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flatbuffers/docs/source/Tutorial.md
Mikkel Fahnøe Jørgensen 47d4b46950 Documentation for C bindings
2016-03-26 00:28:31 +01:00

69 KiB

Tutorial

Overview

This tutorial provides a basic example of how to work with [FlatBuffers](@ref flatbuffers_overview). We will step through a simple example application, which shows you how to:

  • Write a FlatBuffer schema file.
  • Use the flatc FlatBuffer compiler.
  • Parse JSON files that conform to a schema into FlatBuffer binary files.
  • Use the generated files in many of the supported languages (such as C++, Java, and more.)

During this example, imagine that you are creating a game where the main character, the hero of the story, needs to slay some orcs. We will walk through each step necessary to create this monster type using FlatBuffers.

Please select your desired language for our quest:

\htmlonly

C++ C# C Go Java JavaScript PHP Python \endhtmlonly

\htmlonly

<script> /** * Check if an HTML `class` attribute is in the language-specific format. * @param {string} languageClass An HTML `class` attribute in the format * 'language-{lang}', where {lang} is a programming language (e.g. 'cpp', * 'java', 'go', etc.). * @return {boolean} Returns `true` if `languageClass` was in the valid * format, prefixed with 'language-'. Otherwise, it returns false. */ function isProgrammingLanguageClassName(languageClass) { if (languageClass && languageClass.substring(0, 9) == 'language-' && languageClass.length > 8) { return true; } else { return false; } } /** * Given a language-specific HTML `class` attribute, extract the language. * @param {string} languageClass The string name of an HTML `class` attribute, * in the format `language-{lang}`, where {lang} is a programming language * (e.g. 'cpp', 'java', 'go', etc.). * @return {string} Returns a string containing only the {lang} portion of * the class name. If the input was invalid, then it returns `null`. */ function extractProgrammingLanguageFromLanguageClass(languageClass) { if (isProgrammingLanguageClassName(languageClass)) { return languageClass.substring(9); } else { return null; } } /** * Hide every code snippet, except for the language that is selected. */ function displayChosenLanguage() { var selection = $('input:checked').val(); var htmlElements = document.getElementsByTagName('*'); for (var i = 0; i < htmlElements.length; i++) { if (isProgrammingLanguageClassName(htmlElements[i].className)) { if (extractProgrammingLanguageFromLanguageClass( htmlElements[i].className).toLowerCase() != selection) { htmlElements[i].style.display = 'none'; } else { htmlElements[i].style.display = 'initial'; } } } } $( document ).ready(displayChosenLanguage); $('input[type=radio]').on("click", displayChosenLanguage); </script>

\endhtmlonly

Where to Find the Example Code

Samples demonstating the concepts in this example are located in the source code package, under the samples directory. You can browse the samples on GitHub here.

*Note: The above does not apply to C, instead [look here](https://github.com/dvidelabs/flatcc/tree/master/samples).*

For your chosen language, please cross-reference with:

Writing the Monsters' FlatBuffer Schema

To start working with FlatBuffers, you first need to create a schema file, which defines the format for each data structure you wish to serialize. Here is the schema that defines the template for our monsters:

  // Example IDL file for our monster's schema.

  namespace MyGame.Sample;

  enum Color:byte { Red = 0, Green, Blue = 2 }

  union Equipment { Weapon } // Optionally add more tables.

  struct Vec3 {
    x:float;
    y:float;
    z:float;
  }

  table Monster {
    pos:Vec3; // Struct.
    mana:short = 150;
    hp:short = 100;
    name:string;
    friendly:bool = false (deprecated);
    inventory:[ubyte];  // Vector of scalars.
    color:Color = Blue; // Enum.
    weapons:[Weapon];   // Vector of tables.
    equipped:Equipment; // Union.
  }

  table Weapon {
    name:string;
    damage:short;
  }

  root_type Monster;

As you can see, the syntax for the schema Interface Definition Language (IDL) is similar to those of the C family of languages, and other IDL languages. Let's examine each part of this schema to determine what it does.

The schema starts with a namespace declaration. This determines the corresponding package/namespace for the generated code. In our example, we have the Sample namespace inside of the MyGame namespace.

Next, we have an enum definition. In this example, we have an enum of type byte, named Color. We have three values in this enum: Red, Green, and Blue. We specify Red = 0 and Blue = 2, but we do not specify an explicit value for Green. Since the behavior of an enum is to increment if unspecified, Green will receive the implicit value of 1.

Following the enum is a union. The union in this example is not very useful, as it only contains the one table (named Weapon). If we had created multiple tables that we would want the union to be able to reference, we could add more elements to the union Equipment.

After the union comes a struct Vec3, which represents a floating point vector with 3 dimensions. We use a struct here, over a table, because structs are ideal for data structures that will not change, since they use less memory and have faster lookup.

The Monster table is the main object in our FlatBuffer. This will be used as the template to store our orc monster. We specify some default values for fields, such as mana:short = 150. All unspecified fields will default to 0 or NULL. Another thing to note is the line friendly:bool = false (deprecated);. Since you cannot delete fields from a table (to support backwards compatability), you can set fields as deprecated, which will prevent the generation of accessors for this field in the generated code. Be careful when using deprecated, however, as it may break legacy code that used this accessor.

The Weapon table is a sub-table used within our FlatBuffer. It is used twice: once within the Monster table and once within the Equipment enum. For our Monster, it is used to populate a vector of tables via the weapons field within our Monster. It is also the only table referenced by the Equipment enum.

The last part of the schema is the root_type. The root type declares what will be the root table for the serialized data. In our case, the root type is our Monster table.

More Information About Schemas

You can find a complete guide to writing schema files in the [Writing a schema](@ref flatbuffers_guide_writing_schema) section of the Programmer's Guide. You can also view the formal [Grammar of the schema language](@ref flatbuffers_grammar).

Compiling the Monsters' Schema

After you have written the FlatBuffers schema, the next step is to compile it.

If you have not already done so, please follow [these instructions](@ref flatbuffers_guide_building) to build flatc, the FlatBuffer compiler.

Once flatc is built successfully, compile the schema for your language:

Note: If you're working in C, you need to use the separate project FlatCC which contains a schema compiler and runtime library in C for C.
See flatcc build instructions.
Please be aware of the difference between flatc and flatcc tools.

~~~{.sh} cd flatbuffers/sample ./../flatc --cpp samples/monster.fbs ~~~
~~~{.sh} cd flatbuffers/sample ./../flatc --java samples/monster.fbs ~~~
~~~{.sh} cd flatbuffers/sample ./../flatc --csharp samples/monster.fbs ~~~
~~~{.sh} cd flatbuffers/sample ./../flatc --go samples/monster.fbs ~~~
~~~{.sh} cd flatbuffers/sample ./../flatc --python samples/monster.fbs ~~~
~~~{.sh} cd flatbuffers/sample ./../flatc --javascript samples/monster.fbs ~~~
~~~{.sh} cd flatbuffers/sample ./../flatc --php samples/monster.fbs ~~~
~~~{.sh} cd flatcc mkdir -p build/tmp/samples/monster bin/flatcc -a -o build/tmp/samples/monster samples/monster/monster.fbs # or just flatcc/samples/monster/build.sh ~~~

For a more complete guide to using the flatc compiler, please read the [Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) section of the Programmer's Guide.

Reading and Writing Monster FlatBuffers

Now that we have compiled the schema for our programming language, we can start creating some monsters and serializing/deserializing them from FlatBuffers.

Creating and Writing Orc FlatBuffers

The first step is to import/include the library, generated files, etc.

~~~{.cpp} #include "monster_generate.h" // This was generated by `flatc`.

using namespace MyGame::Sample; // Specified in the schema.

</div>
<div class="language-java">
~~~{.java}
  import MyGame.Sample.*; //The `flatc` generated files. (Monster, Vec3, etc.)

  import com.google.flatbuffers.FlatBufferBuilder;
~~~{.cs} using FlatBuffers; using MyGame.Sample; // The `flatc` generated files. (Monster, Vec3, etc.) ~~~
~~~{.go} import ( flatbuffers "github.com/google/flatbuffers/go" sample "MyGame/Sample" ) ~~~
~~~{.py} import flatbuffers

Generated by flatc.

import MyGame.Sample.Color import MyGame.Sample.Equipment import MyGame.Sample.Monster import MyGame.Sample.Vec3 import MyGame.Sample.Weapon

</div>
<div class="language-javascript">
~~~{.js}
  // The following code is for JavaScript module loaders (e.g. Node.js). See
  // below for a browser-based HTML/JavaScript example of including the library.
  var flatbuffers = require('/js/flatbuffers').flatbuffers;
  var MyGame = require('./monster_generated').MyGame; // Generated by `flatc`.

  //--------------------------------------------------------------------------//

  // The following code is for browser-based HTML/JavaScript. Use the above code
  // for JavaScript module loaders (e.g. Node.js).
  <script src="../js/flatbuffers.js"></script>
  <script src="monster_generated.js"></script> // Generated by `flatc`.
~~~{.php} // It is recommended that your use PSR autoload when using FlatBuffers in PHP. // Here is an example from `SampleBinary.php`: function __autoload($class_name) { // The last segment of the class name matches the file name. $class = substr($class_name, strrpos($class_name, "\\") + 1); $root_dir = join(DIRECTORY_SEPARATOR, array(dirname(dirname(__FILE__)))); // `flatbuffers` root.
// Contains the `*.php` files for the FlatBuffers library and the `flatc` generated files.
$paths = array(join(DIRECTORY_SEPARATOR, array($root_dir, "php")),
               join(DIRECTORY_SEPARATOR, array($root_dir, "samples", "MyGame", "Sample")));
foreach ($paths as $path) {
  $file = join(DIRECTORY_SEPARATOR, array($path, $class . ".php"));
  if (file_exists($file)) {
    require($file);
    break;
  }
}

}

</div>
<div class="language-c">
~~~{.c}
  #include "monster_builder.h" // Generated by `flatcc`.

  // Convenient namespace macro to manage long namespace prefix.
  #define ns(x) FLATBUFFERS_WRAP_NAMESPACE(MyGame_Sample, x) // Specified in the schema.
  // Convenient common namespace macro.
  #define nsc(x) FLATBUFFERS_WRAP_NAMESPACE(flatbuffers, x)
  // A helper to simplify creating vectors from C-arrays.
  #define c_vec_len(V) (sizeof(V)/sizeof((V)[0]))

  // The ns macro makes it possible to write `ns(Monster_create(...))`
  // instead of `MyGame_Sample_Monster_create(...)`.

Now we are ready to start building some buffers. In order to start, we need to create an instance of the FlatBufferBuilder, which will contain the buffer as it grows:

~~~{.cpp} // Create a `FlatBufferBuilder`, which will be used to create our // monsters' FlatBuffers. flatbuffers::FlatBufferBuilder builder; ~~~
~~~{.java} // Create a `FlatBufferBuilder`, which will be used to create our // monsters' FlatBuffers. FlatBufferBuilder builder = new FlatBufferBuilder(0); ~~~
~~~{.cs} // Create a `FlatBufferBuilder`, which will be used to create our // monsters' FlatBuffers. var builder = new FlatBufferBuilder(1); ~~~
~~~{.go} // Create a `FlatBufferBuilder`, which will be used to create our // monsters' FlatBuffers. builder := flatbuffers.NewBuilder(0) ~~~
~~~{.py} # Create a `FlatBufferBuilder`, which will be used to create our # monsters' FlatBuffers. builder = flatbuffers.Builder(0) ~~~
~~~{.js} // Create a `flatbuffer.Builder`, which will be used to create our // monsters' FlatBuffers. var builder = new flatbuffers.Builder(1); ~~~
~~~{.php} // Create a `FlatBufferBuilder`, which will be used to create our // monsters' FlatBuffers. $builder = new Google\FlatBuffers\FlatbufferBuilder(0); ~~~
~~~{.c} flatcc_builder_t builder, *B; B = &builder; // Initialize the builder object. flatcc_builder_init(B); ~~~

After creating the builder, we can start serializing our data. Before we make our orc Monster, lets create some Weapons: a Sword and an Axe.

~~~{.cpp} auto weapon_one_name = builder.CreateString("Sword"); short weapon_one_damage = 3;

auto weapon_two_name = builder.CreateString("Axe"); short weapon_two_damage = 5;

// Use the CreateWeapon shortcut to create Weapons with all the fields set. auto sword = CreateWeapon(builder, weapon_one_name, weapon_one_damage); auto axe = CreateWeapon(builder, weapon_two_name, weapon_two_damage);

</div>
<div class="language-java">
~~~{.java}
  int weaponOneName = builder.createString("Sword")
  short weaponOneDamage = 3;

  int weaponTwoName = builder.createString("Axe");
  short weaponTwoDamage = 5;

  // Use the `createWeapon()` helper function to create the weapons, since we set every field.
  int sword = Weapon.createWeapon(builder, weaponOneName, weaponOneDamage);
  int axe = Weapon.createWeapon(builder, weaponTwoName, weaponTwoDamage);
~~~{.cs} var weaponOneName = builder.CreateString("Sword"); var weaponOneDamage = 3;

var weaponTwoName = builder.CreateString("Axe"); var weaponTwoDamage = 5;

// Use the CreateWeapon() helper function to create the weapons, since we set every field. var sword = Weapon.CreateWeapon(builder, weaponOneName, (short)weaponOneDamage); var axe = Weapon.CreateWeapon(builder, weaponTwoName, (short)weaponTwoDamage);

</div>
<div class="language-go">
~~~{.go}
  weaponOne := builder.CreateString("Sword")
  weaponTwo := builder.CreateString("Axe")

  // Create the first `Weapon` ("Sword").
  sample.WeaponStart(builder)
  sample.Weapon.AddName(builder, weaponOne)
  sample.Weapon.AddDamage(builder, 3)
  sword := sample.WeaponEnd(builder)

  // Create the second `Weapon` ("Axe").
  sample.WeaponStart(builder)
  sample.Weapon.AddName(builder, weaponTwo)
  sample.Weapon.AddDamage(builder, 5)
  axe := sample.WeaponEnd(builder)
~~~{.py} weapon_one = builder.CreateString('Sword') weapon_two = builder.CreateString('Axe')

Create the first Weapon ('Sword').

MyGame.Sample.Weapon.WeaponStart(builder) MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one) MyGame.Sample.Weapon.WeaponAddDamage(builder, 3) sword = MyGame.Sample.Weapon.WeaponEnd(builder)

Create the second Weapon ('Axe').

MyGame.Sample.Weapon.WeaponStart(builder) MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two) MyGame.Sample.Weapon.WeaponAddDamage(builder, 5) axe = MyGame.Sample.Weapon.WeaponEnd(builder)

</div>
<div class="language-javascript">
~~~{.js}
  var weaponOne = builder.createString('Sword');
  var weaponTwo = builder.createString('Axe');

  // Create the first `Weapon` ('Sword').
  MyGame.Sample.Weapon.startWeapon(builder);
  MyGame.Sample.Weapon.addName(builder, weaponOne);
  MyGame.Sample.Weapon.addDamage(builder, 3);
  var sword = MyGame.Sample.Weapon.endWeapon(builder);

  // Create the second `Weapon` ('Axe').
  MyGame.Sample.Weapon.startWeapon(builder);
  MyGame.Sample.Weapon.addName(builder, weaponTwo);
  MyGame.Sample.Weapon.addDamage(builder, 5);
  var axe = MyGame.Sample.Weapon.endWeapon(builder);
~~~{.php} // Create the `Weapon`s using the `createWeapon()` helper function. $weapon_one_name = $builder->createString("Sword"); $sword = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_one_name, 3);

$weapon_two_name = $builder->createString("Axe"); $axe = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_two_name, 5);

// Create an array from the two Weapons and pass it to the // CreateWeaponsVector() method to create a FlatBuffer vector. $weaps = array($sword, $axe); $weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);

</div>
<div class="language-c">
~~~{.c}
  ns(Weapon_ref_t) weapon_one_name = nsc(string_create_str(B, "Sword"));
  uint16_t weapon_one_damage = 3;

  ns(Weapon_ref_t) weapon_two_name = nsc(string_create_str(B, "Axe"));
  uint16_t weapon_two_damage = 5;

  ns(Weapon_ref_t) sword = ns(Weapon_create(B, weapon_one_name, weapon_one_damage));
  ns(Weapon_ref_t) axe = ns(Weapon_create(B, weapon_two_name, weapon_two_damage));

Now let's create our monster, the orc. For this orc, lets make him red with rage, positioned at (1.0, 2.0, 3.0), and give him a large pool of hit points with 300. We can give him a vector of weapons to choose from (our Sword and Axe from earlier). In this case, we will equip him with the Axe, since it is the most powerful of the two. Lastly, let's fill his inventory with some potential treasures that can be taken once he is defeated.

Before we serialize a monster, we need to first serialize any objects that are contained there-in, i.e. we serialize the data tree using depth-first, pre-order traversal. This is generally easy to do on any tree structures.

~~~{.cpp} // Serialize a name for our monster, called "Orc". auto name = builder.CreateString("Orc");

// Create a vector representing the inventory of the Orc. Each number // could correspond to an item that can be claimed after he is slain. unsigned char treasure = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}; auto inventory = builder.CreateVector(treasure, 10);

</div>
<div class="language-java">
~~~{.java}
  // Serialize a name for our monster, called "Orc".
  int name = builder.createString("Orc");

  // Create a `vector` representing the inventory of the Orc. Each number
  // could correspond to an item that can be claimed after he is slain.
  byte[] treasure = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
  int inv = Monster.createInventoryVector(builder, treasure);
~~~{.cs} // Serialize a name for our monster, called "Orc". var name = builder.CreateString("Orc");

// Create a vector representing the inventory of the Orc. Each number // could correspond to an item that can be claimed after he is slain. // Note: Since we prepend the bytes, this loop iterates in reverse order. Monster.StartInventoryVector(builder, 10); for (int i = 9; i >= 0; i--) { builder.AddByte((byte)i); } var inv = builder.EndVector();

</div>
<div class="language-go">
~~~{.go}
  // Serialize a name for our monster, called "Orc".
  name := builder.CreateString("Orc")

  // Create a `vector` representing the inventory of the Orc. Each number
  // could correspond to an item that can be claimed after he is slain.
  // Note: Since we prepend the bytes, this loop iterates in reverse.
  sample.MonsterStartInventoryVector(builder, 10)
  for i := 9; i >= 0; i-- {
          builder.PrependByte(byte(i))
  }
  int := builder.EndVector(10)
~~~{.py} # Serialize a name for our monster, called "Orc". name = builder.CreateString("Orc")

Create a vector representing the inventory of the Orc. Each number

could correspond to an item that can be claimed after he is slain.

Note: Since we prepend the bytes, this loop iterates in reverse.

MyGame.Sample.Monster.MonsterStartInventoryVector(builder, 10) for i in reversed(range(0, 10)): builder.PrependByte(i) inv = builder.EndVector(10)

</div>
<div class="language-javascript">
~~~{.js}
  // Serialize a name for our monster, called 'Orc'.
  var name = builder.createString('Orc');

  // Create a `vector` representing the inventory of the Orc. Each number
  // could correspond to an item that can be claimed after he is slain.
  var treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
  var inv = MyGame.Sample.Monster.createInventoryVector(builder, treasure);
~~~{.php} // Serialize a name for our monster, called "Orc". $name = $builder->createString("Orc");

// Create a vector representing the inventory of the Orc. Each number // could correspond to an item that can be claimed after he is slain. $treasure = array(0, 1, 2, 3, 4, 5, 6, 7, 8, 9); $inv = \MyGame\Sample\Monster::CreateInventoryVector($builder, $treasure);

</div>
<div class="language-c">
~~~{.c}
  // Serialize a name for our monster, called "Orc".
  // The _str suffix indicates the source is an ascii-z string.
  nsc(string_ref_t) name = nsc(string_create_str(B, "Orc"));

  // Create a `vector` representing the inventory of the Orc. Each number
  // could correspond to an item that can be claimed after he is slain.
  uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
  nsc(uint8_vec_ref_t) inventory;
  // `c_vec_len` is the convenience macro we defined earlier.
  inventory = nsc(uint8_vec_create(B, treasure, c_vec_len(treasure)));

We serialized two built-in data types (string and vector) and captured their return values. These values are offsets into the serialized data, indicating where they are stored, such that we can refer to them below when adding fields to our monster.

Note: To create a vector of nested objects (e.g. tables, strings, or other vectors), collect their offsets into a temporary data structure, and then create an additional vector containing their offsets.

For example, take a look at the two Weapons that we created earlier (Sword and Axe). These are both FlatBuffer tables, whose offsets we now store in memory. Therefore we can create a FlatBuffer vector to contain these offsets.

*Note: If you're using C, there is also an often shorter top-down approach that avoids storing temporary references because the runtime has an internal stack. The top-down version is shown at the end of build section.*
~~~{.cpp} // Place the weapons into a `std::vector`, then convert that into a FlatBuffer `vector`. std::vector> weapons_vector; weapons_vector.push_back(sword); weapons_vector.push_back(axe); auto weapons = builder.CreateVector(weapons_vector); ~~~
~~~{.java} // Place the two weapons into an array, and pass it to the `createWeaponsVector()` method to // create a FlatBuffer vector. int[] weaps = new int[2]; weaps[1] = sword; weaps[2] = axe;

// Pass the weaps array into the createWeaponsVector() method to create a FlatBuffer vector. int weapons = Monster.createWeaponsVector(builder, weaps);

</div>
<div class="language-csharp">
~~~{.cs}
  var weaps = new Offset<Weapon>[2];
  weaps[0] = sword;
  weaps[1] = axe;

  // Pass the `weaps` array into the `CreateWeaponsVector()` method to create a FlatBuffer vector.
  var weapons = Monster.CreateWeaponsVector(builder, weaps);
~~~{.go} // Create a FlatBuffer vector and prepend the weapons. // Note: Since we prepend the data, prepend them in reverse order. sample.MonsterStartWeaponsVector(builder, 2) builder.PrependUOffsetT(axe) builder.PrependUOffsetT(sword) weapons := builder.EndVector(2) ~~~
~~~{.py} # Create a FlatBuffer vector and prepend the weapons. # Note: Since we prepend the data, prepend them in reverse order. MyGame.Sample.Monster.MonsterStartWeaponsVector(builder, 2) builder.PrependUOffsetTRelative(axe) builder.PrependUOffsetTRelative(sword) weapons = builder.EndVector(2) ~~~
~~~{.js} // Create an array from the two `Weapon`s and pass it to the // `createWeaponsVector()` method to create a FlatBuffer vector. var weaps = [sword, axe]; var weapons = MyGame.Sample.Monster.createWeaponsVector(builder, weaps); ~~~
~~~{.php} // Create an array from the two `Weapon`s and pass it to the // `CreateWeaponsVector()` method to create a FlatBuffer vector. $weaps = array($sword, $axe); $weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps); ~~~
~~~{.c} // Here we use a top-down approach locally to build a Weapons vector // in-place instead of creating a temporary external vector to use // as argument like we did with the `inventory` earlier on, but the // overall approach is still bottom-up. ns(Weapon_vec_start(B)); ns(Weapon_vec_push(B, sword)); ns(Weapon_vec_push(B, axe)); ns(Weapon_vec_ref_t) weapons = ns(Weapon_vec_end(B)); ~~~

To create a struct, use the Vec3 class/struct that was generated by the schema compiler:

~~~{.cpp} // Create a `Vec3`, representing the Orc's position in 3-D space. auto pos = Vec3(1.0f, 2.0f, 3.0f); ~~~
~~~{.java} // Create a `Vec3`, representing the Orc's position in 3-D space. int pos = Vec3.createVec3(builder, 1.0f, 2.0f, 3.0f); ~~~
~~~{.cs} // Create a `Vec3`, representing the Orc's position in 3-D space. var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); ~~~
~~~{.go} // Create a `Vec3`, representing the Orc's position in 3-D space. pos := sample.CreateVec3(builder, 1.0, 2.0, 3.0) ~~~
~~~{.py} # Create a `Vec3`, representing the Orc's position in 3-D space. pos = MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0) ~~~
~~~{.js} // Create a `Vec3`, representing the Orc's position in 3-D space. var pos = MyGame.Sample.Vec3.createVec3(builder, 1.0, 2.0, 3.0); ~~~
~~~{.js} // Create a `Vec3`, representing the Orc's position in 3-D space. $pos = \MyGame\Sample\Vec3::CreateVec3($builder, 1.0, 2.0, 3.0); ~~~
~~~{.c} // Create a `Vec3`, representing the Orc's position in 3-D space. ns(Vec3_t) pos = { 1.0f, 2.0f, 3.0f }; ~~~

We have now serialized the non-scalar components of the orc, so we can serialize the monster itself:

~~~{.cpp} // Set his hit points to 300 and his mana to 150. int hp = 300; int mana = 150;

// Finally, create the monster using the CreateMonster helper function // to set all fields. auto orc = CreateMonster(builder, &pos, mana, hp, name, inventory, Color_Red, weapons, Equipment_Weapon, axe.Union());

</div>
<div class="language-java">
~~~{.java}
  // Create our monster using `startMonster()` and `endMonster()`.
  Monster.startMonster(builder);
  Monster.addPos(builder, pos);
  Monster.addName(builder, name);
  Monster.addColor(builder, Color.Red);
  Monster.addHp(builder, (short)300);
  Monster.addInventory(builder, inv);
  Monster.addWeapons(builder, weapons);
  Monster.addEquippedType(builder, Equipment.Weapon);
  Monster.addEquipped(builder, axe);
  int orc = Monster.endMonster(builder);
~~~{.cs} // Create our monster using `StartMonster()` and `EndMonster()`. Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)300); Monster.AddName(builder, name); Monster.AddInventory(builder, inv); Monster.AddColor(builder, Color.Red); Monster.AddWeapons(builder, weapons); Monster.AddEquippedType(builder, Equipment.Weapon); Monster.AddEquipped(builder, axe.Value); // Axe var orc = Monster.EndMonster(builder); ~~~
~~~{.go} // Create our monster using `MonsterStart()` and `MonsterEnd()`. sample.MonsterStart(builder) sample.MonsterAddPos(builder, pos) sample.MonsterAddHp(builder, 300) sample.MonsterAddName(builder, name) sample.MonsterAddInventory(builder, inv) sample.MonsterAddColor(builder, sample.ColorRed) sample.MonsterAddWeapons(builder, weapons) sample.MonsterAddEquippedType(builder, sample.EquipmentWeapon) sample.MonsterAddEquipped(builder, axe) orc := sample.MonsterEnd(builder) ~~~
~~~{.py} # Create our monster by using `MonsterStart()` and `MonsterEnd()`. MyGame.Sample.Monster.MonsterStart(builder) MyGame.Sample.Monster.MonsterAddPos(builder, pos) 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.MonsterAddWeapons(builder, weapons) MyGame.Sample.Monster.MonsterAddEquippedType( builder, MyGame.Sample.Equipment.Equipment().Weapon) MyGame.Sample.Monster.MonsterAddEquipped(builder, axe) orc = MyGame.Sample.Monster.MonsterEnd(builder) ~~~
~~~{.js} // Create our monster by using `startMonster()` and `endMonster()`. MyGame.Sample.Monster.startMonster(builder); MyGame.Sample.Monster.addPos(builder, pos); MyGame.Sample.Monster.addHp(builder, 300); MyGame.Sample.Monster.addColor(builder, MyGame.Sample.Color.Red) MyGame.Sample.Monster.addName(builder, name); MyGame.Sample.Monster.addInventory(builder, inv); MyGame.Sample.Monster.addWeapons(builder, weapons); MyGame.Sample.Monster.addEquippedType(builder, MyGame.Sample.Equipment.Weapon); MyGame.Sample.Monster.addEquipped(builder, axe); var orc = MyGame.Sample.Monster.endMonster(builder); ~~~
~~~{.php} // Create our monster by using `StartMonster()` and `EndMonster()`. \MyGame\Sample\Monster::StartMonster($builder); \MyGame\Sample\Monster::AddPos($builder, $pos); \MyGame\Sample\Monster::AddHp($builder, 300); \MyGame\Sample\Monster::AddName($builder, $name); \MyGame\Sample\Monster::AddInventory($builder, $inv); \MyGame\Sample\Monster::AddColor($builder, \MyGame\Sample\Color::Red); \MyGame\Sample\Monster::AddWeapons($builder, $weapons); \MyGame\Sample\Monster::AddEquippedType($builder, \MyGame\Sample\Equipment::Weapon); \MyGame\Sample\Monster::AddEquipped($builder, $axe); $orc = \MyGame\Sample\Monster::EndMonster($builder); ~~~
~~~{.c} // Set his hit points to 300 and his mana to 150. uint16_t hp = 300; uint16_t mana = 150;

// Create the equipment union. In the C++ language API this is given // as two arguments to the create call, or as two separate add // operations for the type and the table reference. In C we create // a single union value that carries both the type and reference. ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));

ns(Monster_create_as_root(B, &pos, mana, hp, name, inventory, ns(Color_Red), weapons, equipped));

</div>

<div class="language-c">
*Note: in C we use `create_as_root` instead of the also valid `create` call
because it simplfies constructing the root object.*
</div>

<div class="language-cpp">
<br>
*Note: Since we are passing `150` as the `mana` field, which happens to be the
default value, the field will not actually be written to the buffer, since the
default value will be returned on query anyway. This is a nice space savings,
especially if default values are common in your data. It also means that you do
not need to be worried of adding a lot of fields that are only used in a small
number of instances, as it will not bloat the buffer if unused.*
<br><br>
If you do not wish to set every field in a `table`, it may be more convenient to
manually set each field of your monster, instead of calling `CreateMonster()`.
The following snippet is functionally equivalent to the above code, but provides
a bit more flexibility.
<br>
~~~{.cpp}
  // You can use this code instead of `CreateMonster()`, to create our orc
  // manually.
  MonsterBuilder monster_builder(builder);
  monster_builder.add_pos(&pos);
  monster_builder.add_hp(hp);
  monster_builder.add_name(name);
  monster_builder.add_inventory(inventory);
  monster_builder.add_color(Color_Red);
  monster_builder.add_weapons(weapons);
  monster_builder.add_equipped_type(Equipment_Weapon);
  monster_builder.add_equpped(axe);
  auto orc = monster_builder.Finish();

*Note: Since we are passing `150` as the `mana` field, which happens to be the default value, the field will not actually be written to the buffer, since the default value will be returned on query anyway. This is a nice space savings, especially if default values are common in your data. It also means that you do not need to be worried of adding a lot of fields that are only used in a small number of instances, as it will not bloat the buffer if unused.*

If you do not wish to set every field in a `table`, it may be more convenient to manually set each field of your monster, instead of calling `create_monster_as_root()`. The following snippet is functionally equivalent to the above code, but provides a bit more flexibility.
~~~{.c} // It is important to pair `start_as_root` with `end_as_root`. ns(Monster_start_as_root(B)); ns(Monster_pos_create(B, 1.0f, 2.0f, 3.0f)); // or alternatively //ns(Monster_pos_add(&pos);

ns(Monster_hp_add(B, hp)); // Notice that Monser_name_add adds a string reference unlike the // add_str and add_strn variants. ns(Monster_name_add(B, name)); ns(Monster_inventory_add(B, inventory)); ns(Monster_color_add(B, ns(Color_Red))); ns(Monster_weapons_add(B, weapons)); ns(Monster_equipped_add(B, equipped)); // Complete the monster object and make it the buffer root object. ns(Monster_end_as_root(B));

</div>

Before finishing the serialization, let's take a quick look at FlatBuffer
`union Equipped`. There are two parts to each FlatBuffer `union`. The first, is
a hidden field `_type`, that is generated to hold the type of `table` referred
to by the `union`. This allows you to know which type to cast to at runtime.
Second, is the `union`'s data.

In our example, the last two things we added to our `Monster` were the
`Equipped Type` and the `Equipped` union itself.

<div class="language-c">
*Note: In C, several different helpers make these two fields appear as
one field, but they can be added separately.*
</div>

Here is a repetition these lines, to help highlight them more clearly:

<div class="language-cpp">
  ~~~{.cpp}
    monster_builder.add_equipped_type(Equipment_Weapon); // Union type
    monster_builder.add_equipped(axe); // Union data
~~~{.java} Monster.addEquippedType(builder, Equipment.Weapon); // Union type Monster.addEquipped(axe); // Union data ~~~
~~~{.cs} Monster.AddEquippedType(builder, Equipment.Weapon); // Union type Monster.AddEquipped(builder, axe.Value); // Union data ~~~
~~~{.go} sample.MonsterAddEquippedType(builder, sample.EquipmentWeapon) // Union type sample.MonsterAddEquipped(builder, axe) // Union data ~~~
~~~{.py} MyGame.Sample.Monster.MonsterAddEquippedType( # Union type builder, MyGame.Sample.Equipment.Equipment().Weapon) MyGame.Sample.Monster.MonsterAddEquipped(builder, axe) # Union data ~~~
~~~{.js} MyGame.Sample.Monster.addEquippedType(builder, MyGame.Sample.Equipment.Weapon); // Union type MyGame.Sample.Monster.addEquipped(builder, axe); // Union data ~~~
~~~{.php} \MyGame\Sample\Monster::AddEquippedType($builder, \MyGame\Sample\Equipment::Weapon); // Union type \MyGame\Sample\Monster::AddEquipped($builder, $axe); // Union data ~~~
~~~{.c} ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe)); ns(Monster_equipped_add(B, equipped)); // or alternatively ns(Monster_equipped_Weapon_add(B, axe); // or alternatively ns(Monster_equipped_type_add(B, ns(Equipment_Weapon)); ns(Monster_equipped_add_member(B, axe)); ~~~
Here is an alternative top-down approach unique to the C builder library.
~~~{.c} uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}; size_t treasure_count = c_vec_len(treasure); ns(Weapon_ref_t) axe;

// NOTE: if we use end_as_root, we MUST also start as root. ns(Monster_start_as_root(B)); ns(Monster_pos_create(B, 1.0f, 2.0f, 3.0f)); ns(Monster_hp_add(B, 300)); ns(Monster_mana_add(B, 150)); // We use create_str instead of add because we have no existing string reference. ns(Monster_name_create_str(B, "Orc")); // Again we use create because we no existing vector object, only a C-array. ns(Monster_inventory_create(B, treasure, treasure_count)); ns(Monster_color_add(B, ns(Color_Red))); if (1) { ns(Monster_weapons_start(B)); ns(Monster_weapons_push_create(B, nsc(string_create_str(B, "Sword")), 3)); // We reuse the axe object later. Note that we dereference a pointer // because push always returns a short-term pointer to the stored element. // We could also have created the axe object first and simply pushed it. axe = *ns(Monster_weapons_push_create(B, nsc(string_create_str(B, "Axe")), 5)); ns(Monster_weapons_end(B)); } else { // We can have more control with the table elements added to a vector: // ns(Monster_weapons_start(B)); ns(Monster_weapons_push_start(B)); ns(Weapon_name_create_str(B, "Sword")); ns(Weapon_damage_add(B, 3)); ns(Monster_weapons_push_end(B)); ns(Monster_weapons_push_start(B)); ns(Monster_weapons_push_start(B)); ns(Weapon_name_create_str(B, "Axe")); ns(Weapon_damage_add(B, 5)); axe = *ns(Monster_weapons_push_end(B)); ns(Monster_weapons_end(B)); } // Unions can get their type by using a type-specific add/create/start method. ns(Monster_equipped_Weapon_add(B, axe));

ns(Monster_end_as_root(B));

</div>

After you have created your buffer, you will have the offset to the root of the
data in the `orc` variable, so you can finish the buffer by calling the
appropriate `finish` method.

<div class="language-c">
*Note: C does not have a `finish` call, and it is not needed when we use
`create_as_root` or `start/end_as_root`. For the sake of modularity, it
is sometimes useful to create an object without knowing if it will be a
root. We show this below, but do NOT mix it with the `_as_root` calls.*
</div>

<div class="language-cpp">
~~~{.cpp}
  // Call `Finish()` to instruct the builder that this monster is complete.
  // Note: Regardless of how you created the `orc`, you still need to call
  // `Finish()` on the `FlatBufferBuilder`.
  builder.Finish(orc); // You could also call `FinishMonsterBuffer(builder,
                       //                                          orc);`.
~~~{.java} // Call `finish()` to instruct the builder that this monster is complete. builder.finish(orc); // You could also call `Monster.finishMonsterBuffer(builder, orc);`. ~~~
~~~{.cs} // Call `Finish()` to instruct the builder that this monster is complete. builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`. ~~~
~~~{.go} // Call `Finish()` to instruct the builder that this monster is complete. builder.Finish(orc) ~~~
~~~{.py} # Call `Finish()` to instruct the builder that this monster is complete. builder.Finish(orc) ~~~
~~~{.js} // Call `finish()` to instruct the builder that this monster is complete. builder.finish(orc); // You could also call `MyGame.Example.Monster.finishMonsterBuffer(builder, // orc);`. ~~~
~~~{.php} // Call `finish()` to instruct the builder that this monster is complete. $builder->finish($orc); // You may also call `\MyGame\Sample\Monster::FinishMonsterBuffer( // $builder, $orc);`. ~~~
~~~{.c} // Alternative approach separating object creation from being root object. ns(Monster_ref_t) orc = ns(Monster_create(B, ...)); // `flatcc_` calls should be isolated to top-level driver logic. flatcc_builder_buffer_create(orc); ~~~

The buffer is now ready to be stored somewhere, sent over the network, be compressed, or whatever you'd like to do with it. You can access the buffer like so:

~~~{.cpp} // This must be called after `Finish()`. uint8_t *buf = builder.GetBufferPointer(); int size = builder.GetSize(); // Returns the size of the buffer that // `GetBufferPointer()` points to. ~~~
~~~{.java} // This must be called after `finish()`. java.nio.ByteBuffer buf = builder.dataBuffer(); ~~~
~~~{.cs} // This must be called after `Finish()`. var buf = builder.DataBuffer; // Of type `FlatBuffers.ByteBuffer`. ~~~
~~~{.go} // This must be called after `Finish()`. buf := builder.FinishedBytes() // Of type `byte[]`. ~~~
~~~{.py} # This must be called after `Finish()`. buf = builder.Output() // Of type `bytearray`. ~~~
~~~{.js} // This must be called after `finish()`. var buf = builder.dataBuffer(); // Of type `flatbuffers.ByteBuffer`. ~~~
~~~{.php} // This must be called after `finish()`. $buf = $builder->dataBuffer(); // Of type `Google\FlatBuffers\ByteBuffer` ~~~
~~~{.c} uint8_t *buf; size_t size;

// Allocate and extract a readable buffer from internal builder heap. // The returned buffer must be deallocated using free. // NOTE: Finalizing the buffer does NOT change the builder, it // just creates a snapshot of the builder content. buf = flatcc_builder_finalize_buffer(&builder, &size); // use buf free(buf);

// Optionally reset builder to reuse builder without deallocating // internal stack and heap. flatcc_builder_reset(B); // build next buffer. // ...

// Cleanup. flatcc_builder_clear(B);

</div>

#### Reading Orc FlatBuffers

Now that we have successfully created an `Orc` FlatBuffer, the monster data can
be saved, sent over a network, etc. Let's now adventure into the inverse, and
deserialize a FlatBuffer.

This section requires the same import/include, namespace, etc. requirements as
before:

<div class="language-c">
*Note: In C there is a separate include file for the reader which is automatically
included by the generated builder header. A standalone reader only depends on header
files while the builder must link with a small runtime library.*
</div>

<div class="language-cpp">
~~~{.cpp}
  #include "monster_generate.h" // This was generated by `flatc`.

  using namespace MyGame::Sample; // Specified in the schema.
~~~{.java} import MyGame.Sample.*; //The `flatc` generated files. (Monster, Vec3, etc.)

import com.google.flatbuffers.FlatBufferBuilder;

</div>
<div class="language-csharp">
~~~{.cs}
  using FlatBuffers;
  using MyGame.Sample; // The `flatc` generated files. (Monster, Vec3, etc.)
~~~{.go} import ( flatbuffers "github.com/google/flatbuffers/go" sample "MyGame/Sample" ) ~~~
~~~{.py} import flatbuffers

Generated by flatc.

import MyGame.Sample.Any import MyGame.Sample.Color import MyGame.Sample.Monster import MyGame.Sample.Vec3

</div>
<div class="language-javascript">
~~~{.js}
  // The following code is for JavaScript module loaders (e.g. Node.js). See
  // below for a browser-based HTML/JavaScript example of including the library.
  var flatbuffers = require('/js/flatbuffers').flatbuffers;
  var MyGame = require('./monster_generated').MyGame; // Generated by `flatc`.

  //--------------------------------------------------------------------------//

  // The following code is for browser-based HTML/JavaScript. Use the above code
  // for JavaScript module loaders (e.g. Node.js).
  <script src="../js/flatbuffers.js"></script>
  <script src="monster_generated.js"></script> // Generated by `flatc`.
~~~{.php} // It is recommended that your use PSR autoload when using FlatBuffers in PHP. // Here is an example from `SampleBinary.php`: function __autoload($class_name) { // The last segment of the class name matches the file name. $class = substr($class_name, strrpos($class_name, "\\") + 1); $root_dir = join(DIRECTORY_SEPARATOR, array(dirname(dirname(__FILE__)))); // `flatbuffers` root.
// Contains the `*.php` files for the FlatBuffers library and the `flatc` generated files.
$paths = array(join(DIRECTORY_SEPARATOR, array($root_dir, "php")),
               join(DIRECTORY_SEPARATOR, array($root_dir, "samples", "MyGame", "Sample")));
foreach ($paths as $path) {
  $file = join(DIRECTORY_SEPARATOR, array($path, $class . ".php"));
  if (file_exists($file)) {
    require($file);
    break;
  }
}

}

</div>
<div class="language-c">
~~~{.c}
  #include "monster_reader.h"

  #define ns(x) FLATBUFFERS_WRAP_NAMESPACE(MyGame_Sample, x) // Specified in the schema.
  #define nsc(x) FLATBUFFERS_WRAP_NAMESPACE(flatbuffers, x)

Then, assuming you have a variable containing to the bytes of data from disk, network, etc., you can create a monster from this data:

~~~{.cpp} // We can access the buffer we just made directly. Pretend this came over a // network, was read off of disk, etc. auto buffer_pointer = builder.GetBufferPointer();

// Deserialize the data from the buffer. auto monster = GetMonster(buffer_pointer);

// monster is of typeMonster *, and points to somewhere inside the buffer.

// Note: root object pointers are NOT the same as buffer_pointer.

</div>
<div class="language-java">
~~~{.java}
  // We can access the buffer we just made directly. Pretend this came over a
  // network, was read off of disk, etc.
  java.nio.ByteBuffer buf = builder.dataBuffer();

  // Deserialize the data from the buffer.
  Monster monster = Monster.getRootAsMonster(buf);
~~~{.cs} // We can access the buffer we just made directly. Pretend this came over a // network, was read off of disk, etc. var buf = builder.DataBuffer;

// Deserialize the data from the buffer. var monster = Monster.GetRootAsMonster(buf);

</div>
<div class="language-go">
~~~{.go}
  // We can access the buffer we just made directly. Pretend this came over a
  // network, was read off of disk, etc.
  buf := builder.FinishedBytes()

  // Deserialize the data from the buffer.
  monster := sample.GetRootAsMonster(buf, 0)

  // Note: We use `0` for the offset here, since we got the data using the
  // `builder.FinishedBytes()` method. This simulates the data you would
  // store/receive in your FlatBuffer. If you wanted to read from the
  // `builder.Bytes` directly, you would need to pass in the offset of
  // `builder.Head()`, as the builder actually constructs the buffer backwards.
~~~{.py} # We can access the buffer we just made directly. Pretend this came over a # network, was read off of disk, etc. buf = builder.Output()

Deserialize the data from the buffer.

monster = MyGame.Sample.Monster.Monster.GetRootAsMonster(buf, 0)

Note: We use 0 for the offset here, since we got the data using the

builder.Output() method. This simulates the data you would store/receive

in your FlatBuffer. If you wanted to read from the builder.Bytes directly,

you would need to pass in the offset of builder.Head(), as the builder

actually constructs the buffer backwards.

</div>
<div class="language-javascript">
~~~{.js}
  // We can access the buffer we just made directly. Pretend this came over a
  // network, was read off of disk, etc.
  var buf = builder.dataBuffer();

  // Deserialize the data from the buffer.
  var monster = MyGame.Sample.Monster.getRootAsMonster(buf);
~~~{.php} // We can access the buffer we just made directly. Pretend this came over a // network, was read off of disk, etc. $buf = $builder->dataBuffer();

// Deserialize the data from the buffer. $monster = \MyGame\Sample\Monster::GetRootAsMonster($buf);

</div>
<div class="language-c">
~~~{.c}
  // Note that we use the `table_t` suffix when reading a table object
  // as opposed to the `ref_t` suffix used during the construction of
  // the buffer.
  ns(Monster_table_t) monster = ns(Monster_as_root(buffer));

  // Note: root object pointers are NOT the same as the `buffer` pointer.

If you look in the generated files from the schema compiler, you will see it generated accessors for all non-deprecated fields. For example:

~~~{.cpp} auto hp = monster->hp(); auto mana = monster->mana(); auto name = monster->name()->c_str(); ~~~
~~~{.java} short hp = monster.hp(); short mana = monster.mana(); String name = monster.name(); ~~~
~~~{.cs} // For C#, unlike other languages support by FlatBuffers, most values (except for // vectors and unions) are available as propreties instead of asccessor methods. var hp = monster.Hp var mana = monster.Mana var name = monster.Name ~~~
~~~{.go} hp := monster.Hp() mana := monster.Mana() name := string(monster.Name()) // Note: `monster.Name()` returns a byte[]. ~~~
~~~{.py} hp = monster.Hp() mana = monster.Mana() name = monster.Name() ~~~
~~~{.js} var hp = $monster.hp(); var mana = $monster.mana(); var name = $monster.name(); ~~~
~~~{.php} $hp = $monster->getHp(); $mana = $monster->getMana(); $name = monster->getName(); ~~~
~~~{.c} uint16_t hp = ns(Monster_hp(monster)); // Since 150 is the default, we are reading a value that wasn't stored. uint16_t mana = ns(Monster_mana(monster)); // This is just a const char *, but it also supports a fast length operation. nsc(string_t) name = ns(Monster_name(monster)); size_t name_len = nsc(string_len(name)); ~~~
*Note: In C we can check if a field is present. For example `mana` should not be present because it was set with a default value or not at all, but `hp` should be present.*
  int hp_present = ns(Monster_hp_is_present(monster)); // 1
  int mana_present = ns(Monster_mana_is_present(monster)); // 0

These should hold 300, 150, and "Orc" respectively.

Note: We never stored a value in mana, so we got the default value of 150.

To access sub-objects, in the case of our pos, which is a Vec3:

~~~{.cpp} auto pos = monster->pos(); auto x = pos->x(); auto y = pos->y(); auto z = pos->z(); ~~~
~~~{.java} Vec3 pos = monster.pos(); float x = pos.x(); float y = pos.y(); float z = pos.z(); ~~~
~~~{.cs} var pos = monster.Pos var x = pos.X var y = pos.Y var z = pos.Z ~~~
~~~{.go} pos := monster.Pos(nil) x := pos.X() y := pos.Y() z := pos.Z()

// Note: Whenever you access a new object, like in Pos(), a new temporary // accessor object gets created. If your code is very performance sensitive, // you can pass in a pointer to an existing Vec3 instead of nil. This // allows you to reuse it across many calls to reduce the amount of object // allocation/garbage collection.

</div>
<div class="language-python">
~~~{.py}
  pos = monster.Pos()
  x = pos.X()
  y = pos.Y()
  z = pos.Z()
~~~{.js} var pos = monster.pos(); var x = pos.x(); var y = pos.y(); var z = pos.z(); ~~~
~~~{.php} $pos = $monster->getPos(); $x = $pos->getX(); $y = $pos->getY(); $z = $pos->getZ(); ~~~
~~~{.c} ns(Vec3_struct_t) pos = ns(Monster_pos(monster)); float x = ns(Vec3_x(pos)); float y = ns(Vec3_y(pos)); float z = ns(Vec3_z(pos));

// or alternatively ns(Vec3_t) pos_vec; // pe indicates endian conversion from protocol to native. ns(Vec3_copy_from_pe(&pos_vec, pos)); x = pos_vec.x; // ...

</div>

`x`, `y`, and `z` will contain `1.0`, `2.0`, and `3.0`, respectively.

*Note: Had we not set `pos` during serialization, it would be a `NULL`-value.*

Similarly, we can access elements of the inventory `vector` by indexing it. You
can also iterate over the length of the array/vector representing the
FlatBuffers `vector`.

<div class="language-cpp">
~~~{.cpp}
  auto inv = monster->inventory(); // A pointer to a `flatbuffers::Vector<>`.
  auto inv_len = inv->Length();
  auto third_item = inv->Get(2);
~~~{.java} int invLength = monster.inventoryLength(); byte thirdItem = monster.inventory(2); ~~~
~~~{.cs} int invLength = monster.InventoryLength; var thirdItem = monster.GetInventory(2); ~~~
~~~{.go} invLength := monster.InventoryLength() thirdItem := monster.Inventory(2) ~~~
~~~{.py} inv_len = monster.InventoryLength() third_item = monster.Inventory(2) ~~~
~~~{.js} var invLength = monster.inventoryLength(); var thirdItem = monster.inventory(2); ~~~
~~~{.php} $inv_len = $monster->getInventoryLength(); $third_item = $monster->getInventory(2); ~~~
~~~{.c} // This is a const uint8_t *, but it shouldn't be accessed directly // to ensure proper endian conversion. Incidentally the uint8 (ubyte) // is not sensitive to endianness, so we *could* have accessed it directly. // The compiler likely optimizes this so that it doesn't matter. nsc(uint8_vec_t) inv = ns(Monster_inventory(monster)); size_t inv_len = nsc(uint8_vec_len(inv));
// If `inv` was not set, it will be null, but the length is still
// valid to read and will then be zero.
</div>

For `vector`s of `table`s, you can access the elements like any other vector,
except your need to handle the result as a FlatBuffer `table`:

<div class="language-cpp">
~~~{.cpp}
  auto weapons = monster->weapons(); // A pointer to a `flatbuffers::Vector<>`.
  auto weapon_len = weapons->Length();
  auto second_weapon_name = weapons->Get(1)->name()->str();
  auto second_weapon_damage = weapons->Get(1)->damage()
~~~{.java} int weaponsLength = monster.weaponsLength(); String secondWeaponName = monster.weapons(1).name(); short secondWeaponDamage = monster.weapons(1).damage(); ~~~
~~~{.cs} int weaponsLength = monster.WeaponsLength; var secondWeaponName = monster.GetWeapons(1).Name; var secondWeaponDamage = monster.GetWeapons(1).Damage; ~~~
~~~{.go} weaponLength := monster.WeaponsLength() weapon := new(sample.Weapon) // We need a `sample.Weapon` to pass into `monster.Weapons()` // to capture the output of the function. if monster.Weapons(weapon, 1) { secondWeaponName := weapon.Name() secondWeaponDamage := weapon.Damage() } ~~~
~~~{.py} weapons_length = monster.WeaponsLength() second_weapon_name = monster.Weapons(1).Name() second_weapon_damage = monster.Weapons(1).Damage() ~~~
~~~{.js} var weaponsLength = monster.weaponsLength(); var secondWeaponName = monster.weapons(1).name(); var secondWeaponDamage = monster.weapons(1).damage(); ~~~
~~~{.php} $weapons_len = $monster->getWeaponsLength(); $second_weapon_name = $monster->getWeapons(1)->getName(); $second_weapon_damage = $monster->getWeapons(1)->getDamage(); ~~~
~~~{.c} ns(Weapon_vec_t) weapons = ns(Monster_weapons(monster)); size_t weapons_len = ns(Weapon_vec_len(weapons)); // We don't have to use `nsc(string_t)` as type if we don't need fast length access. const char *second_weapon_name = ns(Weapon_name(ns(Weapon_vec_at(weapons, 1)))); uint16_t second_weapon_damage = ns(Weapon_damage(ns(Weapon_vec_at(weapons, 1)))); ~~~

Last, we can access our Equipped FlatBuffer union. Just like when we created the union, we need to get both parts of the union: the type and the data.

We can access the type to dynamically cast the data as needed (since the union only stores a FlatBuffer table).

~~~{.cpp} auto union_type = monster.equipped_type();

if (union_type == Equipment_Weapon) { auto weapon = static_cast<const Weapon*>(monster->equipped()); // Requires static_cast // to type const Weapon*.

auto weapon_name = weapon->name()->str(); // "Axe"
auto weapon_damage = weapon->damage();    // 5

}

</div>
<div class="language-java">
~~~{.java}
  int unionType = monster.EquippedType();

  if (unionType == Equipment.Weapon) {
    Weapon weapon = (Weapon)monster.equipped(new Weapon()); // Requires explicit cast
                                                            // to `Weapon`.

    String weaponName = weapon.name();    // "Axe"
    short weaponDamage = weapon.damage(); // 5
  }
~~~{.cs} var unionType = monster.EquippedType;

if (unionType == Equipment.Weapon) { var weapon = (Weapon)monster.GetEquipped(new Weapon()); // Requires explicit cast // to Weapon.

var weaponName = weapon.Name;     // "Axe"
var weaponDamage = weapon.Damage; // 5

}

</div>
<div class="language-go">
~~~{.go}
  // We need a `flatbuffers.Table` to capture the output of the
  // `monster.Equipped()` function.
  unionTable := new(flatbuffers.Table)

  if monster.Equipped(unionTable) {
          unionType := monster.EquippedType()

          if unionType == sample.EquipmentWeapon {
                  // Create a `sample.Weapon` object that can be initialized with the contents
                  // of the `flatbuffers.Table` (`unionTable`), which was populated by
                  // `monster.Equipped()`.
                  unionWeapon = new(sample.Weapon)
                  unionWeapon.Init(unionTable.Bytes, unionTable.Pos)

                  weaponName = unionWeapon.Name()
                  weaponDamage = unionWeapon.Damage()
          }
  }
~~~{.py} union_type = monster.EquippedType()

if union_type == MyGame.Sample.Equipment.Equipment().Weapon: # monster.Equipped() returns a flatbuffers.Table, which can be used to # initialize a MyGame.Sample.Weapon.Weapon(). union_weapon = MyGame.Sample.Weapon.Weapon() union_weapon.Init(monster.Equipped().Bytes, monster.Equipped().Pos)

weapon_name = union_weapon.Name()     // 'Axe'
weapon_damage = union_weapon.Damage() // 5
</div>
<div class="language-javascript">
~~~{.js}
  var unionType = monster.equippedType();

  if (unionType == MyGame.Sample.Equipment.Weapon) {
    var weapon_name = monster.equipped(new MyGame.Sample.Weapon()).name();     // 'Axe'
    var weapon_damage = monster.equipped(new MyGame.Sample.Weapon()).damage(); // 5
  }
~~~{.php} $union_type = $monster->getEquippedType();

if ($union_type == \MyGame\Sample\Equipment::Weapon) { $weapon_name = $monster->getEquipped(new \MyGame\Sample\Weapon())->getName(); // "Axe" $weapon_damage = $monster->getEquipped(new \MyGame\Sample\Weapon())->getDamage(); // 5 }

</div>
<div class="language-c">
~~~{.c}
  // Access union type field.
  if (ns(Monster_equipped_type(monster)) == ns(Equipment_Weapon)) {
      // Cast to appropriate type:
      // C allows for silent void pointer assignment, so we need no explicit cast.
      ns(Weapon_table_t) weapon = ns(Monster_equipped(monster));
      const char *weapon_name = ns(Weapon_name(weapon)); // "Axe"
      uint16_t weapon_damage = ns(Weapon_damage(weapon)); // 5
  }

Mutating FlatBuffers

*Note: This section does not fully apply to C which has no generated mutation interface (except for sorting vectors in-place which is an advanced topic).*

As you saw above, typically once you have created a FlatBuffer, it is read-only from that moment on. There are, however, cases where you have just received a FlatBuffer, and you'd like to modify something about it before sending it on to another recipient. With the above functionality, you'd have to generate an entirely new FlatBuffer, while tracking what you modified in your own data structures. This is inconvenient.

For this reason FlatBuffers can also be mutated in-place. While this is great for making small fixes to an existing buffer, you generally want to create buffers from scratch whenever possible, since it is much more efficient and the API is much more general purpose.

To get non-const accessors, invoke flatc with --gen-mutable.

Similar to how we read fields using the accessors above, we can now use the mutators like so:

~~~{.cpp} auto monster = GetMutableMonster(buffer_pointer); // non-const monster->mutate_hp(10); // Set the table `hp` field. monster->mutable_pos()->mutate_z(4); // Set struct field. monster->mutable_inventory()->Mutate(0, 1); // Set vector element. ~~~
~~~{.java} Monster monster = Monster.getRootAsMonster(buf); monster.mutateHp(10); // Set table field. monster.pos().mutateZ(4); // Set struct field. monster.mutateInventory(0, 1); // Set vector element. ~~~
~~~{.cs} var monster = Monster.GetRootAsMonster(buf); monster.MutateHp(10); // Set table field. monster.Pos.MutateZ(4); // Set struct field. monster.MutateInventory(0, 1); // Set vector element. ~~~
~~~{.go} ~~~
~~~{.py} ~~~
~~~{.js} ~~~
~~~{.php} ~~~
~~~{.php} ~~~

We use the somewhat verbose term mutate instead of set to indicate that this is a special use case, not to be confused with the default way of constructing FlatBuffer data.

After the above mutations, you can send on the FlatBuffer to a new recipient without any further work!

Note that any mutate functions on a table will return a boolean, which is false if the field we're trying to set is not present in the buffer. Fields that are not present if they weren't set, or even if they happen to be equal to the default value. For example, in the creation code above, the mana field is equal to 150, which is the default value, so it was never stored in the buffer. Trying to call the corresponding mutate method for mana on such data will return false, and the value won't actually be modified!

One way to solve this is to call ForceDefaults on a FlatBufferBuilder to force all fields you set to actually be written. This, of course, increases the size of the buffer somewhat, but this may be acceptable for a mutable buffer.

JSON with FlatBuffers

Using flatc as a Conversion Tool

This is often the preferred method to use JSON with FlatBuffers, as it doesn't require you to add any new code to your program. It is also efficient, since you can ship with the binary data. The drawback is that it requires an extra step for your users/developers to perform (although it may be able to be automated as part of your compilation).

Lets say you have a JSON file that describes your monster. In this example, we will use the file flatbuffers/samples/monsterdata.json.

Here are the contents of the file:

{
  pos: {
    x: 1,
    y: 2,
    z: 3
  },
  hp: 300,
  name: "Orc"
}

You can run this file through the flatc compile with the -b flag and our monster.fbs schema to produce a FlatBuffer binary file.

./../flatc -b monster.fbs monsterdata.json

The output of this will be a file monsterdata.bin, which will contain the FlatBuffer binary representation of the contents from our .json file.

*Note: If you're working in C++, you can also parse JSON at runtime. See the [Use in C++](@ref flatbuffers_guide_use_cpp) section of the Programmer's Guide for more information.*
*Note: If you're working in C, the `flatcc --json` (not `flatc`) compiler will generate schema specific high performance json parsers and printers that you can compile and use at runtime. The `flatc` compiler (not `flatcc`) on the other hand, is still useful for general offline json to flatbuffer conversion from a given schema. There are no current plans for `flatcc` to support this.*

Advanced Features for Each Language

Each language has a dedicated Use in XXX page in the Programmer's Guide to cover the nuances of FlatBuffers in that language.

For your chosen language, see:

[Use in C++](@ref flatbuffers_guide_use_cpp)
[Use in Java/C#](@ref flatbuffers_guide_use_java_c-sharp)
[Use in Java/C#](@ref flatbuffers_guide_use_java_c-sharp)
[Use in Go](@ref flatbuffers_guide_use_go)
[Use in Python](@ref flatbuffers_guide_use_python)
[Use in JavaScript](@ref flatbuffers_guide_use_javascript)
[Use in PHP](@ref flatbuffers_guide_use_php)
[Use in C](@ref flatbuffers_guide_use_c)