* call reflection code generation from tests
This simplifies instructions to contributors so they don't forget to update
reflection code.
* add error handling to generate_code scripts
Let them propagate their errors instead of swallowing them so they show
up when called in CI.
* apply editorconfig to shell scripts
* use ordered map in dart codegen
Using an unordered map in the codegen can lead to spurious diffs in the
generated dart code.
* add CI check for generate_code being run
* update reflection_generated.h
* disable diff-check for monster_test.bfbs
Work around #5008.
* Add operator== for c++ genated code
New "--gen-compare" option for flatc to generate compare operators. The operators are defined based on object based api types.
Inspired by issue #263.
* Improve compare operator for c++.
Thanks for the code review.
- Improve robustness against future schema extensions
- Code style
- Fix --rust generation in generate_code.sh
This is a port of FlatBuffers to Rust. It provides code generation and a
runtime library derived from the C++ implementation. It utilizes the
Rust type system to provide safe and fast traversal of FlatBuffers data.
There are 188 tests, including many fuzz tests of roundtrips for various
serialization scenarios. Initial benchmarks indicate that the canonical
example payload can be written in ~700ns, and traversed in ~100ns.
Rustaceans may be interested in the Follow, Push, and SafeSliceAccess
traits. These traits lift traversals, reads, writes, and slice accesses
into the type system, providing abstraction with no runtime penalty.
* starting Lua port of python implmention. Syncing commit
* Bulk of Lua module port from Python done. Not tested, only static analysis. Need to work on binary strings. Started work on flatc lua code generation
* Fixed all the basic errors to produced a binary output from the builder, don't know if it is generated correctly, but it contains data, so that must be good
* fixed binary set command that was extending the array improperly
* continued improvement
* Moved lua submodules down a directory so their names don't clash with potential other modules. Added compat module to provide Lua versioning logic
* Successful sample port from Python
* working on testing Lua code with formal tests
* continued to work on tests and fixes to code to make tests pass
* Added reading buffer test
* Changed binaryarray implmentation to use a temporary table for storing data, and then serialize it to a string when requested. This double the rate of building flatbuffers compared to the string approach.
* Didn't need encode module as it just added another layer of indirection that isn't need
* profiled reading buffers, optimizations to increase read performance of monster data to ~7 monster / millisecond
* Writing profiler improvments. Get about
~2 monsters/millisecond building rate
* removed Numpy generation from Lua (came from the Python port)
* math.pow is deprecated in Lua 5.3, so changed to ^ notation. Also added .bat script for starting Lua tests
* adding results of generate_code.bat
* simple edits for code review in PR.
* There was a buffer overflow in inserting the keywords into the unorder set for both the Lua and Python code gens. Changed insertion to use iterators.
* fixed spacing issue
* basic documenation/tutorial updates. Updated sample_binary.lua to reflect the tutorial better
* removed windows-specific build step in Lua tests
* Add constant accessors to C++ unions
* Remove redundant const pointer return type
* Update generate_code.bat to reflect generate_code.sh
* Add updated generated files
* Remove extra space from generated code
* Update generated files
* Change directory back to tests after generating code
* Added empty generator for json schema (idl_gen_json_schema.cpp)
#4360
* JsonSchemaGenerator: output of tables implemented
current problems:
- typenames are not correct
- array types need to be deduced
#4360
* JsonSchemaGenerator: Corrected generation of typenames
Current problems: enum types not written correctly
#4360
* JsonSchemaGenerator: Added generation of enum types
#4360
* idl_gen_json_schema.cpp: Write required properties to schema
#4360
* idl_gen_json_schema.cpp: Export Types including namespace
#4360
* idl_gen_json_schema.cpp: Fixed Json format
#4360
* idl_gen_json_schema.cpp: Formatted according to google code style
#4360
* Checked in monster_test.bfbs with changes from master
* Added idl_gen_json_schema.cpp in CMakeLists.txt
* generate_code.bat: Added generation of json schema
* Added todo.md
* generate_code.sh: Added generation of json schema
* Addressed some review issues
- removed command line arg -S
- removed new lines
- fixed codestyle in template functions
- removed usage of stringstream
- idented json schema
#4360
* removed auto in idl_gen_json_schema.cpp
* idl_gen_json_schema.cpp: changed iterator declarations to auto
#4360
* deleted todo.md
* idl_gen_json_schema.cpp: Removed keyword "override" so that vs2010 can compile
* idl_gen_json_schema.cpp: switch statement in GenType handeles all enum-members
* idl_gen_json_schema.cpp: Removed cerr output
* idl_gen_json_schema.cpp: Avoid vector copying
* idl_gen_json_schema.cpp: Fixed identation of json schema output
* idl_gen_json_schema.cpp: Do not output empty descriptions
Changing to keep include prefixes had two side effects: the main
file being parsed wasn't filtered out anymore, and include directory
paths would be added to the path in the include statement.
Also moved the include_test*.fbs files to sub directories so we
can actually test the handling of -I etc.
tested: on Linux.
Change-Id: Ibae095cea7ab0cccbac15cfb5171719f6b5cad8c
* codegen for all basic features: WIP (probably implemented all basic feature)
* JSON parsing: NO
* Simple mutation: NO
* Reflection: NO
* Buffer verifier: NO (will be add later)
* Testing: basic: Yes
* Testing: fuzz: Yes
* Performance: Not bad
* Platform: Supported Linux, OS X, Windows (has 32bit integer limitation)
* Engine Unity: No
flatc --php monster_test.fbs
<?php
//include neccessary files.
$fbb = new Google\FlatBuffers\FlatBufferBuilder(1);
$str = $fbb->createString("monster");
\MyGame\Example\Monster::startMonster($fbb);
\MyGame\Example\Monster::addHp($fbb, 80);
\MyGame\Example\Monster::addName($fbb, $str);
$mon = \MyGame\Example\Monster::endMonster($fbb);
$fbb->finish($mon);
echo $fbb->sizedByteArray();
PHP 5.4 higher
Currently, we do not register this library to packagist as still experimental and versioning problem.
If you intended to use flatbuffers with composer. add repostiories section to composer.json like below.
"repositories": [{
"type": "vcs",
"url": "https://github.com/google/flatbuffers"
}],
and just put google/flatbuffers.
"require": {
"google/flatbuffers": "*"
}
* PHP's integer is platform dependant. we strongly recommend use 64bit machine
and don't use uint, ulong types as prevent overflow issue.
ref: http://php.net/manual/en/language.types.integer.php
* php don't support float type. floating point numbers are always parsed as double precision internally.
ref: http://php.net/manual/en/language.types.float.php
* ByteBuffer is little bit slow implemnentation due to many chr/ord function calls. Especially encoding objects.
This is expected performance as PHP5 has parsing arguments overhead. probably we'll add C-extension.
Basically, PHP implementation respects Java and C# implementation.
Note: ByteBuffer and FlatBuffersBuilder class are not intended to use other purposes.
we may change internal API foreseeable future.
PSR-2, PSR-4 standards.
Implemented simple assertion class (respect JavaScript testcase implementation) as we prefer small code base.
this also keeps CI iteration speed.
we'll choose phpunit or something when the test cases grown.