Network Working Group D. Crockford
Request for Comments: 4627 JSON.org
Category: Informational July 2006
The application/json Media Type for JavaScript Object Notation (JSON)
Status of This Memo
This memo provides information for the Internet community. It does
not specify an Internet standard of any kind. Distribution of this
memo is unlimited.
Copyright Notice
Copyright (C) The Internet Society (2006).
Abstract
JavaScript Object Notation (JSON) is a lightweight, text-based,
language-independent data interchange format. It was derived from
the ECMAScript Programming Language Standard. JSON defines a small
set of formatting rules for the portable representation of structured
data.
1. Introduction
JavaScript Object Notation (JSON) is a text format for the
serialization of structured data. It is derived from the object
literals of JavaScript, as defined in the ECMAScript Programming
Language Standard, Third Edition [ECMA].
JSON can represent four primitive types (strings, numbers, booleans,
and null) and two structured types (objects and arrays).
A string is a sequence of zero or more Unicode characters [UNICODE].
An object is an unordered collection of zero or more name/value
pairs, where a name is a string and a value is a string, number,
boolean, null, object, or array.
An array is an ordered sequence of zero or more values.
The terms "object" and "array" come from the conventions of
JavaScript.
JSON's design goals were for it to be minimal, portable, textual, and
a subset of JavaScript.
Crockford Informational [Page 1]
RFC 4627 JSON July 2006
1.1. Conventions Used in This Document
The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",
"SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this
document are to be interpreted as described in [RFC2119].
The grammatical rules in this document are to be interpreted as
described in [RFC4234].
2. JSON Grammar
A JSON text is a sequence of tokens. The set of tokens includes six
structural characters, strings, numbers, and three literal names.
A JSON text is a serialized object or array.
JSON-text = object / array
These are the six structural characters:
begin-array = ws %x5B ws ; [ left square bracket
begin-object = ws %x7B ws ; { left curly bracket
end-array = ws %x5D ws ; ] right square bracket
end-object = ws %x7D ws ; } right curly bracket
name-separator = ws %x3A ws ; : colon
value-separator = ws %x2C ws ; , comma
Insignificant whitespace is allowed before or after any of the six
structural characters.
ws = *(
%x20 / ; Space
%x09 / ; Horizontal tab
%x0A / ; Line feed or New line
%x0D ; Carriage return
)
2.1. Values
A JSON value MUST be an object, array, number, or string, or one of
the following three literal names:
false null true
Crockford Informational [Page 2]
RFC 4627 JSON July 2006
The literal names MUST be lowercase. No other literal names are
allowed.
value = false / null / true / object / array / number / string
false = %x66.61.6c.73.65 ; false
null = %x6e.75.6c.6c ; null
true = %x74.72.75.65 ; true
2.2. Objects
An object structure is represented as a pair of curly brackets
surrounding zero or more name/value pairs (or members). A name is a
string. A single colon comes after each name, separating the name
from the value. A single comma separates a value from a following
name. The names within an object SHOULD be unique.
object = begin-object [ member *( value-separator member ) ]
end-object
member = string name-separator value
2.3. Arrays
An array structure is represented as square brackets surrounding zero
or more values (or elements). Elements are separated by commas.
array = begin-array [ value *( value-separator value ) ] end-array
2.4. Numbers
The representation of numbers is similar to that used in most
programming languages. A number contains an integer component that
may be prefixed with an optional minus sign, which may be followed by
a fraction part and/or an exponent part.
Octal and hex forms are not allowed. Leading zeros are not allowed.
A fraction part is a decimal point followed by one or more digits.
An exponent part begins with the letter E in upper or lowercase,
which may be followed by a plus or minus sign. The E and optional
sign are followed by one or more digits.
Numeric values that cannot be represented as sequences of digits
(such as Infinity and NaN) are not permitted.
Crockford Informational [Page 3]
RFC 4627 JSON July 2006
number = [ minus ] int [ frac ] [ exp ]
decimal-point = %x2E ; .
digit1-9 = %x31-39 ; 1-9
e = %x65 / %x45 ; e E
exp = e [ minus / plus ] 1*DIGIT
frac = decimal-point 1*DIGIT
int = zero / ( digit1-9 *DIGIT )
minus = %x2D ; -
plus = %x2B ; +
zero = %x30 ; 0
2.5. Strings
The representation of strings is similar to conventions used in the C
family of programming languages. A string begins and ends with
quotation marks. All Unicode characters may be placed within the
quotation marks except for the characters that must be escaped:
quotation mark, reverse solidus, and the control characters (U+0000
through U+001F).
Any character may be escaped. If the character is in the Basic
Multilingual Plane (U+0000 through U+FFFF), then it may be
represented as a six-character sequence: a reverse solidus, followed
by the lowercase letter u, followed by four hexadecimal digits that
encode the character's code point. The hexadecimal letters A though
F can be upper or lowercase. So, for example, a string containing
only a single reverse solidus character may be represented as
"\u005C".
Alternatively, there are two-character sequence escape
representations of some popular characters. So, for example, a
string containing only a single reverse solidus character may be
represented more compactly as "\\".
To escape an extended character that is not in the Basic Multilingual
Plane, the character is represented as a twelve-character sequence,
encoding the UTF-16 surrogate pair. So, for example, a string
containing only the G clef character (U+1D11E) may be represented as
"\uD834\uDD1E".
Crockford Informational [Page 4]
RFC 4627 JSON July 2006
string = quotation-mark *char quotation-mark
char = unescaped /
escape (
%x22 / ; " quotation mark U+0022
%x5C / ; \ reverse solidus U+005C
%x2F / ; / solidus U+002F
%x62 / ; b backspace U+0008
%x66 / ; f form feed U+000C
%x6E / ; n line feed U+000A
%x72 / ; r carriage return U+000D
%x74 / ; t tab U+0009
%x75 4HEXDI
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这个C#实现的小游戏是一个简单的猜数字游戏,让玩家猜一个1到100之间的随机生成的数字。以下是对这个小游戏的分析: Random 类的使用:游戏开始时,使用 Random 类生成一个1到100之间的随机数作为要猜的数字。 循环结构:游戏使用 while 循环,直到玩家猜对为止。玩家每次猜测后,根据猜测的数字与目标数字的大小关系,给出相应的提示,并根据猜测结果决定下一步的操作。 用户输入处理:通过 Console.ReadLine() 获取用户输入,并使用 int.TryParse() 方法将输入转换为整数。如果用户输入无效,会提示用户输入有效的数字。 游戏逻辑:根据玩家猜测的数字与目标数字的大小关系,给出相应的提示,提示玩家猜的数字是太高了还是太低了。 【引流】 Java、Python、Node.js、Spring Boot、Django、Express、MySQL、PostgreSQL、MongoDB、React、Angular、Vue、Bootstrap、Material-UI、Redis、Docker、Kubernetes
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meiru是一个游戏开发和web开发一体化的框架,基于skynet。提供快速开发网页和游戏meiru-skynet.zip (942个子文件)
configure.ac 72KB
manual.adoc 17KB
performance.adoc 4KB
README.adoc 822B
private_symbols_jet.awk 1KB
private_symbols.awk 1KB
jemalloc.c 98KB
dtoa.c 86KB
SFMT.c 86KB
ctl.c 85KB
prof.c 76KB
extent.c 68KB
arena.c 66KB
socket_server.c 49KB
lstrlib.c 46KB
stats.c 46KB
lparser.c 45KB
lvm.c 43KB
lua_cjson.c 41KB
lgc.c 36KB
lptree.c 36KB
lcode.c 34KB
lauxlib.c 33KB
lapi.c 32KB
lpcode.c 31KB
lua-bson.c 28KB
mallctl.c 28KB
sproto.c 28KB
background_thread.c 27KB
lua-crypt.c 26KB
lfs.c 26KB
pbc-lua.c 26KB
pattern.c 25KB
ldo.c 25KB
loadlib.c 23KB
stats_print.c 23KB
tcache.c 22KB
pbc-lua53.c 20KB
SFMT.c 20KB
ldebug.c 20KB
liolib.c 20KB
ltable.c 20KB
skynet_server.c 19KB
hook.c 18KB
service_harbor.c 18KB
math.c 18KB
decay.c 18KB
lua.c 17KB
lsproto.c 17KB
lua-socket.c 17KB
lua-sharedata.c 16KB
lobject.c 16KB
llex.c 16KB
lpcap.c 16KB
base.c 15KB
pages.c 15KB
zone.c 15KB
ckh.c 14KB
malloc_io.c 14KB
tsd.c 14KB
lua-cluster.c 14KB
lbaselib.c 13KB
ltablib.c 13KB
ldblib.c 12KB
lua-seri.c 12KB
stats.c 12KB
wmessage.c 12KB
ip2region.c 12KB
lua-mongo.c 12KB
lua-skynet.c 12KB
emitter.c 12KB
large.c 12KB
rmessage.c 11KB
bitmap.c 11KB
ltls.c 11KB
lpvm.c 11KB
loslib.c 11KB
lua-netpack.c 10KB
luac.c 10KB
map.c 10KB
xallocx.c 10KB
lmathlib.c 10KB
register.c 10KB
service_gate.c 9KB
lsha1.c 9KB
rtree.c 9KB
arena_reset.c 9KB
sc.c 8KB
lua-datasheet.c 8KB
smallocx.c 8KB
extent.c 8KB
witness.c 8KB
decode.c 8KB
malloc_io.c 8KB
rb.c 8KB
lstate.c 8KB
malloc_hook.c 8KB
prof_reset.c 7KB
lstring.c 7KB
ph.c 7KB
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