#php xml to json without attributes
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SimpleXMLElement returns empty object resolved
SimpleXMLElement returns empty object resolved
Hello buddy, I hope you are doing well in this article we will learn about how we can convert XML to JSON, I know when you are trying to convert XML to JSON you get an empty object. But we have the solution, on how to convert XML to JSON via PHP. Look for the below XML response. <?xml version="1.0" encoding="UTF-8"?> <sEnvelope xmlns:a="http://www.w3.org/2005/08/addressing"…
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Sqlite For Mac Os X
Sqlite For Mac Os X El Capitan
Sqlite Viewer Mac
Sqlite Mac Os X Install
If you are looking for an SQLite Editor in the public domain under Creative Commons license or GPL (General Public License) i.e. for free commercial or non-commercial use. Then here is a shortlist of the SQLite Editor that is available on the web for free download.
SQLite is famous for its great feature zero-configuration, which means no complex setup or administration is needed. This chapter will take you through the process of setting up SQLite on Windows, Linux and Mac OS X. Install SQLite on Windows. Step 1 − Go to SQLite download page, and download precompiled binaries from Windows section. Core Data is an object graph and persistence framework provided by Apple in the macOS and iOS operating systems.It was introduced in Mac OS X 10.4 Tiger and iOS with iPhone SDK 3.0. It allows data organized by the relational entity–attribute model to be serialized into XML, binary, or SQLite stores. The data can be manipulated using higher level objects representing entities. Requirements: Free, ideally open source Browse schema, data. Run queries Bonus if updated in near real time when the file is. SQLite viewer for Mac OS X. Ask Question Asked 5 years, 10 months ago. Active 4 years, 3 months ago. Viewed 504 times 3. I need to inspect an SQLite file on Mac. Since I develop on Windows, Linux and OS X, it helps to have the same tools available on each. I also tried SQLite Admin (Windows, so irrelevant to the question anyway) for a while, but it seems unmaintained these days, and has the most annoying hotkeys of any application I've ever used - Ctrl-S clears the current query, with no hope of undo.
These software work on macOS, Windows, Linux and most of the Unix Operating systems.
SQLite is the server. The SQLite library reads and writes directly to and from the database files on disk. SQLite is used by Mac OS X software such as NetNewsWire and SpamSieve. When you download SQLite and build it on a stock Mac OS X system, the sqlite tool has a.
1. SQLiteStudio
Link : http://sqlitestudio.pl/
SQLiteStudio Database manager has the following features :
A small single executable Binary file, so there is need to install or uninstall.
Open source and free - Released under GPLv2 licence.
Good UI with SQLite3 and SQLite2 features.
Supports Windows 9x/2k/XP/2003/Vista/7, Linux, MacOS X, Solaris, FreeBSD and other Unix Systems.
Language support : English, Polish, Spanish, German, Russian, Japanese, Italian, Dutch, Chinese,
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2. Sqlite Expert
Link : http://www.sqliteexpert.com/download.html
SQLite Expert though not under public domain, but its free for commercial use and is available in two flavours.
a. Personal Edition
Sqlite For Mac Os X El Capitan
It is free for personal and commercial use but, covers only basic SQLite features.
But its a freeware and does not have an expiration date.
b. Professional Edition
It is for $59 (onetime fee, with free lifetime updates )
It covers In-depth SQLite features.
But its a freeware and does not have an expiration date.
Features :
Visual SQL Query Builder : with auto formatting, sql parsing, analysis and syntax highlighting features.
Powerful restructure capabilities : Restructure any complex table without losing data.
Import and Export data : CSV files, SQL script or SQLite. Export data to Excel via clipboard.
Data editing : using powerful in-place editors
Image editor : JPEG, PNG, BMP, GIF and ICO image formats.
Full Unicode Support.
Support for encrypted databases.
Lua and Pascal scripting support.
3. Database Browser for SQLite
Link : http://sqlitebrowser.org/
Database Browser for SQLite is a high quality, visual, open source tool to create, design, and edit database files compatible with SQLite.
Database Browser for SQLite is bi-licensed under the Mozilla Public License Version 2, as well as the GNU General Public License Version 3 or later.
You can modify or redistribute it under the conditions of these licenses.
Features :
You can Create, define, modify and delete tables
You can Create, define and delete indexes
You can Browse, edit, add and delete records
You can Search records
You can Import and export records as
You can Import and export tables from/to text, CSV, SQL dump files
You can Issue SQL queries and inspect the results
You can See Log of all SQL commands issued by the application
4. SQLite Manager for Firefox Browser
Link : https://addons.mozilla.org/en-US/firefox/addon/sqlite-manager/
This is an addon plugin for Firefox Browser,
Features :
Manage any SQLite database on your computer.
An intuitive hierarchical tree showing database objects.
Helpful dialogs to manage tables, indexes, views and triggers.
You can browse and search the tables, as well as add, edit, delete and duplicate the records.
Facility to execute any sql query.
The views can be searched too.
A dropdown menu helps with the SQL syntax thus making writing SQL easier.
Easy access to common operations through menu, toolbars, buttons and context-menu.
Export tables/views/database in csv/xml/sql format. Import from csv/xml/sql (both UTF-8 and UTF-16).
Possible to execute multiple sql statements in Execute tab.
You can save the queries.
Support for ADS on Windows
Sqlite Viewer Mac
More Posts related to Mac-OS-X,
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Sqlite Mac Os X Install
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WebStorm 2020.3.2 Crack With Torrent + License Key [Latest 2021]
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Programmatically Discovering Sharing Code With oEmbed
Programmatically Discovering Sharing Code With oEmbed
Drew McLellan
2019-11-26T11:00:00+00:002019-11-26T12:06:06+00:00
The web is full of services that host rich content such as videos, images, music and podcasts, maps and graphs, and all manner of different delights. Chances are, when you add your content to a site, it will offer you a way to embed that content in a web page somewhere else.
Sites like YouTube have their own embeddable player that is popular to use in blog posts and even product pages. Soundcloud has code for embedding their music player in your band’s website. Charity fundraisers might upload the route of their big race to a site like Strava, and want to share it on their fundraising site to show their sponsors.
All this is done by finding that Share option on the hosting site and copying out some code that is normally a mix of HTML and JavaScript. That code can then usually be pasted into the destination page, and the hosting site will present a rich representation of the content for all your friends, customers and contacts to see.
So far, so good, and this covers the option for the manual embedding of content pretty well. There is a distinct second use-case however, where the outcome is the same but the route to it is very different.
Sharing Programmatically
Let’s imagine you’re building an app or site that accepts content from a user. That could be something as simple as a basic intranet page for staff to share news with coworkers, or something massive like a whole social network where people can sign up and start posting.
In both cases, you need to work out what to do if the user adds a URL as part of that content. You can imagine the scenario:
Check out this video! https://youtu.be/jw7bRnFbwAI
At this point, as a publishing system, you need to figure out what to do. The first option is to do nothing, and just leave the URL as plain text. That’s not a brilliant idea, as users will generally want to click on the URL and plain text won’t help them get to the page at the other end.
The second option is to turn it into a link. That’s a good solid next step, as users can follow the link and get to the content. But in doing so, they leave your site and might not come back in a hurry.
The best user experience might be to be able to fetch the player for that content and embed it right there instead of just the URL. That would enable users to experience the content right within your site, much like they would on Facebook, for example.
This poses the problem. Given a URL, how can I turn that into the HTML/JavaScript embed code needed to show a rich player on the page?
If it’s a known site like YouTube, I could write some code that uses the YouTube API to fetch the video information and get or build the embed code that way. I could do the same for other video services like Vimeo and VIVO. I can write code to recognize Flickr and Instagram URLs and use their APIs to fetch nice embeddable versions of photographs. And the same for Twitter and tweets. But this is sounding like a lot of work!
What would be ideal is if there was a standardized way of getting from a URL of a piece of content to a block of embed code to show that content on a page. If you’ve been paying attention, you’ll realize that the answer to that is oEmbed.
The Origin Of oEmbed
This was exactly the problem Leah Culver had while working on Pownce (a truly innovative social networking site that was the Betamax to Twitter’s VHS). Pownce wanted to embed rich representations of content into a user’s update stream, but didn’t want to limit support to only the services they’d specifically written code to integrate with. At dinner with colleague Mike Malone, as well as Cal Henderson (who led engineering at Flickr — one of the major providers of such content at the time) and Richard Crowley, they together hashed out an idea for an open standard for getting embed code from a URL. Henderson went away and drafted something up based on the discussion, and oEmbed was born.
Using oEmbed
Here’s how it works.
It starts with the URL that points to a single item of content. That might be a YouTube video, an image, or whatever. Typically this will have been provided by a user of your site or app as part of some content they wish to publish. The first step is to fetch the content of the page at that URL, which should be an HTML page.
If the site hosting the content supports oEmbed, in the <head> section of that page there should be a link element with an oembed content type:
<link rel="alternate" type="application/json+oembed" href="http://www.youtube.com/oembed?url=https%3A%2F%2Fyoutu.be%2Fjw7bRnFbwAI&format=json" title="Inclusive Components with Heydon Pickering" />
A note about XML: oEmbed supports responses in both XML and JSON format. For this article, I’m only considering JSON, because we’re not savages. If you’re in the unfortunate position to need to work with XML, be aware that it is a supported format with the oEmbed spec, although you may find that some providers only offer JSON responses.
This link tag as the rel attribute set to alternate and a type set to either application/json+oembed or text/xml+oembed. It’s this attribute that clues us into the fact that the URL given in the href is actually an oEmbed API endpoint for retrieving the details of the content.
That URL will have usually two parameters: url and format.
Parameter Value url (required) The URL-encoded web address of the content item format The format you’d like the response in. One of either json or xml
Common URL parameters for the initial consumer request
The full specification goes into much more detail here (and you should reference that if creating your own implementation) but these are the two parameters you’ll likely see the most.
So, we’ve got a URL, fetched the page, found an oEmbed link tag with another URL for an API endpoint. Next, we request that new URL, and that returns all the information the service has to provide about that piece of content.
{ "author_name": "Smashing Magazine", "width": 480, "title": "Smashing TV: Inclusive Components with Heydon Pickering (Nov 7th 2019)", "provider_name": "YouTube", "height": 270, "html": "<iframe width=\"480\" height=\"270\" src=\"https://www.youtube.com/embed/jw7bRnFbwAI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen></iframe>", "provider_url": "https://www.youtube.com/", "thumbnail_url": "https://i.ytimg.com/vi/jw7bRnFbwAI/hqdefault.jpg", "type": "video", "thumbnail_height": 360, "author_url": "https://www.youtube.com/channel/UCSDtqcJ8ZXviPrEcj1vuLiQ", "version": "1.0", "thumbnail_width": 480 }
Now we’re talking! The response gives us lots of information about the content. The version should for the foreseeable future be 1.0, which is the current version of the oEmbed spec. The other information returned depends largely on the value of type.
Response Types
The value of the type key in the response tells you what sort of media you’re going to be embedding.
Value of type What to expect photo A static photo that offers a url, width and height that can be used for a basic img tag video A video player, with html specifying the code required to embed a player on a page, although with a width and height link The best way to deal with this content is just to provide a link after all. The response might have other useful information like a title, but it should just be linked up. rich Some sort of rich content player, which just like the video type returns html, width and height
Aside from dedicated video content, the more common type you’re likely to see in the wild is rich. Even Flickr itself, while still sending a photo response, also supplies html for a rich embeddable ‘player’ for the image, too.
Most of the time, embedding the content in your site is just a case of using the code provided as the html value.
A Note On Security
One thing you might be rightly cautious of is taking an HTML response and embedding it programmatically into a page you host. Without the human step to double-check the code you’re pasting in, there is always potential for that code to be malicious. As such you should take appropriate steps to mitigate the risk.
That might include filtering the URLs to make sure the schemes and domains match those expected, and sandboxing code into an iframe on a different, cookieless domain. You should access the situation in which you’re using the code and make sure that you’re not exposing your self to undue risk.
Getting Started
As important as it is to understand the process when using oEmbed, the reality is that most common languages have libraries available that abstract away the process and make it relatively simple.
For example, the npm packaged oembed provides a very simple interface for making a request based on the content URL and getting the oEmbed response back in return.
First install the package into your project:
npm i oembed
And then request the URL. Here I’m using the URL of a presentation on Notist that I gave about oEmbed. How very meta.
const oembed = require('oembed'); const url = 'https://noti.st/drewm/ZOFFfI'; oembed.fetch(url, { maxwidth: 1920 }, function(error, result) { if (error) console.error(error); else console.log("oEmbed result", result); });
And the response:
{ type: 'rich', version: '1.0', title: 'Understanding oEmbed', author_name: 'Drew McLellan', author_url: 'https://noti.st/drewm', provider_name: 'Notist', provider_url: 'https://noti.st', cache_age: 604800, thumbnail_url: 'https://on.notist.cloud/slides/deck4179/large-0.png', thumbnail_width: 1600, thumbnail_height: 900, html: '<p data-notist="drewm/ZOFFfI">View <a href="https://noti.st/drewm/ZOFFfI">Understanding oEmbed</a> on Notist.</p><script async src="https://on.notist.cloud/embed/002.js"></script>', width: 960, height: 540 }
If you wanted to do the same in PHP, a handy package called embed/embed is available to install via Composer.
composer require embed/embed
And then in your PHP project:
use Embed\Embed; $info = Embed::create('https://noti.st/drewm/ZOFFfI'); $info->title; // "Understanding oEmbed" $info->authorName; // "Drew McLellan $info->code; // "<p data-notist="drewm/ZOFFfI"> ... </script>"
As you can see, with the use of a library the process becomes very simple and you can quickly get from a URL to the embed code, ready to show a rich representation of the user’s content.
Conclusion
oEmbed is a very elegant solution to a very specific problem. You’d be forgiven for thinking that only a few engineers working on big social networks would benefit from this, but in reality, publishing systems where a user might enter a URL are surprisingly common. Find me one back-end engineer who at some point hasn’t needed to build some kind of CMS. We may not think of it in the same terms, but if you accept user input, you should be thinking about what to do if that input contains URLs.
Now that you know about oEmbed (sorry) you’ve got no excuse not to give some serious consideration to how you handle URLs in your future projects.
oEmbed specification
oembed for NodeJS
embed/embed for PHP
“Announcing OEmbed: An Open Standard for Embedded Content,” Leah Culver
(ra, il)
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Needle V2 - Laravel Faceted Search
New Post has been published on https://intramate.com/php-scripts/needle-v2-laravel-faceted-search/
Needle V2 - Laravel Faceted Search
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Needle V2 is a faceted search system build with Laravel marked up with Blade template. All search request perform with ajax so there is no redirecting or refreshing the page, it return the result very quickly. All codes are support any version of Laravel.
Why Needle V2?
All codes are very simple and nested properly. It’s very easy to modify. All of the search keys are returning form database so no need to add too many search options or checkbox in html just add your products to database and the search panel will update itself. Any kind of website can use this faceted search system. ex: any kind of eCommerce, Hotel Booking, Automobile Showroom etc.
Crawl efficiency & SEO performance
This can be an enormous challenge for eCommerce sites, which can have hundreds – or even thousands – of pages which are similar versions of the same product/category. With multiple possible combinations of attributes (color, sizes, material, etc.) for each product on the site, Googlebot could waste a ton of your crawl bandwidth crawling in and out of navigational filters.
Needle uses Ajax to perform search and navigate to page. The main benefit of using AJAX for faceted navigation is that a new URL is not created when a user is on a page and applies a filter or sort order. The entire process happens client-side with JavaScript, without involving the web server.
Server Requirements
You will need to make sure your server meets the following requirements:
PHP >= 7.0.0
OpenSSL PHP Extension
PDO PHP Extension
Mbstring PHP Extension
Tokenizer PHP Extension
XML PHP Extension
Laravel 5.6
PHP >= 7.1.3
OpenSSL PHP Extension
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Ctype PHP Extension
JSON PHP Extension
Other Framework
Bootstrap 4.0.0
jQuery 3.2.1
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2019.04.09 - Responsive Design 2018.12.27 - Compatible with IE11 & Edge 2018.12.27 - Move product listing view code to New Blade File from Controller (Easier to modify product listing design than before) 2018.12.27 - Improve ajax pagination 2018.06.15 - Add "Clear all filters" button 2018.06.15 - Replace custom pagination with laravel-bootstrap default pagination (more efficient, less bug) 2018.06.15 - Improve code quality. Reduce search time and page loading time. 2018.03.24 - Category, Brand, Color, Type and Offers can be search by the "Search Box" 2018.03.07 - Ensure compatibility with Laravel 5.6 2018.02.10 - Display available product quantity on search list 2018.01.22 - Upgrade search engine 2017.12.06 - Bug fix: '500 server error' on `offers` selection 2017.11.09 - Bug fix: Stop previous Ajax request if new request starts. (effective on large database or low bandwidth) 2017.11.01 - Bug fix on "Load more >>>" of "Type" filter 2017.11.01 - Add meta tags to improve SEO and control Spider Crawler 2017.10.23 - Collapsible search option 2017.10.23 - Add "Load more >>>" in search option 2017.09.17 - Initial Upload
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How to migrate from Magento 1 to Magento 2 Five Easy Steps?
Everyone in the e-commerce world is in a frenzy. Now, that the June 2020 deadline is near, businesses are scrambling to move from Magento 1 to the latest Magento 2 version. Even though more than 250,000 websites work on Magento, only a handful websites run on the current Magento 2 version. If you are planning to move to Magento 2, you have made the right decision. Planning a migration helps in avoiding downtime and data loss. Making strategic decisions and creating a solid Magento migration plan will keep your store up and running without any issues.
How do you move your Store from Magento 1 to Magento 2?
Here’s a step by step procedure for migrating your store to Magento 2:
1. Hardware and Software Compatibility
Once you are sure of how you want your new Magento 2 store to look and function, you must consider the software and hardware issues. Remember Magento 2 won’t function efficiently if you run it on outdated software.
1. Operating Systems – Linux x86-64 2. Web Servers – Apache 2.2 or 2.4 and nginx 1.x 3. Database - MySQL 5.6, 5.7 or MariaDB 10.0, 10.1, 10.2, Percona 5.7 and other binary-compatible MySQL technologies. 4. Supported PHP versions include 7.1.3+ or 7.2.0+ 5. Required PHP Extensions: bc-math, ctype, curl, dom, gd, hash, intl, iconv, mbstring, mcrypt, openssl, PDO/MySQL, SimpleXML, soap, spl, libxml, xsl, zip, json. 6. Verify PHP OPcache and PHP configuration settings including memory_limit. 7. Valid SSL certificate for HTTPS 8. System Tools – bash, gzip, lsof, mysql, mysqldump, nice, php, sed, tar 9. Mail Server - Mail Transfer Agent (MTA) or an SMTP server 10. If you are running Magento 2 extension on a system with less than 2GB of RAM, your upgrade might fail.
2. Install Magento 2 Software
The real process of migrating to Magento 2 starts here. You need to download the latest Magento 2 Open Source software from the official website. If you have the required hardware and software ready, the installation process will be quick & easy and the “Success” message will appear on the screen. If there are any issues, make sure you install the missing software. Once the installation process is over, it’s time to start migrating your store to M2.
Before you begin the migration process, make sure to back up database and files to avoid data loss later. In order to avoid any errors, you can also opt for a staging environment to test-drive the entire process.
3. Install and Configure Data Migration Tool
The official Data Migration Tool makes data transfer from Magento 1 to Magento 2 easy. The tool is command-line interface (CLI) that allows you to migrate store settings, configurations, bulk databases and incremental data updates as required. Once you install and configure the tool, you should start migrating the settings from Magento 1 to Magento 2. It is recommended that you stop all Magento 1.x cron jobs for easy migration. You can also use the Data Migration tool for migrating products, wishlist products, customer orders, customers, categories, ratings, reviews and more.
Remember that you must avoid creating new products, attributes and categories in Magento 2 store before migrating data. The tool will overwrite new entities and thus, you will have to spend time in rework. It is essential that you run a test so that you do not miss out on any important element.
4. Migrate Themes, Extension and Customization
You need to check whether the Magento 1 theme is compatible with the latest Magento 2 standards. If it is not compatible, you will have to buy a new theme from the Magento market place or build a custom theme to fulfill M2 requirements. Using a theme compatible with Magento 2 is important because the old XML structure won’t work with the latest version.
You must also consider the third-party extensions. Make a list of extensions that are absolutely essential to you. Discuss your requirements with a Magento extension developer to customize your extensions or buy extensions that are compatible with Magento 2.
Do not worry about customization. With a Magento code migration tool, you can convert the custom Magento 1.x code to Magento 2 and save time as well as eliminate errors. You can use the tool to migrate specific files such as Layout XML files, Config XML files, PHP files, etc. However, you may have to undertake some editing manually.
5. Run Tests before you go Live
After migrating all store data, themes, extensions and customization, make sure that you run multiple tests to ascertain the proper functioning of the website. Check all the aspects of the website in detail. Migrating from Magento 1 to Magento 2 is not a simple task. Any mistake can lead to additional downtime and data loss.
If you have made any manual changes to the data, there are chances of errors in the incremental data migration. So, test your Magento 2 store for any problems or errors. Once you are sure that the new store is functioning properly, you can put your Magento 1 system in maintenance mode. Stop incremental updates and begin Magento 2 cron jobs. Replace DNS and load balancers to make your Magento 2 store go live.
All the best!
If you are new to Magento or simply want the migration process done faster, hire a Magento migration expert. A professional will ensure that you migrate from Magento-1 to Magento-2 in a safe, stress-free manner. It will mean zero data loss and minimal downtime.
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How to Save and Load a Game in Unity
Games are getting longer and longer, with some having over 100 hours of content. It would be impossible to expect players be able to complete all of what a game has to offer in just one sitting. That’s why letting the player save their game is one of the most essential features your game should have — even if it’s just to keep track of their high scores.
But how does one create a save file and what should be in it? Do you need to use a save file to keep track of player settings too? What about submitting saves to the web so they can be downloaded later on a different device?
In this tutorial you will learn:
What serialization and deserialization are.
What PlayerPrefs is and how to use it to save player settings.
How to create a save game file and save it to disk.
How to load a save game file.
What JSON is and how you would use it.
It is assumed that you have some basic working knowledge of how Unity works (such as being able to create and open scripts), but other than that everything has been prepared so this tutorial will be very easy to follow. Even if you are new to C#, you should have no trouble keeping up except for a few concepts that might require further reading.
Note: If you are new to Unity or looking to pick up more Unity skills, you should checkout out our other Unity tutorials where you can learn about lots of Unity topics from C# to how the UI works.
Getting Started
Download the starter project here. You will be implementing the code for saving and loading the game, as well as the logic for saving the players settings.
Important Save Concepts
There are four key concepts to saving in Unity:
PlayePrefs: This is a special caching system to keep track of simple settings for the player between game sessions. Many new programmers make the mistake of thinking they can use this as a save game system as well, but it is bad practice to do so. This should only be used for keeping track of simple things like graphics, sound settings, login info, or other basic user-related data.
Serialization: This is the magic that makes Unity work. Serialization is the conversion of an object into a stream of bytes. That might seem vague but take a quick look at this graphic:
What is an “object”? In this case an “object” is any script or file in Unity. In fact, whenever you create a MonoBehaviour script, Unity uses serialization & deserialization to convert that file down to C++ code and then back to the C# code that you see in the inspector window. If you’ve ever added [SerializeField] to get something to appear in the inspector, you now have an idea of what’s going on.
Note: If you’re a Java or web developer, you might be familiar with a concept known as marshalling. Serialization and marshalling are loosely synonymous, but in case you’re wondering what a strict difference would be, serialization is about converting an object from one form to another (e.g. an object into bytes), whereas marshalling is about getting parameters from one place to another.
Deserialization: This is exactly what it sounds like. It’s the opposite of serialization, namely the conversion of a stream of bytes into an object.
JSON: This stands for JavaScript Object Notation, which is a convenient format for sending and receiving data that is language agnostic. For example, you might have a web server running in Java or PHP. You couldn’t just send a C# object over, but you could send a JSON representation of that object and let the server recreate a localized version of it there. You’ll learn more about this format in the last section but for now just know that this simply a way of formatting data to make it multi-platform readable (like XML). When dealing with converting to and from JSON, the terms are JSON serialization and JSON deserialization respectively.
Player Prefs
This project has been set up so that all you will focus on is the logic for saving and loading games. However, if you are curious how it all works, don’t be afraid to open all the scripts and see whats going on, and feel free to ask a question here or in the forums if you need help.
Open the project, then open the Scene named Game and then click play.
To start a game, click the New Game button. To play the game, you simply move your mouse, and the gun will follow your movement. Click the left mouse button to fire a bullet and hit the targets (which flip up and down at various time intervals) to get points. Try it out and see how high a score you can get in 30 seconds. To bring up the menu at any time, press the escape key.
As fun as that game was, it might have been a little dry without music. You may have noticed that there is a music toggle, but it was switched off. Click play to start a new game, but this time click the Music toggle so it’s set to “On”, and you will hear music when you start your game. Make sure your speakers are on!
Changing the music setting was simple, but click the play button again and you’ll notice a problem: the music is no longer checked. While you did change the music setting earlier, there was nothing keeping track of that change. This is the kind of thing that PlayerPrefs excels at.
Create a new script named PlayerSettings in the Scripts folder. Since you’ll be using some UI elements, add the following line at the top of the file with the other namespaces:
using UnityEngine.UI;
Next, add the following variables:
[SerializeField] private Toggle toggle; [SerializeField] private AudioSource myAudio;
These will keep track of the Toggle and AudioSource objects.
Next add the following function:
public void Awake () { // 1 if (!PlayerPrefs.HasKey("music")) { PlayerPrefs.SetInt("music", 1); toggle.isOn = true; myAudio.enabled = true; PlayerPrefs.Save (); } // 2 else { if (PlayerPrefs.GetInt ("music") == 0) { myAudio.enabled = false; toggle.isOn = false; } else { myAudio.enabled = true; toggle.isOn = true; } } }
When set up, this will:
Check if the PlayerPrefs has a cached setting for the “music” key. If there is no value there, it creates a key-value pair for the music key with a value of 1. It also sets the toggle to on and enables the AudioSource. This will be run the first time the player runs the game. The value of 1 is used because you cannot store a Boolean (but you can use 0 as false and 1 as true).
This checks the “music” key saved in the PlayerPrefs. If the value is set to 1, the player had music on, so it enables the music and sets the toggle to on. Otherwise, it sets the music to off and disables the toggle.
Now Save the changes to your script and return to Unity.
Add the PlayerSettings script to the Game GameObject. Then expand the UI GameObject, followed by the Menu GameObject to reveal its children. Then drag the Music GameObject on to the Toggle field of the PlayerSettings script. Next, select the Game GameObject and drag the AudioSource over to the MyAudio field.
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The music is set up to work when the game runs (since there is code in the Awake function), but you still need to add the code if the player changes the setting during gameplay. Open the PlayerSettings script and add the following function:
public void ToggleMusic() { if (toggle.isOn) { PlayerPrefs.SetInt ("music", 1); myAudio.enabled = true; } else { PlayerPrefs.SetInt ("music", 0); myAudio.enabled = false; } PlayerPrefs.Save (); }
This does almost the same as the code you wrote earlier, except it has one important difference. It checks the state of the music toggle and then updates the saved setting accordingly. In order for this method to be called, and thus for it to be able to do its work, you need to set the callback method on the Toggle GameObject. Select the Music GameObject and drag the Game GameObject over the object field in the OnValueChanged section:
Select the dropdown which currently says No Function, and select PlayerSettings -> ToggleMusic(). When the toggle button in the menu is pressed, it will call the ToggleMusic function.
Now you’ve got things set up to keep track of the music setting. Click Play and try it out by setting the music toggle to on or off, then ending the play session and starting a new play session.
The music setting is now properly saved! Great job — but you’re only getting started with the power of serialization.
Saving The Game
Using PlayerPrefs was pretty simple wasn’t it? With it, you will be able to easily store other settings in there such as the player’s graphic settings, or login info (perhaps Facebook or Twitter tokens), and whatever other configuration settings make sense to keep track of for the player. However, PlayerPrefs is not designed to keep track of game saves. For that, you will want to use serialization.
The first step to creating a save game file is creating the save file class. Create a script named Save and remove the MonoBehaviour inheritance. Remove the default Start() and Update() methods as well.
Next, add the following variables:
public List<int> livingTargetPositions = new List<int>(); public List<int> livingTargetsTypes = new List<int>(); public int hits = 0; public int shots = 0;
In order to save the game you will need to keep track of where existing robots are and what types they are. The two lists accomplish this. For the number of hits and shots you are just going to store those as ints.
There is one more very important bit of code you need to add. Above the class declaration, add the following line:
[System.Serializable]
This is known as an attribute and it is metadata for your code. This tells Unity that this class can be serialized, which means you can turn it into a stream of bytes and save it to a file on disk.
Note: Attributes have a wide range of uses and let you attach data to a class, method, or variable (this data is known as metadata). You can even define your own attributes to use in your code. Serialization makes use of the [SerializeField] and [System.Serializable] attributes so that it knows what to write when serializing the object. Other uses for attributes include settings for unit tests and dependency injection, which are way beyond the scope of this tutorial but well worth investigating.
The entire Save script should look like this:
using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Save { public List<int> livingTargetPositions = new List<int>(); public List<int> livingTargetsTypes = new List<int>(); public int hits = 0; public int shots = 0; }
Next, open the Game script and add the following method:
private Save CreateSaveGameObject() { Save save = new Save(); int i = 0; foreach (GameObject targetGameObject in targets) { Target target = targetGameObject.GetComponent<Target>(); if (target.activeRobot != null) { save.livingTargetPositions.Add(target.position); save.livingTargetsTypes.Add((int)target.activeRobot.GetComponent<Robot>().type); i++; } } save.hits = hits; save.shots = shots; return save; }
This code creates an instance of the Save class you made earlier and then sets the values from the existing robots. It also saves the players shots and hits.
The Save button has been hooked up to the SaveGame method in the Game script, but there is no code in SaveGame yet. Replace the SaveGame function with the following code:
public void SaveGame() { // 1 Save save = CreateSaveGameObject(); // 2 BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/gamesave.save"); bf.Serialize(file, save); file.Close(); // 3 hits = 0; shots = 0; shotsText.text = "Shots: " + shots; hitsText.text = "Hits: " + hits; ClearRobots(); ClearBullets(); Debug.Log("Game Saved"); }
Taking it comment-by-comment:
Create a Save instance with all the data for the current session saved into it.
Create a BinaryFormatter and a FileStream by passing a path for the Save instance to be saved to. It serializes the data (into bytes) and writes it to disk and closes the FileStream. There will now be a file named gamesave.save on your computer. The .save was just used as an example, and you could use any extension for the file save name.
This just resets the game so that after the player saves, everything is in a default state.
To save the game, press Escape at any time during play and click the Save button. You should notice everything resets and the console output displays a note that the game has been saved.
LoadGame in the Game script is connected to the Load button. Open the Game script and locate the LoadGame function. Replace it with the following:
public void LoadGame() { // 1 if (File.Exists(Application.persistentDataPath + "/gamesave.save")) { ClearBullets(); ClearRobots(); RefreshRobots(); // 2 BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/gamesave.save", FileMode.Open); Save save = (Save)bf.Deserialize(file); file.Close(); // 3 for (int i = 0; i < save.livingTargetPositions.Count; i++) { int position = save.livingTargetPositions[i]; Target target = targets[position].GetComponent<Target>(); target.ActivateRobot((RobotTypes)save.livingTargetsTypes[i]); target.GetComponent<Target>().ResetDeathTimer(); } // 4 shotsText.text = "Shots: " + save.shots; hitsText.text = "Hits: " + save.hits; shots = save.shots; hits = save.hits; Debug.Log("Game Loaded"); Unpause(); } else { Debug.Log("No game saved!"); } }
Looking at this in detail:
Checks to see that the save file exists. If it does, it clears the robots and the score. Otherwise it logs to the console that there is no saved game.
Similar to what you did when saving the game, you again create a BinaryFormatter, only this time you are providing it with a stream of bytes to read instead of write. So you simply pass it the path to the save file. It creates the Save object and closes the FileStream.
Even though you have the save information, you still need to convert that into the game state. This code loops through the saved robot positions (for living robots) and adds a robot at that position. It also sets it to the right type. For simplicity, the timers are reset, but you can remove this if you prefer. This prevents the robots from disappearing right away and gives the player a few seconds to get oriented in the world. Also, for simplicity, the animation of the robot moving up is set to finished, which is why robots partly moving up when you saved will be shown as fully up when a game is loaded.
This updates the UI to have the right hits and shots set, and it sets the local variables so that when the player fires or hits a target it continues to count up on the value that was previously. If you didn’t do this step, the next time the player fires or hits a target the displayed values would get set to 1.
Click Play, play the game for a bit then save. Click the Load button and you will see it load the enemies as they were set up before when you saved the game. It also properly sets your score and the shots you’ve fired.
Saving Data With JSON
There’s one more trick you can use when you want to save data — and that is JSON. You could create a local JSON representation of your game save, send it to a server, then get that JSON (as a String) to another device and convert it from a string back to JSON. This tutorial won’t cover sending/receiving from the web, but it is very helpful to know how to use JSON — and it’s incredibly simple.
The format of JSON can be a little different than what you might be used from C# code, but it’s pretty straightforward. Here is a simple JSON example:
{ "message":"hi", "age":22 "items": [ "Broadsword", "Bow" ] }
The outer brackets represent the parent entity that is the JSON. If you are familiar with a Dictionary data structure, then JSON is similar. A JSON file is a mapping of key and value pairs. So the above example has 3 key-value pairs. With JSON, the keys are always strings, but the values can be objects (i.e. children JSON objects), arrays, numbers, or strings. The value set to the “message” key is “hi”, the value of the “age” key is the number 22, and the value of the “items” key is an array with two strings in it.
The JSON object itself is represented by a String type. By passing this data as a String, any language can easily re-create JSON object from the string as a constructor argument. Very convenient and very simple.
Each language has its own way of creating an object from this format. Since Unity 5.3, there exists a native method to create a JSON object from a JSON string. You will create a JSON representation of the high score of the player and then print it to the console. But you extend this logic by sending the JSON to a server.
The Game script has a method named SaveAsJSON that is hooked up to the Save As JSON button. Replace SaveAsJSON with the following code:
public void SaveAsJSON() { Save save = CreateSaveGameObject(); string json = JsonUtility.ToJson(save); Debug.Log("Saving as JSON: " + json); }
This creates the Save instance like you did earlier. Then it creates a JSON string using the ToJSON method on the JsonUtility class. It then prints the output to console.
Start a game, hit a few targets, then press Escape to bring up the menu. Click the Save As JSON button, and you will see the JSON string you created:
If you want convert that JSON into a Save instance you would simply use:
Save save = JsonUtility.FromJson<Save>(json);
That is what you would do if you wanted to download a save file from the web and then load it into your game. But setting up a web server is a whole other process! For now, pat yourself on the back because you just learned a few techniques that will… save you some trouble in your next game (groan)!
Where to Go From Here?
You can download the final project files here.
You’ve now gained a powerful tool for creating great games by enabling your players to save and load their game through the magic of serialization. You’ve also learned what JSON is and how you could use it to implement cloud saving. You’ve also learned what PlayerPrefs is used for (settings!), and what it’s not used for (saving the game).
If you’re looking to get more rounded in Unity, we have a whole section of Unity tutorials over here, and you’re welcome to join us on the Unity forums. You can always leave a comment here if you have anything you’d like to say.
If you are a die-hard Unity fan and want to become a full fledged developer, then check out our book Unity Games by Tutorials where you will make 4 complete games from scratch. One of the chapters even goes over how to use JSON as a level loader!
If you have any questions or comments on this tutorial, please join the discussion below!
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