Clarified tutorial w.r.t reading/writing buffers.
Bug: 30736848 Signed-off-by: Wouter van Oortmerssen <wvo@google.com>
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@ -1231,6 +1231,11 @@ like so:
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~~~
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</div>
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Now you can write the bytes to a file, send them over the network..
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**Make sure your file mode (or tranfer protocol) is set to BINARY, not text.**
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If you transfer a FlatBuffer in text mode, the buffer will be corrupted,
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which will lead to hard to find problems when you read the buffer.
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#### Reading Orc FlatBuffers
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Now that we have successfully created an `Orc` FlatBuffer, the monster data can
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@ -1326,92 +1331,82 @@ before:
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~~~
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</div>
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Then, assuming you have a variable containing to the bytes of data from disk,
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network, etc., you can create a monster from this data:
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Then, assuming you have a buffer of bytes received from disk,
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network, etc., you can create start accessing the buffer like so:
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**Again, make sure you read the bytes in BINARY mode, otherwise the code below
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won't work**
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<div class="language-cpp">
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~~~{.cpp}
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// We can access the buffer we just made directly. Pretend this came over a
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// network, was read off of disk, etc.
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auto buffer_pointer = builder.GetBufferPointer();
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uint8_t *buffer_pointer = /* the data you just read */;
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// Deserialize the data from the buffer.
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// Get a pointer to the root object inside the buffer.
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auto monster = GetMonster(buffer_pointer);
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// `monster` is of type`Monster *`, and points to somewhere inside the buffer.
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// `monster` is of type `Monster *`.
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// Note: root object pointers are NOT the same as `buffer_pointer`.
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~~~
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</div>
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<div class="language-java">
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~~~{.java}
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// We can access the buffer we just made directly. Pretend this came over a
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// network, was read off of disk, etc.
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java.nio.ByteBuffer buf = builder.dataBuffer();
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byte[] bytes = /* the data you just read */
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java.nio.ByteBuffer buf = java.nio.ByteBuffer.wrap(bytes);
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// Deserialize the data from the buffer.
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// Get an accessor to the root object inside the buffer.
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Monster monster = Monster.getRootAsMonster(buf);
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~~~
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</div>
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<div class="language-csharp">
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~~~{.cs}
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// We can access the buffer we just made directly. Pretend this came over a
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// network, was read off of disk, etc.
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var buf = builder.DataBuffer;
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byte[] bytes = /* the data you just read */
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var buf = new ByteBuffer(bytes);
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// Deserialize the data from the buffer.
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// Get an accessor to the root object inside the buffer.
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var monster = Monster.GetRootAsMonster(buf);
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~~~
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</div>
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<div class="language-go">
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~~~{.go}
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// We can access the buffer we just made directly. Pretend this came over a
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// network, was read off of disk, etc.
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buf := builder.FinishedBytes()
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var buf []byte = /* the data you just read */
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// Deserialize the data from the buffer.
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// Get an accessor to the root object inside the buffer.
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monster := sample.GetRootAsMonster(buf, 0)
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// Note: We use `0` for the offset here, since we got the data using the
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// `builder.FinishedBytes()` method. This simulates the data you would
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// store/receive in your FlatBuffer. If you wanted to read from the
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// `builder.Bytes` directly, you would need to pass in the offset of
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// `builder.Head()`, as the builder actually constructs the buffer backwards.
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// Note: We use `0` for the offset here, which is typical for most buffers
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// you would read. If you wanted to read from `builder.Bytes` directly, you
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// would need to pass in the offset of `builder.Head()`, as the builder
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// constructs the buffer backwards, so may not start at offset 0.
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~~~
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</div>
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<div class="language-python">
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~~~{.py}
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# We can access the buffer we just made directly. Pretend this came over a
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# network, was read off of disk, etc.
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buf = builder.Output()
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buf = /* the data you just read, in an object of type "bytearray" */
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# Deserialize the data from the buffer.
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// Get an accessor to the root object inside the buffer.
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monster = MyGame.Sample.Monster.Monster.GetRootAsMonster(buf, 0)
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# Note: We use `0` for the offset here, since we got the data using the
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# `builder.Output()` method. This simulates the data you would store/receive
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# in your FlatBuffer. If you wanted to read from the `builder.Bytes` directly,
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# Note: We use `0` for the offset here, which is typical for most buffers
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# you would read. If you wanted to read from the `builder.Bytes` directly,
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# you would need to pass in the offset of `builder.Head()`, as the builder
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# actually constructs the buffer backwards.
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# constructs the buffer backwards, so may not start at offset 0.
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~~~
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</div>
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<div class="language-javascript">
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~~~{.js}
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// We can access the buffer we just made directly. Pretend this came over a
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// network, was read off of disk, etc.
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var buf = builder.dataBuffer();
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var bytes = /* the data you just read, in an object of type "Uint8Array" */
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var buf = new flatbuffers.ByteBuffer(bytes);
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// Deserialize the data from the buffer.
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// Get an accessor to the root object inside the buffer.
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var monster = MyGame.Sample.Monster.getRootAsMonster(buf);
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~~~
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</div>
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<div class="language-php">
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~~~{.php}
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// We can access the buffer we just made directly. Pretend this came over a
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// network, was read off of disk, etc.
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$buf = $builder->dataBuffer();
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$bytes = /* the data you just read, in a string */
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$buf = Google\FlatBuffers\ByteBuffer::wrap($bytes);
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// Deserialize the data from the buffer.
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// Get an accessor to the root object inside the buffer.
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$monster = \MyGame\Sample\Monster::GetRootAsMonster($buf);
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~~~
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</div>
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