObjectToReuse.Name == "reuse", t2.ObjectToReuse.Length == 5

var t2 = TinyhandSerializer.Deserialize(TinyhandSerializer.Serialize(t)); // Reuse member
// t2.Flag == false
// t2.ObjectToCreate.Name == "", t2.ObjectToCreate.Length == 6 // Note that Name is not a serialization target.
// t2.ObjectToReuse.Name == "reuse", t2.ObjectToReuse.Length == 5

t2 = TinyhandSerializer.DeserializeWith(t, TinyhandSerializer.Serialize(t)); // Reuse ReuseTestClass
// t2.Flag == true
// t2.ObjectToCreate.Name == "", t2.ObjectToCreate.Length == 6
// t2.ObjectToReuse.Name == "reuse", t2.ObjectToReuse.Length == 5

var reader = new Tinyhand.IO.TinyhandReader(TinyhandSerializer.Serialize(t));
t.Deserialize(ref reader, TinyhandSerializerOptions.Standard); ; // Same as above
}
}
```

If you don't want to reuse an instance with default behavior, set `ReuseMember` of `TinyhandObject` to false ` [TinyhandObject(ReuseMember = false)]`.

### Use Service Provider

By default, Tinyhand requires default constructor for deserialization.

```csharp
[TinyhandObject]
public partial class SomeClass
{
public SomeClass(ISomeService service)
{
}
}
```

Above code causes an exception during source code generation since Tinyhand doesn't know how to create an instance.

By setting `TinyhandSerializer.ServiceProvider`and `UseServiceProvider` to true, Tinyhand can create an instance without default constructor.

```csharp
[TinyhandObject(UseServiceProvider = true)]
public partial class SomeClass
{
public SomeClass(ISomeService service)
{
}
}
```

```csharp
TinyhandSerializer.ServiceProvider = someContainer;
var c = TinyhandSerializer.Deserialize(b);
```

### Union

Tinyhand supports serializing interface-typed and abstract class-typed objects. It behaves like `XmlInclude` or `ProtoInclude`. In Tinyhand these are called `Union`. Only interfaces and abstracts classes are allowed to be annotated with `TinyhandUnion` attributes. Unique union keys (`int`) are required.

```csharp
// Annotate inheritance types
[TinyhandUnion(0, typeof(UnionTestClassA))]
[TinyhandUnion(1, typeof(UnionTestClassB))]
public interface IUnionTestInterface
{
void Print();
}

[TinyhandObject]
public partial class UnionTestClassA : IUnionTestInterface
{
[Key(0)]
public int X { get; set; }

public void Print() => Console.WriteLine($"A: {this.X.ToString()}");
}

[TinyhandObject]
public partial class UnionTestClassB : IUnionTestInterface
{
[Key(0)]
public string Name { get; set; } = default!;

public virtual void Print() => Console.WriteLine($"B: {this.Name}");
}

public static class UnionTest
{
public static void Test()
{
var classA = new UnionTestClassA() { X = 10, };
var classB = new UnionTestClassB() { Name = "test", };

var b = TinyhandSerializer.Serialize((IUnionTestInterface)classA);
var i = TinyhandSerializer.Deserialize(b);
i?.Print(); // A: 10

b = TinyhandSerializer.Serialize((IUnionTestInterface)classB);
i = TinyhandSerializer.Deserialize(b);
i?.Print(); // B: test
}
}
```

Please be mindful that you cannot reuse the same keys in derived types that are already present in the parent type, as internally a single flat array or map will be used and thus cannot have duplicate indexes/keys.

### Text Serialization

Tinyhand can serialize an object to Tinyhand text format .

```csharp
// Serialize an object to string (UTF-16 text) and deserialize from it.
var myClass = new MyClass() { Age = 10, FirstName = "hoge", LastName = "huga", };
var st = TinyhandSerializer.SerializeToString(myClass);
var myClass2 = TinyhandSerializer.DeserializeFromString(st);
```

The result is

```
{
10, "hoge", "huga", null, null
}
```

UTF-8 version is available.

```csharp
var utf8 = TinyhandSerializer.SerializeToUtf8(myClass);
var myClass3 = TinyhandSerializer.DeserializeFromUtf8(utf8);
```

Text Serialization is optional because it is 5 to 8 times slower than binary serialization.

### Max length

You can set the maximum length of members by adding `MaxLength` attribute and setting `AddProperty` of `Key` attribute.

```csharp
[TinyhandObject]
public partial record MaxLengthClass
{
[Key(0, AddProperty = "Name")] // "Name" property will be created.
[MaxLength(3)] // The maximum length of Name property.
private string name = default!;

[Key(1, AddProperty = "Ids")]
[MaxLength(2)]
private int[] id = default!;

[Key(2, AddProperty = "Tags")]
[MaxLength(2, 3)] // The maximum length of an array and length of a string.
private string[] tags = default!;

public override string ToString()
=> $"""
Name: {this.Name}
Ids: {string.Join(',', this.Ids)}
Tags: {string.Join(',', this.Tags)}
""";
}

public static class MaxLengthTest
{
public static void Test()
{
var c = new MaxLengthClass();
c.Name = "ABCD"; // "ABC"
c.Ids = new int[] { 0, 1, 2, 3 }; // 0, 1,
c.Tags = new string[] { "aaa", "bbbb", "cccc" }; // "aaa", "bbb",

Console.WriteLine(c.ToString());
Console.WriteLine();

var st = TinyhandSerializer.SerializeToString(c);
st = """ "ABCD", {0, 1, 2, 3}, {"aaa", "bbbb", "cccc"} """;
var c2 = TinyhandSerializer.DeserializeFromString(st);

Console.WriteLine(c2!.ToString());
Console.WriteLine();
}
}
```

### Versioning

Tinyhand serializer is version tolerant. If you serialize a version 1 object and deserialize it as version 2, the new members will be set to their default values. In the opposite direction, if you serialize a version 2 object and deserialize it as version 1, the new members will just be ignored.

```csharp
[TinyhandObject]
public partial class VersioningClass1
{
[Key(0)]
public int Id { get; set; }

public override string ToString() => $" Version 1, ID: {this.Id}";
}

[TinyhandObject]
public partial class VersioningClass2
{
[Key(0)]
public int Id { get; set; }

[Key(1)]
[DefaultValue("John")]
public string Name { get; set; } = default!;

public override string ToString() => $" Version 2, ID: {this.Id} Name: {this.Name}";
}

public static class VersioningTest
{
public static void Test()
{
var v1 = new VersioningClass1() { Id = 1, };
Console.WriteLine("Original Version 1:");
Console.WriteLine(v1.ToString());// Version 1, ID: 1

var v12 = TinyhandSerializer.Deserialize(TinyhandSerializer.Serialize(v1))!;
Console.WriteLine("Serialize v1 and deserialize as v2:");
Console.WriteLine(v12.ToString());// Version 2, ID: 1 Name: John (Default value is set)

Console.WriteLine();

var v2 = new VersioningClass2() { Id = 2, Name = "Fuga", };
Console.WriteLine("Original Version 2:");
Console.WriteLine(v2.ToString());// Version 2, ID: 2 Name: Fuga

var v21 = TinyhandSerializer.Deserialize(TinyhandSerializer.Serialize(v2))!;
Console.WriteLine("Serialize v2 and deserialize as v1:");
Console.WriteLine(v21.ToString());// Version 1, ID: 2 (Name ignored)
}
}
```

### Lock object

To acquire a mutual-exclusion lock during serialization and deserialization, add a `LockObject` property.

```csharp
[TinyhandObject(LockObject = "syncObject")]
public partial class LockObjectClass
{
[Key(0)]
public int X { get; set; }

private object syncObject = new();
}
```

Generated code is

```csharp
static void ITinyhandSerialize.Serialize(ref TinyhandWriter writer, scoped ref LockObjectClass? v, TinyhandSerializerOptions options)
{
if (v == null)
{
writer.WriteNil();
return;
}

lock (v.syncObject)
{
if (!options.IsSignatureMode) writer.WriteArrayHeader(1);
writer.Write(v.X);
}
}
```

### Serialization Callback

Objects implementing the `ITinyhandSerializationCallback` interface will receive `OnBeforeSerialize` and `OnAfterDeserialize` calls during serialization/deserialization.

```csharp
[TinyhandObject]
public partial class SampleCallback : ITinyhandSerializationCallback
{
[Key(0)]
public int Key { get; set; }

public void OnBeforeSerialize()
{
Console.WriteLine("OnBefore");
}

public void OnAfterDeserialize()
{
Console.WriteLine("OnAfter");
}
}
```

### Deep copy

You can easily create a deep copy of the object by simply writing this code `TinyhandSerializer.Clone(obj)`.

```csharp
[TinyhandObject(ExplicitKeyOnly = true)]
public partial class DeepCopyClass
{
public int Id { get; set; }

public string[] Name { get; set; } = new string[] { "A", "B", };

public UnknownClass? UnknownClass { get; set; }

public KnownClass? KnownClass { get; set; }
}

public class UnknownClass
{
}

[TinyhandObject]
public partial class KnownClass
{
[Key(0)]
public float?[] Single { get; init; } = new float?[] { 0, 1, null, };
}

public static class DeepCopyTest
{
public static void Test()
{
var c = new DeepCopyClass();
c.UnknownClass = new();
c.KnownClass = new();

var d = TinyhandSerializer.Clone(c);
c.Name[1] = "C";
Debug.Assert(c.Name[1] != d.Name[1]); // c.Name and d.Name are different since d is a deep copy.
Debug.Assert(d.UnknownClass == null); // UnknownClass is ignored since Tinyhand doesn't know how to create a deep copy of UnknownClass.
Debug.Assert(d.KnownClass != null); // Tinyhand can handle a class with TinyhandObjectAttribute.

var e = TinyhandSerializer.Deserialize(TinyhandSerializer.Serialize(c)); // Almost the same as above, but Clone() is much faster.
}
}
```

`TinyhandSerializer.Clone(obj)` is almost the same as `TinyhandSerializer.Deserialize(TinyhandSerializer.Serialize(obj))`, but `Clone()` is much faster.

| Method | Mean | Error | StdDev | Median | Gen 0 | Gen 1 | Gen 2 | Allocated |
| -------------------------- | --------: | -------: | -------: | --------: | -----: | ----: | ----: | --------: |
| Clone_Raw | 38.74 ns | 0.312 ns | 0.448 ns | 38.66 ns | 0.0421 | - | - | 176 B |
| Clone_SerializeDeserialize | 282.87 ns | 3.473 ns | 4.636 ns | 278.95 ns | 0.0534 | - | - | 224 B |
| Clone_Clone | 48.72 ns | 1.020 ns | 1.397 ns | 48.86 ns | 0.0421 | - | - | 176 B |

### Built-in supported types

These types can serialize by default:

* Primitives (`int`, `string`, etc...), `Enum`s, `Nullable<>`, `Lazy<>`

* `TimeSpan`, `DateTime`, `DateTimeOffset`

* `Guid`, `Uri`, `Version`, `StringBuilder`

* `BigInteger`, `Complex`

* `Array[]`, `Array[,]`, `Array[,,]`, `Array[,,,]`, `ArraySegment<>`, `BitArray`

* `KeyValuePair<,>`, `Tuple<,...>`, `ValueTuple<,...>`

* `ArrayList`, `Hashtable`

* `List<>`, `LinkedList<>`, `Queue<>`, `Stack<>`, `HashSet<>`, `ReadOnlyCollection<>`, `SortedList<,>`

* `IList<>`, `ICollection<>`, `IEnumerable<>`, `IReadOnlyCollection<>`, `IReadOnlyList<>`

* `Dictionary<,>`, `IDictionary<,>`, `SortedDictionary<,>`, `ILookup<,>`, `IGrouping<,>`, `ReadOnlyDictionary<,>`, `IReadOnlyDictionary<,>`

* `ObservableCollection<>`, `ReadOnlyObservableCollection<>`

* `ISet<>`,

* `ConcurrentBag<>`, `ConcurrentQueue<>`, `ConcurrentStack<>`, `ConcurrentDictionary<,>`

* Immutable collections (`ImmutableList<>`, etc)

* Custom implementations of `ICollection<>` or `IDictionary<,>` with a parameterless constructor

* Custom implementations of `IList` or `IDictionary` with a parameterless constructor

### LZ4 Compression

Tinyhand has LZ4 compression support.

```csharp
var b = TinyhandSerializer.Serialize(myClass, TinyhandSerializerOptions.Lz4);
var myClass2 = TinyhandSerializer.Deserialize(b, TinyhandSerializerOptions.Standard.WithCompression(TinyhandCompression.Lz4)); // Same as TinyhandSerializerOptions.Lz4
```

### Non-Generic API

```csharp
var myClass = (MyClass)TinyhandSerializer.Reconstruct(typeof(MyClass));
var b = TinyhandSerializer.Serialize(myClass.GetType(), myClass);
var myClass2 = TinyhandSerializer.Deserialize(typeof(MyClass), b);
```

## Custom formatter

To create an custom formatter:
1. Create a formatter and register it with **BuiltinResolver**.

2. Source generator needs to be informed that the formatter exists. Register it with **FormatterResolver**.

Principles for creating a custom formatter:

- To improve performance, consider encapsulating everything within a single element (such as Binary).
- If splitting into multiple elements, use **Array** or **Map**. Simply listing elements can lead to data structure corruption when Arrays or Maps are used at a higher level.

```csharp
public sealed class IPEndPointFormatter : ITinyhandFormatter
{
public static readonly IPEndPointFormatter Instance = new IPEndPointFormatter();

public void Serialize(ref TinyhandWriter writer, IPEndPoint? value, TinyhandSerializerOptions options)
{// Nil or Bin8(Address, Port(4))
if (value == null)
{
writer.WriteNil();
return;
}

var span = writer.GetSpan(32);
if (value.Address.TryWriteBytes(span.Slice(2), out var written))
{
span[0] = MessagePackCode.Bin8;
span[1] = (byte)(written + 4); // Address + Port(4)
BitConverter.TryWriteBytes(span.Slice(2 + written), value.Port);
writer.Advance(2 + written + 4);
}
else
{
writer.WriteNil();
return;
}
}

public IPEndPoint? Deserialize(ref TinyhandReader reader, TinyhandSerializerOptions options)
{
if (!reader.TryReadBytes(out var span) ||
span.Length < 4)
{
return null;
}

var port = BitConverter.ToInt32(span.Slice(span.Length - 4));
return new IPEndPoint(new IPAddress(span.Slice(0, span.Length - 4)), port);
}

public IPEndPoint Reconstruct(TinyhandSerializerOptions options)
{
return new IPEndPoint(IPAddress.None, 0);
}

public IPEndPoint? Clone(IPEndPoint? value, TinyhandSerializerOptions options) => value == null ? null : new IPEndPoint(new IPAddress(value.Address.GetAddressBytes()), value.Port);
}
```