Helps simplify code generation code. Instead of this:
code += "inline const " + cpp_qualified_name + " *Get";
code += name;
code += "(const void *buf) {\n return flatbuffers::GetRoot<";
code += cpp_qualified_name + ">(buf);\n}\n\n";
You do this:
code.SetValue("NAME", struct_def.name);
code.SetValue("CPP_NAME", cpp_qualified_name);
code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {";
code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);";
code += "}";
code += "";
Updated the CPP code generator to use the CodeWriter class. Most of the
changes in the generated code are white-space changes, esp. around new
lines (since the code generator class automatically appends new lines
when appending a string). Actual code changes include:
* Renamed "rehasher" to "_rehasher" for consistency with other args in
Pack function.
* Renamed "union_obj" to "obj: in UnPack function.
* Always do "(void)_o;" to prevent unused variable warning in Create
function (instead of only doing it if there are no fields) in order
to avoid two-passes.
* Renamed padding variables from __paddingX to paddingX__.
"Each name that contains a double underscore (_ _) [...] is reserved
to the implementation for any use." C++ standards 17.4.3.1.2.
* Add braces around switch cases.
* Calculate index as a separate statement in EnumName function, eg.
const size_t index = ...;
return EnumNamesX()[index];
vs.
return EnumNamesX()[...];
* Stored end table offset in variable in Finish() functions, eg.
const auto end = fbb_.EndTable(start_, ...);
auto o = flatbuffers::Offset<T>(end);
vs.
auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...));
* Separate reinterpret_cast calls from function calls in Union
functions, eg.
auto ptr = reinterpret_cast<const T *>(obj);
return ptr->UnPack(resolver);
vs.
return reinterpret_cast<const T *>(obj)->UnPack(resolver);
* Removed unecessary (void)(padding__X) no-ops from constructors, eg.
Test(int16_t a, int8_t b) : ... {
(void)__padding0; // <-- Removed this line.
}
In the idl_gen_cpp.cpp file itself, I refactored some code generation into
new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders,
GenUnpackFieldStatement, and GenCreateParam.
Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
- Update to be const-correct where possible.
- Consistently pass |code| as pointer instead of non-const-ref.
- No newlines (\n) characters in the middle of code strings.
- Use if-else if-else statements instead of nested ternary operators.
- Ensure all lines end at 80 chars.
- Make utility functions static.
From cl/143505731.
Change-Id: If0fab9ee75de5af963367a948dddf53af93f73b4
* Java: emit "signed" equivalent of unsigned default value in generated code and add "L" suffix to long default value.
* Updated generated code
* Only convert ulong to "signed" equivalent. ubyte and ushort don't need specific handling as "user facing" type is int. uint need 'L' suffix as "user facing" type is long.
* Added missing cast to primitive type of default value which is in "user facing" type in builder.add<type>() calls.
* Do not cast default value to actual type in C#.
* Fix flatc generating incorrect java/c# code for namespace_test2.fbs. In code for TableInC, method referToA2() returned type SecondTableInA instead of NamespaceA.SecondTableInA.
* Updated generated code.
* Fixed indendation.
Also fixed most codegenerators using the wrong namespace when multiple
namespace were used in a file, with some files not being generated.
Change-Id: Ib42969221239d7244e431cbd667ef69200fc415f
Tested: on Linux.
Bug: 29338474
I updated idl_gen_general.cpp to add support for generating a Get Bytes
method for a vector to the generated C# source code. Given a byte vector
field named Foo, a method named GetFooBytes() will be generated in the
C# source code that will return an ArraySegment<byte> value referencing
the vector data in the underlying ByteBuffer.
I added a method to Table.cs named __vector_as_arraysegment that is used
by the code generated by the change to the C# generator.
__vector_as_arraysegment will take the offset of the vector and will
return the ArraySegment<byte> value corresponding to the bytes that
store the vector data.
I updated FlatBuffersExampleTests.cs to add tests to validate my
implementation of Table.__vector_as_arraysegment. I added tests to
demonstrate that the bytes for the monster's name can be extracted from
the underlying byte array. I also added tests to show that
Table.__vector_as_arraysegment returns a null value if the vector is not
present in the FlatBuffer.
I used the updated flatc.exe program to regenerate the C# source files
for the MyGame example. The new Monster class includes the GetXXXBytes
methods to return the byte arrays containing data for vectors.
Fixes a bug where the logic to determine when to use a C# enum flags
both enums and vectors of enums. This causes the C# generator to
generate code that doesn't compile for tables that contain vectors of
enums.
The fix also consolidates type generation functions a bit and adds
some additional casting functions for clarity.
Usually generators add @SuppressWarnings("all") to generated Java
classes to prevent IDEs from complaining about unused imports, etc.
Solving used imports seems pretty hard with current generator logic so
IMO this is the next best thing.
Yes, it’s appended to import block but that is the block that gives
these warnings in the first place.
When creating a CreateXxx(...) method for a simple table type,
enum-type fields with a non-zero default must have an explicit
cast for the respective argument default value, because in C#,
there is an implicit cast from int to an enum only for 0.
Also, added an example of such type into the example monster_test
type, so that we test this feature.