Clarified tutorial w.r.t reading/writing buffers.

Bug: 30736848

Signed-off-by: Wouter van Oortmerssen <wvo@google.com>
This commit is contained in:
Wouter van Oortmerssen 2016-10-10 17:09:37 -07:00
parent 486c048a0d
commit f9025eeb52
1 changed files with 36 additions and 41 deletions

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@ -1231,6 +1231,11 @@ like so:
~~~
</div>
Now you can write the bytes to a file, send them over the network..
**Make sure your file mode (or tranfer protocol) is set to BINARY, not text.**
If you transfer a FlatBuffer in text mode, the buffer will be corrupted,
which will lead to hard to find problems when you read the buffer.
#### Reading Orc FlatBuffers
Now that we have successfully created an `Orc` FlatBuffer, the monster data can
@ -1326,92 +1331,82 @@ before:
~~~
</div>
Then, assuming you have a variable containing to the bytes of data from disk,
network, etc., you can create a monster from this data:
Then, assuming you have a buffer of bytes received from disk,
network, etc., you can create start accessing the buffer like so:
**Again, make sure you read the bytes in BINARY mode, otherwise the code below
won't work**
<div class="language-cpp">
~~~{.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();
uint8_t *buffer_pointer = /* the data you just read */;
// Deserialize the data from the buffer.
// Get a pointer to the root object inside the buffer.
auto monster = GetMonster(buffer_pointer);
// `monster` is of type`Monster *`, and points to somewhere inside the buffer.
// `monster` is of type `Monster *`.
// 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();
byte[] bytes = /* the data you just read */
java.nio.ByteBuffer buf = java.nio.ByteBuffer.wrap(bytes);
// Deserialize the data from the buffer.
// Get an accessor to the root object inside the buffer.
Monster monster = Monster.getRootAsMonster(buf);
~~~
</div>
<div class="language-csharp">
~~~{.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;
byte[] bytes = /* the data you just read */
var buf = new ByteBuffer(bytes);
// Deserialize the data from the buffer.
// Get an accessor to the root object inside 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()
var buf []byte = /* the data you just read */
// Deserialize the data from the buffer.
// Get an accessor to the root object inside 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.
// Note: We use `0` for the offset here, which is typical for most buffers
// you would read. If you wanted to read from `builder.Bytes` directly, you
// would need to pass in the offset of `builder.Head()`, as the builder
// constructs the buffer backwards, so may not start at offset 0.
~~~
</div>
<div class="language-python">
~~~{.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()
buf = /* the data you just read, in an object of type "bytearray" */
# Deserialize the data from the buffer.
// Get an accessor to the root object inside 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,
# Note: We use `0` for the offset here, which is typical for most buffers
# you would read. 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.
# constructs the buffer backwards, so may not start at offset 0.
~~~
</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();
var bytes = /* the data you just read, in an object of type "Uint8Array" */
var buf = new flatbuffers.ByteBuffer(bytes);
// Deserialize the data from the buffer.
// Get an accessor to the root object inside the buffer.
var monster = MyGame.Sample.Monster.getRootAsMonster(buf);
~~~
</div>
<div class="language-php">
~~~{.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();
$bytes = /* the data you just read, in a string */
$buf = Google\FlatBuffers\ByteBuffer::wrap($bytes);
// Deserialize the data from the buffer.
// Get an accessor to the root object inside the buffer.
$monster = \MyGame\Sample\Monster::GetRootAsMonster($buf);
~~~
</div>