* Pedantic Visual Studio build (/W4 /WX)
* Pedantic Visual Studio build (/W4 /WX)
* Pedantic Visual Studio build (/W4 /WX)
* Remove /wd4512 from CMakeLists.txt
* Suppress Visual Studio 4512 warning ('class' : assignment operator could not be generated)
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
* Changes for verifying a buffer dynamically using reflection.
* Fixing build issues on linux and applied code reformatting.
* Fixing the file order in cmake file that was messing up the macro based code inclusion.
Added tests for reflection based verification.
* Changes for verifying a buffer dynamically using reflection.
Fixing build issues on linux and applied code reformatting.
Fixing the file order in cmake file that was messing up the macro based code inclusion.
Added tests for reflection based verification.
* Incorporated the code review changes that were requested:
1. Changed the Verify function signature.
2. Changed the variable names to use snake_case.
3. Added better comments.
4. Refactored duplicate code.
5. Changed the verifier class so that it has the same size when compiled with or without FLATBUFFERS_TRACK_VERIFIER_BUFFER_SIZE macro.
* Setting FLATBUFFERS_TRACK_VERIFIER_BUFFER_SIZE and FLATBUFFERS_DEBUG_VERIFICATION_FAILURE through cmake for flattests so that it gets propagted to all translation units of flattests.
* Making the Verifier struct fields the same in all cases. Also reverting the target_compile_definitions change in cmake file because build machine on travis does not have cmake version 3.0 or higher which was the version when target_compile_definitions was added in cmake.
* Defining macros through cmake in a portable way using functions that are available in cmake 2.8.
* support for grpc golang
* refactored grpc go generator
* added grpc-go test and refactored
* refactored idl_gen_grpc.cpp
* fixed grpc generate method name
* refactored flatc and fixed line length issue
* added codec to go lib and fixed formatting issues
* fixed spacing issues
Cmake issued a warning when the variable is in quotation marks
in an if statement.
Visual Studio upgrades constants to int and issues a truncation
warning, so inserted a cast.
Change-Id: I60cdcb5c2565cd5e97f80b9c2ff1e6abc32b1deb
Tested: Builds without warning on VS2015.
The new line in the set(CMAKE_CXX_FLAGS...) line was getting insert
verbatim into the Makefile. Makefiles don't like new lines in their
assignment operators.
The newline escape fix works for CMake 3.0 and above, but since
we support 2.x, we need to use the legacy solution, which is to
split into two separate statements.
Tested: cmake -G"Unix Makefiles" works now on Mac.
Change-Id: I6f4655981b85087c4760c3d26ed0c97c4469ba93
Certain architectures, such as ARM, use unsigned chars by default
so require the `-fsigned-char` for certain value comparisons to
make sense and in order to compile.
This to allow the code to run on a greater range of build
configurations (that don't allow exceptions/RTTI).
If anyone ever doubts the usefulness of exception handling,
please show them this commit.
Change-Id: If7190babdde93c3f9cd97b8e1ab447bf0c81696d
Tested: on Linux.
Simply running clang with -stdlib=libc++ requires a manual link against
libc++abi on Linux. This is documented in the libc++ documentation:
http://libcxx.llvm.org/
Tested on Arch Linux, using clang 3.7.0 RELEASE.
Signed-off-by: Perry Hung <iperry@gmail.com>
* codegen for all basic features: WIP (probably implemented all basic feature)
* JSON parsing: NO
* Simple mutation: NO
* Reflection: NO
* Buffer verifier: NO (will be add later)
* Testing: basic: Yes
* Testing: fuzz: Yes
* Performance: Not bad
* Platform: Supported Linux, OS X, Windows (has 32bit integer limitation)
* Engine Unity: No
flatc --php monster_test.fbs
<?php
//include neccessary files.
$fbb = new Google\FlatBuffers\FlatBufferBuilder(1);
$str = $fbb->createString("monster");
\MyGame\Example\Monster::startMonster($fbb);
\MyGame\Example\Monster::addHp($fbb, 80);
\MyGame\Example\Monster::addName($fbb, $str);
$mon = \MyGame\Example\Monster::endMonster($fbb);
$fbb->finish($mon);
echo $fbb->sizedByteArray();
PHP 5.4 higher
Currently, we do not register this library to packagist as still experimental and versioning problem.
If you intended to use flatbuffers with composer. add repostiories section to composer.json like below.
"repositories": [{
"type": "vcs",
"url": "https://github.com/google/flatbuffers"
}],
and just put google/flatbuffers.
"require": {
"google/flatbuffers": "*"
}
* PHP's integer is platform dependant. we strongly recommend use 64bit machine
and don't use uint, ulong types as prevent overflow issue.
ref: http://php.net/manual/en/language.types.integer.php
* php don't support float type. floating point numbers are always parsed as double precision internally.
ref: http://php.net/manual/en/language.types.float.php
* ByteBuffer is little bit slow implemnentation due to many chr/ord function calls. Especially encoding objects.
This is expected performance as PHP5 has parsing arguments overhead. probably we'll add C-extension.
Basically, PHP implementation respects Java and C# implementation.
Note: ByteBuffer and FlatBuffersBuilder class are not intended to use other purposes.
we may change internal API foreseeable future.
PSR-2, PSR-4 standards.
Implemented simple assertion class (respect JavaScript testcase implementation) as we prefer small code base.
this also keeps CI iteration speed.
we'll choose phpunit or something when the test cases grown.
This allows you to query the generated target for those properties
later, so dependent modules can refer to the directories to, for example,
add them to the include_directories.
Change-Id: I7a6bd34c5c1d08e2ea69b5ad845223297cad1159
This function is designed to be called by projects that use FlatBuffers.
It takes a list of FlatBuffers schemas and a list of schema include
directories, and generates build rules to create generated headers
and/or binary schemas for those files, as well as optionally copying
all of the text schemas into a directory for your use (for example if
you need to parse text schemas within your app).
See function comments for more details.
Change-Id: I181684b916e91d965e14849d8f83ec2c83e9a4a4
This adds a JavaScript language target. The generated JavaScript uses Google
Closure Compiler type annotations and can be compiled using the advanced
compilation mode, which performs type checking and optimizations such as
inlining and dead code elimination. The generated JavaScript also exports all
generated symbols for use with Node.js and RequireJS. This export behavior
can be turned off with the --no-js-exports flag for use with Google Closure
Compiler.
--gen-includes is now deprecate but still accepted.
--no-includes can be used instead when needed.
Change-Id: I2cd46d193032b9b7c31c76c6f655e9333d3a393a
Tested: on Linux.
Implement code generation and self-contained runtime library for Python.
The test suite verifies:
- Correctness of generated Python code by comparing output to that of
the other language ports.
- The exact bytes in the Builder buffer during many scenarios.
- Vtable deduplication correctness.
- Edge cases for table construction, via a fuzzer derived from the Go
implementation.
- All code is simultaneously valid in Python 2.6, 2.7, and 3.4.
The test suite includes benchmarks for:
- Building 'gold' data.
- Parsing 'gold' data.
- Deduplicating vtables.
All tests pass on this author's system for the following Python
implementations:
- CPython 2.6.7
- CPython 2.7.8
- CPython 3.4.2
- PyPy 2.5.0 (CPython 2.7.8 compatible)