Change-Id: I4c9f0f722490b374257adb3fec63e44ae93da920 Tested: using VS2010 / Xcode / gcc on Linux.
8.9 KiB
Executable File
Use in C++
Assuming you have written a schema using the above language in say
mygame.fbs (FlatBuffer Schema, though the extension doesn't matter),
you've generated a C++ header called mygame_generated.h using the
compiler (e.g. flatc -c mygame.fbs), you can now start using this in
your program by including the header. As noted, this header relies on
flatbuffers/flatbuffers.h, which should be in your include path.
Writing in C++
To start creating a buffer, create an instance of FlatBufferBuilder
which will contain the buffer as it grows:
FlatBufferBuilder fbb;
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. For example:
auto name = fbb.CreateString("MyMonster");
unsigned char inv[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
auto inventory = fbb.CreateVector(inv, 10);
CreateString and CreateVector serialize these two built-in
datatypes, and return offsets into the serialized data indicating where
they are stored, such that Monster below can refer to them.
CreateString can also take an std::string, or a const char * with
an explicit length, and is suitable for holding UTF-8 and binary
data if needed.
CreateVector can also take an std::vector. The
offset it returns is typed, i.e. can only be used to set fields of the
correct type below. To create a vector of struct objects (which will
be stored as contiguous memory in the buffer, use CreateVectorOfStructs
instead.
Vec3 vec(1, 2, 3);
Vec3 is the first example of code from our generated
header. Structs (unlike tables) translate to simple structs in C++, so
we can construct them in a familiar way.
We have now serialized the non-scalar components of of the monster example, so we could create the monster something like this:
auto mloc = CreateMonster(fbb, &vec, 150, 80, name, inventory, Color_Red, Offset<void>(0), Any_NONE);
Note that we're passing 150 for the mana field, which happens to be the
default value: this means the field will not actually be written to the buffer,
since we'll get that value anyway when we query it. This is a nice space
savings, since it is very common for fields to be at their default. It means
we also don't need to be scared to add fields only used in a minority of cases,
since they won't bloat up the buffer sizes if they're not actually used.
We do something similarly for the union field test by specifying a 0 offset
and the NONE enum value (part of every union) to indicate we don't actually
want to write this field.
Tables (like Monster) give you full flexibility on what fields you write
(unlike Vec3, which always has all fields set because it is a struct).
If you want even more control over this (i.e. skip fields even when they are
not default), instead of the convenient CreateMonster call we can also
build the object field-by-field manually:
MonsterBuilder mb(fbb);
mb.add_pos(&vec);
mb.add_hp(80);
mb.add_name(name);
mb.add_inventory(inventory);
auto mloc = mb.Finish();
We start with a temporary helper class MonsterBuilder (which is
defined in our generated code also), then call the various add_
methods to set fields, and Finish to complete the object. This is
pretty much the same code as you find inside CreateMonster, except
we're leaving out a few fields. Fields may also be added in any order,
though orderings with fields of the same size adjacent
to each other most efficient in size, due to alignment. You should
not nest these Builder classes (serialize your
data in pre-order).
Regardless of whether you used CreateMonster or MonsterBuilder, you
now have an offset to the root of your data, and you can finish the
buffer using:
fbb.Finish(mloc);
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
start of the buffer with fbb.GetBufferPointer(), and it's size from
fbb.GetSize().
samples/sample_binary.cpp is a complete code sample similar to
the code above, that also includes the reading code below.
Reading in C++
If you've received a buffer from somewhere (disk, network, etc.) you can directly start traversing it using:
auto monster = GetMonster(buffer_pointer);
monster is of type Monster *, and points to somewhere inside your
buffer. If you look in your generated header, you'll see it has
convenient accessors for all fields, e.g.
assert(monster->hp() == 80);
assert(monster->mana() == 150); // default
assert(strcmp(monster->name()->c_str(), "MyMonster") == 0);
These should all be true. Note that we never stored a mana value, so
it will return the default.
To access sub-objects, in this case the Vec3:
auto pos = monster->pos();
assert(pos);
assert(pos->z() == 3);
If we had not set the pos field during serialization, it would be
NULL.
Similarly, we can access elements of the inventory array:
auto inv = monster->inventory();
assert(inv);
assert(inv->Get(9) == 9);
Direct memory access
As you can see from the above examples, all elements in a buffer are accessed through generated accessors. This is because everything is stored in little endian format on all platforms (the accessor performs a swap operation on big endian machines), and also because the layout of things is generally not known to the user.
For structs, layout is deterministic and guaranteed to be the same
accross platforms (scalars are aligned to their
own size, and structs themselves to their largest member), and you
are allowed to access this memory directly by using sizeof() and
memcpy on the pointer to a struct, or even an array of structs.
To compute offsets to sub-elements of a struct, make sure they
are a structs themselves, as then you can use the pointers to
figure out the offset without having to hardcode it. This is
handy for use of arrays of structs with calls like glVertexAttribPointer
in OpenGL or similar APIs.
It is important to note is that structs are still little endian on all
machines, so only use tricks like this if you can guarantee you're not
shipping on a big endian machine (an assert(FLATBUFFERS_LITTLEENDIAN)
would be wise).
Text & schema parsing
Using binary buffers with the generated header provides a super low overhead use of FlatBuffer data. There are, however, times when you want to use text formats, for example because it interacts better with source control, or you want to give your users easy access to data.
Another reason might be that you already have a lot of data in JSON format, or a tool that generates JSON, and if you can write a schema for it, this will provide you an easy way to use that data directly.
There are two ways to use text formats:
Using the compiler as a conversion tool
This is the preferred path, as it doesn't require you to add any new code to your program, and is maximally efficient since you can ship with binary data. The disadvantage is that it is an extra step for your users/developers to perform, though you might be able to automate it.
flatc -b myschema.fbs mydata.json
This will generate the binary file mydata_wire.bin which can be loaded
as before.
Making your program capable of loading text directly
This gives you maximum flexibility. You could even opt to support both, i.e. check for both files, and regenerate the binary from text when required, otherwise just load the binary.
This option is currently only available for C++, or Java through JNI.
As mentioned in the section "Building" above, this technique requires
you to link a few more files into your program, and you'll want to include
flatbuffers/idl.h.
Load text (either a schema or json) into an in-memory buffer (there is a
convenient LoadFile() utility function in flatbuffers/util.h if you
wish). Construct a parser:
flatbuffers::Parser parser;
Now you can parse any number of text files in sequence:
parser.Parse(text_file.c_str());
This works similarly to how the command-line compiler works: a sequence
of files parsed by the same Parser object allow later files to
reference definitions in earlier files. Typically this means you first
load a schema file (which populates Parser with definitions), followed
by one or more JSON files.
If there were any parsing errors, Parse will return false, and
Parser::err contains a human readable error string with a line number
etc, which you should present to the creator of that file.
After each JSON file, the Parser::fbb member variable is the
FlatBufferBuilder that contains the binary buffer version of that
file, that you can access as described above.
samples/sample_text.cpp is a code sample showing the above operations.
Threading
None of the code is thread-safe, by design. That said, since currently a
FlatBuffer is read-only and entirely const, reading by multiple threads
is possible.