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https://github.com/google/flatbuffers.git
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Added fenced code blocks to the C++/Java/Go docs for syntax highlighting.
Change-Id: I504915c6b5367e8c05dc056463158b8420ad8c5e Tested: on Linux.
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@@ -12,17 +12,21 @@ your program by including the header. As noted, this header relies on
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To start creating a buffer, create an instance of `FlatBufferBuilder`
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which will contain the buffer as it grows:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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FlatBufferBuilder fbb;
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Before we serialize a Monster, we need to first serialize any objects
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that are contained there-in, i.e. we serialize the data tree using
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depth first, pre-order traversal. This is generally easy to do on
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any tree structures. For example:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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auto name = fbb.CreateString("MyMonster");
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unsigned char inv[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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auto inventory = fbb.CreateVector(inv, 10);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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`CreateString` and `CreateVector` serialize these two built-in
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datatypes, and return offsets into the serialized data indicating where
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@@ -38,7 +42,9 @@ correct type below. To create a vector of struct objects (which will
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be stored as contiguous memory in the buffer, use `CreateVectorOfStructs`
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instead.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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Vec3 vec(1, 2, 3);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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`Vec3` is the first example of code from our generated
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header. Structs (unlike tables) translate to simple structs in C++, so
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@@ -47,7 +53,9 @@ we can construct them in a familiar way.
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We have now serialized the non-scalar components of of the monster
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example, so we could create the monster something like this:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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auto mloc = CreateMonster(fbb, &vec, 150, 80, name, inventory, Color_Red, 0, Any_NONE);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Note that we're passing `150` for the `mana` field, which happens to be the
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default value: this means the field will not actually be written to the buffer,
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@@ -67,12 +75,14 @@ If you want even more control over this (i.e. skip fields even when they are
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not default), instead of the convenient `CreateMonster` call we can also
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build the object field-by-field manually:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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MonsterBuilder mb(fbb);
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mb.add_pos(&vec);
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mb.add_hp(80);
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mb.add_name(name);
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mb.add_inventory(inventory);
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auto mloc = mb.Finish();
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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We start with a temporary helper class `MonsterBuilder` (which is
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defined in our generated code also), then call the various `add_`
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@@ -88,7 +98,9 @@ Regardless of whether you used `CreateMonster` or `MonsterBuilder`, you
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now have an offset to the root of your data, and you can finish the
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buffer using:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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FinishMonsterBuffer(fbb, mloc);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The buffer is now ready to be stored somewhere, sent over the network,
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be compressed, or whatever you'd like to do with it. You can access the
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@@ -103,33 +115,41 @@ the code above, that also includes the reading code below.
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If you've received a buffer from somewhere (disk, network, etc.) you can
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directly start traversing it using:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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auto monster = GetMonster(buffer_pointer);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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`monster` is of type `Monster *`, and points to somewhere inside your
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buffer. If you look in your generated header, you'll see it has
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convenient accessors for all fields, e.g.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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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") == 0);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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These should all be true. Note that we never stored a `mana` value, so
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it will return the default.
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To access sub-objects, in this case the `Vec3`:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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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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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If we had not set the `pos` field during serialization, it would be
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`NULL`.
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Similarly, we can access elements of the inventory array:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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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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### Direct memory access
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@@ -175,7 +195,9 @@ is accessed, all reads will end up inside the buffer.
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Each root type will have a verification function generated for it,
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e.g. for `Monster`, you can call:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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bool ok = VerifyMonsterBuffer(Verifier(buf, len));
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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if `ok` is true, the buffer is safe to read.
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@@ -237,11 +259,15 @@ Load text (either a schema or json) into an in-memory buffer (there is a
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convenient `LoadFile()` utility function in `flatbuffers/util.h` if you
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wish). Construct a parser:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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flatbuffers::Parser parser;
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Now you can parse any number of text files in sequence:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
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parser.Parse(text_file.c_str());
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This works similarly to how the command-line compiler works: a sequence
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of files parsed by the same `Parser` object allow later files to
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@@ -7,6 +7,7 @@ See `go_test.go` for an example. You import the generated code, read a
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FlatBuffer binary file into a `[]byte`, which you pass to the
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`GetRootAsMonster` function:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
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import (
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example "MyGame/Example"
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flatbuffers "github.com/google/flatbuffers/go"
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@@ -17,11 +18,14 @@ FlatBuffer binary file into a `[]byte`, which you pass to the
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buf, err := ioutil.ReadFile("monster.dat")
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// handle err
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monster := example.GetRootAsMonster(buf, 0)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Now you can access values like this:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
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hp := monster.Hp()
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pos := monster.Pos(nil)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Note that whenever you access a new object like in the `Pos` example above,
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a new temporary accessor object gets created. If your code is very performance
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@@ -34,21 +38,28 @@ To access vectors you pass an extra index to the
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vector field accessor. Then a second method with the same name suffixed
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by `Length` let's you know the number of elements you can access:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
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for i := 0; i < monster.InventoryLength(); i++ {
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monster.Inventory(i) // do something here
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}
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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You can also construct these buffers in Go using the functions found in the
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generated code, and the FlatBufferBuilder class:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
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builder := flatbuffers.NewBuilder(0)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Create strings:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
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str := builder.CreateString("MyMonster")
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Create a table with a struct contained therein:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
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example.MonsterStart(builder)
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example.MonsterAddPos(builder, example.CreateVec3(builder, 1.0, 2.0, 3.0, 3.0, 4, 5, 6))
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example.MonsterAddHp(builder, 80)
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@@ -58,6 +69,7 @@ Create a table with a struct contained therein:
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example.MonsterAddTest(builder, mon2)
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example.MonsterAddTest4(builder, test4s)
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mon := example.MonsterEnd(builder)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Unlike C++, Go does not support table creation functions like 'createMonster()'.
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This is to create the buffer without
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@@ -72,11 +84,13 @@ will be `a`, `c` and `d`.
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Vectors also use this start/end pattern to allow vectors of both scalar types
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and structs:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
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example.MonsterStartInventoryVector(builder, 5)
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for i := 4; i >= 0; i-- {
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builder.PrependByte(byte(i))
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}
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inv := builder.EndVector(5)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The generated method 'StartInventoryVector' is provided as a convenience
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function which calls 'StartVector' with the correct element size of the vector
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@@ -7,13 +7,17 @@ See `javaTest.java` for an example. Essentially, you read a FlatBuffer binary
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file into a `byte[]`, which you then turn into a `ByteBuffer`, which you pass to
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the `getRootAsMyRootType` function:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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ByteBuffer bb = ByteBuffer.wrap(data);
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Monster monster = Monster.getRootAsMonster(bb);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Now you can access values much like C++:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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short hp = monster.hp();
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Vec3 pos = monster.pos();
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Note that whenever you access a new object like in the `pos` example above,
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a new temporary accessor object gets created. If your code is very performance
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@@ -39,8 +43,10 @@ Vector access is also a bit different from C++: you pass an extra index
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to the vector field accessor. Then a second method with the same name
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suffixed by `Length` let's you know the number of elements you can access:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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for (int i = 0; i < monster.inventoryLength(); i++)
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monster.inventory(i); // do something here
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Alternatively, much like strings, you can use `monster.inventoryAsByteBuffer()`
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to get a `ByteBuffer` referring to the whole vector. Use `ByteBuffer` methods
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@@ -49,7 +55,9 @@ like `asFloatBuffer` to get specific views if needed.
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If you specified a file_indentifier in the schema, you can query if the
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buffer is of the desired type before accessing it using:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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if (Monster.MonsterBufferHasIdentifier(bb)) ...
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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## Buffer construction in Java
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@@ -57,14 +65,19 @@ buffer is of the desired type before accessing it using:
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You can also construct these buffers in Java using the static methods found
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in the generated code, and the FlatBufferBuilder class:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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FlatBufferBuilder fbb = new FlatBufferBuilder();
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Create strings:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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int str = fbb.createString("MyMonster");
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Create a table with a struct contained therein:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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Monster.startMonster(fbb);
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Monster.addPos(fbb, Vec3.createVec3(fbb, 1.0f, 2.0f, 3.0f, 3.0, (byte)4, (short)5, (byte)6));
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Monster.addHp(fbb, (short)80);
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@@ -74,6 +87,7 @@ Create a table with a struct contained therein:
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Monster.addTest(fbb, mon2);
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Monster.addTest4(fbb, test4s);
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int mon = Monster.endMonster(fbb);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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For some simpler types, you can use a convenient `create` function call that
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allows you to construct tables in one function call. This example definition
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@@ -94,15 +108,19 @@ case must thus be taken that you set the right offset on the right field.
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Vectors can be created from the corresponding Java array like so:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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int inv = Monster.createInventoryVector(fbb, new byte[] { 0, 1, 2, 3, 4 });
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This works for arrays of scalars and (int) offsets to strings/tables,
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but not structs. If you want to write structs, or what you want to write
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does not sit in an array, you can also use the start/end pattern:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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Monster.startInventoryVector(fbb, 5);
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for (byte i = 4; i >=0; i--) fbb.addByte(i);
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int inv = fbb.endVector();
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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You can use the generated method `startInventoryVector` to conveniently call
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`startVector` with the right element size. You pass the number of
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@@ -116,7 +134,9 @@ above in the `Monster` example.
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To finish the buffer, call:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
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Monster.finishMonsterBuffer(fbb, mon);
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The buffer is now ready to be transmitted. It is contained in the `ByteBuffer`
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which you can obtain from `fbb.dataBuffer()`. Importantly, the valid data does
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