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Documentation for C bindings
This commit is contained in:
@@ -23,12 +23,13 @@ Please select your desired language for our quest:
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\htmlonly
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<form>
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<input type="radio" name="language" value="cpp" checked="checked">C++</input>
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<input type="radio" name="language" value="java">Java</input>
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||||
<input type="radio" name="language" value="csharp">C#</input>
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<input type="radio" name="language" value="c">C</input>
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<input type="radio" name="language" value="go">Go</input>
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<input type="radio" name="language" value="python">Python</input>
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<input type="radio" name="language" value="java">Java</input>
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<input type="radio" name="language" value="javascript">JavaScript</input>
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<input type="radio" name="language" value="php">PHP</input>
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<input type="radio" name="language" value="python">Python</input>
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</form>
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\endhtmlonly
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@@ -98,6 +99,10 @@ Samples demonstating the concepts in this example are located in the source code
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package, under the `samples` directory. You can browse the samples on GitHub
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[here](https://github.com/google/flatbuffers/tree/master/samples).
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<div class="language-c">
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*Note: The above does not apply to C, instead [look here](https://github.com/dvidelabs/flatcc/tree/master/samples).*
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</div>
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For your chosen language, please cross-reference with:
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||||
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<div class="language-cpp">
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@@ -121,6 +126,9 @@ For your chosen language, please cross-reference with:
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<div class="language-php">
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[SampleBinary.php](https://github.com/google/flatbuffers/blob/master/samples/SampleBinary.php)
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</div>
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<div class="language-c">
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[monster.c](https://github.com/dvidelabs/flatcc/blob/master/samples/monster/monster.c)
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</div>
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## Writing the Monsters' FlatBuffer Schema
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@@ -225,6 +233,16 @@ FlatBuffer compiler.
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Once `flatc` is built successfully, compile the schema for your language:
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<div class="language-c">
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*Note: If you're working in C, you need to use the separate project [FlatCC](https://github.com/dvidelabs/flatcc) which contains a schema compiler and runtime library in C for C.*
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<br>
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See [flatcc build instructions](https://github.com/dvidelabs/flatcc#building).
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<br>
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Please be aware of the difference between `flatc` and `flatcc` tools.
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<br>
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</div>
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<div class="language-cpp">
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~~~{.sh}
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cd flatbuffers/sample
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@@ -267,8 +285,17 @@ Once `flatc` is built successfully, compile the schema for your language:
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./../flatc --php samples/monster.fbs
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~~~
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</div>
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<div class="language-c">
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~~~{.sh}
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cd flatcc
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mkdir -p build/tmp/samples/monster
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bin/flatcc -a -o build/tmp/samples/monster samples/monster/monster.fbs
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# or just
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flatcc/samples/monster/build.sh
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~~~
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</div>
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For a more complete guide to using the `flatc` compiler, pleaes read the
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For a more complete guide to using the `flatc` compiler, please read the
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[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler)
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section of the Programmer's Guide.
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@@ -359,6 +386,21 @@ The first step is to import/include the library, generated files, etc.
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}
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~~~
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</div>
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<div class="language-c">
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~~~{.c}
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#include "monster_builder.h" // Generated by `flatcc`.
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// Convenient namespace macro to manage long namespace prefix.
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#define ns(x) FLATBUFFERS_WRAP_NAMESPACE(MyGame_Sample, x) // Specified in the schema.
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// Convenient common namespace macro.
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#define nsc(x) FLATBUFFERS_WRAP_NAMESPACE(flatbuffers, x)
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// A helper to simplify creating vectors from C-arrays.
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#define c_vec_len(V) (sizeof(V)/sizeof((V)[0]))
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// The ns macro makes it possible to write `ns(Monster_create(...))`
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// instead of `MyGame_Sample_Monster_create(...)`.
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~~~
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</div>
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Now we are ready to start building some buffers. In order to start, we need
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to create an instance of the `FlatBufferBuilder`, which will contain the buffer
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@@ -413,6 +455,14 @@ as it grows:
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$builder = new Google\FlatBuffers\FlatbufferBuilder(0);
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~~~
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</div>
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<div class="language-c">
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~~~{.c}
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flatcc_builder_t builder, *B;
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B = &builder;
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// Initialize the builder object.
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flatcc_builder_init(B);
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~~~
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</div>
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After creating the `builder`, we can start serializing our data. Before we make
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our `orc` Monster, lets create some `Weapon`s: a `Sword` and an `Axe`.
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@@ -525,6 +575,18 @@ our `orc` Monster, lets create some `Weapon`s: a `Sword` and an `Axe`.
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$weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);
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~~~
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</div>
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<div class="language-c">
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~~~{.c}
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ns(Weapon_ref_t) weapon_one_name = nsc(string_create_str(B, "Sword"));
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uint16_t weapon_one_damage = 3;
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ns(Weapon_ref_t) weapon_two_name = nsc(string_create_str(B, "Axe"));
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uint16_t weapon_two_damage = 5;
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ns(Weapon_ref_t) sword = ns(Weapon_create(B, weapon_one_name, weapon_one_damage));
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ns(Weapon_ref_t) axe = ns(Weapon_create(B, weapon_two_name, weapon_two_damage));
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~~~
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</div>
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Now let's create our monster, the `orc`. For this `orc`, lets make him
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`red` with rage, positioned at `(1.0, 2.0, 3.0)`, and give him
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@@ -627,6 +689,20 @@ traversal. This is generally easy to do on any tree structures.
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$inv = \MyGame\Sample\Monster::CreateInventoryVector($builder, $treasure);
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~~~
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</div>
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<div class="language-c">
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~~~{.c}
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// Serialize a name for our monster, called "Orc".
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// The _str suffix indicates the source is an ascii-z string.
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nsc(string_ref_t) name = nsc(string_create_str(B, "Orc"));
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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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uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
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nsc(uint8_vec_ref_t) inventory;
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// `c_vec_len` is the convenience macro we defined earlier.
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inventory = nsc(uint8_vec_create(B, treasure, c_vec_len(treasure)));
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~~~
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</div>
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We serialized two built-in data types (`string` and `vector`) and captured
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their return values. These values are offsets into the serialized data,
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@@ -642,6 +718,13 @@ and `Axe`). These are both FlatBuffer `table`s, whose offsets we now store in
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memory. Therefore we can create a FlatBuffer `vector` to contain these
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offsets.
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<div class="language-c">
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*Note: If you're using C, there is also an often shorter top-down
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approach that avoids storing temporary references because the runtime
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has an internal stack. The top-down version is shown at the end of build
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||||
section.*
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</div>
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<div class="language-cpp">
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~~~{.cpp}
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// Place the weapons into a `std::vector`, then convert that into a FlatBuffer `vector`.
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@@ -709,8 +792,21 @@ offsets.
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$weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);
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~~~
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</div>
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<div class="language-c">
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~~~{.c}
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// Here we use a top-down approach locally to build a Weapons vector
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// in-place instead of creating a temporary external vector to use
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// as argument like we did with the `inventory` earlier on, but the
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// overall approach is still bottom-up.
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ns(Weapon_vec_start(B));
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ns(Weapon_vec_push(B, sword));
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ns(Weapon_vec_push(B, axe));
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ns(Weapon_vec_ref_t) weapons = ns(Weapon_vec_end(B));
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~~~
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</div>
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To create a `struct`, use the `Vec3` class/struct that was generated by `flatc`:
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To create a `struct`, use the `Vec3` class/struct that was generated by
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the schema compiler:
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<div class="language-cpp">
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~~~{.cpp}
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@@ -754,6 +850,12 @@ To create a `struct`, use the `Vec3` class/struct that was generated by `flatc`:
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$pos = \MyGame\Sample\Vec3::CreateVec3($builder, 1.0, 2.0, 3.0);
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~~~
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</div>
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<div class="language-c">
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~~~{.c}
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// Create a `Vec3`, representing the Orc's position in 3-D space.
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ns(Vec3_t) pos = { 1.0f, 2.0f, 3.0f };
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~~~
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</div>
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We have now serialized the non-scalar components of the orc, so we
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can serialize the monster itself:
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@@ -862,10 +964,31 @@ can serialize the monster itself:
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$orc = \MyGame\Sample\Monster::EndMonster($builder);
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~~~
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</div>
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<div class="language-c">
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~~~{.c}
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// Set his hit points to 300 and his mana to 150.
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uint16_t hp = 300;
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uint16_t mana = 150;
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// Create the equipment union. In the C++ language API this is given
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// as two arguments to the create call, or as two separate add
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// operations for the type and the table reference. In C we create
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// a single union value that carries both the type and reference.
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ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
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ns(Monster_create_as_root(B, &pos, mana, hp, name, inventory, ns(Color_Red),
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weapons, equipped));
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~~~
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</div>
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<div class="language-c">
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*Note: in C we use `create_as_root` instead of the also valid `create` call
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because it simplfies constructing the root object.*
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</div>
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<div class="language-cpp">
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<br>
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*Note: Since we passing `150` as the `mana` field, which happens to be the
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*Note: Since we are passing `150` as the `mana` field, which happens to be the
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default value, the field will not actually be written to the buffer, since the
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default value will be returned on query anyway. This is a nice space savings,
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especially if default values are common in your data. It also means that you do
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@@ -892,6 +1015,39 @@ a bit more flexibility.
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auto orc = monster_builder.Finish();
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~~~
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</div>
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<div class="language-c">
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<br>
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*Note: Since we are passing `150` as the `mana` field, which happens to be the
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||||
default value, the field will not actually be written to the buffer, since the
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default value will be returned on query anyway. This is a nice space savings,
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especially if default values are common in your data. It also means that you do
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not need to be worried of adding a lot of fields that are only used in a small
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number of instances, as it will not bloat the buffer if unused.*
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<br><br>
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If you do not wish to set every field in a `table`, it may be more convenient to
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manually set each field of your monster, instead of calling `create_monster_as_root()`.
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The following snippet is functionally equivalent to the above code, but provides
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a bit more flexibility.
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<br>
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~~~{.c}
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// It is important to pair `start_as_root` with `end_as_root`.
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ns(Monster_start_as_root(B));
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ns(Monster_pos_create(B, 1.0f, 2.0f, 3.0f));
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// or alternatively
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//ns(Monster_pos_add(&pos);
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ns(Monster_hp_add(B, hp));
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// Notice that `Monser_name_add` adds a string reference unlike the
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// add_str and add_strn variants.
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ns(Monster_name_add(B, name));
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ns(Monster_inventory_add(B, inventory));
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ns(Monster_color_add(B, ns(Color_Red)));
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ns(Monster_weapons_add(B, weapons));
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ns(Monster_equipped_add(B, equipped));
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// Complete the monster object and make it the buffer root object.
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ns(Monster_end_as_root(B));
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~~~
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</div>
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Before finishing the serialization, let's take a quick look at FlatBuffer
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||||
`union Equipped`. There are two parts to each FlatBuffer `union`. The first, is
|
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@@ -902,6 +1058,11 @@ Second, is the `union`'s data.
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||||
In our example, the last two things we added to our `Monster` were the
|
||||
`Equipped Type` and the `Equipped` union itself.
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||||
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||||
<div class="language-c">
|
||||
*Note: In C, several different helpers make these two fields appear as
|
||||
one field, but they can be added separately.*
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||||
</div>
|
||||
|
||||
Here is a repetition these lines, to help highlight them more clearly:
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||||
|
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<div class="language-cpp">
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||||
@@ -947,11 +1108,78 @@ Here is a repetition these lines, to help highlight them more clearly:
|
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\MyGame\Sample\Monster::AddEquipped($builder, $axe); // Union data
|
||||
~~~
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</div>
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<div class="language-c">
|
||||
~~~{.c}
|
||||
ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
|
||||
ns(Monster_equipped_add(B, equipped));
|
||||
// or alternatively
|
||||
ns(Monster_equipped_Weapon_add(B, axe);
|
||||
// or alternatively
|
||||
ns(Monster_equipped_type_add(B, ns(Equipment_Weapon));
|
||||
ns(Monster_equipped_add_member(B, axe));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
<div class="language-c">
|
||||
Here is an alternative top-down approach unique to the C builder
|
||||
library.
|
||||
<br>
|
||||
~~~{.c}
|
||||
uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
|
||||
size_t treasure_count = c_vec_len(treasure);
|
||||
ns(Weapon_ref_t) axe;
|
||||
|
||||
// NOTE: if we use end_as_root, we MUST also start as root.
|
||||
ns(Monster_start_as_root(B));
|
||||
ns(Monster_pos_create(B, 1.0f, 2.0f, 3.0f));
|
||||
ns(Monster_hp_add(B, 300));
|
||||
ns(Monster_mana_add(B, 150));
|
||||
// We use create_str instead of add because we have no existing string reference.
|
||||
ns(Monster_name_create_str(B, "Orc"));
|
||||
// Again we use create because we no existing vector object, only a C-array.
|
||||
ns(Monster_inventory_create(B, treasure, treasure_count));
|
||||
ns(Monster_color_add(B, ns(Color_Red)));
|
||||
if (1) {
|
||||
ns(Monster_weapons_start(B));
|
||||
ns(Monster_weapons_push_create(B, nsc(string_create_str(B, "Sword")), 3));
|
||||
// We reuse the axe object later. Note that we dereference a pointer
|
||||
// because push always returns a short-term pointer to the stored element.
|
||||
// We could also have created the axe object first and simply pushed it.
|
||||
axe = *ns(Monster_weapons_push_create(B, nsc(string_create_str(B, "Axe")), 5));
|
||||
ns(Monster_weapons_end(B));
|
||||
} else {
|
||||
// We can have more control with the table elements added to a vector:
|
||||
//
|
||||
ns(Monster_weapons_start(B));
|
||||
ns(Monster_weapons_push_start(B));
|
||||
ns(Weapon_name_create_str(B, "Sword"));
|
||||
ns(Weapon_damage_add(B, 3));
|
||||
ns(Monster_weapons_push_end(B));
|
||||
ns(Monster_weapons_push_start(B));
|
||||
ns(Monster_weapons_push_start(B));
|
||||
ns(Weapon_name_create_str(B, "Axe"));
|
||||
ns(Weapon_damage_add(B, 5));
|
||||
axe = *ns(Monster_weapons_push_end(B));
|
||||
ns(Monster_weapons_end(B));
|
||||
}
|
||||
// Unions can get their type by using a type-specific add/create/start method.
|
||||
ns(Monster_equipped_Weapon_add(B, axe));
|
||||
|
||||
ns(Monster_end_as_root(B));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
After you have created your buffer, you will have the offset to the root of the
|
||||
data in the `orc` variable, so you can finish the buffer by calling the
|
||||
appropriate `finish` method.
|
||||
|
||||
<div class="language-c">
|
||||
*Note: C does not have a `finish` call, and it is not needed when we use
|
||||
`create_as_root` or `start/end_as_root`. For the sake of modularity, it
|
||||
is sometimes useful to create an object without knowing if it will be a
|
||||
root. We show this below, but do NOT mix it with the `_as_root` calls.*
|
||||
</div>
|
||||
|
||||
<div class="language-cpp">
|
||||
~~~{.cpp}
|
||||
// Call `Finish()` to instruct the builder that this monster is complete.
|
||||
@@ -999,6 +1227,14 @@ appropriate `finish` method.
|
||||
// $builder, $orc);`.
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Alternative approach separating object creation from being root object.
|
||||
ns(Monster_ref_t) orc = ns(Monster_create(B, ...));
|
||||
// `flatcc_` calls should be isolated to top-level driver logic.
|
||||
flatcc_builder_buffer_create(orc);
|
||||
~~~
|
||||
</div>
|
||||
|
||||
The buffer is now ready to be stored somewhere, sent over the network, be
|
||||
compressed, or whatever you'd like to do with it. You can access the buffer
|
||||
@@ -1048,6 +1284,29 @@ like so:
|
||||
$buf = $builder->dataBuffer(); // Of type `Google\FlatBuffers\ByteBuffer`
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
uint8_t *buf;
|
||||
size_t size;
|
||||
|
||||
// Allocate and extract a readable buffer from internal builder heap.
|
||||
// The returned buffer must be deallocated using `free`.
|
||||
// NOTE: Finalizing the buffer does NOT change the builder, it
|
||||
// just creates a snapshot of the builder content.
|
||||
buf = flatcc_builder_finalize_buffer(&builder, &size);
|
||||
// use buf
|
||||
free(buf);
|
||||
|
||||
// Optionally reset builder to reuse builder without deallocating
|
||||
// internal stack and heap.
|
||||
flatcc_builder_reset(B);
|
||||
// build next buffer.
|
||||
// ...
|
||||
|
||||
// Cleanup.
|
||||
flatcc_builder_clear(B);
|
||||
~~~
|
||||
</div>
|
||||
|
||||
#### Reading Orc FlatBuffers
|
||||
|
||||
@@ -1055,9 +1314,15 @@ Now that we have successfully created an `Orc` FlatBuffer, the monster data can
|
||||
be saved, sent over a network, etc. Let's now adventure into the inverse, and
|
||||
deserialize a FlatBuffer.
|
||||
|
||||
This seciton requires the same import/include, namespace, etc. requirements as
|
||||
This section requires the same import/include, namespace, etc. requirements as
|
||||
before:
|
||||
|
||||
<div class="language-c">
|
||||
*Note: In C there is a separate include file for the reader which is automatically
|
||||
included by the generated builder header. A standalone reader only depends on header
|
||||
files while the builder must link with a small runtime library.*
|
||||
</div>
|
||||
|
||||
<div class="language-cpp">
|
||||
~~~{.cpp}
|
||||
#include "monster_generate.h" // This was generated by `flatc`.
|
||||
@@ -1134,6 +1399,14 @@ before:
|
||||
}
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
#include "monster_reader.h"
|
||||
|
||||
#define ns(x) FLATBUFFERS_WRAP_NAMESPACE(MyGame_Sample, x) // Specified in the schema.
|
||||
#define nsc(x) FLATBUFFERS_WRAP_NAMESPACE(flatbuffers, x)
|
||||
~~~
|
||||
</div>
|
||||
|
||||
Then, assuming you have a variable containing to the bytes of data from disk,
|
||||
network, etc., you can create a monster from this data:
|
||||
@@ -1224,8 +1497,18 @@ network, etc., you can create a monster from this data:
|
||||
$monster = \MyGame\Sample\Monster::GetRootAsMonster($buf);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Note that we use the `table_t` suffix when reading a table object
|
||||
// as opposed to the `ref_t` suffix used during the construction of
|
||||
// the buffer.
|
||||
ns(Monster_table_t) monster = ns(Monster_as_root(buffer));
|
||||
|
||||
If you look in the generated files from `flatc`, you will see it generated
|
||||
// Note: root object pointers are NOT the same as the `buffer` pointer.
|
||||
~~~
|
||||
</div>
|
||||
|
||||
If you look in the generated files from the schema compiler, you will see it generated
|
||||
accessors for all non-`deprecated` fields. For example:
|
||||
|
||||
<div class="language-cpp">
|
||||
@@ -1279,10 +1562,32 @@ accessors for all non-`deprecated` fields. For example:
|
||||
$name = monster->getName();
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
uint16_t hp = ns(Monster_hp(monster));
|
||||
// Since 150 is the default, we are reading a value that wasn't stored.
|
||||
uint16_t mana = ns(Monster_mana(monster));
|
||||
// This is just a const char *, but it also supports a fast length operation.
|
||||
nsc(string_t) name = ns(Monster_name(monster));
|
||||
size_t name_len = nsc(string_len(name));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
<div class="language-c">
|
||||
*Note: In C we can check if a field is present. For example `mana`
|
||||
should not be present because it was set with a default value or not at
|
||||
all, but `hp` should be present.*
|
||||
|
||||
~~~{.c}
|
||||
int hp_present = ns(Monster_hp_is_present(monster)); // 1
|
||||
int mana_present = ns(Monster_mana_is_present(monster)); // 0
|
||||
~~~
|
||||
</div>
|
||||
|
||||
|
||||
These should hold `300`, `150`, and `"Orc"` respectively.
|
||||
|
||||
*Note: We never stored a value in `mp`, so we got the default value of `150`.*
|
||||
*Note: We never stored a value in `mana`, so we got the default value of `150`.*
|
||||
|
||||
To access sub-objects, in the case of our `pos`, which is a `Vec3`:
|
||||
|
||||
@@ -1348,10 +1653,25 @@ To access sub-objects, in the case of our `pos`, which is a `Vec3`:
|
||||
$z = $pos->getZ();
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
ns(Vec3_struct_t) pos = ns(Monster_pos(monster));
|
||||
float x = ns(Vec3_x(pos));
|
||||
float y = ns(Vec3_y(pos));
|
||||
float z = ns(Vec3_z(pos));
|
||||
|
||||
// or alternatively
|
||||
ns(Vec3_t) pos_vec;
|
||||
// `pe` indicates endian conversion from protocol to native.
|
||||
ns(Vec3_copy_from_pe(&pos_vec, pos));
|
||||
x = pos_vec.x;
|
||||
// ...
|
||||
~~~
|
||||
</div>
|
||||
|
||||
`x`, `y`, and `z` will contain `1.0`, `2.0`, and `3.0`, respectively.
|
||||
|
||||
*Note: Had we not set `pos` during serialization, it would be `NULL`-value.*
|
||||
*Note: Had we not set `pos` during serialization, it would be a `NULL`-value.*
|
||||
|
||||
Similarly, we can access elements of the inventory `vector` by indexing it. You
|
||||
can also iterate over the length of the array/vector representing the
|
||||
@@ -1400,6 +1720,19 @@ FlatBuffers `vector`.
|
||||
$third_item = $monster->getInventory(2);
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// This is a const uint8_t *, but it shouldn't be accessed directly
|
||||
// to ensure proper endian conversion. Incidentally the uint8 (ubyte)
|
||||
// is not sensitive to endianness, so we *could* have accessed it directly.
|
||||
// The compiler likely optimizes this so that it doesn't matter.
|
||||
nsc(uint8_vec_t) inv = ns(Monster_inventory(monster));
|
||||
size_t inv_len = nsc(uint8_vec_len(inv));
|
||||
|
||||
// If `inv` was not set, it will be null, but the length is still
|
||||
// valid to read and will then be zero.
|
||||
~~~
|
||||
</div>
|
||||
|
||||
For `vector`s of `table`s, you can access the elements like any other vector,
|
||||
except your need to handle the result as a FlatBuffer `table`:
|
||||
@@ -1458,6 +1791,15 @@ except your need to handle the result as a FlatBuffer `table`:
|
||||
$second_weapon_damage = $monster->getWeapons(1)->getDamage();
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
ns(Weapon_vec_t) weapons = ns(Monster_weapons(monster));
|
||||
size_t weapons_len = ns(Weapon_vec_len(weapons));
|
||||
// We don't have to use `nsc(string_t)` as type if we don't need fast length access.
|
||||
const char *second_weapon_name = ns(Weapon_name(ns(Weapon_vec_at(weapons, 1))));
|
||||
uint16_t second_weapon_damage = ns(Weapon_damage(ns(Weapon_vec_at(weapons, 1))));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
Last, we can access our `Equipped` FlatBuffer `union`. Just like when we created
|
||||
the `union`, we need to get both parts of the `union`: the type and the data.
|
||||
@@ -1560,9 +1902,26 @@ We can access the type to dynamically cast the data as needed (since the
|
||||
}
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Access union type field.
|
||||
if (ns(Monster_equipped_type(monster)) == ns(Equipment_Weapon)) {
|
||||
// Cast to appropriate type:
|
||||
// C allows for silent void pointer assignment, so we need no explicit cast.
|
||||
ns(Weapon_table_t) weapon = ns(Monster_equipped(monster));
|
||||
const char *weapon_name = ns(Weapon_name(weapon)); // "Axe"
|
||||
uint16_t weapon_damage = ns(Weapon_damage(weapon)); // 5
|
||||
}
|
||||
~~~
|
||||
</div>
|
||||
|
||||
## Mutating FlatBuffers
|
||||
|
||||
<div class="language-c">
|
||||
*Note: This section does not fully apply to C which has no generated mutation
|
||||
interface (except for sorting vectors in-place which is an advanced topic).*
|
||||
</div>
|
||||
|
||||
As you saw above, typically once you have created a FlatBuffer, it is read-only
|
||||
from that moment on. There are, however, cases where you have just received a
|
||||
FlatBuffer, and you'd like to modify something about it before sending it on to
|
||||
@@ -1624,6 +1983,11 @@ mutators like so:
|
||||
<API for mutating FlatBuffers is not yet supported in PHP.>
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.php}
|
||||
<API for in-place mutating FlatBuffers will not be supported in C.>
|
||||
~~~
|
||||
</div>
|
||||
|
||||
We use the somewhat verbose term `mutate` instead of `set` to indicate that this
|
||||
is a special use case, not to be confused with the default way of constructing
|
||||
@@ -1687,6 +2051,14 @@ FlatBuffer binary representation of the contents from our `.json` file.
|
||||
[Use in C++](@ref flatbuffers_guide_use_cpp) section of the Programmer's
|
||||
Guide for more information.*
|
||||
</div>
|
||||
<div class="language-c">
|
||||
*Note: If you're working in C, the `flatcc --json` (not `flatc`)
|
||||
compiler will generate schema specific high performance json parsers and
|
||||
printers that you can compile and use at runtime. The `flatc` compiler (not
|
||||
`flatcc`) on the other hand, is still useful for general offline json to
|
||||
flatbuffer conversion from a given schema. There are no current plans
|
||||
for `flatcc` to support this.*
|
||||
</div>
|
||||
|
||||
## Advanced Features for Each Language
|
||||
|
||||
@@ -1716,5 +2088,8 @@ For your chosen language, see:
|
||||
<div class="language-php">
|
||||
[Use in PHP](@ref flatbuffers_guide_use_php)
|
||||
</div>
|
||||
<div class="language-c">
|
||||
[Use in C](@ref flatbuffers_guide_use_c)
|
||||
</div>
|
||||
|
||||
<br>
|
||||
|
||||
Reference in New Issue
Block a user