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Question by John_Lott · Aug 03, 2017 at 08:59 AM · c#serializationsavingsystem.io

Serialization problems with System.IO.MemoryStream

I have been working on saving my game information though serialization, but i encountered a few problems with the C# code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System.IO;
 using System.Runtime.Serialization;
 using System.Runtime.Serialization.Formatters.Binary;
 
 public class PPSerialization {
 
     public static BinaryFormatter binaryFormater = new BinaryFormatter ();
 
     public static void Save(string saveTag, object obj) {
         MemoryStream memoryString = new MemoryStream ();
         **binaryFormater.Serialize (MemoryStream, obj);
         string temp = System.Convert.ToBase64String(MemoryStream.ToArray());**
         PlayerPrefs.SetString (saveTag, temp);
     }
 
     public static object Load(string saveTag){
         string temp = PlayerPrefs.GetString (saveTag);
         if (temp == string.Empty) {
             return null;
         }
         MemoryStream memoryStream = new MemoryStream (System.Convert.FromBase64String(temp));
         return binaryFormater.Deserialize (memoryStream);
     }
 }

The system says there are problems with the lines in bold. The code is old so I don't know if i need to update it or if it's a simple mistake. If anyone could help that would be grateful.

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avatar image John_Lott · Jul 31, 2017 at 03:12 PM 0
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The lines in bold are the ones with two asterisks around them.

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Answer by ShadyProductions · Aug 03, 2017 at 09:16 AM

When you use any stream always use the 'using' space, so the stream disposes of its objects correctly.

     using(MemoryStream memStream = new MemoryStream(100))
     {
       //code
     }

Also

 binaryFormater.Serialize (MemoryStream, obj);
          string temp = 
 System.Convert.ToBase64String(MemoryStream.ToArray());

you are directly passing the MemoryStream type, shouldn't you be passing your stream object

 memoryString

Final result:

 string temp = string.Empty;
 using (MemoryStream memoryString = new MemoryStream ()) {
      binaryFormater.Serialize (memoryString, obj);
      temp = System.Convert.ToBase64String(MemoryStream.ToArray());
  }

Don't forget to add the using in the load function too.

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