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Better python generated code naming (#6336)
* Remove a lot of redundancy from the Python generated code. Update tutorial to reflect new Python generated code. * Add aliases for newly deprecated Python generated methods. This should help with backwards compatibility. * Fix incorrect names in deprecated comments.
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@@ -741,16 +741,16 @@ our `orc` Monster, let's create some `Weapon`s: a `Sword` and an `Axe`.
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weapon_two = builder.CreateString('Axe')
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# Create the first `Weapon` ('Sword').
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MyGame.Sample.Weapon.WeaponStart(builder)
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MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one)
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MyGame.Sample.Weapon.WeaponAddDamage(builder, 3)
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sword = MyGame.Sample.Weapon.WeaponEnd(builder)
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MyGame.Sample.Weapon.Start(builder)
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MyGame.Sample.Weapon.AddName(builder, weapon_one)
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MyGame.Sample.Weapon.AddDamage(builder, 3)
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sword = MyGame.Sample.Weapon.End(builder)
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# Create the second `Weapon` ('Axe').
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MyGame.Sample.Weapon.WeaponStart(builder)
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MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two)
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MyGame.Sample.Weapon.WeaponAddDamage(builder, 5)
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axe = MyGame.Sample.Weapon.WeaponEnd(builder)
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MyGame.Sample.Weapon.Start(builder)
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MyGame.Sample.Weapon.AddName(builder, weapon_two)
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MyGame.Sample.Weapon.AddDamage(builder, 5)
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axe = MyGame.Sample.Weapon.End(builder)
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~~~
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</div>
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<div class="language-javascript">
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@@ -1014,7 +1014,7 @@ traversal. This is generally easy to do on any tree structures.
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# Create a `vector` representing the inventory of the Orc. Each number
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# could correspond to an item that can be claimed after he is slain.
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# Note: Since we prepend the bytes, this loop iterates in reverse.
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MyGame.Sample.Monster.MonsterStartInventoryVector(builder, 10)
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MyGame.Sample.Monster.StartInventoryVector(builder, 10)
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for i in reversed(range(0, 10)):
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builder.PrependByte(i)
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inv = builder.EndVector()
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@@ -1204,7 +1204,7 @@ offsets.
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~~~{.py}
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# Create a FlatBuffer vector and prepend the weapons.
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# Note: Since we prepend the data, prepend them in reverse order.
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MyGame.Sample.Monster.MonsterStartWeaponsVector(builder, 2)
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MyGame.Sample.Monster.StartWeaponsVector(builder, 2)
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builder.PrependUOffsetTRelative(axe)
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builder.PrependUOffsetTRelative(sword)
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weapons = builder.EndVector()
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@@ -1333,7 +1333,7 @@ for the `path` field above:
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</div>
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<div class="language-python">
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~~~{.py}
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MyGame.Sample.Monster.MonsterStartPathVector(builder, 2)
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MyGame.Sample.Monster.StartPathVector(builder, 2)
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MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0)
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MyGame.Sample.Vec3.CreateVec3(builder, 4.0, 5.0, 6.0)
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path = builder.EndVector()
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@@ -1524,21 +1524,21 @@ can serialize the monster itself:
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</div>
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<div class="language-python">
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~~~{.py}
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# Create our monster by using `MonsterStart()` and `MonsterEnd()`.
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MyGame.Sample.Monster.MonsterStart(builder)
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MyGame.Sample.Monster.MonsterAddPos(builder,
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# Create our monster by using `Monster.Start()` and `Monster.End()`.
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MyGame.Sample.Monster.Start(builder)
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MyGame.Sample.Monster.AddPos(builder,
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MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0))
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MyGame.Sample.Monster.MonsterAddHp(builder, 300)
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MyGame.Sample.Monster.MonsterAddName(builder, name)
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MyGame.Sample.Monster.MonsterAddInventory(builder, inv)
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MyGame.Sample.Monster.MonsterAddColor(builder,
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MyGame.Sample.Monster.AddHp(builder, 300)
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MyGame.Sample.Monster.AddName(builder, name)
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MyGame.Sample.Monster.AddInventory(builder, inv)
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MyGame.Sample.Monster.AddColor(builder,
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MyGame.Sample.Color.Color().Red)
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MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons)
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MyGame.Sample.Monster.MonsterAddEquippedType(
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MyGame.Sample.Monster.AddWeapons(builder, weapons)
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MyGame.Sample.Monster.AddEquippedType(
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builder, MyGame.Sample.Equipment.Equipment().Weapon)
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MyGame.Sample.Monster.MonsterAddEquipped(builder, axe)
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MyGame.Sample.Monster.MonsterAddPath(builder, path)
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orc = MyGame.Sample.Monster.MonsterEnd(builder)
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MyGame.Sample.Monster.AddEquipped(builder, axe)
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MyGame.Sample.Monster.AddPath(builder, path)
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orc = MyGame.Sample.Monster.End(builder)
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~~~
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</div>
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<div class="language-javascript">
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@@ -1848,9 +1848,9 @@ Here is a repetition of these lines, to help highlight them more clearly:
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</div>
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<div class="language-python">
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~~~{.py}
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MyGame.Sample.Monster.MonsterAddEquippedType( # Union type
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MyGame.Sample.Monster.AddEquippedType( # Union type
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builder, MyGame.Sample.Equipment.Equipment().Weapon)
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MyGame.Sample.Monster.MonsterAddEquipped(builder, axe) # Union data
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MyGame.Sample.Monster.AddEquipped(builder, axe) # Union data
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~~~
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</div>
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<div class="language-javascript">
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@@ -2382,7 +2382,7 @@ won't work.**
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buf = /* the data you just read, in an object of type "bytearray" */
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// Get an accessor to the root object inside the buffer.
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monster = MyGame.Sample.Monster.Monster.GetRootAsMonster(buf, 0)
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monster = MyGame.Sample.Monster.Monster.GetRootAs(buf, 0)
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# Note: We use `0` for the offset here, which is typical for most buffers
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# you would read. If you wanted to read from the `builder.Bytes` directly,
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