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* Remove byte* property in ByteBufferAllocator. This allows consumers to read/write into native memory, but without having to always pin the managed `byte[]` when working with managed memory. This allows for users to not need to Dispose() ByteBuffers when they are using the default ByteArrayAllocator class. Instead, we use `Span<byte> GetSpan()` methods to get access to the underlying memory buffer. Fix #5181 * Add a set of benchmark tests. * Add ReadOnly spans. This allows consumers to use ReadOnlyMemory<byte> as the backing storage for ByteBuffers, which is useful in read-only scenarios. * Run tests using ENABLE_SPAN_T in appveyor. * Fix FlatBuffers.Test.csproj to work on older MSBuild versions. * Change the test script to test UNSAFE_BYTEBUFFER * Address PR feedback. Remove IDisposable from ByteBuffer. * Respond to PR feedback.
22 lines
760 B
XML
22 lines
760 B
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>netcoreapp2.1</TargetFramework>
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<LangVersion>latest</LangVersion>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<DefineConstants>$(DefineConstants);UNSAFE_BYTEBUFFER;BYTEBUFFER_NO_BOUNDS_CHECK;ENABLE_SPAN_T</DefineConstants>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="BenchmarkDotNet" Version="0.11.3" />
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<PackageReference Include="BenchmarkDotNet.Diagnostics.Windows" Version="0.11.3" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="..\..\net\FlatBuffers\*.cs" Link="FlatBuffers\%(FileName).cs" />
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<Compile Include="..\MyGame\**\*.cs" Link="MyGame\Example\%(FileName).cs" />
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</ItemGroup>
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</Project>
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