Geen omschrijving

csharptest cb7fc65716 Tests and fixes 15 jaren geleden
benchmarks 7a66a6d3f4 Benchmark data update. 17 jaren geleden
lib 64bfac2825 Integrated latest protoc.exe (2.3) and added/updated test protos 15 jaren geleden
mono 1a79d04d25 Mono build file improvements and readme 16 jaren geleden
protos cb7fc65716 Tests and fixes 15 jaren geleden
src cb7fc65716 Tests and fixes 15 jaren geleden
testdata bceed3c198 Commit earlier deletes 17 jaren geleden
.gitignore 64bfac2825 Integrated latest protoc.exe (2.3) and added/updated test protos 15 jaren geleden
ProtocolBuffers.build e495477358 Testing 15 jaren geleden
license.txt 7f419b131d Added license file 15 jaren geleden
readme.txt 7f419b131d Added license file 15 jaren geleden
todo.txt 57599ef16d A few stylistic issues 15 jaren geleden

readme.txt

Welcome to the C# port of Google Protocol Buffers, written by Jon Skeet
(skeet@pobox.com) based on the work of many talented people.

For more information about this port, visit its homepage:
http://protobuf-csharp-port.googlecode.com

For more information about Protocol Buffers in general, visit the
project page for the C++, Java and Python project:
http://protobuf.googlecode.com


Release 0.9.1
-------------

Fix to release 0.9:

- Include protos in binary download
- Fix issue 10: incorrect encoding of packed fields when serialized
size wasn't fetched first


Release 0.9
-----------

Due to popular demand, I have built a version of the binaries to put
on the web site. Currently these are set at assembly version 0.9,
and an assembly file version of 0.9. This should be seen as a mark
of the readiness of the release process more than the stability of
the code. As far as I'm aware, the code itself is perfectly fine: I
certainly have plans for more features particularly around making
code generation simpler, but you should feel confident about the
parsing and serialization of messages produced with this version of
the library. Of course, if you do find any problems, *please* report
them at the web site.

Currently the downloadable release is built with the snk file which
is in the open source library. I am considering having a privately
held key so that you can check that you're building against a
"blessed" release - feedback on this (and any other aspect of the
release process) is very welcome.