WCF绑定使用的序列化的性能测试

Ben*_*Ben 12 .net c# performance wcf wcf-binding

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; }    
}
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这个课程将填充一些测试数据.

我需要比较WCF服务的不同形式的绑定所使用的不同Serializer 的性能:

  • basicHttpBinding => SoapFormatter(TextFormatter?)
  • binaryBinding => BinaryFormatter
  • XMLFormatter

我需要做的是:

  • 到现在为被序列化的对象 的大小
  • 在serizlization后 达到现在的大小
  • 是时候序列化了
  • 是时候反序列化了

我已经尝试了一些东西,但我有点挣扎.也许已经有一些简单的代码用于这种测量.

Mar*_*ell 35

好; 我会咬一口......这里有一些原始的串行器指标(例如:你可能需要考虑base-64/MTOM来获得总体带宽需求,加上WCF添加的固定开销(空间和CPU)); 结果第一:

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
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(所以我总结protobuf-net v2获胜者......)

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
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使用测试装备(使用优化编译,在命令行运行):

(并注意我必须发明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; }
}
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myt*_*thz 20

我还为.NET中的不同序列化器提供了基准测试图,显示@Marc Gravell的二进制protobuf-net序列化器作为明显的赢家.虽然我维护最快的文本序列化程序.NET,它最接近匹配它,并且比.NET中的BCL中的所有序列化程序快得多.

这些基准测试基于Microsoft的Nortwind示例数据库,并显示每个序列化程序与Protobuf-net的比较慢.

ProtoBuf.net(v1)                      1x
ServiceStack TypeSerializer           2.23x
ServiceStack JsonSerializer           2.58x
Microsoft DataContractSerializer      6.93x
NewtonSoft.Json                       7.83x
Microsoft BinaryFormatter             9.21x
Microsoft JsonDataContractSerializer  9.31x
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完整的基准测试可在此处获得

因此,如果您更喜欢/需要使用快速文本序列化器,则可以链接到Service Stack的开源文本序列化器:

顺便说一句,微软的JavaScriptSerializer表现出最差的性能,有时比protobuf-net低40到100倍.拿出来因为他们放慢了我的基准测试:)


myt*_*thz 5

我修改了@ Marc的基准源代码,并为ServiceStack的JSV和JSON Serializers添加了结果以下是我3yo iMac上的结果:

BinaryFormatter
Length: 1313
Serialize: 3959
Deserialize: 3395

XmlSerializer
Length: 1049
Serialize: 1710
Deserialize: 2716

DataContractSerializer
Length: 911
Serialize: 712
Deserialize: 2117

NetDataContractSerializer
Length: 1138
Serialize: 1093
Deserialize: 4825

TypeSerializer
Length: 431
Serialize: 496
Deserialize: 887

JsonSerializer
Length: 507
Serialize: 558
Deserialize: 1213
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以下是我在@ Marc的基准测试中添加的源代码.

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
var sbJsv = new StringBuilder(4096);
using (var sw = new StringWriter(sbJsv))
{
    Console.WriteLine();
    Console.WriteLine(typeof(TypeSerializer).Name);
    TypeSerializer.SerializeToWriter(orig, sw);
    var jsv = sbJsv.ToString();
    Console.WriteLine("Length: " + sbJsv.Length);
    TypeSerializer.DeserializeFromString<Game>(jsv);

    var watch = Stopwatch.StartNew();
    for (int i = 0; i < LOOP; i++)
    {
        sbJsv.Length = 0;
        TypeSerializer.SerializeToWriter(orig, sw);
    }
    watch.Stop();
    Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);

    watch = Stopwatch.StartNew();
    for (int i = 0; i < LOOP; i++)
    {
        TypeSerializer.DeserializeFromString<Game>(jsv);
    }
    watch.Stop();
    Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}

GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
GC.WaitForPendingFinalizers();
var sbJson = new StringBuilder(4096);
using (var sw = new StringWriter(sbJson))
{
    Console.WriteLine();
    Console.WriteLine(typeof(JsonSerializer).Name);
    JsonSerializer.SerializeToWriter(orig, sw);
    var json = sbJson.ToString();
    Console.WriteLine("Length: " + sbJson.Length);
    JsonSerializer.DeserializeFromString<Game>(json);

    var watch = Stopwatch.StartNew();
    for (int i = 0; i < LOOP; i++)
    {
        sbJson.Length = 0;
        JsonSerializer.SerializeToWriter(orig, sw);
    }
    watch.Stop();
    Console.WriteLine("Serialize: " + watch.ElapsedMilliseconds);

    watch = Stopwatch.StartNew();
    for (int i = 0; i < LOOP; i++)
    {
        JsonSerializer.DeserializeFromString<Game>(json);
    }
    watch.Stop();
    Console.WriteLine("Deserialize: " + watch.ElapsedMilliseconds);
}
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注意:我无法得到他用于此的@ Marc的protobuf-net v2 r352 dll,所以我不得不评论protobuf-net基准测试.