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TypeScript/JavaScript docs improvements (#5984)
* use correct language formatter for TypeScript examples * fixes typo in JS/TS copied from PHP (apparently) the variables are not named with a prefixed `$` * fixes bizarre line breaks in markdown examples * fixes snake case typo to fit JS/TS conventions * makes example of Uint8Array usage explicit * removes random extra lines between language blocks * adds simple example for writing to file in node * typo: flabuffers => flatbuffers * adds (previously missing) code blocks to TypeScript code block * adds context about where `monster_generated` comes from to the uninitiated, a bit of help like this is welcome
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@@ -281,7 +281,6 @@ See [flatcc build instructions](https://github.com/dvidelabs/flatcc#building).
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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/samples
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@@ -453,9 +452,11 @@ The first step is to import/include the library, generated files, etc.
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~~~
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</div>
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<div class="language-typescript">
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~~~{.ts}
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// note: import flatbuffers with your desired import method
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import { MyGame } from './monster_generated';
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~~~
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</div>
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<div class="language-php">
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~~~{.php}
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@@ -534,7 +535,6 @@ The first step is to import/include the library, generated files, etc.
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Weapon, WeaponArgs};
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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/**
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@@ -771,7 +771,7 @@ our `orc` Monster, let's create some `Weapon`s: a `Sword` and an `Axe`.
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~~~
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</div>
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<div class="language-typescript">
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~~~{.js}
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~~~{.ts}
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let weaponOne = builder.createString('Sword');
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let weaponTwo = builder.createString('Axe');
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@@ -910,7 +910,6 @@ our `orc` Monster, let's create some `Weapon`s: a `Sword` and an `Axe`.
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});
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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let weapon1Name = builder.create(string: "Sword")
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@@ -1032,7 +1031,7 @@ traversal. This is generally easy to do on any tree structures.
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~~~
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</div>
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<div class="language-typescript">
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~~~{.js}
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~~~{.ts}
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// Serialize a name for our monster, called 'Orc'.
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let name = builder.createString('Orc');
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@@ -1420,7 +1419,7 @@ for the `path` field above:
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<div class="language-swift">
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~~~{.swift}
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//
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let points = builder.createVector(structs: [MyGame.Sample.createVec3(x: 1, y: 2, z: 3),
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let points = builder.createVector(structs: [MyGame.Sample.createVec3(x: 1, y: 2, z: 3),
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MyGame.Sample.createVec3(x: 4, y: 5, z: 6)],
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type: Vec3.self)
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~~~
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@@ -1701,7 +1700,7 @@ can serialize the monster itself:
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</div>
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<div class="language-swift">
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~~~{.swift}
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let orc = Monster.createMonster(builder,
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let orc = Monster.createMonster(builder,
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offsetOfPos: pos,
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hp: 300,
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offsetOfName: name,
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@@ -1776,7 +1775,6 @@ a bit more flexibility.
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ns(Monster_end_as_root(B));
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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let start = Monster.startMonster(builder)
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@@ -1913,8 +1911,7 @@ appropriate `finish` method.
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// Call `Finish()` to instruct the builder that this monster is complete.
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// Note: Regardless of how you created the `orc`, you still need to call
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// `Finish()` on the `FlatBufferBuilder`.
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builder.Finish(orc); // You could also call `FinishMonsterBuffer(builder,
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// orc);`.
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builder.Finish(orc); // You could also call `FinishMonsterBuffer(builder, orc);`.
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~~~
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</div>
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<div class="language-java">
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@@ -1950,22 +1947,19 @@ appropriate `finish` method.
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<div class="language-javascript">
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~~~{.js}
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// Call `finish()` to instruct the builder that this monster is complete.
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builder.finish(orc); // You could also call `MyGame.Sample.Monster.finishMonsterBuffer(builder,
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// orc);`.
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builder.finish(orc); // You could also call `MyGame.Sample.Monster.finishMonsterBuffer(builder, orc);`.
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~~~
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</div>
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<div class="language-typescript">
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~~~{.ts}
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// Call `finish()` to instruct the builder that this monster is complete.
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builder.finish(orc); // You could also call `MyGame.Sample.Monster.finishMonsterBuffer(builder,
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// orc);`.
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builder.finish(orc); // You could also call `MyGame.Sample.Monster.finishMonsterBuffer(builder, orc);`.
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~~~
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</div>
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<div class="language-php">
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~~~{.php}
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// Call `finish()` to instruct the builder that this monster is complete.
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$builder->finish($orc); // You may also call `\MyGame\Sample\Monster::FinishMonsterBuffer(
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// $builder, $orc);`.
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$builder->finish($orc); // You may also call `\MyGame\Sample\Monster::FinishMonsterBuffer($builder, $orc);`.
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~~~
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</div>
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<div class="language-c">
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@@ -2130,7 +2124,6 @@ like so:
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let buf = builder.finished_data(); // Of type `&[u8]`
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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// This must be called after `finish()`.
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@@ -2146,6 +2139,19 @@ Now you can write the bytes to a file or send them over the network.
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If you transfer a FlatBuffer in text mode, the buffer will be corrupted,
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which will lead to hard to find problems when you read the buffer.
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<div class="language-javascript">
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For example, in Node you can simply do:
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~~~{.js}
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writeFileSync('monster.bin', buf, 'binary');
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~~~
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</div>
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<div class="language-typescript">
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For example, in Node you can simply do:
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~~~{.ts}
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writeFileSync('monster.bin', buf, 'binary');
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~~~
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</div>
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#### Reading Orc FlatBuffers
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Now that we have successfully created an `Orc` FlatBuffer, the monster data can
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@@ -2217,9 +2223,10 @@ before:
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~~~
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</div>
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<div class="language-typescript">
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~~~{.js}
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// note: import flabuffers with your desired import method
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~~~{.ts}
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// note: import flatbuffers with your desired import method
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// note: the `./monster_generated.ts` file was previously generated by `flatc` above using the `monster.fbs` schema
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import { MyGame } from './monster_generated';
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~~~
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</div>
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@@ -2370,7 +2377,11 @@ won't work.**
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</div>
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<div class="language-javascript">
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~~~{.js}
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var bytes = /* the data you just read, in an object of type "Uint8Array" */
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// the data you just read, as a `Uint8Array`
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// Note that the example here uses `readFileSync` from the built-in `fs` module,
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// but other methods for accessing the file contents will also work.
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var bytes = new Uint8Array(readFileSync('./monsterdata.bin'));
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var buf = new flatbuffers.ByteBuffer(bytes);
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// Get an accessor to the root object inside the buffer.
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@@ -2379,7 +2390,11 @@ won't work.**
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</div>
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<div class="language-typescript">
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~~~{.ts}
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let bytes = /* the data you just read, in an object of type "Uint8Array" */
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// the data you just read, as a `Uint8Array`.
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// Note that the example here uses `readFileSync` from the built-in `fs` module,
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// but other methods for accessing the file contents will also work.
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let bytes = new Uint8Array(readFileSync('./monsterdata.bin'));
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let buf = new flatbuffers.ByteBuffer(bytes);
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// Get an accessor to the root object inside the buffer.
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@@ -2439,7 +2454,6 @@ myGame.Monster monster = new myGame.Monster(data);
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let monster = get_root_as_monster(buf);
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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// create a ByteBuffer(:) from an [UInt8] or Data()
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@@ -2499,16 +2513,16 @@ accessors for all non-`deprecated` fields. For example:
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</div>
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<div class="language-javascript">
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~~~{.js}
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var hp = $monster.hp();
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var mana = $monster.mana();
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var name = $monster.name();
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var hp = monster.hp();
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var mana = monster.mana();
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var name = monster.name();
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~~~
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</div>
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<div class="language-typescript">
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~~~{.ts}
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let hp = $monster.hp();
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let mana = $monster.mana();
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let name = $monster.name();
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let hp = monster.hp();
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let mana = monster.mana();
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let name = monster.name();
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~~~
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</div>
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<div class="language-php">
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@@ -2556,7 +2570,6 @@ accessors for all non-`deprecated` fields. For example:
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let name = monster.name();
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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let hp = monster.hp
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@@ -2689,7 +2702,6 @@ To access sub-objects, in the case of our `pos`, which is a `Vec3`:
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let z = pos.z();
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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let pos = monster.pos
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@@ -2798,7 +2810,6 @@ FlatBuffers `vector`.
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let third_item = inv[2];
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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// Get a the count of objects in the vector
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@@ -3034,8 +3045,8 @@ We can access the type to dynamically cast the data as needed (since the
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var unionType = monster.equippedType();
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if (unionType == MyGame.Sample.Equipment.Weapon) {
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var weapon_name = monster.equipped(new MyGame.Sample.Weapon()).name(); // 'Axe'
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var weapon_damage = monster.equipped(new MyGame.Sample.Weapon()).damage(); // 5
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var weaponName = monster.equipped(new MyGame.Sample.Weapon()).name(); // 'Axe'
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var weaponDamage = monster.equipped(new MyGame.Sample.Weapon()).damage(); // 5
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}
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~~~
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</div>
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@@ -3044,8 +3055,8 @@ We can access the type to dynamically cast the data as needed (since the
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let unionType = monster.equippedType();
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if (unionType == MyGame.Sample.Equipment.Weapon) {
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let weapon_name = monster.equipped(new MyGame.Sample.Weapon()).name(); // 'Axe'
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let weapon_damage = monster.equipped(new MyGame.Sample.Weapon()).damage(); // 5
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let weaponName = monster.equipped(new MyGame.Sample.Weapon()).name(); // 'Axe'
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let weaponDamage = monster.equipped(new MyGame.Sample.Weapon()).damage(); // 5
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}
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~~~
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</div>
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@@ -3121,7 +3132,6 @@ We can access the type to dynamically cast the data as needed (since the
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let weapon_damage = equipped.damage();
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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// Get and check if the monster has an equipped item
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@@ -3235,7 +3245,6 @@ mutators like so:
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<API for mutating FlatBuffers is not yet available in Rust.>
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~~~
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</div>
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<div class="language-swift">
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~~~{.swift}
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let monster = Monster.getRootAsMonster(bb: ByteBuffer(bytes: buf))
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@@ -3316,7 +3325,7 @@ You can run this file through the `flatc` compiler with the `-b` flag and
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our `monster.fbs` schema to produce a FlatBuffer binary file.
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~~~{.sh}
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./../flatc -b monster.fbs monsterdata.json
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./../flatc --binary monster.fbs monsterdata.json
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~~~
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The output of this will be a file `monsterdata.bin`, which will contain the
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