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FlatBuffers {#flatbuffers_index}
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===========
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# Overview {#flatbuffers_overview}
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[FlatBuffers](@ref flatbuffers_overview) is an efficient cross platform
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serialization library for C++, C#, C, Go, Java, Kotlin, JavaScript, Lobster, Lua, TypeScript, PHP, Python, Rust and Swift.
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It was originally created at Google for game development and other
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performance-critical applications.
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It is available as Open Source on [GitHub](http://github.com/google/flatbuffers)
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under the Apache license, v2 (see LICENSE).
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## Why use FlatBuffers?
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- **Access to serialized data without parsing/unpacking** - What sets
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FlatBuffers apart is that it represents hierarchical data in a flat
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binary buffer in such a way that it can still be accessed directly
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without parsing/unpacking, while also still supporting data
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structure evolution (forwards/backwards compatibility).
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- **Memory efficiency and speed** - The only memory needed to access
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your data is that of the buffer. It requires 0 additional allocations
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(in C++, other languages may vary). FlatBuffers is also very
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suitable for use with mmap (or streaming), requiring only part of the
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buffer to be in memory. Access is close to the speed of raw
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struct access with only one extra indirection (a kind of vtable) to
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allow for format evolution and optional fields. It is aimed at
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projects where spending time and space (many memory allocations) to
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be able to access or construct serialized data is undesirable, such
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as in games or any other performance sensitive applications. See the
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[benchmarks](@ref flatbuffers_benchmarks) for details.
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- **Flexible** - Optional fields means not only do you get great
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forwards and backwards compatibility (increasingly important for
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long-lived games: don't have to update all data with each new
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version!). It also means you have a lot of choice in what data you
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write and what data you don't, and how you design data structures.
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- **Tiny code footprint** - Small amounts of generated code, and just
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a single small header as the minimum dependency, which is very easy
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to integrate. Again, see the benchmark section for details.
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- **Strongly typed** - Errors happen at compile time rather than
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manually having to write repetitive and error prone run-time checks.
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Useful code can be generated for you.
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- **Convenient to use** - Generated C++ code allows for terse access
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& construction code. Then there's optional functionality for parsing
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schemas and JSON-like text representations at runtime efficiently if
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needed (faster and more memory efficient than other JSON
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parsers).
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Java, Kotlin and Go code supports object-reuse. C# has efficient struct based
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accessors.
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- **Cross platform code with no dependencies** - C++ code will work
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with any recent gcc/clang and VS2010. Comes with build files for the tests &
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samples (Android .mk files, and cmake for all other platforms).
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### Why not use Protocol Buffers, or .. ?
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Protocol Buffers is indeed relatively similar to FlatBuffers,
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with the primary difference being that FlatBuffers does not need a parsing/
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unpacking step to a secondary representation before you can
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access data, often coupled with per-object memory allocation. The code
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is an order of magnitude bigger, too. Protocol Buffers has no optional
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text import/export.
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### But all the cool kids use JSON!
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JSON is very readable (which is why we use it as our optional text
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format) and very convenient when used together with dynamically typed
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languages (such as JavaScript). When serializing data from statically
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typed languages, however, JSON not only has the obvious drawback of runtime
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inefficiency, but also forces you to write *more* code to access data
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(counterintuitively) due to its dynamic-typing serialization system.
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In this context, it is only a better choice for systems that have very
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little to no information ahead of time about what data needs to be stored.
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If you do need to store data that doesn't fit a schema, FlatBuffers also
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offers a schema-less (self-describing) version!
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Read more about the "why" of FlatBuffers in the
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[white paper](@ref flatbuffers_white_paper).
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### Who uses FlatBuffers?
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- [Cocos2d-x](http://www.cocos2d-x.org/), the #1 open source mobile game
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engine, uses it to serialize all their
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[game data](http://www.cocos2d-x.org/reference/native-cpp/V3.5/d7/d2d/namespaceflatbuffers.html).
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- [Facebook](http://facebook.com/) uses it for client-server communication in
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their Android app. They have a nice
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[article](https://code.facebook.com/posts/872547912839369/improving-facebook-s-performance-on-android-with-flatbuffers/)
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explaining how it speeds up loading their posts.
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- [Fun Propulsion Labs](https://developers.google.com/games/#Tools)
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at Google uses it extensively in all their libraries and games.
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## Usage in brief
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This section is a quick rundown of how to use this system. Subsequent
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sections provide a more in-depth usage guide.
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- Write a schema file that allows you to define the data structures
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you may want to serialize. Fields can have a scalar type
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(ints/floats of all sizes), or they can be a: string; array of any type;
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reference to yet another object; or, a set of possible objects (unions).
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Fields are optional and have defaults, so they don't need to be
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present for every object instance.
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- Use `flatc` (the FlatBuffer compiler) to generate a C++ header (or
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Java/Kotlin/C#/Go/Python.. classes) with helper classes to access and construct
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serialized data. This header (say `mydata_generated.h`) only depends on
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`flatbuffers.h`, which defines the core functionality.
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- Use the `FlatBufferBuilder` class to construct a flat binary buffer.
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The generated functions allow you to add objects to this
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buffer recursively, often as simply as making a single function call.
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- Store or send your buffer somewhere!
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- When reading it back, you can obtain the pointer to the root object
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from the binary buffer, and from there traverse it conveniently
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in-place with `object->field()`.
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## In-depth documentation
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- How to [build the compiler](@ref flatbuffers_guide_building) and samples on
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various platforms.
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- How to [use the compiler](@ref flatbuffers_guide_using_schema_compiler).
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- How to [write a schema](@ref flatbuffers_guide_writing_schema).
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- How to [use the generated C++ code](@ref flatbuffers_guide_use_cpp) in your
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own programs.
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- How to [use the generated Java code](@ref flatbuffers_guide_use_java)
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in your own programs.
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- How to [use the generated C# code](@ref flatbuffers_guide_use_c-sharp)
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in your own programs.
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- How to [use the generated Kotlin code](@ref flatbuffers_guide_use_kotlin)
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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 Lua code](@ref flatbuffers_guide_use_lua) in your
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own programs.
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- How to [use the generated JavaScript code](@ref flatbuffers_guide_use_javascript) in your
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own programs.
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- How to [use the generated TypeScript code](@ref flatbuffers_guide_use_typescript) in your
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own programs.
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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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- How to [use the generated Lobster code](@ref flatbuffers_guide_use_lobster) in your
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own programs.
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- How to [use the generated Rust code](@ref flatbuffers_guide_use_rust) in your
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own programs.
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- How to [use the generated Swift code](@ref flatbuffers_guide_use_swift) 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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using FlatBuffers.
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- A [white paper](@ref flatbuffers_white_paper) explaining the "why" of
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FlatBuffers.
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- How to use the [schema-less](@ref flexbuffers) version of
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FlatBuffers.
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- A description of the [internals](@ref flatbuffers_internals) of FlatBuffers.
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- A formal [grammar](@ref flatbuffers_grammar) of the schema language.
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## Online resources
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- [GitHub repository](http://github.com/google/flatbuffers)
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- [Landing page](http://google.github.io/flatbuffers)
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- [FlatBuffers Google Group](https://groups.google.com/forum/#!forum/flatbuffers)
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- [Discord](https://discord.gg/6qgKs3R) and [Gitter](https://gitter.im/lobster_programming_language/community) chat.
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- [FlatBuffers Issues Tracker](http://github.com/google/flatbuffers/issues)
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- Independent implementations & tools:
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- [FlatCC](https://github.com/dvidelabs/flatcc) Alternative FlatBuffers
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parser, code generator and runtime all in C.
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- Videos:
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- Colt's [DevByte](https://www.youtube.com/watch?v=iQTxMkSJ1dQ).
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- GDC 2015 [Lightning Talk](https://www.youtube.com/watch?v=olmL1fUnQAQ).
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- FlatBuffers for [Go](https://www.youtube.com/watch?v=-BPVId_lA5w).
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- Evolution of FlatBuffers
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[visualization](https://www.youtube.com/watch?v=a0QE0xS8rKM).
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- Useful documentation created by others:
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- [FlatBuffers in Go](https://rwinslow.com/tags/flatbuffers/)
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- [FlatBuffers in Android](http://frogermcs.github.io/flatbuffers-in-android-introdution/)
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- [Parsing JSON to FlatBuffers in Java](http://frogermcs.github.io/json-parsing-with-flatbuffers-in-android/)
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- [FlatBuffers in Unity](http://exiin.com/blog/flatbuffers-for-unity-sample-code/)
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- [FlexBuffers C#](https://github.com/mzaks/FlexBuffers-CSharp) and
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[article](https://medium.com/@icex33/flexbuffers-for-unity3d-4d1ab5c53fbe?)
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on its use.
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