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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>How serializers work</title><link>http://blogs.msdn.com/shawnhar/archive/2008/08/11/how-serializers-work.aspx</link><description>To understand the differences between the XNA Framework IntermediateSerializer and the standard .NET XmlSerializer, it can be useful to look at how they are implemented. Fundamentally, all serializers work in a similar way: Use the .NET Reflection API</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: How serializers work</title><link>http://blogs.msdn.com/shawnhar/archive/2008/08/11/how-serializers-work.aspx#8853279</link><pubDate>Tue, 12 Aug 2008 22:57:18 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8853279</guid><dc:creator>conkerjo</dc:creator><description>&lt;p&gt;What would you class as a full level? i use xmlserializer on the xbox and it only take a few seconds to load. the average level file is 160kb in file size. I likes the output intermediate serlizer gave but preferred the flexibility of being able to edit the xml outside of vs and the game build and not having to write complex content pipeline classes.&lt;/p&gt;
&lt;p&gt;i didnt realise the CF version of xmlserializer was implemented differently :) love the articles keep em coming &lt;/p&gt;
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