Commit 803f9bba authored by INADA Naoki's avatar INADA Naoki Committed by Wouter van Oortmerssen

Fix typo in Benchmarks.md

Change-Id: I1c5fbd019cc233e1d551887ff5fb740420c18c2b
parent 3ad85363
...@@ -82,7 +82,7 @@ $(document).ready(function(){initNavTree('md__benchmarks.html','');}); ...@@ -82,7 +82,7 @@ $(document).ready(function(){initNavTree('md__benchmarks.html','');});
<h3>Some other serialization systems we compared against but did not benchmark (yet), in rough order of applicability:</h3> <h3>Some other serialization systems we compared against but did not benchmark (yet), in rough order of applicability:</h3>
<ul> <ul>
<li>Cap'n'Proto promises to reduce Protocol Buffers much like FlatBuffers does, though with a more complicated binary encoding and less flexibility (no optional fields to allow deprecating fields or serializing with missing fields for which defaults exist). It currently also isn't fully cross-platform portable (lack of VS support).</li> <li>Cap'n'Proto promises to reduce Protocol Buffers much like FlatBuffers does, though with a more complicated binary encoding and less flexibility (no optional fields to allow deprecating fields or serializing with missing fields for which defaults exist). It currently also isn't fully cross-platform portable (lack of VS support).</li>
<li>msgpack: has very minimal forwards/backwards compatability support when used with the typed C++ interface. Also lacks VS2010 support.</li> <li>msgpack: has very minimal forwards/backwards compatibility support when used with the typed C++ interface. Also lacks VS2010 support.</li>
<li>Thrift: very similar to Protocol Buffers, but appears to be less efficient, and have more dependencies.</li> <li>Thrift: very similar to Protocol Buffers, but appears to be less efficient, and have more dependencies.</li>
<li>YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.</li> <li>YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.</li>
<li>C# comes with built-in serialization functionality, as used by Unity also. Being tied to the language, and having no automatic versioning support limits its applicability.</li> <li>C# comes with built-in serialization functionality, as used by Unity also. Being tied to the language, and having no automatic versioning support limits its applicability.</li>
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...@@ -39,7 +39,7 @@ meant to be representative of game data, e.g. a scene format. ...@@ -39,7 +39,7 @@ meant to be representative of game data, e.g. a scene format.
optional fields to allow deprecating fields or serializing with missing optional fields to allow deprecating fields or serializing with missing
fields for which defaults exist). fields for which defaults exist).
It currently also isn't fully cross-platform portable (lack of VS support). It currently also isn't fully cross-platform portable (lack of VS support).
- msgpack: has very minimal forwards/backwards compatability support when used - msgpack: has very minimal forwards/backwards compatibility support when used
with the typed C++ interface. Also lacks VS2010 support. with the typed C++ interface. Also lacks VS2010 support.
- Thrift: very similar to Protocol Buffers, but appears to be less efficient, - Thrift: very similar to Protocol Buffers, but appears to be less efficient,
and have more dependencies. and have more dependencies.
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