1、使用場景:json
有兩個類都繼承了同一個抽象類:ide
/// <summary> /// 沙盒基類 /// </summary> abstract class SandBoxGanmeBase { /// <summary> /// 名稱 /// </summary> public string Name { get; set; } /// <summary> /// 版本 /// </summary> public string Version { get; set; } /// <summary> /// 能夠駕駛 /// </summary> public bool CanDrive { get { return true; } } } /// <summary> /// GTA /// </summary> class GTA5 : SandBoxGanmeBase { public bool HasHotCoffe { get; set; } } /// <summary> /// Cyberpunk2077 /// </summary> class Cyberpunk2077 : SandBoxGanmeBase { public bool CanModifyDingDing { get { return true; } } }
把信息保存入json:spa
string sJsonFile = AppDomain.CurrentDomain.BaseDirectory + "games.json"; IList<SandBoxGanmeBase> games = new List<SandBoxGanmeBase>(); games.Add(new GTA5() { Name = "GTA5", Version = "1.53", HasHotCoffe = true }); games.Add(new Cyberpunk2077() { Name = "Cyberpunk2077", Version = "1.06" }); string sJson = JsonConvert.SerializeObject(games, Formatting.Indented); if (!File.Exists(sJsonFile)) File.Create(sJsonFile).Close(); using (TextWriter chsTw = new StreamWriter(sJsonFile)) { chsTw.WriteLine(sJson);
chsTw.Flush();
}
games.json 內容:3d
通常的,使用以下代碼讀取 games.json:code
string sJsonFile = AppDomain.CurrentDomain.BaseDirectory + "games.json"; string sJson = string.Empty; using (StreamReader sr = new StreamReader(sJsonFile)) sJson = sr.ReadToEnd(); IList<SandBoxGanmeBase> games = JsonConvert.DeserializeObject<IList<SandBoxGanmeBase>>(sJson);
會 catch ex 報錯:orm
由於,抽象類在 Newton.Json 反序列化時,沒法肯定繼承抽象類的實例,所以,咱們必需要告訴 Newton.Json:你須要使用哪一個類來進行反序列化,所以,JsonConverter 應運而生。對象
2、自定義 JsonConverterblog
class MyJsonConverter : JsonConverter { public override bool CanConvert(Type objectType) { return typeof(SandBoxGanmeBase).IsAssignableFrom(objectType); } public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer) { try { var jsonObject = JObject.Load(reader); object target = null; JToken gameName; if (jsonObject.TryGetValue("Name", out gameName)) { switch (gameName.ToString()) { case "GTA5": target = new GTA5(); break; case "Cyberpunk2077": target = new Cyberpunk2077(); break; } } serializer.Populate(jsonObject.CreateReader(), target); return target; } catch (Exception ex) { throw new Exception("解析異常:" + ex.Message); } } public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer) { } }
修改讀取 games.json 代碼爲:繼承
string sJsonFile = AppDomain.CurrentDomain.BaseDirectory + "games.json"; string sJson = string.Empty; using (StreamReader sr = new StreamReader(sJsonFile)) sJson = sr.ReadToEnd(); IList<SandBoxGanmeBase> games = JsonConvert.DeserializeObject<IList<SandBoxGanmeBase>>(sJson, new MyJsonConverter());
反序列化正常:字符串
3、拓展----用特性方式使用 JsonConverter
一、反序列化
SandBoxGanmeBase 增長特性,修改成:
/// <summary> /// 沙盒基類 /// </summary> [JsonConverter(typeof(MyJsonConverter))] abstract class SandBoxGanmeBase { ... }
讀取 games.json 方法還原爲:
... IList<SandBoxGanmeBase> games = JsonConvert.DeserializeObject<IList<SandBoxGanmeBase>>(sJson);
二、序列化
僅爲 SandBoxGanmeBase 增長了特性,再進行序列化時,序列化的 Json 字符串爲空,修改 MyJsonConverter,增長 CanWrite 屬性:
class MyJsonConverter : JsonConverter { ...
public override bool CanWrite { get { return false; } } ...
public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer) { } }
這樣,在序列化對象時,就使用 Newton.Json 默認的 WriteJson 而不是使用 MyJsonConvert 中重寫的 WriteJson。
這應該是2020年最後一篇博客記錄了,2021年,一如既往,不要在小問題上重複犯錯!