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csharptest ec5fb9bd68 Fixes based on review 14 yıl önce
benchmarks 7a66a6d3f4 Benchmark data update. 17 yıl önce
build ec5fb9bd68 Fixes based on review 14 yıl önce
keys 7a0797f972 added batch for creating a new key 15 yıl önce
lib 0ce7bed44a Added nuget package configuration. 14 yıl önce
mono 5a80c37842 Moved key file to /keys directory 15 yıl önce
protos 3c6e93283a Completed addition and testing of new add_serializable option. 14 yıl önce
src 0ce7bed44a Added nuget package configuration. 14 yıl önce
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.gitignore 7691473a71 Completion of 3.5 build integration and Lite runtime build changes. 15 yıl önce
.hgignore 2503740153 version 2.3.0.277 15 yıl önce
license.txt 7f419b131d Added license file 16 yıl önce
readme.txt 7f419b131d Added license file 16 yıl önce
todo.txt d965c666ec line-ending-to-crlf 15 yıl önce

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.