bulk code format fix (#8707)

This commit is contained in:
Derek Bailey
2025-09-23 21:50:27 -07:00
committed by GitHub
parent 0e047869da
commit caf3b494db
559 changed files with 38871 additions and 31276 deletions

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@@ -21,9 +21,7 @@ import MyGame.Sample.Equipment;
import MyGame.Sample.Monster;
import MyGame.Sample.Vec3;
import MyGame.Sample.Weapon;
import com.google.flatbuffers.FlatBufferBuilder;
import java.nio.ByteBuffer;
class SampleBinary {
@@ -53,7 +51,7 @@ class SampleBinary {
Monster.addPos(builder, pos);
Monster.addName(builder, name);
Monster.addColor(builder, Color.Red);
Monster.addHp(builder, (short)300);
Monster.addHp(builder, (short) 300);
Monster.addInventory(builder, inv);
Monster.addWeapons(builder, weapons);
Monster.addEquippedType(builder, Equipment.Weapon);
@@ -74,8 +72,8 @@ class SampleBinary {
Monster monster = Monster.getRootAsMonster(buf);
// Note: We did not set the `mana` field explicitly, so we get back the default value.
assert monster.mana() == (short)150;
assert monster.hp() == (short)300;
assert monster.mana() == (short) 150;
assert monster.hp() == (short) 300;
assert monster.name().equals("Orc");
assert monster.color() == Color.Red;
assert monster.pos().x() == 1.0f;
@@ -84,7 +82,7 @@ class SampleBinary {
// Get and test the `inventory` FlatBuffer `vector`.
for (int i = 0; i < monster.inventoryLength(); i++) {
assert monster.inventory(i) == (byte)i;
assert monster.inventory(i) == (byte) i;
}
// Get and test the `weapons` FlatBuffer `vector` of `table`s.
@@ -103,7 +101,7 @@ class SampleBinary {
// Get and test the `equipped` FlatBuffer `union`.
assert monster.equippedType() == Equipment.Weapon;
Weapon equipped = (Weapon)monster.equipped(new Weapon());
Weapon equipped = (Weapon) monster.equipped(new Weapon());
assert equipped.name().equals("Axe");
assert equipped.damage() == 5;

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@@ -21,7 +21,6 @@ import MyGame.Sample.Equipment
import MyGame.Sample.Monster
import MyGame.Sample.Vec3
import MyGame.Sample.Weapon
import com.google.flatbuffers.FlatBufferBuilder
@kotlin.ExperimentalUnsignedTypes
@@ -31,79 +30,79 @@ class SampleBinary {
// Example how to use FlatBuffers to create and read binary buffers.
@JvmStatic
fun main(args: Array<String>) {
val builder = FlatBufferBuilder(0)
val builder = FlatBufferBuilder(0)
// Create some weapons for our Monster ('Sword' and 'Axe').
val weaponOneName = builder.createString("Sword")
val weaponOneDamage: Short = 3
val weaponTwoName = builder.createString("Axe")
val weaponTwoDamage: Short = 5
// Create some weapons for our Monster ('Sword' and 'Axe').
val weaponOneName = builder.createString("Sword")
val weaponOneDamage: Short = 3
val weaponTwoName = builder.createString("Axe")
val weaponTwoDamage: Short = 5
// Use the `createWeapon()` helper function to create the weapons, since we set every field.
val weaps = IntArray(2)
weaps[0] = Weapon.createWeapon(builder, weaponOneName, weaponOneDamage)
weaps[1] = Weapon.createWeapon(builder, weaponTwoName, weaponTwoDamage)
// Use the `createWeapon()` helper function to create the weapons, since we set every field.
val weaps = IntArray(2)
weaps[0] = Weapon.createWeapon(builder, weaponOneName, weaponOneDamage)
weaps[1] = Weapon.createWeapon(builder, weaponTwoName, weaponTwoDamage)
// Serialize the FlatBuffer data.
val name = builder.createString("Orc")
val treasure = byteArrayOf(0, 1, 2, 3, 4, 5, 6, 7, 8, 9).asUByteArray()
val inv = Monster.createInventoryVector(builder, treasure)
val weapons = Monster.createWeaponsVector(builder, weaps)
val pos = Vec3.createVec3(builder, 1.0f, 2.0f, 3.0f)
// Serialize the FlatBuffer data.
val name = builder.createString("Orc")
val treasure = byteArrayOf(0, 1, 2, 3, 4, 5, 6, 7, 8, 9).asUByteArray()
val inv = Monster.createInventoryVector(builder, treasure)
val weapons = Monster.createWeaponsVector(builder, weaps)
val pos = Vec3.createVec3(builder, 1.0f, 2.0f, 3.0f)
Monster.startMonster(builder)
Monster.addPos(builder, pos)
Monster.addName(builder, name)
Monster.addColor(builder, Color.Red)
Monster.addHp(builder, 300.toShort())
Monster.addInventory(builder, inv)
Monster.addWeapons(builder, weapons)
Monster.addEquippedType(builder, Equipment.Weapon)
Monster.addEquipped(builder, weaps[1])
val orc = Monster.endMonster(builder)
Monster.startMonster(builder)
Monster.addPos(builder, pos)
Monster.addName(builder, name)
Monster.addColor(builder, Color.Red)
Monster.addHp(builder, 300.toShort())
Monster.addInventory(builder, inv)
Monster.addWeapons(builder, weapons)
Monster.addEquippedType(builder, Equipment.Weapon)
Monster.addEquipped(builder, weaps[1])
val orc = Monster.endMonster(builder)
builder.finish(orc) // You could also call `Monster.finishMonsterBuffer(builder, orc);`.
builder.finish(orc) // You could also call `Monster.finishMonsterBuffer(builder, orc);`.
// We now have a FlatBuffer that can be stored on disk or sent over a network.
// We now have a FlatBuffer that can be stored on disk or sent over a network.
// ...Code to store to disk or send over a network goes here...
// ...Code to store to disk or send over a network goes here...
// Instead, we are going to access it right away, as if we just received it.
// Instead, we are going to access it right away, as if we just received it.
val buf = builder.dataBuffer()
val buf = builder.dataBuffer()
// Get access to the root:
val monster = Monster.getRootAsMonster(buf)
// Get access to the root:
val monster = Monster.getRootAsMonster(buf)
// Note: We did not set the `mana` field explicitly, so we get back the default value.
assert(monster.mana == 150.toShort())
assert(monster.hp == 300.toShort())
assert(monster.name.equals("Orc"))
assert(monster.color == Color.Red)
assert(monster.pos!!.x == 1.0f)
assert(monster.pos!!.y == 2.0f)
assert(monster.pos!!.z == 3.0f)
// Note: We did not set the `mana` field explicitly, so we get back the default value.
assert(monster.mana == 150.toShort())
assert(monster.hp == 300.toShort())
assert(monster.name.equals("Orc"))
assert(monster.color == Color.Red)
assert(monster.pos!!.x == 1.0f)
assert(monster.pos!!.y == 2.0f)
assert(monster.pos!!.z == 3.0f)
// Get and test the `inventory` FlatBuffer `vector`.
for (i in 0 until monster.inventoryLength) {
assert(monster.inventory(i) == i.toUByte())
}
// Get and test the `inventory` FlatBuffer `vector`.
for (i in 0 until monster.inventoryLength) {
assert(monster.inventory(i) == i.toUByte())
}
// Get and test the `weapons` FlatBuffer `vector` of `table`s.
val expectedWeaponNames = arrayOf("Sword", "Axe")
val expectedWeaponDamages = intArrayOf(3, 5)
for (i in 0 until monster.weaponsLength) {
assert(monster.weapons(i)!!.name.equals(expectedWeaponNames[i]))
assert(monster.weapons(i)!!.damage.toInt() == expectedWeaponDamages[i])
}
// Get and test the `weapons` FlatBuffer `vector` of `table`s.
val expectedWeaponNames = arrayOf("Sword", "Axe")
val expectedWeaponDamages = intArrayOf(3, 5)
for (i in 0 until monster.weaponsLength) {
assert(monster.weapons(i)!!.name.equals(expectedWeaponNames[i]))
assert(monster.weapons(i)!!.damage.toInt() == expectedWeaponDamages[i])
}
// Get and test the `equipped` FlatBuffer `union`.
assert(monster.equippedType == Equipment.Weapon)
val equipped = monster.equipped(Weapon()) as Weapon?
assert(equipped!!.name.equals("Axe"))
assert(equipped.damage == 5.toShort())
// Get and test the `equipped` FlatBuffer `union`.
assert(monster.equippedType == Equipment.Weapon)
val equipped = monster.equipped(Weapon()) as Weapon?
assert(equipped!!.name.equals("Axe"))
assert(equipped.damage == 5.toShort())
println("The FlatBuffer was successfully created and verified!")
println("The FlatBuffer was successfully created and verified!")
}
}
}

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@@ -19,9 +19,9 @@
package main
import (
sample "github.com/google/flatbuffers/samples/MyGame/Sample"
"fmt"
flatbuffers "github.com/google/flatbuffers/go"
sample "github.com/google/flatbuffers/samples/MyGame/Sample"
"strconv"
)

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@@ -20,6 +20,7 @@
# folder (where it gets placed when using `cmake`).
import os
import sys
sys.path.append(os.path.join(os.path.dirname(__file__), '../python'))
import flatbuffers
@@ -31,6 +32,7 @@ import MyGame.Sample.Weapon
# Example of how to use FlatBuffers to create and read binary buffers.
def main():
builder = flatbuffers.Builder(0)
@@ -70,11 +72,13 @@ def main():
MyGame.Sample.Monster.MonsterAddHp(builder, 300)
MyGame.Sample.Monster.MonsterAddName(builder, name)
MyGame.Sample.Monster.MonsterAddInventory(builder, inv)
MyGame.Sample.Monster.MonsterAddColor(builder,
MyGame.Sample.Color.Color().Red)
MyGame.Sample.Monster.MonsterAddColor(
builder, MyGame.Sample.Color.Color().Red
)
MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons)
MyGame.Sample.Monster.MonsterAddEquippedType(
builder, MyGame.Sample.Equipment.Equipment().Weapon)
builder, MyGame.Sample.Equipment.Equipment().Weapon
)
MyGame.Sample.Monster.MonsterAddEquipped(builder, axe)
orc = MyGame.Sample.Monster.MonsterEnd(builder)
@@ -128,10 +132,11 @@ def main():
union_weapon = MyGame.Sample.Weapon.Weapon()
union_weapon.Init(monster.Equipped().Bytes, monster.Equipped().Pos)
assert union_weapon.Name() == b"Axe"
assert union_weapon.Name() == b'Axe'
assert union_weapon.Damage() == 5
print('The FlatBuffer was successfully created and verified!')
if __name__ == '__main__':
main()

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@@ -21,135 +21,131 @@ extern crate flatbuffers;
#[allow(dead_code, unused_imports)]
#[allow(clippy::all)]
mod rust_generated;
pub use rust_generated::my_game::sample::{Color, Equipment,
Monster, MonsterArgs,
Vec3,
Weapon, WeaponArgs};
pub use rust_generated::my_game::sample::{
Color, Equipment, Monster, MonsterArgs, Vec3, Weapon, WeaponArgs,
};
// Example how to use FlatBuffers to create and read binary buffers.
#[allow(clippy::float_cmp)]
fn main() {
// Build up a serialized buffer algorithmically.
// Initialize it with a capacity of 1024 bytes.
let mut builder = flatbuffers::FlatBufferBuilder::with_capacity(1024);
// Build up a serialized buffer algorithmically.
// Initialize it with a capacity of 1024 bytes.
let mut builder = flatbuffers::FlatBufferBuilder::with_capacity(1024);
// Serialize some weapons for the Monster: A 'sword' and an 'axe'.
let weapon_one_name = builder.create_string("Sword");
let weapon_two_name = builder.create_string("Axe");
// Serialize some weapons for the Monster: A 'sword' and an 'axe'.
let weapon_one_name = builder.create_string("Sword");
let weapon_two_name = builder.create_string("Axe");
// Use the `Weapon::create` shortcut to create Weapons with named field
// arguments.
let sword = Weapon::create(&mut builder, &WeaponArgs{
name: Some(weapon_one_name),
damage: 3,
});
let axe = Weapon::create(&mut builder, &WeaponArgs{
name: Some(weapon_two_name),
damage: 5,
});
// Use the `Weapon::create` shortcut to create Weapons with named field
// arguments.
let sword =
Weapon::create(&mut builder, &WeaponArgs { name: Some(weapon_one_name), damage: 3 });
let axe = Weapon::create(&mut builder, &WeaponArgs { name: Some(weapon_two_name), damage: 5 });
// Name of the Monster.
let name = builder.create_string("Orc");
// Name of the Monster.
let name = builder.create_string("Orc");
// Inventory.
let inventory = builder.create_vector(&[0u8, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
// Inventory.
let inventory = builder.create_vector(&[0u8, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weapons = builder.create_vector(&[sword, axe]);
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weapons = builder.create_vector(&[sword, axe]);
// Create the path vector of Vec3 objects:
//let x = Vec3::new(1.0, 2.0, 3.0);
//let y = Vec3::new(4.0, 5.0, 6.0);
//let path = builder.create_vector(&[x, y]);
// Create the path vector of Vec3 objects:
//let x = Vec3::new(1.0, 2.0, 3.0);
//let y = Vec3::new(4.0, 5.0, 6.0);
//let path = builder.create_vector(&[x, y]);
// Note that, for convenience, it is also valid to create a vector of
// references to structs, like this:
// let path = builder.create_vector(&[&x, &y]);
// Note that, for convenience, it is also valid to create a vector of
// references to structs, like this:
// let path = builder.create_vector(&[&x, &y]);
// Create the monster using the `Monster::create` helper function. This
// function accepts a `MonsterArgs` struct, which supplies all of the data
// needed to build a `Monster`. To supply empty/default fields, just use the
// Rust built-in `Default::default()` function, as demonstrated below.
let orc = Monster::create(&mut builder, &MonsterArgs{
pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)),
mana: 150,
hp: 80,
name: Some(name),
inventory: Some(inventory),
color: Color::Red,
weapons: Some(weapons),
equipped_type: Equipment::Weapon,
equipped: Some(axe.as_union_value()),
//path: Some(path),
..Default::default()
});
// Create the monster using the `Monster::create` helper function. This
// function accepts a `MonsterArgs` struct, which supplies all of the data
// needed to build a `Monster`. To supply empty/default fields, just use the
// Rust built-in `Default::default()` function, as demonstrated below.
let orc = Monster::create(
&mut builder,
&MonsterArgs {
pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)),
mana: 150,
hp: 80,
name: Some(name),
inventory: Some(inventory),
color: Color::Red,
weapons: Some(weapons),
equipped_type: Equipment::Weapon,
equipped: Some(axe.as_union_value()),
//path: Some(path),
..Default::default()
},
);
// Serialize the root of the object, without providing a file identifier.
builder.finish(orc, None);
// Serialize the root of the object, without providing a file identifier.
builder.finish(orc, None);
// We now have a FlatBuffer we can store on disk or send over a network.
// We now have a FlatBuffer we can store on disk or send over a network.
// ** file/network code goes here :) **
// ** file/network code goes here :) **
// Instead, we're going to access it right away (as if we just received it).
// This must be called after `finish()`.
let buf = builder.finished_data(); // Of type `&[u8]`
// Instead, we're going to access it right away (as if we just received it).
// This must be called after `finish()`.
let buf = builder.finished_data(); // Of type `&[u8]`
// Get access to the root:
let monster = flatbuffers::root::<Monster>(buf).unwrap();
// Get access to the root:
let monster = flatbuffers::root::<Monster>(buf).unwrap();
// Get and test some scalar types from the FlatBuffer.
let hp = monster.hp();
let mana = monster.mana();
let name = monster.name();
// Get and test some scalar types from the FlatBuffer.
let hp = monster.hp();
let mana = monster.mana();
let name = monster.name();
assert_eq!(hp, 80);
assert_eq!(mana, 150); // default
assert_eq!(name, Some("Orc"));
assert_eq!(hp, 80);
assert_eq!(mana, 150); // default
assert_eq!(name, Some("Orc"));
// Get and test a field of the FlatBuffer's `struct`.
assert!(monster.pos().is_some());
let pos = monster.pos().unwrap();
let x = pos.x();
let y = pos.y();
let z = pos.z();
assert_eq!(x, 1.0f32);
assert_eq!(y, 2.0f32);
assert_eq!(z, 3.0f32);
// Get and test a field of the FlatBuffer's `struct`.
assert!(monster.pos().is_some());
let pos = monster.pos().unwrap();
let x = pos.x();
let y = pos.y();
let z = pos.z();
assert_eq!(x, 1.0f32);
assert_eq!(y, 2.0f32);
assert_eq!(z, 3.0f32);
// Get an element from the `inventory` FlatBuffer's `vector`.
assert!(monster.inventory().is_some());
let inv = monster.inventory().unwrap();
let third_item = inv.get(2);
assert_eq!(third_item, 2);
// Get an element from the `inventory` FlatBuffer's `vector`.
assert!(monster.inventory().is_some());
let inv = monster.inventory().unwrap();
let third_item = inv.get(2);
assert_eq!(third_item, 2);
// Get and test the `weapons` FlatBuffers's `vector`.
assert!(monster.weapons().is_some());
let weps = monster.weapons().unwrap();
//let weps_len = weps.len();
let wep2 = weps.get(1);
let second_weapon_name = wep2.name();
let second_weapon_damage = wep2.damage();
assert_eq!(second_weapon_name, Some("Axe"));
assert_eq!(second_weapon_damage, 5);
// Get and test the `weapons` FlatBuffers's `vector`.
assert!(monster.weapons().is_some());
let weps = monster.weapons().unwrap();
//let weps_len = weps.len();
let wep2 = weps.get(1);
let second_weapon_name = wep2.name();
let second_weapon_damage = wep2.damage();
assert_eq!(second_weapon_name, Some("Axe"));
assert_eq!(second_weapon_damage, 5);
// Get and test the `Equipment` union (`equipped` field).
assert_eq!(monster.equipped_type(), Equipment::Weapon);
let equipped = monster.equipped_as_weapon().unwrap();
let weapon_name = equipped.name();
let weapon_damage = equipped.damage();
assert_eq!(weapon_name, Some("Axe"));
assert_eq!(weapon_damage, 5);
// Get and test the `Equipment` union (`equipped` field).
assert_eq!(monster.equipped_type(), Equipment::Weapon);
let equipped = monster.equipped_as_weapon().unwrap();
let weapon_name = equipped.name();
let weapon_damage = equipped.damage();
assert_eq!(weapon_name, Some("Axe"));
assert_eq!(weapon_damage, 5);
// Get and test the `path` FlatBuffers's `vector`.
//assert_eq!(monster.path().unwrap().len(), 2);
//assert_eq!(monster.path().unwrap()[0].x(), 1.0);
//assert_eq!(monster.path().unwrap()[1].x(), 4.0);
// Get and test the `path` FlatBuffers's `vector`.
//assert_eq!(monster.path().unwrap().len(), 2);
//assert_eq!(monster.path().unwrap()[0].x(), 1.0);
//assert_eq!(monster.path().unwrap()[1].x(), 4.0);
println!("The FlatBuffer was successfully created and accessed!");
dbg!(monster);
println!("The FlatBuffer was successfully created and accessed!");
dbg!(monster);
}
#[cfg(test)]

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@@ -135,10 +135,7 @@ fn main() {
// Analogously, the `index` method is the safe version of `idx`.
assert!(read_monster.index("hp").is_ok());
assert_eq!(
read_monster.index("foo").unwrap_err(),
ReaderError::KeyNotFound
);
assert_eq!(read_monster.index("foo").unwrap_err(), ReaderError::KeyNotFound);
// Maps can also be indexed by usize. They're stored by key so `coins` are the first element.
let monster_coins = read_monster.idx(0);

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@@ -49,14 +49,8 @@ fn main() {
velocity: [1.0, 0.0, 0.0],
weapons: vec![
Weapon::Fist,
Weapon::Equipment {
name: "great axe".to_string(),
damage: 15,
},
Weapon::Equipment {
name: "hammer".to_string(),
damage: 5,
},
Weapon::Equipment { name: "great axe".to_string(), damage: 15 },
Weapon::Equipment { name: "hammer".to_string(), damage: 5 },
],
coins: vec![5, 10, 25, 25, 25, 100],
};