mirror of
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Move some C specifics out of tutorial and clarify platform support
This commit is contained in:
@@ -19,32 +19,194 @@ project.
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- The C Builder Interface (advanced) <https://github.com/dvidelabs/flatcc/blob/master/doc/builder.md>
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## Supported Platforms
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Ubuntu and OS-X are regularly tested during releases. Centos 7.1
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has also been tested. Cross compilation to little-endian ARM has been
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reported to work with warnings.
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Windows has not been tested. The `include/flatcc/portable` library is
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intended to abstract platform differences, including Windows. User
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feedback and patches are welcome.
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Big endian platforms have not been tested and may contain bugs, but care
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has been taken to provide support for it.
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## Modular Object Creation
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In the tutorial we used the call `Monster_create_as_root` to create the
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root buffer object since this is easier in simple use cases. Sometimes
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we need more modularity so we can reuse a function to create nested
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tables and root tables the same way. For this we need the
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`flatcc_builder_buffer_create_call`. It is best to keep `flatcc_builder`
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calls isolated at the top driver level, so we get:
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<div class="language-c">
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~~~{.c}
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ns(Monster_ref_t) create_orc(flatcc_builder_t *B)
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{
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// ... same as in the tutorial.
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return s(Monster_create(B, ...));
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}
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void create_monster_buffer()
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{
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uint8_t *buf;
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size_t size;
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flatcc_builder_t builder, *B;
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// Initialize the builder object.
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B = &builder;
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flatcc_builder_init(B);
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// Only use `buffer_create` without `create/start/end_as_root`.
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flatcc_builder_buffer_create(create_orc(B));
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// Allocate and copy buffer to user memory.
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buf = flatcc_builder_finalize_buffer(B, &size);
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// ... write the buffer to disk or network, or something.
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free(buf);
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flatcc_builder_clear(B);
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}
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~~~
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</div>
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The same principle applies with `start/end` vs `start/end_as_root` in
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the top-down approach.
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## Top Down Example
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The tutorial uses a bottom up approach. In C it is also possible to use
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a top-down approach by starting and ending objects nested within each
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other. In the tutorial there is no deep nesting, so the difference is
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limited, but it shows the idea:
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<div class="language-c">
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<br>
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~~~{.c}
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uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
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size_t treasure_count = c_vec_len(treasure);
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ns(Weapon_ref_t) axe;
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// NOTE: if we use end_as_root, we MUST also start 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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ns(Monster_hp_add(B, 300));
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ns(Monster_mana_add(B, 150));
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// We use create_str instead of add because we have no existing string reference.
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ns(Monster_name_create_str(B, "Orc"));
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// Again we use create because we no existing vector object, only a C-array.
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ns(Monster_inventory_create(B, treasure, treasure_count));
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ns(Monster_color_add(B, ns(Color_Red)));
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if (1) {
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ns(Monster_weapons_start(B));
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ns(Monster_weapons_push_create(B, flatbuffers_string_create_str(B, "Sword"), 3));
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// We reuse the axe object later. Note that we dereference a pointer
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// because push always returns a short-term pointer to the stored element.
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// We could also have created the axe object first and simply pushed it.
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axe = *ns(Monster_weapons_push_create(B, flatbuffers_string_create_str(B, "Axe"), 5));
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ns(Monster_weapons_end(B));
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} else {
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// We can have more control with the table elements added to a vector:
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//
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ns(Monster_weapons_start(B));
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ns(Monster_weapons_push_start(B));
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ns(Weapon_name_create_str(B, "Sword"));
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ns(Weapon_damage_add(B, 3));
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ns(Monster_weapons_push_end(B));
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ns(Monster_weapons_push_start(B));
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ns(Monster_weapons_push_start(B));
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ns(Weapon_name_create_str(B, "Axe"));
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ns(Weapon_damage_add(B, 5));
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axe = *ns(Monster_weapons_push_end(B));
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ns(Monster_weapons_end(B));
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}
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// Unions can get their type by using a type-specific add/create/start method.
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ns(Monster_equipped_Weapon_add(B, axe));
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ns(Monster_end_as_root(B));
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~~~
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</div>
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## Basic Reflection
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The C-API does support reading binary schema (.bfbs)
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files via code generated from the `reflection.fbs` schema, and an
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[example usage](https://github.com/dvidelabs/flatcc/tree/master/samples/reflection)
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shows how to use this. The schema files are pre-generated
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shows how to use this. The reflection schema files are pre-generated
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in the [runtime distribution](https://github.com/dvidelabs/flatcc/tree/master/include/flatcc/reflection).
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## Mutating Reflection
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## Mutations and Reflection
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The C-API does not support mutating reflection like C++ does.
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The C-API does not support mutating reflection like C++ does, nor does
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the reader interface support mutating scalars (and it is generally
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unsafe to do so even after verification).
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Although the following isn't reflection, it is possible to create new
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buffers using complex objects from existing buffers as source. This can
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be very efficient due to direct copy semantics without endian conversion or
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temporary stack allocation.
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The generated reader interface supports sorting vectors in-place after
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casting them to a mutating type because it is not practical to do so
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while building a buffer. This is covered in the builder documentation.
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The reflection example makes use of this feature to look up objects by
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name.
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It is possible to build new buffers using complex objects from existing
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buffers as source. This can be very efficient due to direct copy
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semantics without endian conversion or temporary stack allocation.
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Scalars, structs and strings can be used as source, as well vectors of
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these.
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It is currently not possible to use an existing table or vector of table
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as source, but it would be possible to add support for this at some
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point. Vectors of strings
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point.
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## Namespaces
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The `FLATBUFFERS_WRAP_NAMESPACE` approach used in the tutorial is convenient
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when each function has a very long namespace prefix. But it isn't always
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we the best approach. If the namespace is absent, or very simple and
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informative, we might as well use the prefix directly. The
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[reflection example](https://github.com/dvidelabs/flatcc/blob/master/samples/reflection/bfbs2json.c)
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||||
mentioned above uses this approach.
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## Checking for Present Members
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||||
|
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Not all languages support testing if a field is present, but in C we can
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elaborate the reader section of the tutorial with tests for this. Recall
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||||
that `mana` was set to the default value `150` and therefore shouldn't
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be present.
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<div class="language-c">
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||||
~~~{.c}
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int hp_present = ns(Monster_hp_is_present(monster)); // 1
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||||
int mana_present = ns(Monster_mana_is_present(monster)); // 0
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||||
~~~
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||||
</div>
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||||
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||||
## Alternative ways to add a Union
|
||||
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In the tutorial we used a single call to add a union. Here we show
|
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different ways to accomplish the same thing. The last form is rarely
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used, but is the low-level way to do it. It can be used to group small
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||||
values together in the table by adding type and data at different
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points in time.
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||||
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<div class="language-c">
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~~~{.c}
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ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
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ns(Monster_equipped_add(B, equipped));
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||||
// or alternatively
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ns(Monster_equipped_Weapon_add(B, axe);
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// or alternatively
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ns(Monster_equipped_type_add(B, ns(Equipment_Weapon));
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ns(Monster_equipped_add_member(B, axe));
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~~~
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</div>
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## Why not integrate with the `flatc` tool?
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[It was considered how the C code generator could be integrated into the
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@@ -55,3 +217,5 @@ a complicated intermediate representation would have to be invented.
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Neither of these alternatives are very attractive, and it isn't a big
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deal to use the `flatcc` tool instead of `flatc` given that the
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||||
FlatBuffers C runtime library needs to be made available regardless.
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@@ -131,7 +131,7 @@ sections provide a more in-depth usage guide.
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in your own programs.
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- How to [use the generated Go code](@ref flatbuffers_guide_use_go) in your
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own programs.
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- How to [use the generated C code](@ref flatbuffers_guide_use_c) in your
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- How to [use FlatBuffers in C with `flatcc`](@ref flatbuffers_guide_use_c) in your
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own programs.
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||||
- [Support matrix](@ref flatbuffers_support) for platforms/languages/features.
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||||
- Some [benchmarks](@ref flatbuffers_benchmarks) showing the advantage of
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||||
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||||
@@ -28,7 +28,7 @@ Buffer verifier | Yes | No | No | No | No | No
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Testing: basic | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ? | ?
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||||
Testing: fuzz | Yes | No | No | Yes | Yes | No | No | ? | ?
|
||||
Performance: | Superb | Great | Great | Great | Ok | ? |Superb| ? | ?
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Platform: Windows | VS2010 | Yes | Yes | ? | ? | ? | No | ? | ?
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||||
Platform: Windows | VS2010 | Yes | Yes | ? | ? | ? | ? | ? | ?
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||||
Platform: Linux | GCC282 | Yes | ? | Yes | Yes | ? | Yes | ? | ?
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||||
Platform: OS X | Xcode4 | ? | ? | ? | Yes | ? | Yes | ? | ?
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Platform: Android | NDK10d | Yes | ? | ? | ? | ? | ? | ? | ?
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@@ -234,7 +234,6 @@ FlatBuffer compiler.
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Once `flatc` is built successfully, compile the schema for your language:
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||||
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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).
|
||||
@@ -391,14 +390,11 @@ The first step is to import/include the library, generated files, etc.
|
||||
#include "monster_builder.h" // Generated by `flatcc`.
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// Convenient namespace macro to manage long namespace prefix.
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||||
#undef ns
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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.
|
||||
#define c_vec_len(V) (sizeof(V)/sizeof((V)[0]))
|
||||
|
||||
// The ns macro makes it possible to write `ns(Monster_create(...))`
|
||||
// instead of `MyGame_Sample_Monster_create(...)`.
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||||
~~~
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||||
</div>
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|
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@@ -577,10 +573,10 @@ our `orc` Monster, lets create some `Weapon`s: a `Sword` and an `Axe`.
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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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ns(Weapon_ref_t) weapon_one_name = flatbuffers_string_create_str(B, "Sword");
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||||
uint16_t weapon_one_damage = 3;
|
||||
|
||||
ns(Weapon_ref_t) weapon_two_name = nsc(string_create_str(B, "Axe"));
|
||||
ns(Weapon_ref_t) weapon_two_name = flatbuffers_string_create_str(B, "Axe");
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||||
uint16_t weapon_two_damage = 5;
|
||||
|
||||
ns(Weapon_ref_t) sword = ns(Weapon_create(B, weapon_one_name, weapon_one_damage));
|
||||
@@ -693,14 +689,14 @@ traversal. This is generally easy to do on any tree structures.
|
||||
~~~{.c}
|
||||
// Serialize a name for our monster, called "Orc".
|
||||
// The _str suffix indicates the source is an ascii-z string.
|
||||
nsc(string_ref_t) name = nsc(string_create_str(B, "Orc"));
|
||||
flatbuffers_string_ref_t name = flatbuffers_string_create_str(B, "Orc");
|
||||
|
||||
// Create a `vector` representing the inventory of the Orc. Each number
|
||||
// could correspond to an item that can be claimed after he is slain.
|
||||
uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
|
||||
nsc(uint8_vec_ref_t) inventory;
|
||||
flatbuffers_uint8_vec_ref_t inventory;
|
||||
// `c_vec_len` is the convenience macro we defined earlier.
|
||||
inventory = nsc(uint8_vec_create(B, treasure, c_vec_len(treasure)));
|
||||
inventory = flatbuffers_uint8_vec_create(B, treasure, c_vec_len(treasure));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
@@ -718,13 +714,6 @@ and `Axe`). These are both FlatBuffer `table`s, whose offsets we now store in
|
||||
memory. Therefore we can create a FlatBuffer `vector` to contain these
|
||||
offsets.
|
||||
|
||||
<div class="language-c">
|
||||
*Note: If you're using C, there is also an often shorter top-down
|
||||
approach that avoids storing temporary references because the runtime
|
||||
has an internal stack. The top-down version is shown at the end of build
|
||||
section.*
|
||||
</div>
|
||||
|
||||
<div class="language-cpp">
|
||||
~~~{.cpp}
|
||||
// Place the weapons into a `std::vector`, then convert that into a FlatBuffer `vector`.
|
||||
@@ -794,10 +783,7 @@ section.*
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Here we use a top-down approach locally to build a Weapons vector
|
||||
// in-place instead of creating a temporary external vector to use
|
||||
// as argument like we did with the `inventory` earlier on, but the
|
||||
// overall approach is still bottom-up.
|
||||
// We use the internal builder stack to implement a dynamic vector.
|
||||
ns(Weapon_vec_start(B));
|
||||
ns(Weapon_vec_push(B, sword));
|
||||
ns(Weapon_vec_push(B, axe));
|
||||
@@ -970,31 +956,23 @@ can serialize the monster itself:
|
||||
uint16_t hp = 300;
|
||||
uint16_t mana = 150;
|
||||
|
||||
// Create the equipment union. In the C++ language API this is given
|
||||
// as two arguments to the create call, or as two separate add
|
||||
// operations for the type and the table reference. In C we create
|
||||
// a single union value that carries both the type and reference.
|
||||
// Define an equipment union. `create` calls in C has a single
|
||||
// argument for unions where C++ has both a type and a data argument.
|
||||
ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
|
||||
|
||||
ns(Monster_create_as_root(B, &pos, mana, hp, name, inventory, ns(Color_Red),
|
||||
weapons, equipped));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
<div class="language-c">
|
||||
*Note: in C we use `create_as_root` instead of the also valid `create` call
|
||||
because it simplfies constructing the root object.*
|
||||
</div>
|
||||
|
||||
<div class="language-cpp">
|
||||
<br>
|
||||
*Note: Since we are passing `150` as the `mana` field, which happens to be the
|
||||
default value, the field will not actually be written to the buffer, since the
|
||||
default value will be returned on query anyway. This is a nice space savings,
|
||||
especially if default values are common in your data. It also means that you do
|
||||
not need to be worried of adding a lot of fields that are only used in a small
|
||||
number of instances, as it will not bloat the buffer if unused.*
|
||||
<br><br>
|
||||
|
||||
<div class="language-cpp">
|
||||
<br>
|
||||
If you do not wish to set every field in a `table`, it may be more convenient to
|
||||
manually set each field of your monster, instead of calling `CreateMonster()`.
|
||||
The following snippet is functionally equivalent to the above code, but provides
|
||||
@@ -1016,14 +994,6 @@ a bit more flexibility.
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
<br>
|
||||
*Note: Since we are passing `150` as the `mana` field, which happens to be the
|
||||
default value, the field will not actually be written to the buffer, since the
|
||||
default value will be returned on query anyway. This is a nice space savings,
|
||||
especially if default values are common in your data. It also means that you do
|
||||
not need to be worried of adding a lot of fields that are only used in a small
|
||||
number of instances, as it will not bloat the buffer if unused.*
|
||||
<br><br>
|
||||
If you do not wish to set every field in a `table`, it may be more convenient to
|
||||
manually set each field of your monster, instead of calling `create_monster_as_root()`.
|
||||
The following snippet is functionally equivalent to the above code, but provides
|
||||
@@ -1058,11 +1028,6 @@ Second, is the `union`'s data.
|
||||
In our example, the last two things we added to our `Monster` were the
|
||||
`Equipped Type` and the `Equipped` union itself.
|
||||
|
||||
<div class="language-c">
|
||||
*Note: In C, several different helpers make these two fields appear as
|
||||
one field, but they can be added separately.*
|
||||
</div>
|
||||
|
||||
Here is a repetition these lines, to help highlight them more clearly:
|
||||
|
||||
<div class="language-cpp">
|
||||
@@ -1110,62 +1075,8 @@ Here is a repetition these lines, to help highlight them more clearly:
|
||||
</div>
|
||||
<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));
|
||||
// Add union type and data simultanously.
|
||||
ns(Monster_equipped_Weapon_add(B, axe));
|
||||
~~~
|
||||
</div>
|
||||
|
||||
@@ -1173,12 +1084,6 @@ 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}
|
||||
@@ -1229,10 +1134,7 @@ root. We show this below, but do NOT mix it with the `_as_root` calls.*
|
||||
</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);
|
||||
// Because we used `Monster_create_as_root`, we do not need a `finish` call in C`.
|
||||
~~~
|
||||
</div>
|
||||
|
||||
@@ -1317,12 +1219,6 @@ deserialize a FlatBuffer.
|
||||
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`.
|
||||
@@ -1401,10 +1297,11 @@ files while the builder must link with a small runtime library.*
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.c}
|
||||
// Only needed if we don't have `#include "monster_builder.h"`.
|
||||
#include "monster_reader.h"
|
||||
|
||||
#undef ns
|
||||
#define ns(x) FLATBUFFERS_WRAP_NAMESPACE(MyGame_Sample, x) // Specified in the schema.
|
||||
#define nsc(x) FLATBUFFERS_WRAP_NAMESPACE(flatbuffers, x)
|
||||
~~~
|
||||
</div>
|
||||
|
||||
@@ -1565,29 +1462,14 @@ accessors for all non-`deprecated` fields. For example:
|
||||
<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));
|
||||
flatbuffers_string_t name = ns(Monster_name(monster));
|
||||
~~~
|
||||
</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 `mana`, so we got the default value of `150`.*
|
||||
*Note: The default value `150` wasn't stored in `mana`, but we are still able to retrieve it.*
|
||||
|
||||
To access sub-objects, in the case of our `pos`, which is a `Vec3`:
|
||||
|
||||
@@ -1659,13 +1541,6 @@ To access sub-objects, in the case of our `pos`, which is a `Vec3`:
|
||||
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>
|
||||
|
||||
@@ -1722,15 +1597,10 @@ FlatBuffers `vector`.
|
||||
</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.
|
||||
// If `inv` hasn't been set, it will be null. It is valid get
|
||||
// the length of null which will be 0, useful for iteration.
|
||||
flatbuffers_uint8_vec_t inv = ns(Monster_inventory(monster));
|
||||
size_t inv_len = flatbuffers_uint8_vec_len(inv);
|
||||
~~~
|
||||
</div>
|
||||
|
||||
@@ -1795,7 +1665,7 @@ except your need to handle the result as a FlatBuffer `table`:
|
||||
~~~{.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.
|
||||
// We can use `const char *` instead of `flatbuffers_string_t`.
|
||||
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))));
|
||||
~~~
|
||||
@@ -1917,11 +1787,6 @@ We can access the type to dynamically cast the data as needed (since the
|
||||
|
||||
## 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
|
||||
@@ -1984,8 +1849,9 @@ mutators like so:
|
||||
~~~
|
||||
</div>
|
||||
<div class="language-c">
|
||||
~~~{.php}
|
||||
<API for in-place mutating FlatBuffers will not be supported in C.>
|
||||
~~~{.c}
|
||||
<API for in-place mutating FlatBuffers will not be supported in C
|
||||
(except in-place vector sorting is possible).>
|
||||
~~~
|
||||
</div>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user