forked from BigfootDev/flatbuffers
Initial commit of the FlatBuffers code.
Change-Id: I4c9f0f722490b374257adb3fec63e44ae93da920 Tested: using VS2010 / Xcode / gcc on Linux.
This commit is contained in:
25
samples/monster.fbs
Executable file
25
samples/monster.fbs
Executable file
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// example IDL file
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namespace MyGame.Sample;
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enum Color:byte { Red = 0, Green, Blue = 2 }
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union Any { Monster } // add more elements..
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struct Vec3 {
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x:float;
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y:float;
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z:float;
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}
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table Monster {
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pos:Vec3;
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mana:short = 150;
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hp:short = 100;
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name:string;
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friendly:bool = false (deprecated);
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inventory:[ubyte];
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color:Color = Blue;
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}
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root_type Monster;
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88
samples/monster_generated.h
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88
samples/monster_generated.h
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// automatically generated, do not modify
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#include "flatbuffers/flatbuffers.h"
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namespace MyGame {
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namespace Sample {
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enum {
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Color_Red = 0,
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Color_Green = 1,
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Color_Blue = 2,
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};
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inline const char **EnumNamesColor() {
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static const char *names[] = { "Red", "Green", "Blue", nullptr };
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return names;
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}
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inline const char *EnumNameColor(int e) { return EnumNamesColor()[e]; }
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enum {
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Any_NONE = 0,
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Any_Monster = 1,
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};
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inline const char **EnumNamesAny() {
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static const char *names[] = { "NONE", "Monster", nullptr };
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return names;
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}
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inline const char *EnumNameAny(int e) { return EnumNamesAny()[e]; }
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struct Vec3;
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struct Monster;
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MANUALLY_ALIGNED_STRUCT(4) Vec3 {
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private:
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float x_;
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float y_;
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float z_;
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public:
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Vec3(float x, float y, float z)
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: x_(flatbuffers::EndianScalar(x)), y_(flatbuffers::EndianScalar(y)), z_(flatbuffers::EndianScalar(z)) {}
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float x() const { return flatbuffers::EndianScalar(x_); }
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float y() const { return flatbuffers::EndianScalar(y_); }
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float z() const { return flatbuffers::EndianScalar(z_); }
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};
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STRUCT_END(Vec3, 12);
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struct Monster : private flatbuffers::Table {
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const Vec3 *pos() const { return GetStruct<const Vec3 *>(4); }
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int16_t mana() const { return GetField<int16_t>(6, 150); }
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int16_t hp() const { return GetField<int16_t>(8, 100); }
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const flatbuffers::String *name() const { return GetPointer<const flatbuffers::String *>(10); }
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const flatbuffers::Vector<uint8_t> *inventory() const { return GetPointer<const flatbuffers::Vector<uint8_t> *>(14); }
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int8_t color() const { return GetField<int8_t>(16, 2); }
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};
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struct MonsterBuilder {
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flatbuffers::FlatBufferBuilder &fbb_;
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flatbuffers::uoffset_t start_;
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void add_pos(const Vec3 *pos) { fbb_.AddStruct(4, pos); }
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void add_mana(int16_t mana) { fbb_.AddElement<int16_t>(6, mana, 150); }
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void add_hp(int16_t hp) { fbb_.AddElement<int16_t>(8, hp, 100); }
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void add_name(flatbuffers::Offset<flatbuffers::String> name) { fbb_.AddOffset(10, name); }
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void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) { fbb_.AddOffset(14, inventory); }
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void add_color(int8_t color) { fbb_.AddElement<int8_t>(16, color, 2); }
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MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); }
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flatbuffers::Offset<Monster> Finish() { return flatbuffers::Offset<Monster>(fbb_.EndTable(start_, 7)); }
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};
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inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const Vec3 *pos, int16_t mana, int16_t hp, flatbuffers::Offset<flatbuffers::String> name, flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory, int8_t color) {
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MonsterBuilder builder_(_fbb);
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builder_.add_inventory(inventory);
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builder_.add_name(name);
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builder_.add_pos(pos);
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builder_.add_hp(hp);
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builder_.add_mana(mana);
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builder_.add_color(color);
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return builder_.Finish();
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}
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inline const Monster *GetMonster(const void *buf) { return flatbuffers::GetRoot<Monster>(buf); }
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}; // namespace MyGame
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}; // namespace Sample
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9
samples/monsterdata.json
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9
samples/monsterdata.json
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{
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pos: {
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x: 1,
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y: 2,
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z: 3
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},
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hp: 80,
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name: "MyMonster"
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}
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62
samples/sample_binary.cpp
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62
samples/sample_binary.cpp
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/*
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* Copyright 2014 Google Inc. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "flatbuffers/flatbuffers.h"
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#include "monster_generated.h"
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using namespace MyGame::Sample;
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// Example how to use FlatBuffers to create and read binary buffers.
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int main(int argc, const char *argv[]) {
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// Build up a serialized buffer algorithmically:
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flatbuffers::FlatBufferBuilder builder;
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auto vec = Vec3(1, 2, 3);
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auto name = builder.CreateString("MyMonster");
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unsigned char inv_data[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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auto inventory = builder.CreateVector(inv_data, 10);
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// Shortcut for creating monster with all fields set:
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auto mloc = CreateMonster(builder, &vec, 150, 80, name, inventory,
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Color_Blue);
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builder.Finish(mloc);
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// We now have a FlatBuffer we can store or send somewhere.
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// ** file/network code goes here :) **
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// access builder.GetBufferPointer() for builder.GetSize() bytes
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// Instead, we're going to access it straight away.
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// Get access to the root:
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auto monster = GetMonster(builder.GetBufferPointer());
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assert(monster->hp() == 80);
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assert(monster->mana() == 150); // default
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assert(!strcmp(monster->name()->c_str(), "MyMonster"));
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auto pos = monster->pos();
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assert(pos);
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assert(pos->z() == 3);
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auto inv = monster->inventory();
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assert(inv);
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assert(inv->Get(9) == 9);
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}
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54
samples/sample_text.cpp
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54
samples/sample_text.cpp
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/*
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* Copyright 2014 Google Inc. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "flatbuffers/flatbuffers.h"
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#include "flatbuffers/idl.h"
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#include "flatbuffers/util.h"
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#include "monster_generated.h"
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using namespace MyGame::Sample;
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// This is an example of parsing text straight into a buffer and then
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// generating flatbuffer (JSON) text from the buffer.
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int main(int argc, const char *argv[]) {
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// load FlatBuffer schema (.fbs) and JSON from disk
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std::string schemafile;
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std::string jsonfile;
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bool ok = flatbuffers::LoadFile("samples/monster.fbs", false, &schemafile) &&
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flatbuffers::LoadFile("samples/monsterdata.json", false, &jsonfile);
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if (!ok) {
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printf("couldn't load files!\n");
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return 1;
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}
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// parse schema first, so we can use it to parse the data after
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flatbuffers::Parser parser;
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ok = parser.Parse(schemafile.c_str()) &&
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parser.Parse(jsonfile.c_str());
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assert(ok);
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// here, parser.builder_ contains a binary buffer that is the parsed data.
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// to ensure it is correct, we now generate text back from the binary,
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// and compare the two:
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std::string jsongen;
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GenerateText(parser, parser.builder_.GetBufferPointer(), 2, &jsongen);
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if (jsongen != jsonfile) {
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printf("%s----------------\n%s", jsongen.c_str(), jsonfile.c_str());
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}
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}
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