Quick copy of all pages

This commit is contained in:
Derek Bailey 2025-01-09 22:36:12 -08:00
parent 67bf1084c0
commit 2b0ce37b12
24 changed files with 3552 additions and 4 deletions

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@ -14,6 +14,7 @@ Install:
```
pip install mkdocs-material
pip install mkdocs-redirects
```
Build and Serve:

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@ -54,10 +54,40 @@ extra:
link: https://twitter.com/dbaileychess
plugins:
# Use redirects to update links from the original docs to the new ones.
#
# https://github.com/mkdocs/mkdocs-redirects
- redirects:
# Note the .html are suffixed with .md to avoid warnings. Got from
# https://github.com/mkdocs/mkdocs-redirects/issues/51#issuecomment-2408548029
redirect_maps:
'flatbuffers_guide_use_cpp.html.md': 'cpp.md'
'flatbuffers_guide_building.html.md': 'building.md'
'flatbuffers_guide_tutorial.html.md': 'tutorial.md'
'flatbuffers_guide_using_schema_compiler.html.md': 'flatc.md'
'flatbuffers_guide_writing_schema.html.md': 'schema.md'
'flatbuffers_guide_use_c.html.md': 'languages/c.md'
'flatbuffers_guide_use_cpp.html.md': 'languages/cpp.md'
'flatbuffers_guide_use_c-sharp.html.md': 'languages/c_sharp.md'
'flatbuffers_guide_use_dart.html.md': 'languages/dart.md'
'flatbuffers_guide_use_go.html.md': 'languages/go.md'
'flatbuffers_guide_use_java.html.md': 'languages/java.md'
'flatbuffers_guide_use_javascript.html.md': 'languages/javascript.md'
'flatbuffers_guide_use_lobster.html.md': 'languages/lobster.md'
'flatbuffers_guide_use_lua.html.md': 'languages/lua.md'
'flatbuffers_guide_use_php.html.md': 'languages/php.md'
'flatbuffers_guide_use_python.html.md': 'languages/python.md'
'flatbuffers_guide_use_rust.html.md': 'languages/rust.md'
'flatbuffers_guide_use_swift.html.md': 'languages/swift.md'
'flatbuffers_guide_use_typescript.html.md': 'languages/typescript.md'
'flatbuffers_grpc_guide_use_cpp.html.md' : "languages/cpp.md#grpc"
'flatbuffers_support.html.md': 'support.md'
'flatbuffers_white_paper.html.md': 'white_paper.md'
'flatbuffers_grammar.html.md': 'grammar.md'
'flatbuffers_internals.html.md': 'internals.md'
'intermediate_representation.html.md': 'intermediate_representation.md'
'flatbuffers_benchmarks.html.md': 'benchmarks.md'
'flexbuffers.html.md': 'flexbuffers.md'
'contributing.html.md': 'contributing.md'
markdown_extensions:
@ -94,7 +124,26 @@ nav:
- Evolution: "evolution.md"
- Grammar: "grammar.md"
- Language Guides:
- C++: "cpp.md"
- C: "languages/c.md"
- C++: "languages/cpp.md"
- C#: "languages/c_sharp.md"
- Dart: "languages/dart.md"
- Go: "languages/go.md"
- Java: "languages/java.md"
- JavasScript: "languages/javascript.md"
- Lobster: "languages/lobster.md"
- Lua: "languages/lua.md"
- PHP: "languages/php.md"
- Python: "languages/python.md"
- Rust: "languages/rust.md"
- Swift: "languages/swift.md"
- TypeScript: "languages/typescript.md"
- Supported Configurations: "support.md"
- White Paper: "white_paper.md"
- Advanced:
- FlatBuffers Internals: "internals.md"
- Intermediate Representation: "intermediate_representation.md"
- Annotating Buffers (.afb): "annotation.md"
- Benchmarks: "benchmarks.md"
- FlexBuffers (Schema-less version): "flexbuffers.md"
- Contributing: "contributing.md"

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C++ Benchmarks {#flatbuffers_benchmarks}
==========
Comparing against other serialization solutions, running on Windows 7
64bit. We use the LITE runtime for Protocol Buffers (less code / lower
overhead), Rapid JSON (one of the fastest C++ JSON parsers around),
and pugixml, also one of the fastest XML parsers.
We also compare against code that doesn't use a serialization library
at all (the column "Raw structs"), which is what you get if you write
hardcoded code that just writes structs. This is the fastest possible,
but of course is not cross platform nor has any kind of forwards /
backwards compatibility.
We compare against Flatbuffers with the binary wire format (as
intended), and also with JSON as the wire format with the optional JSON
parser (which, using a schema, parses JSON into a binary buffer that can
then be accessed as before).
The benchmark object is a set of about 10 objects containing an array, 4
strings, and a large variety of int/float scalar values of all sizes,
meant to be representative of game data, e.g. a scene format.
| | FlatBuffers (binary) | Protocol Buffers LITE | Rapid JSON | FlatBuffers (JSON) | pugixml | Raw structs |
|--------------------------------------------------------|-----------------------|-----------------------|-----------------------|------------------------| ----------------------| ----------------------|
| Decode + Traverse + Dealloc (1 million times, seconds) | 0.08 | 302 | 583 | 105 | 196 | 0.02 |
| Decode / Traverse / Dealloc (breakdown) | 0 / 0.08 / 0 | 220 / 0.15 / 81 | 294 / 0.9 / 287 | 70 / 0.08 / 35 | 41 / 3.9 / 150 | 0 / 0.02 / 0 |
| Encode (1 million times, seconds) | 3.2 | 185 | 650 | 169 | 273 | 0.15 |
| Wire format size (normal / zlib, bytes) | 344 / 220 | 228 / 174 | 1475 / 322 | 1029 / 298 | 1137 / 341 | 312 / 187 |
| Memory needed to store decoded wire (bytes / blocks) | 0 / 0 | 760 / 20 | 65689 / 4 | 328 / 1 | 34194 / 3 | 0 / 0 |
| Transient memory allocated during decode (KB) | 0 | 1 | 131 | 4 | 34 | 0 |
| Generated source code size (KB) | 4 | 61 | 0 | 4 | 0 | 0 |
| Field access in handwritten traversal code | typed accessors | typed accessors | manual error checking | typed accessors | manual error checking | typed but no safety |
| Library source code (KB) | 15 | some subset of 3800 | 87 | 43 | 327 | 0 |
### Some other serialization systems we compared against but did not benchmark (yet), in rough order of applicability:
- Cap'n'Proto promises to reduce Protocol Buffers much like FlatBuffers does,
though with a more complicated binary encoding and less flexibility (no
optional fields to allow deprecating fields or serializing with missing
fields for which defaults exist).
It currently also isn't fully cross-platform portable (lack of VS support).
- msgpack: has very minimal forwards/backwards compatibility support when used
with the typed C++ interface. Also lacks VS2010 support.
- Thrift: very similar to Protocol Buffers, but appears to be less efficient,
and have more dependencies.
- YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.
- C# comes with built-in serialization functionality, as used by Unity also.
Being tied to the language, and having no automatic versioning support
limits its applicability.
- Project Anarchy (the free mobile engine by Havok) comes with a serialization
system, that however does no automatic versioning (have to code around new
fields manually), is very much tied to the rest of the engine, and works
without a schema to generate code (tied to your C++ class definition).
### Code for benchmarks
Code for these benchmarks sits in `benchmarks/` in git branch `benchmarks`.
It sits in its own branch because it has submodule dependencies that the main
project doesn't need, and the code standards do not meet those of the main
project. Please read `benchmarks/cpp/README.txt` before working with the code.
<br>

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# Language Guide: C++

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@ -85,4 +85,219 @@ list of `FILES...`.
This will generate a `mydata.json` file.
### Additional options
- `-o PATH` : Output all generated files to PATH (either absolute, or
relative to the current directory). If omitted, PATH will be the
current directory. PATH should end in your systems path separator,
e.g. `/` or `\`.
- `-I PATH` : when encountering `include` statements, attempt to load the
files from this path. Paths will be tried in the order given, and if all
fail (or none are specified) it will try to load relative to the path of
the schema file being parsed.
- `-M` : Print make rules for generated files.
- `--strict-json` : Require & generate strict JSON (field names are enclosed
in quotes, no trailing commas in tables/vectors). By default, no quotes are
required/generated, and trailing commas are allowed.
- `--allow-non-utf8` : Pass non-UTF-8 input through parser and emit nonstandard
\x escapes in JSON. (Default is to raise parse error on non-UTF-8 input.)
- `--natural-utf8` : Output strings with UTF-8 as human-readable strings.
By default, UTF-8 characters are printed as \uXXXX escapes."
- `--defaults-json` : Output fields whose value is equal to the default value
when writing JSON text.
- `--no-prefix` : Don't prefix enum values in generated C++ by their enum
type.
- `--scoped-enums` : Use C++11 style scoped and strongly typed enums in
generated C++. This also implies `--no-prefix`.
- `--no-emit-min-max-enum-values` : Disable generation of MIN and MAX
enumerated values for scoped enums and prefixed enums.
- `--gen-includes` : (deprecated), this is the default behavior.
If the original behavior is required (no include
statements) use `--no-includes.`
- `--no-includes` : Don't generate include statements for included schemas the
generated file depends on (C++ / Python).
- `--gen-mutable` : Generate additional non-const accessors for mutating
FlatBuffers in-place.
- `--gen-onefile` : Generate single output file for C#, Go, and Python.
- `--gen-name-strings` : Generate type name functions for C++.
- `--gen-object-api` : Generate an additional object-based API. This API is
more convenient for object construction and mutation than the base API,
at the cost of efficiency (object allocation). Recommended only to be used
if other options are insufficient.
- `--gen-compare` : Generate operator== for object-based API types.
- `--gen-nullable` : Add Clang \_Nullable for C++ pointer. or @Nullable for Java.
- `--gen-generated` : Add @Generated annotation for Java.
- `--gen-jvmstatic` : Add @JvmStatic annotation for Kotlin methods
in companion object for interop from Java to Kotlin.
- `--gen-all` : Generate not just code for the current schema files, but
for all files it includes as well. If the language uses a single file for
output (by default the case for C++ and JS), all code will end up in
this one file.
- `--cpp-include` : Adds an #include in generated file
- `--cpp-ptr-type T` : Set object API pointer type (default std::unique_ptr)
- `--cpp-str-type T` : Set object API string type (default std::string)
T::c_str(), T::length() and T::empty() must be supported.
The custom type also needs to be constructible from std::string (see the
--cpp-str-flex-ctor option to change this behavior).
- `--cpp-str-flex-ctor` : Don't construct custom string types by passing
std::string from Flatbuffers, but (char* + length). This allows efficient
construction of custom string types, including zero-copy construction.
- `--no-cpp-direct-copy` : Don't generate direct copy methods for C++
object-based API.
- `--cpp-std CPP_STD` : Generate a C++ code using features of selected C++ standard.
Supported `CPP_STD` values:
* `c++0x` - generate code compatible with old compilers (VS2010),
* `c++11` - use C++11 code generator (default),
* `c++17` - use C++17 features in generated code (experimental).
- `--object-prefix` : Customise class prefix for C++ object-based API.
- `--object-suffix` : Customise class suffix for C++ object-based API.
- `--go-namespace` : Generate the overrided namespace in Golang.
- `--go-import` : Generate the overrided import for flatbuffers in Golang.
(default is "github.com/google/flatbuffers/go").
- `--raw-binary` : Allow binaries without a file_indentifier to be read.
This may crash flatc given a mismatched schema.
- `--size-prefixed` : Input binaries are size prefixed buffers.
- `--proto`: Expect input files to be .proto files (protocol buffers).
Output the corresponding .fbs file.
Currently supports: `package`, `message`, `enum`, nested declarations,
`import` (use `-I` for paths), `extend`, `oneof`, `group`.
Does not support, but will skip without error: `option`, `service`,
`extensions`, and most everything else.
- `--oneof-union` : Translate .proto oneofs to flatbuffer unions.
- `--grpc` : Generate GRPC interfaces for the specified languages.
- `--schema`: Serialize schemas instead of JSON (use with -b). This will
output a binary version of the specified schema that itself corresponds
to the reflection/reflection.fbs schema. Loading this binary file is the
basis for reflection functionality.
- `--bfbs-comments`: Add doc comments to the binary schema files.
- `--conform FILE` : Specify a schema the following schemas should be
an evolution of. Gives errors if not. Useful to check if schema
modifications don't break schema evolution rules.
- `--conform-includes PATH` : Include path for the schema given with
`--conform PATH`.
- `--filename-suffix SUFFIX` : The suffix appended to the generated
file names. Default is '\_generated'.
- `--filename-ext EXTENSION` : The extension appended to the generated
file names. Default is language-specific (e.g. "h" for C++). This
should not be used when multiple languages are specified.
- `--include-prefix PATH` : Prefix this path to any generated include
statements.
- `--keep-prefix` : Keep original prefix of schema include statement.
- `--reflect-types` : Add minimal type reflection to code generation.
- `--reflect-names` : Add minimal type/name reflection.
- `--root-type T` : Select or override the default root_type.
- `--require-explicit-ids` : When parsing schemas, require explicit ids (id: x).
- `--force-defaults` : Emit default values in binary output from JSON.
- `--force-empty` : When serializing from object API representation, force
strings and vectors to empty rather than null.
- `--force-empty-vectors` : When serializing from object API representation, force
vectors to empty rather than null.
- `--flexbuffers` : Used with "binary" and "json" options, it generates
data using schema-less FlexBuffers.
- `--no-warnings` : Inhibit all warning messages.
- `--cs-global-alias` : Prepend `global::` to all user generated csharp classes and structs.
- `--json-nested-bytes` : Allow a nested_flatbuffer field to be parsed as a
vector of bytes in JSON, which is unsafe unless checked by a verifier
afterwards.
- `--python-no-type-prefix-suffix` : Skip emission of Python functions that are prefixed
with typenames
- `--python-typing` : Generate Python type annotations
Additional gRPC options:
- `--grpc-filename-suffix`: `[C++]` An optional suffix for the generated
files' names. For example, compiling gRPC for C++ with
`--grpc-filename-suffix=.fbs` will generate `{name}.fbs.h` and
`{name}.fbs.cc` files.
- `--grpc-additional-header`: `[C++]` Additional headers to include in the
generated files.
- `--grpc-search-path`: `[C++]` An optional prefix for the gRPC runtime path.
For example, compiling gRPC for C++ with `--grpc-search-path=some/path` will
generate the following includes:
```cpp
#include "some/path/grpcpp/impl/codegen/async_stream.h"
#include "some/path/grpcpp/impl/codegen/async_unary_call.h"
#include "some/path/grpcpp/impl/codegen/method_handler.h"
...
```
- `--grpc-use-system-headers`: `[C++]` Whether to generate `#include <header>`
instead of `#include "header.h"` for all headers when compiling gRPC for
C++. For example, compiling gRPC for C++ with `--grpc-use-system-headers`
will generate the following includes:
```cpp
#include <some/path/grpcpp/impl/codegen/async_stream.h>
#include <some/path/grpcpp/impl/codegen/async_unary_call.h>
#include <some/path/grpcpp/impl/codegen/method_handler.h>
...
```
NOTE: This option can be negated with `--no-grpc-use-system-headers`.
- `--grpc-python-typed-handlers`: `[Python]` Whether to generate the typed
handlers that use the generated Python classes instead of raw bytes for
requests/responses.
NOTE: short-form options for generators are deprecated, use the long form
whenever possible.

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FlexBuffers {#flexbuffers}
==========
FlatBuffers was designed around schemas, because when you want maximum
performance and data consistency, strong typing is helpful.
There are however times when you want to store data that doesn't fit a
schema, because you can't know ahead of time what all needs to be stored.
For this, FlatBuffers has a dedicated format, called FlexBuffers.
This is a binary format that can be used in conjunction
with FlatBuffers (by storing a part of a buffer in FlexBuffers
format), or also as its own independent serialization format.
While it loses the strong typing, you retain the most unique advantage
FlatBuffers has over other serialization formats (schema-based or not):
FlexBuffers can also be accessed without parsing / copying / object allocation.
This is a huge win in efficiency / memory friendly-ness, and allows unique
use cases such as mmap-ing large amounts of free-form data.
FlexBuffers' design and implementation allows for a very compact encoding,
combining automatic pooling of strings with automatic sizing of containers to
their smallest possible representation (8/16/32/64 bits). Many values and
offsets can be encoded in just 8 bits. While a schema-less representation is
usually more bulky because of the need to be self-descriptive, FlexBuffers
generates smaller binaries for many cases than regular FlatBuffers.
FlexBuffers is still slower than regular FlatBuffers though, so we recommend to
only use it if you need it.
# Usage in C++
Include the header `flexbuffers.h`, which in turn depends on `flatbuffers.h`
and `util.h`.
To create a buffer:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
flexbuffers::Builder fbb;
fbb.Int(13);
fbb.Finish();
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You create any value, followed by `Finish`. Unlike FlatBuffers which requires
the root value to be a table, here any value can be the root, including a lonely
int value.
You can now access the `std::vector<uint8_t>` that contains the encoded value
as `fbb.GetBuffer()`. Write it, send it, or store it in a parent FlatBuffer. In
this case, the buffer is just 3 bytes in size.
To read this value back, you could just say:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
auto root = flexbuffers::GetRoot(my_buffer);
int64_t i = root.AsInt64();
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FlexBuffers stores ints only as big as needed, so it doesn't differentiate
between different sizes of ints. You can ask for the 64 bit version,
regardless of what you put in. In fact, since you demand to read the root
as an int, if you supply a buffer that actually contains a float, or a
string with numbers in it, it will convert it for you on the fly as well,
or return 0 if it can't. If instead you actually want to know what is inside
the buffer before you access it, you can call `root.GetType()` or `root.IsInt()`
etc.
Here's a slightly more complex value you could write instead of `fbb.Int` above:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
fbb.Map([&]() {
fbb.Vector("vec", [&]() {
fbb.Int(-100);
fbb.String("Fred");
fbb.IndirectFloat(4.0f);
});
fbb.UInt("foo", 100);
});
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This stores the equivalent of the JSON value
`{ vec: [ -100, "Fred", 4.0 ], foo: 100 }`. The root is a dictionary that has
just two key-value pairs, with keys `vec` and `foo`. Unlike FlatBuffers, it
actually has to store these keys in the buffer (which it does only once if
you store multiple such objects, by pooling key values), but also unlike
FlatBuffers it has no restriction on the keys (fields) that you use.
The map constructor uses a C++11 Lambda to group its children, but you can
also use more conventional start/end calls if you prefer.
The first value in the map is a vector. You'll notice that unlike FlatBuffers,
you can use mixed types. There is also a `TypedVector` variant that only
allows a single type, and uses a bit less memory.
`IndirectFloat` is an interesting feature that allows you to store values
by offset rather than inline. Though that doesn't make any visible change
to the user, the consequence is that large values (especially doubles or
64 bit ints) that occur more than once can be shared (see ReuseValue).
Another use case is inside of vectors, where the largest element makes
up the size of all elements (e.g. a single double forces all elements to
64bit), so storing a lot of small integers together with a double is more efficient if the double is indirect.
Accessing it:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cpp}
auto map = flexbuffers::GetRoot(my_buffer).AsMap();
map.size(); // 2
auto vec = map["vec"].AsVector();
vec.size(); // 3
vec[0].AsInt64(); // -100;
vec[1].AsString().c_str(); // "Fred";
vec[1].AsInt64(); // 0 (Number parsing failed).
vec[2].AsDouble(); // 4.0
vec[2].AsString().IsTheEmptyString(); // true (Wrong Type).
vec[2].AsString().c_str(); // "" (This still works though).
vec[2].ToString().c_str(); // "4" (Or have it converted).
map["foo"].AsUInt8(); // 100
map["unknown"].IsNull(); // true
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Usage in Java
Java implementation follows the C++ one, closely.
For creating the equivalent of the same JSON `{ vec: [ -100, "Fred", 4.0 ], foo: 100 }`,
one could use the following code:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
FlexBuffersBuilder builder = new FlexBuffersBuilder(ByteBuffer.allocate(512),
FlexBuffersBuilder.BUILDER_FLAG_SHARE_KEYS_AND_STRINGS);
int smap = builder.startMap();
int svec = builder.startVector();
builder.putInt(-100);
builder.putString("Fred");
builder.putFloat(4.0);
builder.endVector("vec", svec, false, false);
builder.putInt("foo", 100);
builder.endMap(null, smap);
ByteBuffer bb = builder.finish();
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Similarly, to read the data, just:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
FlexBuffers.Map map = FlexBuffers.getRoot(bb).asMap();
map.size(); // 2
FlexBuffers.Vector vec = map.get("vec").asVector();
vec.size(); // 3
vec.get(0).asLong(); // -100;
vec.get(1).asString(); // "Fred";
vec.get(1).asLong(); // 0 (Number parsing failed).
vec.get(2).asFloat(); // 4.0
vec.get(2).asString().isEmpty(); // true (Wrong Type).
vec.get(2).asString(); // "" (This still works though).
vec.get(2).toString(); // "4.0" (Or have it converted).
map.get("foo").asUInt(); // 100
map.get("unknown").isNull(); // true
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Binary encoding
A description of how FlexBuffers are encoded is in the
[internals](@ref flatbuffers_internals) document.
# Nesting inside a FlatBuffer
You can mark a field as containing a FlexBuffer, e.g.
a:[ubyte] (flexbuffer);
A special accessor will be generated that allows you to access the root value
directly, e.g. `a_flexbuffer_root().AsInt64()`.
# Efficiency tips
* Vectors generally are a lot more efficient than maps, so prefer them over maps
when possible for small objects. Instead of a map with keys `x`, `y` and `z`,
use a vector. Better yet, use a typed vector. Or even better, use a fixed
size typed vector.
* Maps are backwards compatible with vectors, and can be iterated as such.
You can iterate either just the values (`map.Values()`), or in parallel with
the keys vector (`map.Keys()`). If you intend
to access most or all elements, this is faster than looking up each element
by key, since that involves a binary search of the key vector.
* When possible, don't mix values that require a big bit width (such as double)
in a large vector of smaller values, since all elements will take on this
width. Use `IndirectDouble` when this is a possibility. Note that
integers automatically use the smallest width possible, i.e. if you ask
to serialize an int64_t whose value is actually small, you will use less
bits. Doubles are represented as floats whenever possible losslessly, but
this is only possible for few values.
Since nested vectors/maps are stored over offsets, they typically don't
affect the vector width.
* To store large arrays of byte data, use a blob. If you'd use a typed
vector, the bit width of the size field may make it use more space than
expected, and may not be compatible with `memcpy`.
Similarly, large arrays of (u)int16_t may be better off stored as a
binary blob if their size could exceed 64k elements.
Construction and use are otherwise similar to strings.

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# Flatbuffers Intermediate Representation {#intermediate_representation}
We use [reflection.fbs](https://github.com/google/flatbuffers/blob/master/reflection/reflection.fbs)
as our intermediate representation. `flatc` parses `.fbs` files, checks them for
errors and stores the resulting data in this IR, outputting `.bfbs` files.
Since this IR is a Flatbuffer, you can load and use it at runtime for runtime
reflection purposes.
There are some quirks:
- Tables and Structs are serialized as `Object`s.
- Unions and Enums are serialized as `Enum`s.
- It is the responsibility of the code generator to check the `advanced_features`
field of `Schema`. These mark the presence of new, backwards incompatible,
schema features. Code generators must error if generating a schema with
unrecognized advanced features.
- Filenames are relative to a "project root" denoted by "//" in the path. This
may be specified in flatc with `--bfbs-filenames=$PROJECT_ROOT`, or it will be
inferred to be the directory containing the first provided schema file.
## Invocation
You can invoke it like so
```{.sh}
flatc -b --schema ${your_fbs_files}
```
This generates `.bfbs` (binary flatbuffer schema) files.
Some information is not included by default. See the `--bfbs-filenames` and
`--bfbs-comments` flags. These may be necessary for code-generators, so they can
add documentation and maybe name generated files (depending on the generator).
TODO(cneo): Flags to output bfbs as flexbuffers or json.
TODO(cneo): Tutorial for building a flatc plugin.

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FlatBuffer Internals {#flatbuffers_internals}
====================
This section is entirely optional for the use of FlatBuffers. In normal
usage, you should never need the information contained herein. If you're
interested however, it should give you more of an appreciation of why
FlatBuffers is both efficient and convenient.
### Format components
A FlatBuffer is a binary file and in-memory format consisting mostly of
scalars of various sizes, all aligned to their own size. Each scalar is
also always represented in little-endian format, as this corresponds to
all commonly used CPUs today. FlatBuffers will also work on big-endian
machines, but will be slightly slower because of additional
byte-swap intrinsics.
It is assumed that the following conditions are met, to ensure
cross-platform interoperability:
- The binary `IEEE-754` format is used for floating-point numbers.
- The `two's complemented` representation is used for signed integers.
- The endianness is the same for floating-point numbers as for integers.
On purpose, the format leaves a lot of details about where exactly
things live in memory undefined, e.g. fields in a table can have any
order, and objects to some extent can be stored in many orders. This is
because the format doesn't need this information to be efficient, and it
leaves room for optimization and extension (for example, fields can be
packed in a way that is most compact). Instead, the format is defined in
terms of offsets and adjacency only. This may mean two different
implementations may produce different binaries given the same input
values, and this is perfectly valid.
### Format identification
The format also doesn't contain information for format identification
and versioning, which is also by design. FlatBuffers is a statically typed
system, meaning the user of a buffer needs to know what kind of buffer
it is. FlatBuffers can of course be wrapped inside other containers
where needed, or you can use its union feature to dynamically identify
multiple possible sub-objects stored. Additionally, it can be used
together with the schema parser if full reflective capabilities are
desired.
Versioning is something that is intrinsically part of the format (the
optionality / extensibility of fields), so the format itself does not
need a version number (it's a meta-format, in a sense). We're hoping
that this format can accommodate all data needed. If format breaking
changes are ever necessary, it would become a new kind of format rather
than just a variation.
### Offsets
The most important and generic offset type (see `flatbuffers.h`) is
`uoffset_t`, which is currently always a `uint32_t`, and is used to
refer to all tables/unions/strings/vectors (these are never stored
in-line). 32bit is
intentional, since we want to keep the format binary compatible between
32 and 64bit systems, and a 64bit offset would bloat the size for almost
all uses. A version of this format with 64bit (or 16bit) offsets is easy to set
when needed. Unsigned means they can only point in one direction, which
typically is forward (towards a higher memory location). Any backwards
offsets will be explicitly marked as such.
The format starts with an `uoffset_t` to the root table in the buffer.
We have two kinds of objects, structs and tables.
### Structs
These are the simplest, and as mentioned, intended for simple data that
benefits from being extra efficient and doesn't need versioning /
extensibility. They are always stored inline in their parent (a struct,
table, or vector) for maximum compactness. Structs define a consistent
memory layout where all components are aligned to their size, and
structs aligned to their largest scalar member. This is done independent
of the alignment rules of the underlying compiler to guarantee a cross
platform compatible layout. This layout is then enforced in the generated
code.
### Tables
Unlike structs, these are not stored in inline in their parent, but are
referred to by offset.
They start with an `soffset_t` to a vtable. This is a signed version of
`uoffset_t`, since vtables may be stored anywhere relative to the object.
This offset is subtracted (not added) from the object start to arrive at
the vtable start. This offset is followed by all the
fields as aligned scalars (or offsets). Unlike structs, not all fields
need to be present. There is no set order and layout. A table may contain
field offsets that point to the same value if the user explicitly
serializes the same offset twice.
To be able to access fields regardless of these uncertainties, we go
through a vtable of offsets. Vtables are shared between any objects that
happen to have the same vtable values.
The elements of a vtable are all of type `voffset_t`, which is
a `uint16_t`. The first element is the size of the vtable in bytes,
including the size element. The second one is the size of the object, in bytes
(including the vtable offset). This size could be used for streaming, to know
how many bytes to read to be able to access all *inline* fields of the object.
The remaining elements are the N offsets, where N is the amount of fields
declared in the schema when the code that constructed this buffer was
compiled (thus, the size of the table is N + 2).
All accessor functions in the generated code for tables contain the
offset into this table as a constant. This offset is checked against the
first field (the number of elements), to protect against newer code
reading older data. If this offset is out of range, or the vtable entry
is 0, that means the field is not present in this object, and the
default value is return. Otherwise, the entry is used as offset to the
field to be read.
### Unions
Unions are encoded as the combination of two fields: an enum representing the
union choice and the offset to the actual element. FlatBuffers reserves the
enumeration constant `NONE` (encoded as 0) to mean that the union field is not
set.
### Strings and Vectors
Strings are simply a vector of bytes, and are always
null-terminated. Vectors are stored as contiguous aligned scalar
elements prefixed by a 32bit element count (not including any
null termination). Neither is stored inline in their parent, but are referred to
by offset. A vector may consist of more than one offset pointing to the same
value if the user explicitly serializes the same offset twice.
### Construction
The current implementation constructs these buffers backwards (starting
at the highest memory address of the buffer), since
that significantly reduces the amount of bookkeeping and simplifies the
construction API.
### Code example
Here's an example of the code that gets generated for the `samples/monster.fbs`.
What follows is the entire file, broken up by comments:
// automatically generated, do not modify
#include "flatbuffers/flatbuffers.h"
namespace MyGame {
namespace Sample {
Nested namespace support.
enum {
Color_Red = 0,
Color_Green = 1,
Color_Blue = 2,
};
inline const char **EnumNamesColor() {
static const char *names[] = { "Red", "Green", "Blue", nullptr };
return names;
}
inline const char *EnumNameColor(int e) { return EnumNamesColor()[e]; }
Enums and convenient reverse lookup.
enum {
Any_NONE = 0,
Any_Monster = 1,
};
inline const char **EnumNamesAny() {
static const char *names[] = { "NONE", "Monster", nullptr };
return names;
}
inline const char *EnumNameAny(int e) { return EnumNamesAny()[e]; }
Unions share a lot with enums.
struct Vec3;
struct Monster;
Predeclare all data types since circular references between types are allowed
(circular references between object are not, though).
FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vec3 {
private:
float x_;
float y_;
float z_;
public:
Vec3(float x, float y, float z)
: x_(flatbuffers::EndianScalar(x)), y_(flatbuffers::EndianScalar(y)), z_(flatbuffers::EndianScalar(z)) {}
float x() const { return flatbuffers::EndianScalar(x_); }
float y() const { return flatbuffers::EndianScalar(y_); }
float z() const { return flatbuffers::EndianScalar(z_); }
};
FLATBUFFERS_STRUCT_END(Vec3, 12);
These ugly macros do a couple of things: they turn off any padding the compiler
might normally do, since we add padding manually (though none in this example),
and they enforce alignment chosen by FlatBuffers. This ensures the layout of
this struct will look the same regardless of compiler and platform. Note that
the fields are private: this is because these store little endian scalars
regardless of platform (since this is part of the serialized data).
`EndianScalar` then converts back and forth, which is a no-op on all current
mobile and desktop platforms, and a single machine instruction on the few
remaining big endian platforms.
struct Monster : private flatbuffers::Table {
const Vec3 *pos() const { return GetStruct<const Vec3 *>(4); }
int16_t mana() const { return GetField<int16_t>(6, 150); }
int16_t hp() const { return GetField<int16_t>(8, 100); }
const flatbuffers::String *name() const { return GetPointer<const flatbuffers::String *>(10); }
const flatbuffers::Vector<uint8_t> *inventory() const { return GetPointer<const flatbuffers::Vector<uint8_t> *>(14); }
int8_t color() const { return GetField<int8_t>(16, 2); }
};
Tables are a bit more complicated. A table accessor struct is used to point at
the serialized data for a table, which always starts with an offset to its
vtable. It derives from `Table`, which contains the `GetField` helper functions.
GetField takes a vtable offset, and a default value. It will look in the vtable
at that offset. If the offset is out of bounds (data from an older version) or
the vtable entry is 0, the field is not present and the default is returned.
Otherwise, it uses the entry as an offset into the table to locate the field.
struct MonsterBuilder {
flatbuffers::FlatBufferBuilder &fbb_;
flatbuffers::uoffset_t start_;
void add_pos(const Vec3 *pos) { fbb_.AddStruct(4, pos); }
void add_mana(int16_t mana) { fbb_.AddElement<int16_t>(6, mana, 150); }
void add_hp(int16_t hp) { fbb_.AddElement<int16_t>(8, hp, 100); }
void add_name(flatbuffers::Offset<flatbuffers::String> name) { fbb_.AddOffset(10, name); }
void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) { fbb_.AddOffset(14, inventory); }
void add_color(int8_t color) { fbb_.AddElement<int8_t>(16, color, 2); }
MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); }
flatbuffers::Offset<Monster> Finish() { return flatbuffers::Offset<Monster>(fbb_.EndTable(start_, 7)); }
};
`MonsterBuilder` is the base helper struct to construct a table using a
`FlatBufferBuilder`. You can add the fields in any order, and the `Finish`
call will ensure the correct vtable gets generated.
inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb,
const Vec3 *pos, int16_t mana,
int16_t hp,
flatbuffers::Offset<flatbuffers::String> name,
flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory,
int8_t color) {
MonsterBuilder builder_(_fbb);
builder_.add_inventory(inventory);
builder_.add_name(name);
builder_.add_pos(pos);
builder_.add_hp(hp);
builder_.add_mana(mana);
builder_.add_color(color);
return builder_.Finish();
}
`CreateMonster` is a convenience function that calls all functions in
`MonsterBuilder` above for you. Note that if you pass values which are
defaults as arguments, it will not actually construct that field, so
you can probably use this function instead of the builder class in
almost all cases.
inline const Monster *GetMonster(const void *buf) { return flatbuffers::GetRoot<Monster>(buf); }
This function is only generated for the root table type, to be able to
start traversing a FlatBuffer from a raw buffer pointer.
}; // namespace MyGame
}; // namespace Sample
### Encoding example.
Below is a sample encoding for the following JSON corresponding to the above
schema:
{ pos: { x: 1, y: 2, z: 3 }, name: "fred", hp: 50 }
Resulting in this binary buffer:
// Start of the buffer:
uint32_t 20 // Offset to the root table.
// Start of the vtable. Not shared in this example, but could be:
uint16_t 16 // Size of table, starting from here.
uint16_t 22 // Size of object inline data.
uint16_t 4, 0, 20, 16, 0, 0 // Offsets to fields from start of (root) table, 0 for not present.
// Start of the root table:
int32_t 16 // Offset to vtable used (default negative direction)
float 1, 2, 3 // the Vec3 struct, inline.
uint32_t 8 // Offset to the name string.
int16_t 50 // hp field.
int16_t 0 // Padding for alignment.
// Start of name string:
uint32_t 4 // Length of string.
int8_t 'f', 'r', 'e', 'd', 0, 0, 0, 0 // Text + 0 termination + padding.
Note that this not the only possible encoding, since the writer has some
flexibility in which of the children of root object to write first (though in
this case there's only one string), and what order to write the fields in.
Different orders may also cause different alignments to happen.
### Additional reading.
The author of the C language implementation has made a similar
[document](https://github.com/dvidelabs/flatcc/blob/master/doc/binary-format.md#flatbuffers-binary-format)
that may further help clarify the format.
# FlexBuffers
The [schema-less](@ref flexbuffers) version of FlatBuffers have their
own encoding, detailed here.
It shares many properties mentioned above, in that all data is accessed
over offsets, all scalars are aligned to their own size, and
all data is always stored in little endian format.
One difference is that FlexBuffers are built front to back, so children are
stored before parents, and the root of the data starts at the last byte.
Another difference is that scalar data is stored with a variable number of bits
(8/16/32/64). The current width is always determined by the *parent*, i.e. if
the scalar sits in a vector, the vector determines the bit width for all
elements at once. Selecting the minimum bit width for a particular vector is
something the encoder does automatically and thus is typically of no concern
to the user, though being aware of this feature (and not sticking a double in
the same vector as a bunch of byte sized elements) is helpful for efficiency.
Unlike FlatBuffers there is only one kind of offset, and that is an unsigned
integer indicating the number of bytes in a negative direction from the address
of itself (where the offset is stored).
### Vectors
The representation of the vector is at the core of how FlexBuffers works (since
maps are really just a combination of 2 vectors), so it is worth starting there.
As mentioned, a vector is governed by a single bit width (supplied by its
parent). This includes the size field. For example, a vector that stores the
integer values `1, 2, 3` is encoded as follows:
uint8_t 3, 1, 2, 3, 4, 4, 4
The first `3` is the size field, and is placed before the vector (an offset
from the parent to this vector points to the first element, not the size
field, so the size field is effectively at index -1).
Since this is an untyped vector `SL_VECTOR`, it is followed by 3 type
bytes (one per element of the vector), which are always following the vector,
and are always a uint8_t even if the vector is made up of bigger scalars.
A vector may include more than one offset pointing to the same value if the
user explicitly serializes the same offset twice.
### Types
A type byte is made up of 2 components (see flexbuffers.h for exact values):
* 2 lower bits representing the bit-width of the child (8, 16, 32, 64).
This is only used if the child is accessed over an offset, such as a child
vector. It is ignored for inline types.
* 6 bits representing the actual type (see flexbuffers.h).
Thus, in this example `4` means 8 bit child (value 0, unused, since the value is
in-line), type `SL_INT` (value 1).
### Typed Vectors
These are like the Vectors above, but omit the type bytes. The type is instead
determined by the vector type supplied by the parent. Typed vectors are only
available for a subset of types for which these savings can be significant,
namely inline signed/unsigned integers (`TYPE_VECTOR_INT` / `TYPE_VECTOR_UINT`),
floats (`TYPE_VECTOR_FLOAT`), and keys (`TYPE_VECTOR_KEY`, see below).
Additionally, for scalars, there are fixed length vectors of sizes 2 / 3 / 4
that don't store the size (`TYPE_VECTOR_INT2` etc.), for an additional savings
in space when storing common vector or color data.
### Scalars
FlexBuffers supports integers (`TYPE_INT` and `TYPE_UINT`) and floats
(`TYPE_FLOAT`), available in the bit-widths mentioned above. They can be stored
both inline and over an offset (`TYPE_INDIRECT_*`).
The offset version is useful to encode costly 64bit (or even 32bit) quantities
into vectors / maps of smaller sizes, and to share / repeat a value multiple
times.
### Booleans and Nulls
Booleans (`TYPE_BOOL`) and nulls (`TYPE_NULL`) are encoded as inlined unsigned integers.
### Blobs, Strings and Keys.
A blob (`TYPE_BLOB`) is encoded similar to a vector, with one difference: the
elements are always `uint8_t`. The parent bit width only determines the width of
the size field, allowing blobs to be large without the elements being large.
Strings (`TYPE_STRING`) are similar to blobs, except they have an additional 0
termination byte for convenience, and they MUST be UTF-8 encoded (since an
accessor in a language that does not support pointers to UTF-8 data may have to
convert them to a native string type).
A "Key" (`TYPE_KEY`) is similar to a string, but doesn't store the size
field. They're so named because they are used with maps, which don't care
for the size, and can thus be even more compact. Unlike strings, keys cannot
contain bytes of value 0 as part of their data (size can only be determined by
`strlen`), so while you can use them outside the context of maps if you so
desire, you're usually better off with strings.
### Maps
A map (`TYPE_MAP`) is like an (untyped) vector, but with 2 prefixes before the
size field:
| index | field |
| ----: | :----------------------------------------------------------- |
| -3 | An offset to the keys vector (may be shared between tables). |
| -2 | Byte width of the keys vector. |
| -1 | Size (from here on it is compatible with `TYPE_VECTOR`) |
| 0 | Elements. |
| Size | Types. |
Since a map is otherwise the same as a vector, it can be iterated like
a vector (which is probably faster than lookup by key).
The keys vector is a typed vector of keys. Both the keys and corresponding
values *have* to be stored in sorted order (as determined by `strcmp`), such
that lookups can be made using binary search.
The reason the key vector is a separate structure from the value vector is
such that it can be shared between multiple value vectors, and also to
allow it to be treated as its own individual vector in code.
An example map { foo: 13, bar: 14 } would be encoded as:
0 : uint8_t 'b', 'a', 'r', 0
4 : uint8_t 'f', 'o', 'o', 0
8 : uint8_t 2 // key vector of size 2
// key vector offset points here
9 : uint8_t 9, 6 // offsets to bar_key and foo_key
11: uint8_t 2, 1 // offset to key vector, and its byte width
13: uint8_t 2 // value vector of size
// value vector offset points here
14: uint8_t 14, 13 // values
16: uint8_t 4, 4 // types
### The root
As mentioned, the root starts at the end of the buffer.
The last uint8_t is the width in bytes of the root (normally the parent
determines the width, but the root has no parent). The uint8_t before this is
the type of the root, and the bytes before that are the root value (of the
number of bytes specified by the last byte).
So for example, the integer value `13` as root would be:
uint8_t 13, 4, 1 // Value, type, root byte width.

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Use in C {#flatbuffers_guide_use_c}
==========
The C language binding exists in a separate project named [FlatCC](https://github.com/dvidelabs/flatcc).
The `flatcc` C schema compiler can generate code offline as well as
online via a C library. It can also generate buffer verifiers and fast
JSON parsers, printers.
Great care has been taken to ensure compatibility with the main `flatc`
project.
## General Documention
- [Tutorial](@ref flatbuffers_guide_tutorial) - select C as language
when scrolling down
- [FlatCC Guide](https://github.com/dvidelabs/flatcc#flatcc-flatbuffers-in-c-for-c)
- [The C Builder Interface](https://github.com/dvidelabs/flatcc/blob/master/doc/builder.md#the-builder-interface)
- [The Monster Sample in C](https://github.com/dvidelabs/flatcc/blob/master/samples/monster/monster.c)
- [GitHub](https://github.com/dvidelabs/flatcc)
## Supported Platforms
- Ubuntu (clang / gcc, ninja / gnu make)
- OS-X (clang / gcc, ninja / gnu make)
- Windows MSVC 2010, 2013, 2015
CI builds recent versions of gcc, clang and MSVC on OS-X, Ubuntu, and
Windows, and occasionally older compiler versions. See main project [Status](https://github.com/dvidelabs/flatcc#status).
Other platforms may well work, including Centos, but are not tested
regularly.
The monster sample project was specifically written for C99 in order to
follow the C++ version and for that reason it will not work with MSVC
2010.
## Modular Object Creation
In the tutorial we used the call `Monster_create_as_root` to create the
root buffer object since this is easier in simple use cases. Sometimes
we need more modularity so we can reuse a function to create nested
tables and root tables the same way. For this we need the
`flatcc_builder_buffer_create_call`. It is best to keep `flatcc_builder`
calls isolated at the top driver level, so we get:
<div class="language-c">
~~~{.c}
ns(Monster_ref_t) create_orc(flatcc_builder_t *B)
{
// ... same as in the tutorial.
return s(Monster_create(B, ...));
}
void create_monster_buffer()
{
uint8_t *buf;
size_t size;
flatcc_builder_t builder, *B;
// Initialize the builder object.
B = &builder;
flatcc_builder_init(B);
// Only use `buffer_create` without `create/start/end_as_root`.
flatcc_builder_buffer_create(create_orc(B));
// Allocate and copy buffer to user memory.
buf = flatcc_builder_finalize_buffer(B, &size);
// ... write the buffer to disk or network, or something.
free(buf);
flatcc_builder_clear(B);
}
~~~
</div>
The same principle applies with `start/end` vs `start/end_as_root` in
the top-down approach.
## Top Down Example
The tutorial uses a bottom up approach. In C it is also possible to use
a top-down approach by starting and ending objects nested within each
other. In the tutorial there is no deep nesting, so the difference is
limited, but it shows the idea:
<div class="language-c">
<br>
~~~{.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, flatbuffers_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, flatbuffers_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>
## Basic Reflection
The C-API does support reading binary schema (.bfbs)
files via code generated from the `reflection.fbs` schema, and an
[example usage](https://github.com/dvidelabs/flatcc/tree/master/samples/reflection)
shows how to use this. The reflection schema files are pre-generated
in the [runtime distribution](https://github.com/dvidelabs/flatcc/tree/master/include/flatcc/reflection).
## Mutations and Reflection
The C-API does not support mutating reflection like C++ does, nor does
the reader interface support mutating scalars (and it is generally
unsafe to do so even after verification).
The generated reader interface supports sorting vectors in-place after
casting them to a mutating type because it is not practical to do so
while building a buffer. This is covered in the builder documentation.
The reflection example makes use of this feature to look up objects by
name.
It is possible to build new buffers using complex objects from existing
buffers as source. This can be very efficient due to direct copy
semantics without endian conversion or temporary stack allocation.
Scalars, structs and strings can be used as source, as well vectors of
these.
It is currently not possible to use an existing table or vector of table
as source, but it would be possible to add support for this at some
point.
## Namespaces
The `FLATBUFFERS_WRAP_NAMESPACE` approach used in the tutorial is convenient
when each function has a very long namespace prefix. But it isn't always
the best approach. If the namespace is absent, or simple and
informative, we might as well use the prefix directly. The
[reflection example](https://github.com/dvidelabs/flatcc/blob/master/samples/reflection/bfbs2json.c)
mentioned above uses this approach.
## Checking for Present Members
Not all languages support testing if a field is present, but in C we can
elaborate the reader section of the tutorial with tests for this. Recall
that `mana` was set to the default value `150` and therefore shouldn't
be present.
<div class="language-c">
~~~{.c}
int hp_present = ns(Monster_hp_is_present(monster)); // 1
int mana_present = ns(Monster_mana_is_present(monster)); // 0
~~~
</div>
## Alternative ways to add a Union
In the tutorial we used a single call to add a union. Here we show
different ways to accomplish the same thing. The last form is rarely
used, but is the low-level way to do it. It can be used to group small
values together in the table by adding type and data at different
points in time.
<div class="language-c">
~~~{.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_add_type(B, ns(Equipment_Weapon));
ns(Monster_equipped_add_member(B, axe));
~~~
</div>
## Why not integrate with the `flatc` tool?
[It was considered how the C code generator could be integrated into the
`flatc` tool](https://github.com/dvidelabs/flatcc/issues/1), but it
would either require that the standalone C implementation of the schema
compiler was dropped, or it would lead to excessive code duplication, or
a complicated intermediate representation would have to be invented.
Neither of these alternatives are very attractive, and it isn't a big
deal to use the `flatcc` tool instead of `flatc` given that the
FlatBuffers C runtime library needs to be made available regardless.

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Use in C\# {#flatbuffers_guide_use_c-sharp}
==============
## Before you get started
Before diving into the FlatBuffers usage in C#, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to
general FlatBuffers usage in all of the supported languages (including C#).
This page is designed to cover the nuances of FlatBuffers usage,
specific to C#.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers C# code location
The code for the FlatBuffers C# library can be found at
`flatbuffers/net/FlatBuffers`. You can browse the library on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/net/
FlatBuffers).
## Building the FlatBuffers C# library
The `FlatBuffers.csproj` project contains multitargeting for .NET Standard 2.1,
.NET 6 and .NET 8.
You can build for a specific framework target when using the cross-platform
[.NET Core SDK](https://dotnet.microsoft.com/download) by adding the `-f`
command line option:
~~~{.sh}
dotnet build -f netstandard2.1 "FlatBuffers.csproj"
~~~
The `FlatBuffers.csproj` project also provides support for defining various
conditional compilation symbols (see "Conditional compilation symbols" section
below) using the `-p` command line option:
~~~{.sh}
dotnet build -f netstandard2.1 -p:ENABLE_SPAN_T=true -p:UNSAFE_BYTEBUFFER=true "FlatBuffers.csproj"
~~~
## Testing the FlatBuffers C# library
The code to test the libraries can be found at `flatbuffers/tests`.
The test code for C# is located in the [FlatBuffers.Test](https://github.com/
google/flatbuffers/tree/master/tests/FlatBuffers.Test) subfolder. To run the
tests, open `FlatBuffers.Test.csproj` in [Visual Studio](
https://www.visualstudio.com), and compile/run the project.
Optionally, you can run this using [Mono](http://www.mono-project.com/) instead.
Once you have installed Mono, you can run the tests from the command line
by running the following commands from inside the `FlatBuffers.Test` folder:
~~~{.sh}
mcs *.cs ../MyGame/Example/*.cs ../../net/FlatBuffers/*.cs
mono Assert.exe
~~~
## Using the FlatBuffers C# library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in C#.*
FlatBuffers supports reading and writing binary FlatBuffers in C#.
To use FlatBuffers in your own code, first generate C# classes from your
schema with the `--csharp` option to `flatc`.
Then you can include both FlatBuffers and the generated code to read
or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in C#:
First, import the library and generated code. Then, you read a FlatBuffer binary
file into a `byte[]`. You then turn the `byte[]` into a `ByteBuffer`, which you
pass to the `GetRootAsMyRootType` function:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cs}
using MyGame.Example;
using Google.FlatBuffers;
// This snippet ignores exceptions for brevity.
byte[] data = File.ReadAllBytes("monsterdata_test.mon");
ByteBuffer bb = new ByteBuffer(data);
Monster monster = Monster.GetRootAsMonster(bb);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access the data from the `Monster monster`:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cs}
short hp = monster.Hp;
Vec3 pos = monster.Pos;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C# code naming follows standard C# style with PascalCasing identifiers,
e.g. `GetRootAsMyRootType`. Also, values (except vectors and unions) are
available as properties instead of parameterless accessor methods.
The performance-enhancing methods to which you can pass an already created
object are prefixed with `Get`, e.g.:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cs}
// property
var pos = monster.Pos;
// method filling a preconstructed object
var preconstructedPos = new Vec3();
monster.GetPos(preconstructedPos);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Storing dictionaries in a FlatBuffer
FlatBuffers doesn't support dictionaries natively, but there is support to
emulate their behavior with vectors and binary search, which means you
can have fast lookups directly from a FlatBuffer without having to unpack
your data into a `Dictionary` or similar.
To use it:
- Designate one of the fields in a table as the "key" field. You do this
by setting the `key` attribute on this field, e.g.
`name:string (key)`.
You may only have one key field, and it must be of string or scalar type.
- Write out tables of this type as usual, collect their offsets in an
array.
- Instead of calling standard generated method,
e.g.: `Monster.createTestarrayoftablesVector`,
call `CreateSortedVectorOfMonster` in C#
which will first sort all offsets such that the tables they refer to
are sorted by the key field, then serialize it.
- Now when you're accessing the FlatBuffer, you can use
the `ByKey` accessor to access elements of the vector, e.g.:
`monster.TestarrayoftablesByKey("Frodo")` in C#,
which returns an object of the corresponding table type,
or `null` if not found.
`ByKey` performs a binary search, so should have a similar
speed to `Dictionary`, though may be faster because of better caching.
`ByKey` only works if the vector has been sorted, it will
likely not find elements if it hasn't been sorted.
## Buffer verification
As mentioned in [C++ Usage](@ref flatbuffers_guide_use_cpp) buffer
accessor functions do not verify buffer offsets at run-time.
If it is necessary, you can optionally use a buffer verifier before you
access the data. This verifier will check all offsets, all sizes of
fields, and null termination of strings to ensure that when a buffer
is accessed, all reads will end up inside the buffer.
Each root type will have a verification function generated for it,
e.g. `Monster.VerifyMonster`. This can be called as shown:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cs}
var ok = Monster.VerifyMonster(buf);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if `ok` is true, the buffer is safe to read.
For a more detailed control of verification `MonsterVerify.Verify`
for `Monster` type can be used:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cs}
# Sequence of calls
FlatBuffers.Verifier verifier = new FlatBuffers.Verifier(buf);
var ok = verifier.VerifyBuffer("MONS", false, MonsterVerify.Verify);
# Or single line call
var ok = new FlatBuffers.Verifier(bb).setStringCheck(true).\
VerifyBuffer("MONS", false, MonsterVerify.Verify);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if `ok` is true, the buffer is safe to read.
A second parameter of `verifyBuffer` specifies whether buffer content is
size prefixed or not. In the example above, the buffer is assumed to not include
size prefix (`false`).
Verifier supports options that can be set using appropriate fluent methods:
* SetMaxDepth - limit the nesting depth. Default: 1000000
* SetMaxTables - total amount of tables the verifier may encounter. Default: 64
* SetAlignmentCheck - check content alignment. Default: True
* SetStringCheck - check if strings contain termination '0' character. Default: true
## Text parsing
There currently is no support for parsing text (Schema's and JSON) directly
from C#, though you could use the C++ parser through native call
interfaces available to each language. Please see the
C++ documentation for more on text parsing.
## Object based API
FlatBuffers is all about memory efficiency, which is why its base API is written
around using as little as possible of it. This does make the API clumsier
(requiring pre-order construction of all data, and making mutation harder).
For times when efficiency is less important a more convenient object based API
can be used (through `--gen-object-api`) that is able to unpack & pack a
FlatBuffer into objects and standard `System.Collections.Generic` containers,
allowing for convenient construction, access and mutation.
To use:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cs}
// Deserialize from buffer into object.
MonsterT monsterobj = GetMonster(flatbuffer).UnPack();
// Update object directly like a C# class instance.
Console.WriteLine(monsterobj.Name);
monsterobj.Name = "Bob"; // Change the name.
// Serialize into new flatbuffer.
FlatBufferBuilder fbb = new FlatBufferBuilder(1);
fbb.Finish(Monster.Pack(fbb, monsterobj).Value);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Json Serialization
An additional feature of the object API is the ability to allow you to
serialize & deserialize a JSON text.
To use Json Serialization, add `--cs-gen-json-serializer` option to `flatc` and
add `Newtonsoft.Json` nuget package to csproj. This requires explicitly setting
the `--gen-object-api` option as well.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.cs}
// Deserialize MonsterT from json
string jsonText = File.ReadAllText(@"Resources/monsterdata_test.json");
MonsterT mon = MonsterT.DeserializeFromJson(jsonText);
// Serialize MonsterT to json
string jsonText2 = mon.SerializeToJson();
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Limitation
* `hash` attribute currently not supported.
* NuGet package Dependency
* [Newtonsoft.Json](https://github.com/JamesNK/Newtonsoft.Json)
## Conditional compilation symbols
There are three conditional compilation symbols that have an impact on
performance/features of the C# `ByteBuffer` implementation.
* `UNSAFE_BYTEBUFFER`
This will use unsafe code to manipulate the underlying byte array. This can
yield a reasonable performance increase.
* `BYTEBUFFER_NO_BOUNDS_CHECK`
This will disable the bounds check asserts to the byte array. This can yield a
small performance gain in normal code.
* `ENABLE_SPAN_T`
This will enable reading and writing blocks of memory with a `Span<T>` instead
of just `T[]`. You can also enable writing directly to shared memory or other
types of memory by providing a custom implementation of `ByteBufferAllocator`.
`ENABLE_SPAN_T` also requires `UNSAFE_BYTEBUFFER` to be defined, or .NET
Standard 2.1.
Using `UNSAFE_BYTEBUFFER` and `BYTEBUFFER_NO_BOUNDS_CHECK` together can yield a
performance gain of ~15% for some operations, however doing so is potentially
dangerous. Do so at your own risk!
<br>

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@ -0,0 +1,672 @@
# Language Guide: C++
## Before you get started
Before diving into the FlatBuffers usage in C++, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide
to general FlatBuffers usage in all of the supported languages (including C++).
This page is designed to cover the nuances of FlatBuffers usage, specific to
C++.
#### Prerequisites
This page assumes you have written a FlatBuffers schema and compiled it
with the Schema Compiler. If you have not, please see
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler)
and [Writing a schema](@ref flatbuffers_guide_writing_schema).
Assuming you wrote a schema, say `mygame.fbs` (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.
## FlatBuffers C++ library code location
The code for the FlatBuffers C++ library can be found at
`flatbuffers/include/flatbuffers`. You can browse the library code on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/include/flatbuffers).
## Testing the FlatBuffers C++ library
The code to test the C++ library can be found at `flatbuffers/tests`.
The test code itself is located in
[test.cpp](https://github.com/google/flatbuffers/blob/master/tests/test.cpp).
This test file is built alongside `flatc`. To review how to build the project,
please read the [Building](@ref flatbuffers_guide_building) documentation.
To run the tests, execute `flattests` from the root `flatbuffers/` directory.
For example, on [Linux](https://en.wikipedia.org/wiki/Linux), you would simply
run: `./flattests`.
## Using the FlatBuffers C++ library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in C++.*
FlatBuffers supports both reading and writing FlatBuffers in C++.
To use FlatBuffers in your code, first generate the C++ classes from your
schema with the `--cpp` option to `flatc`. Then you can include both FlatBuffers
and the generated code to read or write FlatBuffers.
For example, here is how you would read a FlatBuffer binary file in C++:
First, include the library and generated code. Then read the file into
a `char *` array, which you pass to `GetMonster()`.
```cpp
#include "flatbuffers/flatbuffers.h"
#include "monster_test_generate.h"
#include <iostream> // C++ header file for printing
#include <fstream> // C++ header file for file access
std::ifstream infile;
infile.open("monsterdata_test.mon", std::ios::binary | std::ios::in);
infile.seekg(0,std::ios::end);
int length = infile.tellg();
infile.seekg(0,std::ios::beg);
char *data = new char[length];
infile.read(data, length);
infile.close();
auto monster = GetMonster(data);
```
`monster` is of type `Monster *`, and points to somewhere *inside* your
buffer (root object pointers are not the same as `buffer_pointer` \!).
If you look in your generated header, you'll see it has
convenient accessors for all fields, e.g. `hp()`, `mana()`, etc:
```cpp
std::cout << "hp : " << monster->hp() << std::endl; // '80'
std::cout << "mana : " << monster->mana() << std::endl; // default value of '150'
std::cout << "name : " << monster->name()->c_str() << std::endl; // "MyMonster"
```
*Note: That we never stored a `mana` value, so it will return the default.*
The following attributes are supported:
- `shared` (on a field): For string fields, this enables the usage of string
pooling (i.e. `CreateSharedString`) as default serialization behavior.
Specifically, `CreateXxxDirect` functions and `Pack` functions for object
based API (see below) will use `CreateSharedString` to create strings.
## Object based API
FlatBuffers is all about memory efficiency, which is why its base API is written
around using as little as possible of it. This does make the API clumsier
(requiring pre-order construction of all data, and making mutation harder).
For times when efficiency is less important a more convenient object based API
can be used (through `--gen-object-api`) that is able to unpack & pack a
FlatBuffer into objects and standard STL containers, allowing for convenient
construction, access and mutation.
To use:
```cpp
// Autogenerated class from table Monster.
MonsterT monsterobj;
// Deserialize from buffer into object.
GetMonster(flatbuffer)->UnPackTo(&monsterobj);
// Update object directly like a C++ class instance.
cout << monsterobj.name; // This is now a std::string!
monsterobj.name = "Bob"; // Change the name.
// Serialize into new flatbuffer.
FlatBufferBuilder fbb;
fbb.Finish(Monster::Pack(fbb, &monsterobj));
```
The following attributes are specific to the object-based API code generation:
- `native_inline` (on a field): Because FlatBuffer tables and structs are
optionally present in a given buffer, they are best represented as pointers
(specifically std::unique_ptrs) in the native class since they can be null.
This attribute changes the member declaration to use the type directly
rather than wrapped in a unique_ptr.
- `native_default("value")` (on a field): For members that are declared
"native_inline", the value specified with this attribute will be included
verbatim in the class constructor initializer list for this member.
- `native_custom_alloc("custom_allocator")` (on a table or struct): When using the
object-based API all generated NativeTables that are allocated when unpacking
your flatbuffer will use "custom allocator". The allocator is also used by
any std::vector that appears in a table defined with `native_custom_alloc`.
This can be used to provide allocation from a pool for example, for faster
unpacking when using the object-based API.
Minimal Example:
schema:
```cpp
table mytable(native_custom_alloc:"custom_allocator") {
...
}
```
with `custom_allocator` defined before `flatbuffers.h` is included, as:
```cpp
template <typename T> struct custom_allocator : public std::allocator<T> {
typedef T *pointer;
template <class U>
struct rebind {
typedef custom_allocator<U> other;
};
pointer allocate(const std::size_t n) {
return std::allocator<T>::allocate(n);
}
void deallocate(T* ptr, std::size_t n) {
return std::allocator<T>::deallocate(ptr,n);
}
custom_allocator() throw() {}
template <class U>
custom_allocator(const custom_allocator<U>&) throw() {}
};
```
- `native_type("type")` (on a struct): In some cases, a more optimal C++ data
type exists for a given struct. For example, the following schema:
```cpp
struct Vec2 {
x: float;
y: float;
}
```
generates the following Object-Based API class:
```cpp
struct Vec2T : flatbuffers::NativeTable {
float x;
float y;
};
```
However, it can be useful to instead use a user-defined C++ type since it
can provide more functionality, eg.
```cpp
struct vector2 {
float x = 0, y = 0;
vector2 operator+(vector2 rhs) const { ... }
vector2 operator-(vector2 rhs) const { ... }
float length() const { ... }
// etc.
};
```
The `native_type` attribute will replace the usage of the generated class
with the given type. So, continuing with the example, the generated
code would use `vector2` in place of `Vec2T` for all generated code of
the Object-Based API.
However, because the `native_type` is unknown to flatbuffers, the user must
provide the following functions to aide in the serialization process:
```cpp
namespace flatbuffers {
Vec2 Pack(const vector2& obj);
vector2 UnPack(const Vec2& obj);
}
```
- `native_type_pack_name("name")` (on a struct when `native_type` is
specified, too): when you want to use the same `native_type` multiple times
(e. g. with different precision) you must make the names of the Pack/UnPack
functions unique, otherwise you will run into compile errors. This attribute
appends a name to the expected Pack/UnPack functions. So when you
specify `native_type_pack_name("Vec2")` in the above example you now need to
implement these serialization functions instead:
```cpp
namespace flatbuffers {
Vec2 PackVec2(const vector2& obj);
vector2 UnPackVec2(const Vec2& obj);
}
```
Finally, the following top-level attributes:
- `native_include("path")` (at file level): Because the `native_type` attribute
can be used to introduce types that are unknown to flatbuffers, it may be
necessary to include "external" header files in the generated code. This
attribute can be used to directly add an #include directive to the top of
the generated code that includes the specified path directly.
- `force_align`: this attribute may not be respected in the object API,
depending on the aligned of the allocator used with `new`.
## External references
An additional feature of the object API is the ability to allow you to load
multiple independent FlatBuffers, and have them refer to eachothers objects
using hashes which are then represented as typed pointers in the object API.
To make this work have a field in the objects you want to referred to which is
using the string hashing feature (see `hash` attribute in the
[schema](@ref flatbuffers_guide_writing_schema) documentation). Then you have
a similar hash in the field referring to it, along with a `cpp_type`
attribute specifying the C++ type this will refer to (this can be any C++
type, and will get a `*` added).
Then, in JSON or however you create these buffers, make sure they use the
same string (or hash).
When you call `UnPack` (or `Create`), you'll need a function that maps from
hash to the object (see `resolver_function_t` for details).
## Using different pointer types
By default the object tree is built out of `std::unique_ptr`, but you can
influence this either globally (using the `--cpp-ptr-type` argument to
`flatc`) or per field (using the `cpp_ptr_type` attribute) to by any smart
pointer type (`my_ptr<T>`), or by specifying `naked` as the type to get `T *`
pointers. Unlike the smart pointers, naked pointers do not manage memory for
you, so you'll have to manage their lifecycles manually. To reference the
pointer type specified by the `--cpp-ptr-type` argument to `flatc` from a
flatbuffer field set the `cpp_ptr_type` attribute to `default_ptr_type`.
## Using different string type
By default the object tree is built out of `std::string`, but you can
influence this either globally (using the `--cpp-str-type` argument to
`flatc`) or per field using the `cpp_str_type` attribute.
The type must support `T::c_str()`, `T::length()` and `T::empty()` as member functions.
Further, the type must be constructible from std::string, as by default a
std::string instance is constructed and then used to initialize the custom
string type. This behavior impedes efficient and zero-copy construction of
custom string types; the `--cpp-str-flex-ctor` argument to `flatc` or the
per field attribute `cpp_str_flex_ctor` can be used to change this behavior,
so that the custom string type is constructed by passing the pointer and
length of the FlatBuffers String. The custom string class will require a
constructor in the following format: `custom_str_class(const char *, size_t)`.
Please note that the character array is not guaranteed to be NULL terminated,
you should always use the provided size to determine end of string.
## Reflection (& Resizing)
There is experimental support for reflection in FlatBuffers, allowing you to
read and write data even if you don't know the exact format of a buffer, and
even allows you to change sizes of strings and vectors in-place.
The way this works is very elegant; there is actually a FlatBuffer schema that
describes schemas (\!) which you can find in `reflection/reflection.fbs`.
The compiler, `flatc`, can write out any schemas it has just parsed as a binary
FlatBuffer, corresponding to this meta-schema.
Loading in one of these binary schemas at runtime allows you traverse any
FlatBuffer data that corresponds to it without knowing the exact format. You
can query what fields are present, and then read/write them after.
For convenient field manipulation, you can include the header
`flatbuffers/reflection.h` which includes both the generated code from the meta
schema, as well as a lot of helper functions.
And example of usage, for the time being, can be found in
`test.cpp/ReflectionTest()`.
## Mini Reflection
A more limited form of reflection is available for direct inclusion in
generated code, which doesn't do any (binary) schema access at all. It was designed
to keep the overhead of reflection as low as possible (on the order of 2-6
bytes per field added to your executable), but doesn't contain all the
information the (binary) schema contains.
You add this information to your generated code by specifying `--reflect-types`
(or instead `--reflect-names` if you also want field / enum names).
You can now use this information, for example to print a FlatBuffer to text:
auto s = flatbuffers::FlatBufferToString(flatbuf, MonsterTypeTable());
`MonsterTypeTable()` is declared in the generated code for each type. The
string produced is very similar to the JSON produced by the `Parser` based
text generator.
You'll need `flatbuffers/minireflect.h` for this functionality. In there is also
a convenient visitor/iterator so you can write your own output / functionality
based on the mini reflection tables without having to know the FlatBuffers or
reflection encoding.
## Storing maps / dictionaries in a FlatBuffer
FlatBuffers doesn't support maps natively, but there is support to
emulate their behavior with vectors and binary search, which means you
can have fast lookups directly from a FlatBuffer without having to unpack
your data into a `std::map` or similar.
To use it:
- Designate one of the fields in a table as they "key" field. You do this
by setting the `key` attribute on this field, e.g.
`name:string (key)`.
You may only have one key field, and it must be of string or scalar type.
- Write out tables of this type as usual, collect their offsets in an
array or vector.
- Instead of `CreateVector`, call `CreateVectorOfSortedTables`,
which will first sort all offsets such that the tables they refer to
are sorted by the key field, then serialize it.
- Now when you're accessing the FlatBuffer, you can use `Vector::LookupByKey`
instead of just `Vector::Get` to access elements of the vector, e.g.:
`myvector->LookupByKey("Fred")`, which returns a pointer to the
corresponding table type, or `nullptr` if not found.
`LookupByKey` performs a binary search, so should have a similar speed to
`std::map`, though may be faster because of better caching. `LookupByKey`
only works if the vector has been sorted, it will likely not find elements
if it hasn't been sorted.
## 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
across 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).
## Access of untrusted buffers
The generated accessor functions access fields over offsets, which is
very quick. These offsets are not verified at run-time, so a malformed
buffer could cause a program to crash by accessing random memory.
When you're processing large amounts of data from a source you know (e.g.
your own generated data on disk), this is acceptable, but when reading
data from the network that can potentially have been modified by an
attacker, this is undesirable.
For this reason, you can optionally use a buffer verifier before you
access the data. This verifier will check all offsets, all sizes of
fields, and null termination of strings to ensure that when a buffer
is accessed, all reads will end up inside the buffer.
Each root type will have a verification function generated for it,
e.g. for `Monster`, you can call:
```cpp
bool ok = VerifyMonsterBuffer(Verifier(buf, len));
```
if `ok` is true, the buffer is safe to read.
Besides untrusted data, this function may be useful to call in debug
mode, as extra insurance against data being corrupted somewhere along
the way.
While verifying a buffer isn't "free", it is typically faster than
a full traversal (since any scalar data is not actually touched),
and since it may cause the buffer to be brought into cache before
reading, the actual overhead may be even lower than expected.
In specialized cases where a denial of service attack is possible,
the verifier has two additional constructor arguments that allow
you to limit the nesting depth and total amount of tables the
verifier may encounter before declaring the buffer malformed. The default is
`Verifier(buf, len, 64 /* max depth */, 1000000, /* max tables */)` which
should be sufficient for most uses.
## 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.
(see the schema documentation for some specifics on the JSON format
accepted).
Schema evolution compatibility for the JSON format follows the same rules as the binary format (JSON formatted data will be forwards/backwards compatible with schemas that evolve in a compatible way).
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:
```cpp
flatbuffers::Parser parser;
```
Now you can parse any number of text files in sequence:
```cpp
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.
As optional argument to `Parse`, you may specify a null-terminated list of
include paths. If not specified, any include statements try to resolve from
the current directory.
If there were any parsing errors, `Parse` will return `false`, and
`Parser::error_` 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
Reading a FlatBuffer does not touch any memory outside the original buffer,
and is entirely read-only (all const), so is safe to access from multiple
threads even without synchronisation primitives.
Creating a FlatBuffer is not thread safe. All state related to building
a FlatBuffer is contained in a FlatBufferBuilder instance, and no memory
outside of it is touched. To make this thread safe, either do not
share instances of FlatBufferBuilder between threads (recommended), or
manually wrap it in synchronisation primitives. There's no automatic way to
accomplish this, by design, as we feel multithreaded construction
of a single buffer will be rare, and synchronisation overhead would be costly.
## Advanced union features
The C++ implementation currently supports vectors of unions (i.e. you can
declare a field as `[T]` where `T` is a union type instead of a table type). It
also supports structs and strings in unions, besides tables.
For an example of these features, see `tests/union_vector`, and
`UnionVectorTest` in `test.cpp`.
Since these features haven't been ported to other languages yet, if you
choose to use them, you won't be able to use these buffers in other languages
(`flatc` will refuse to compile a schema that uses these features).
These features reduce the amount of "table wrapping" that was previously
needed to use unions.
To use scalars, simply wrap them in a struct.
## Depth limit of nested objects and stack-overflow control
The parser of Flatbuffers schema or json-files is kind of recursive parser.
To avoid stack-overflow problem the parser has a built-in limiter of
recursion depth. Number of nested declarations in a schema or number of
nested json-objects is limited. By default, this depth limit set to `64`.
It is possible to override this limit with `FLATBUFFERS_MAX_PARSING_DEPTH`
definition. This definition can be helpful for testing purposes or embedded
applications. For details see [build](@ref flatbuffers_guide_building) of
CMake-based projects.
## Dependence from C-locale {#flatbuffers_locale_cpp}
The Flatbuffers [grammar](@ref flatbuffers grammar) uses ASCII
character set for identifiers, alphanumeric literals, reserved words.
Internal implementation of the Flatbuffers depends from functions which
depend from C-locale: `strtod()` or `strtof()`, for example.
The library expects the dot `.` symbol as the separator of an integer
part from the fractional part of a float number.
Another separator symbols (`,` for example) will break the compatibility
and may lead to an error while parsing a Flatbuffers schema or a json file.
The Standard C locale is a global resource, there is only one locale for
the entire application. Some modern compilers and platforms have
locale-independent or locale-narrow functions `strtof_l`, `strtod_l`,
`strtoll_l`, `strtoull_l` to resolve this dependency.
These functions use specified locale rather than the global or per-thread
locale instead. They are part of POSIX-2008 but not part of the C/C++
standard library, therefore, may be missing on some platforms.
The Flatbuffers library try to detect these functions at configuration and
compile time:
- CMake `"CMakeLists.txt"`:
- Check existence of `strtol_l` and `strtod_l` in the `<stdlib.h>`.
- Compile-time `"/include/base.h"`:
- `_MSC_VER >= 1900`: MSVC2012 or higher if build with MSVC.
- `_XOPEN_SOURCE>=700`: POSIX-2008 if build with GCC/Clang.
After detection, the definition `FLATBUFFERS_LOCALE_INDEPENDENT` will be
set to `0` or `1`.
To override or stop this detection use CMake `-DFLATBUFFERS_LOCALE_INDEPENDENT={0|1}`
or predefine `FLATBUFFERS_LOCALE_INDEPENDENT` symbol.
To test the compatibility of the Flatbuffers library with
a specific locale use the environment variable `FLATBUFFERS_TEST_LOCALE`:
```sh
>FLATBUFFERS_TEST_LOCALE="" ./flattests
>FLATBUFFERS_TEST_LOCALE="ru_RU.CP1251" ./flattests
```
## Support of floating-point numbers
The Flatbuffers library assumes that a C++ compiler and a CPU are
compatible with the `IEEE-754` floating-point standard.
The schema and json parser may fail if `fast-math` or `/fp:fast` mode is active.
### Support of hexadecimal and special floating-point numbers
According to the [grammar](@ref flatbuffers_grammar) `fbs` and `json` files
may use hexadecimal and special (`NaN`, `Inf`) floating-point literals.
The Flatbuffers uses `strtof` and `strtod` functions to parse floating-point
literals. The Flatbuffers library has a code to detect a compiler compatibility
with the literals. If necessary conditions are met the preprocessor constant
`FLATBUFFERS_HAS_NEW_STRTOD` will be set to `1`.
The support of floating-point literals will be limited at compile time
if `FLATBUFFERS_HAS_NEW_STRTOD` constant is less than `1`.
In this case, schemas with hexadecimal or special literals cannot be used.
### Comparison of floating-point NaN values
The floating-point `NaN` (`not a number`) is special value which
representing an undefined or unrepresentable value.
`NaN` may be explicitly assigned to variables, typically as a representation
for missing values or may be a result of a mathematical operation.
The `IEEE-754` defines two kind of `NaNs`:
- Quiet NaNs, or `qNaNs`.
- Signaling NaNs, or `sNaNs`.
According to the `IEEE-754`, a comparison with `NaN` always returns
an unordered result even when compared with itself. As a result, a whole
Flatbuffers object will be not equal to itself if has one or more `NaN`.
Flatbuffers scalar fields that have the default value are not actually stored
in the serialized data but are generated in code (see [Writing a schema](@ref flatbuffers_guide_writing_schema)).
Scalar fields with `NaN` defaults break this behavior.
If a schema has a lot of `NaN` defaults the Flatbuffers can override
the unordered comparison by the ordered: `(NaN==NaN)->true`.
This ordered comparison is enabled when compiling a program with the symbol
`FLATBUFFERS_NAN_DEFAULTS` defined.
Additional computations added by `FLATBUFFERS_NAN_DEFAULTS` are very cheap
if GCC or Clang used. These compilers have a compile-time implementation
of `isnan` checking which MSVC does not.
## gRPC
### Before you get started
Before diving into the FlatBuffers gRPC usage in C++, you should already be
familiar with the following:
- FlatBuffers as a serialization format
- [gRPC](http://www.grpc.io/docs/) usage
### Using the FlatBuffers gRPC C++ library
NOTE: The examples below are also in the `grpc/samples/greeter` directory.
We will illustrate usage with the following schema:
``` title="grpc/samples/greeter/greeter.fbs"
--8<-- "https://raw.githubusercontent.com/google/flatbuffers/refs/heads/master/grpc/samples/greeter/greeter.fbs"
```
When we run `flatc`, we pass in the `--grpc` option and generage an additional
`greeter.grpc.fb.h` and `greeter.grpc.fb.cc`.
Example server code looks like this:
``` title="grpc/samples/greeter/server.cpp"
--8<-- "https://raw.githubusercontent.com/google/flatbuffers/refs/heads/master/grpc/samples/greeter/server.cpp"
```
Example client code looks like this:
``` title="grpc/samples/greeter/client.cpp"
--8<-- "https://raw.githubusercontent.com/google/flatbuffers/refs/heads/master/grpc/samples/greeter/client.cpp"
```

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Use in Dart {#flatbuffers_guide_use_dart}
===========
## Before you get started
Before diving into the FlatBuffers usage in Dart, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide
to general FlatBuffers usage in all of the supported languages (including Dart).
This page is designed to cover the nuances of FlatBuffers usage, specific to
Dart.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers Dart library code location
The code for the FlatBuffers Dart library can be found at
`flatbuffers/dart`. You can browse the library code on the [FlatBuffers
GitHub page](https://github.com/google/flatbuffers/tree/master/dart).
## Testing the FlatBuffers Dart library
The code to test the Dart library can be found at `flatbuffers/tests`.
The test code itself is located in [dart_test.dart](https://github.com/google/
flatbuffers/blob/master/tests/dart_test.dart).
To run the tests, use the [DartTest.sh](https://github.com/google/flatbuffers/
blob/master/tests/DartTest.sh) shell script.
*Note: The shell script requires the [Dart SDK](https://www.dartlang.org/tools/sdk)
to be installed.*
## Using the FlatBuffers Dart library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Dart.*
FlatBuffers supports reading and writing binary FlatBuffers in Dart.
To use FlatBuffers in your own code, first generate Dart classes from your
schema with the `--dart` option to `flatc`. Then you can include both FlatBuffers
and the generated code to read or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in Dart: First,
include the library and generated code. Then read a FlatBuffer binary file into
a `List<int>`, which you pass to the factory constructor for `Monster`:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.dart}
import 'dart:io' as io;
import 'package:flat_buffers/flat_buffers.dart' as fb;
import './monster_my_game.sample_generated.dart' as myGame;
List<int> data = await new io.File('monster.dat').readAsBytes();
var monster = new myGame.Monster(data);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access values like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.dart}
var hp = monster.hp;
var pos = monster.pos;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Differences from the Dart SDK Front End flat_buffers
The work in this repository is signfiicantly based on the implementation used
internally by the Dart SDK in the front end/analyzer package. Several
significant changes have been made.
1. Support for packed boolean lists has been removed. This is not standard
in other implementations and is not compatible with them. Do note that,
like in the JavaScript implementation, __null values in boolean lists
will be treated as false__. It is also still entirely possible to pack data
in a single scalar field, but that would have to be done on the application
side.
2. The SDK implementation supports enums with regular Dart enums, which
works if enums are always indexed at 1; however, FlatBuffers does not
require that. This implementation uses specialized enum-like classes to
ensure proper mapping from FlatBuffers to Dart and other platforms.
3. The SDK implementation does not appear to support FlatBuffer structs or
vectors of structs - it treated everything as a built-in scalar or a table.
This implementation treats structs in a way that is compatible with other
non-Dart implementations, and properly handles vectors of structs. Many of
the methods prefixed with 'low' have been prepurposed to support this.
4. The SDK implementation treats int64 and uint64 as float64s. This
implementation does not. This may cause problems with JavaScript
compatibility - however, it should be possible to use the JavaScript
implementation, or to do a customized implementation that treats all 64 bit
numbers as floats. Supporting the Dart VM and Flutter was a more important
goal of this implementation. Support for 16 bit integers was also added.
5. The code generation in this offers an "ObjectBuilder", which generates code
very similar to the SDK classes that consume FlatBuffers, as well as Builder
classes, which produces code which more closely resembles the builders in
other languages. The ObjectBuilder classes are easier to use, at the cost of
additional references allocated.
## Text Parsing
There currently is no support for parsing text (Schema's and JSON) directly
from Dart, though you could use the C++ parser through Dart Native Extensions.
Please see the C++ documentation for more on text parsing (note that this is
not currently an option in Flutter - follow [this issue](https://github.com/flutter/flutter/issues/7053)
for the latest).
## Object based API
FlatBuffers is all about memory efficiency, which is why its base API is written
around using as little as possible of it. This does make the API clumsier
(requiring pre-order construction of all data, and making mutation harder).
For times when efficiency is less important a more convenient object based API
can be used (through `--gen-object-api`) that is able to unpack & pack a FlatBuffer
into objects and lists, allowing for convenient construction, access and mutation.
To use:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.dart}
// Deserialize from buffer into object.
MonsterT monster = Monster(flatbuffer).unpack();
// Update object directly like a Dart class instance.
print(monster.Name);
monster.Name = "Bob"; // Change the name.
// Serialize into new flatbuffer.
final fbb = Builder();
fbb.Finish(monster.pack(fbb));
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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Use in Go {#flatbuffers_guide_use_go}
=========
## Before you get started
Before diving into the FlatBuffers usage in Go, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide
to general FlatBuffers usage in all of the supported languages (including Go).
This page is designed to cover the nuances of FlatBuffers usage, specific to
Go.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers Go library code location
The code for the FlatBuffers Go library can be found at
`flatbuffers/go`. You can browse the library code on the [FlatBuffers
GitHub page](https://github.com/google/flatbuffers/tree/master/go).
## Testing the FlatBuffers Go library
The code to test the Go library can be found at `flatbuffers/tests`.
The test code itself is located in [go_test.go](https://github.com/google/
flatbuffers/blob/master/tests/go_test.go).
To run the tests, use the [GoTest.sh](https://github.com/google/flatbuffers/
blob/master/tests/GoTest.sh) shell script.
*Note: The shell script requires [Go](https://golang.org/doc/install) to
be installed.*
## Using the FlatBuffers Go library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Go.*
FlatBuffers supports reading and writing binary FlatBuffers in Go.
To use FlatBuffers in your own code, first generate Go classes from your
schema with the `--go` option to `flatc`. Then you can include both FlatBuffers
and the generated code to read or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in Go: First,
include the library and generated code. Then read a FlatBuffer binary file into
a `[]byte`, which you pass to the `GetRootAsMonster` function:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
import (
example "MyGame/Example"
flatbuffers "github.com/google/flatbuffers/go"
"os"
)
buf, err := os.ReadFile("monster.dat")
// handle err
monster := example.GetRootAsMonster(buf, 0)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access values like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
hp := monster.Hp()
pos := monster.Pos(nil)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In some cases it's necessary to modify values in an existing FlatBuffer in place (without creating a copy). For this reason, scalar fields of a Flatbuffer table or struct can be mutated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.go}
monster := example.GetRootAsMonster(buf, 0)
// Set table field.
if ok := monster.MutateHp(10); !ok {
panic("failed to mutate Hp")
}
// Set struct field.
monster.Pos().MutateZ(4)
// This mutation will fail because the mana field is not available in
// the buffer. It should be set when creating the buffer.
if ok := monster.MutateMana(20); !ok {
panic("failed to mutate Hp")
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The term `mutate` is used instead of `set` to indicate that this is a special use case. All mutate functions return a boolean value which is false if the field we're trying to mutate is not available in the buffer.
## Text Parsing
There currently is no support for parsing text (Schema's and JSON) directly
from Go, though you could use the C++ parser through cgo. Please see the
C++ documentation for more on text parsing.
<br>

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Use in Java {#flatbuffers_guide_use_java}
==============
## Before you get started
Before diving into the FlatBuffers usage in Java, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to
general FlatBuffers usage in all of the supported languages (including Java).
This page is designed to cover the nuances of FlatBuffers usage,
specific to Java.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers Java code location
The code for the FlatBuffers Java library can be found at
`flatbuffers/java/com/google/flatbuffers`. You can browse the library on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/
java/com/google/flatbuffers).
## Testing the FlatBuffers Java libraries
The code to test the libraries can be found at `flatbuffers/tests`.
The test code for Java is located in [JavaTest.java](https://github.com/google
/flatbuffers/blob/master/tests/JavaTest.java).
To run the tests, use either [JavaTest.sh](https://github.com/google/
flatbuffers/blob/master/tests/JavaTest.sh) or [JavaTest.bat](https://github.com/
google/flatbuffers/blob/master/tests/JavaTest.bat), depending on your operating
system.
*Note: These scripts require that [Java](https://www.oracle.com/java/index.html)
is installed.*
## Using the FlatBuffers Java library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Java.*
FlatBuffers supports reading and writing binary FlatBuffers in Java.
To use FlatBuffers in your own code, first generate Java classes from your
schema with the `--java` option to `flatc`.
Then you can include both FlatBuffers and the generated code to read
or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in Java:
First, import the library and generated code. Then, you read a FlatBuffer binary
file into a `byte[]`. You then turn the `byte[]` into a `ByteBuffer`, which you
pass to the `getRootAsMyRootType` function:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
import MyGame.Example.*;
import com.google.flatbuffers.FlatBufferBuilder;
// This snippet ignores exceptions for brevity.
File file = new File("monsterdata_test.mon");
RandomAccessFile f = new RandomAccessFile(file, "r");
byte[] data = new byte[(int)f.length()];
f.readFully(data);
f.close();
ByteBuffer bb = ByteBuffer.wrap(data);
Monster monster = Monster.getRootAsMonster(bb);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access the data from the `Monster monster`:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.java}
short hp = monster.hp();
Vec3 pos = monster.pos();
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Storing dictionaries in a FlatBuffer
FlatBuffers doesn't support dictionaries natively, but there is support to
emulate their behavior with vectors and binary search, which means you
can have fast lookups directly from a FlatBuffer without having to unpack
your data into a `Dictionary` or similar.
To use it:
- Designate one of the fields in a table as the "key" field. You do this
by setting the `key` attribute on this field, e.g.
`name:string (key)`.
You may only have one key field, and it must be of string or scalar type.
- Write out tables of this type as usual, collect their offsets in an
array.
- Instead of calling standard generated method,
e.g.: `Monster.createTestarrayoftablesVector`,
call `createSortedVectorOfTables` (from the `FlatBufferBuilder` object).
which will first sort all offsets such that the tables they refer to
are sorted by the key field, then serialize it.
- Now when you're accessing the FlatBuffer, you can use
the `ByKey` accessor to access elements of the vector, e.g.:
`monster.testarrayoftablesByKey("Frodo")`.
which returns an object of the corresponding table type,
or `null` if not found.
`ByKey` performs a binary search, so should have a similar
speed to `Dictionary`, though may be faster because of better caching.
`ByKey` only works if the vector has been sorted, it will
likely not find elements if it hasn't been sorted.
## Text parsing
There currently is no support for parsing text (Schema's and JSON) directly
from Java, though you could use the C++ parser through native call
interfaces available to each language. Please see the
C++ documentation for more on text parsing.
<br>

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Use in JavaScript {#flatbuffers_guide_use_javascript}
=================
## Before you get started
Before diving into the FlatBuffers usage in JavaScript, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to
general FlatBuffers usage in all of the supported languages
(including JavaScript). This page is specifically designed to cover the nuances
of FlatBuffers usage in JavaScript.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers JavaScript library code location
The generated code for the FlatBuffers JavaScript library can be found at
https://www.npmjs.com/package/flatbuffers. To use it from sources:
1. Run `npm run compile` from the main folder to generate JS files from TS.
1. In your project, install it as a normal dependency, using the flatbuffers
folder as the source.
## Using the FlatBuffers JavaScript library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers.*
Due to the complexity related with large amounts of JS flavors and module types,
native JS support has been replaced in 2.0 by transpilation from TypeScript.
Please look at [TypeScript usage](@ref flatbuffers_guide_use_typescript) and
transpile your sources to desired JS flavor. The minimal steps to get up and
running with JS are:
1. Generate TS files from `*.fbs` by using the `--ts` option.
1. Transpile resulting TS files to desired JS flavor using `tsc` (see
https://www.typescriptlang.org/download for installation instructions).
~~~{.js}
// Note: These require functions are an example - use your desired module flavor.
var fs = require('fs');
var flatbuffers = require('../flatbuffers').flatbuffers;
var MyGame = require('./monster_generated').MyGame;
var data = new Uint8Array(fs.readFileSync('monster.dat'));
var buf = new flatbuffers.ByteBuffer(data);
var monster = MyGame.Example.Monster.getRootAsMonster(buf);
//--------------------------------------------------------------------------//
// Note: This code is an example of browser-based HTML/JavaScript. See above
// for the code using JavaScript module loaders (e.g. Node.js).
<script src="../js/flatbuffers.js"></script>
<script src="monster_generated.js"></script>
<script>
function readFile() {
var reader = new FileReader(); // This example uses the HTML5 FileReader.
var file = document.getElementById(
'file_input').files[0]; // "monster.dat" from the HTML <input> field.
reader.onload = function() { // Executes after the file is read.
var data = new Uint8Array(reader.result);
var buf = new flatbuffers.ByteBuffer(data);
var monster = MyGame.Example.Monster.getRootAsMonster(buf);
}
reader.readAsArrayBuffer(file);
}
</script>
// Open the HTML file in a browser and select "monster.dat" from with the
// <input> field.
<input type="file" id="file_input" onchange="readFile();">
~~~
Now you can access values like this:
~~~{.js}
var hp = monster.hp();
var pos = monster.pos();
~~~
## Text parsing FlatBuffers in JavaScript
There currently is no support for parsing text (Schema's and JSON) directly
from JavaScript.

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Use in Lobster {#flatbuffers_guide_use_lobster}
==============
## Before you get started
Before diving into the FlatBuffers usage in Lobster, it should be noted that the
[Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to general
FlatBuffers usage in all of the supported languages (including Lobster). This
page is designed to cover the nuances of FlatBuffers usage, specific to
Lobster.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers Lobster library code location
The code for the FlatBuffers Lobster library can be found at
`flatbuffers/lobster`. You can browse the library code on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/
lobster).
## Testing the FlatBuffers Lobster library
The code to test the Lobster library can be found at `flatbuffers/tests`.
The test code itself is located in [lobstertest.lobster](https://github.com/google/
flatbuffers/blob/master/tests/lobstertest.lobster).
To run the tests, run `lobster lobstertest.lobster`. To obtain Lobster itself,
go to the [Lobster homepage](http://strlen.com/lobster) or
[github](https://github.com/aardappel/lobster) to learn how to build it for your
platform.
## Using the FlatBuffers Lobster library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Lobster.*
There is support for both reading and writing FlatBuffers in Lobster.
To use FlatBuffers in your own code, first generate Lobster classes from your
schema with the `--lobster` option to `flatc`. Then you can include both
FlatBuffers and the generated code to read or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in Lobster:
First, import the library and the generated code. Then read a FlatBuffer binary
file into a string, which you pass to the `GetRootAsMonster` function:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.lobster}
include "monster_generated.lobster"
let fb = read_file("monsterdata_test.mon")
assert fb
let monster = MyGame_Example_GetRootAsMonster(fb)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access values like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.lobster}
let hp = monster.hp
let pos = monster.pos
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As you can see, even though `hp` and `pos` are functions that access FlatBuffer
data in-place in the string buffer, they appear as field accesses.
## Speed
Using FlatBuffers in Lobster should be relatively fast, as the implementation
makes use of native support for writing binary values, and access of vtables.
Both generated code and the runtime library are therefore small and fast.
Actual speed will depend on whether you use Lobster as bytecode VM or compiled to
C++.
## Text Parsing
Lobster has full support for parsing JSON into FlatBuffers, or generating
JSON from FlatBuffers. See `samples/sample_test.lobster` for an example.
This uses the C++ parser and generator underneath, so should be both fast and
conformant.
<br>

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Use in Lua {#flatbuffers_guide_use_lua}
=============
## Before you get started
Before diving into the FlatBuffers usage in Lua, it should be noted that the
[Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to general
FlatBuffers usage in all of the supported languages (including Lua). This
page is designed to cover the nuances of FlatBuffers usage, specific to
Lua.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers Lua library code location
The code for the FlatBuffers Lua library can be found at
`flatbuffers/lua`. You can browse the library code on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/lua).
## Testing the FlatBuffers Lua library
The code to test the Lua library can be found at `flatbuffers/tests`.
The test code itself is located in [luatest.lua](https://github.com/google/
flatbuffers/blob/master/tests/luatest.lua).
To run the tests, use the [LuaTest.sh](https://github.com/google/flatbuffers/
blob/master/tests/LuaTest.sh) shell script.
*Note: This script requires [Lua 5.3](https://www.lua.org/) and
[LuaJIT](http://luajit.org/) to be installed.*
## Using the FlatBuffers Lua library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Lua.*
There is support for both reading and writing FlatBuffers in Lua.
To use FlatBuffers in your own code, first generate Lua classes from your
schema with the `--lua` option to `flatc`. Then you can include both
FlatBuffers and the generated code to read or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in Lua:
First, require the module and the generated code. Then read a FlatBuffer binary
file into a `string`, which you pass to the `GetRootAsMonster` function:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.lua}
-- require the library
local flatbuffers = require("flatbuffers")
-- require the generated code
local monster = require("MyGame.Sample.Monster")
-- read the flatbuffer from a file into a string
local f = io.open('monster.dat', 'rb')
local buf = f:read('*a')
f:close()
-- parse the flatbuffer to get an instance to the root monster
local monster1 = monster.GetRootAsMonster(buf, 0)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access values like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.lua}
-- use the : notation to access member data
local hp = monster1:Hp()
local pos = monster1:Pos()
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Text Parsing
There currently is no support for parsing text (Schema's and JSON) directly
from Lua, though you could use the C++ parser through SWIG or ctypes. Please
see the C++ documentation for more on text parsing.
<br>

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Use in PHP {#flatbuffers_guide_use_php}
==========
## Before you get started
Before diving into the FlatBuffers usage in PHP, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to
general FlatBuffers usage in all of the supported languages
(including PHP). This page is specifically designed to cover the nuances of
FlatBuffers usage in PHP.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers PHP library code location
The code for FlatBuffers PHP library can be found at `flatbuffers/php`. You
can browse the library code on the [FlatBuffers
GitHub page](https://github.com/google/flatbuffers/tree/master/php).
## Testing the FlatBuffers JavaScript library
The code to test the PHP library can be found at `flatbuffers/tests`.
The test code itself is located in [phpTest.php](https://github.com/google/
flatbuffers/blob/master/tests/phpTest.php).
You can run the test with `php phpTest.php` from the command line.
*Note: The PHP test file requires
[PHP](http://php.net/manual/en/install.php) to be installed.*
## Using theFlatBuffers PHP library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in PHP.*
FlatBuffers supports both reading and writing FlatBuffers in PHP.
To use FlatBuffers in your own code, first generate PHP classes from your schema
with the `--php` option to `flatc`. Then you can include both FlatBuffers and
the generated code to read or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in PHP:
First, include the library and generated code (using the PSR `autoload`
function). Then you can read a FlatBuffer binary file, which you
pass the contents of to the `GetRootAsMonster` function:
~~~{.php}
// It is recommended that your use PSR autoload when using FlatBuffers in PHP.
// Here is an example:
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($root_dir, "tests", "MyGame", "Example")));
foreach ($paths as $path) {
$file = join(DIRECTORY_SEPARATOR, array($path, $class . ".php"));
if (file_exists($file)) {
require($file);
break;
}
}
// Read the contents of the FlatBuffer binary file.
$filename = "monster.dat";
$handle = fopen($filename, "rb");
$contents = $fread($handle, filesize($filename));
fclose($handle);
// Pass the contents to `GetRootAsMonster`.
$monster = \MyGame\Example\Monster::GetRootAsMonster($contents);
~~~
Now you can access values like this:
~~~{.php}
$hp = $monster->GetHp();
$pos = $monster->GetPos();
~~~
## Text Parsing
There currently is no support for parsing text (Schema's and JSON) directly
from PHP.

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Use in Python {#flatbuffers_guide_use_python}
=============
## Before you get started
Before diving into the FlatBuffers usage in Python, it should be noted that the
[Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to general
FlatBuffers usage in all of the supported languages (including Python). This
page is designed to cover the nuances of FlatBuffers usage, specific to
Python.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers Python library code location
The code for the FlatBuffers Python library can be found at
`flatbuffers/python/flatbuffers`. You can browse the library code on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/
python).
## Testing the FlatBuffers Python library
The code to test the Python library can be found at `flatbuffers/tests`.
The test code itself is located in [py_test.py](https://github.com/google/
flatbuffers/blob/master/tests/py_test.py).
To run the tests, use the [PythonTest.sh](https://github.com/google/flatbuffers/
blob/master/tests/PythonTest.sh) shell script.
*Note: This script requires [python](https://www.python.org/) to be
installed.*
## Using the FlatBuffers Python library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Python.*
There is support for both reading and writing FlatBuffers in Python.
To use FlatBuffers in your own code, first generate Python classes from your
schema with the `--python` option to `flatc`. Then you can include both
FlatBuffers and the generated code to read or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in Python:
First, import the library and the generated code. Then read a FlatBuffer binary
file into a `bytearray`, which you pass to the `GetRootAsMonster` function:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.py}
import MyGame.Example as example
import flatbuffers
buf = open('monster.dat', 'rb').read()
buf = bytearray(buf)
monster = example.GetRootAsMonster(buf, 0)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access values like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.py}
hp = monster.Hp()
pos = monster.Pos()
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Support for Numpy arrays
The Flatbuffers python library also has support for accessing scalar
vectors as numpy arrays. This can be orders of magnitude faster than
iterating over the vector one element at a time, and is particularly
useful when unpacking large nested flatbuffers. The generated code for
a scalar vector will have a method `<vector name>AsNumpy()`. In the
case of the Monster example, you could access the inventory vector
like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.py}
inventory = monster.InventoryAsNumpy()
# inventory is a numpy array of type np.dtype('uint8')
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
instead of
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.py}
inventory = []
for i in range(monster.InventoryLength()):
inventory.append(int(monster.Inventory(i)))
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Numpy is not a requirement. If numpy is not installed on your system,
then attempting to access one of the `*asNumpy()` methods will result
in a `NumpyRequiredForThisFeature` exception.
## Text Parsing
There currently is no support for parsing text (Schema's and JSON) directly
from Python, though you could use the C++ parser through SWIG or ctypes. Please
see the C++ documentation for more on text parsing.
<br>

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Use in Rust {#flatbuffers_guide_use_rust}
==========
## Before you get started
Before diving into the FlatBuffers usage in Rust, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide
to general FlatBuffers usage in all of the supported languages (including Rust).
This page is designed to cover the nuances of FlatBuffers usage, specific to
Rust.
#### Prerequisites
This page assumes you have written a FlatBuffers schema and compiled it
with the Schema Compiler. If you have not, please see
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler)
and [Writing a schema](@ref flatbuffers_guide_writing_schema).
Assuming you wrote a schema, say `mygame.fbs` (though the extension doesn't
matter), you've generated a Rust file called `mygame_generated.rs` using the
compiler (e.g. `flatc --rust mygame.fbs` or via helpers listed in "Useful
tools created by others" section bellow), you can now start using this in
your program by including the file. As noted, this header relies on the crate
`flatbuffers`, which should be in your include `Cargo.toml`.
## FlatBuffers Rust library code location
The code for the FlatBuffers Rust library can be found at
`flatbuffers/rust`. You can browse the library code on the
[FlatBuffers GitHub page](https://github.com/google/flatbuffers/tree/master/rust).
## Testing the FlatBuffers Rust library
The code to test the Rust library can be found at `flatbuffers/tests/rust_usage_test`.
The test code itself is located in
[integration_test.rs](https://github.com/google/flatbuffers/blob/master/tests/rust_usage_test/tests/integration_test.rs)
This test file requires `flatc` to be present. To review how to build the project,
please read the [Building](@ref flatbuffers_guide_building) documentation.
To run the tests, execute `RustTest.sh` from the `flatbuffers/tests` directory.
For example, on [Linux](https://en.wikipedia.org/wiki/Linux), you would simply
run: `cd tests && ./RustTest.sh`.
*Note: The shell script requires [Rust](https://www.rust-lang.org) to
be installed.*
## Using the FlatBuffers Rust library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Rust.*
FlatBuffers supports both reading and writing FlatBuffers in Rust.
To use FlatBuffers in your code, first generate the Rust modules from your
schema with the `--rust` option to `flatc`. Then you can import both FlatBuffers
and the generated code to read or write FlatBuffers.
For example, here is how you would read a FlatBuffer binary file in Rust:
First, include the library and generated code. Then read the file into
a `u8` vector, which you pass, as a byte slice, to `root_as_monster()`.
This full example program is available in the Rust test suite:
[monster_example.rs](https://github.com/google/flatbuffers/blob/master/tests/rust_usage_test/bin/monster_example.rs)
It can be run by `cd`ing to the `rust_usage_test` directory and executing: `cargo run monster_example`.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.rs}
extern crate flatbuffers;
#[allow(dead_code, unused_imports)]
#[path = "../../monster_test_generated.rs"]
mod monster_test_generated;
pub use monster_test_generated::my_game;
use std::io::Read;
fn main() {
let mut f = std::fs::File::open("../monsterdata_test.mon").unwrap();
let mut buf = Vec::new();
f.read_to_end(&mut buf).expect("file reading failed");
let monster = my_game::example::root_as_monster(&buf[..]);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
`monster` is of type `Monster`, and points to somewhere *inside* your
buffer (root object pointers are not the same as `buffer_pointer` !).
If you look in your generated header, you'll see it has
convenient accessors for all fields, e.g. `hp()`, `mana()`, etc:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.rs}
println!("{}", monster.hp()); // `80`
println!("{}", monster.mana()); // default value of `150`
println!("{:?}", monster.name()); // Some("MyMonster")
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*Note: That we never stored a `mana` value, so it will return the default.*
## 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
across 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 `safe_slice`
on the reference to a struct, or even an array of structs.
To compute offsets to sub-elements of a struct, make sure they
are 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 the functions to enable tricks like this are only exposed on little
endian machines. If you also ship on big endian machines, using an
`#[cfg(target_endian = "little")]` attribute would be wise or your code will not
compile.
The special function `safe_slice` is implemented on Vector objects that are
represented in memory the same way as they are represented on the wire. This
function is always available on vectors of struct, bool, u8, and i8. It is
conditionally-compiled on little-endian systems for all the remaining scalar
types.
The FlatBufferBuilder function `create_vector_direct` is implemented for all
types that are endian-safe to write with a `memcpy`. It is the write-equivalent
of `safe_slice`.
## Access of untrusted buffers
The safe Rust functions to interpret a slice as a table (`root`,
`size_prefixed_root`, `root_with_opts`, and `size_prefixed_root_with_opts`)
verify the data first. This has some performance cost, but is intended to be
safe for use on flatbuffers from untrusted sources. There are corresponding
`unsafe` versions with names ending in `_unchecked` which skip this
verification, and may access arbitrary memory.
The generated accessor functions access fields over offsets, which is
very quick. The current implementation uses these to access memory without any
further bounds checking. All of the safe Rust APIs ensure the verifier is run
over these flatbuffers before accessing them.
When you're processing large amounts of data from a source you know (e.g.
your own generated data on disk), the `_unchecked` versions are acceptable, but
when reading data from the network that can potentially have been modified by an
attacker, it is desirable to use the safe versions which use the verifier.
## Threading
Reading a FlatBuffer does not touch any memory outside the original buffer,
and is entirely read-only (all immutable), so is safe to access from multiple
threads even without synchronisation primitives.
Creating a FlatBuffer is not thread safe. All state related to building
a FlatBuffer is contained in a FlatBufferBuilder instance, and no memory
outside of it is touched. To make this thread safe, either do not
share instances of FlatBufferBuilder between threads (recommended), or
manually wrap it in synchronisation primitives. There's no automatic way to
accomplish this, by design, as we feel multithreaded construction
of a single buffer will be rare, and synchronisation overhead would be costly.
Unlike most other languages, in Rust these properties are exposed to and
enforced by the type system. `flatbuffers::Table` and the generated table types
are `Send + Sync`, indicating they may be freely shared across threads and data
may be accessed from any thread which receives a const (aka shared) reference.
There are no functions which require a mutable (aka exclusive) reference, which
means all the available functions may be called like this.
`flatbuffers::FlatBufferBuilder` is also `Send + Sync`, but all of the mutating
functions require a mutable (aka exclusive) reference which can only be created
when no other references to the `FlatBufferBuilder` exist, and may not be copied
within the same thread, let alone to a second thread.
## Useful tools created by others
* [flatc-rust](https://github.com/frol/flatc-rust) - FlatBuffers compiler
(flatc) as API for transparent `.fbs` to `.rs` code-generation via Cargo
build scripts integration.
<br>

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Use in Swift {#flatbuffers_guide_use_swift}
=========
## Before you get started
Before diving into the FlatBuffers usage in Swift, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide
to general FlatBuffers usage in all of the supported languages (including Swift).
This page is designed to cover the nuances of FlatBuffers usage, specific to
Swift.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers Swift library code location
The code for the FlatBuffers Swift library can be found at
`flatbuffers/swift`. You can browse the library code on the [FlatBuffers
GitHub page](https://github.com/google/flatbuffers/tree/master/swift).
## Testing the FlatBuffers Swift library
The code to test the Swift library can be found at `flatbuffers/tests/swift/tests`.
The test code itself is located in [flatbuffers/tests/swift/tests](https://github.com/google/flatbuffers/blob/master/tests/swift/tests).
To run the tests, use the [SwiftTest.sh](https://github.com/google/flatbuffers/blob/master/tests/swift/tests/SwiftTest.sh) shell script.
*Note: The shell script requires [Swift](https://swift.org) to
be installed.*
## Using the FlatBuffers Swift library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in Swift.*
FlatBuffers supports reading and writing binary FlatBuffers in Swift.
To use FlatBuffers in your own code, first generate Swift structs from your
schema with the `--swift` option to `flatc`. Then include FlatBuffers using `SPM` in
by adding the path to `FlatBuffers/swift` into it. The generated code should also be
added to xcode or the path of the package you will be using. Note: sometimes xcode cant
and wont see the generated files, so it's better that you copy them to xcode.
For example, here is how you would read a FlatBuffer binary file in Swift: First,
include the library and copy thegenerated code. Then read a FlatBuffer binary file or
a data object from the server, which you can pass into the `GetRootAsMonster` function.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.swift}
import FlatBuffers
typealias Monster1 = MyGame.Sample.Monster
typealias Vec3 = MyGame.Sample.Vec3
let path = FileManager.default.currentDirectoryPath
let url = URL(fileURLWithPath: path, isDirectory: true).appendingPathComponent("monsterdata_test").appendingPathExtension("mon")
guard let data = try? Data(contentsOf: url) else { return }
let monster = Monster.getRootAsMonster(bb: ByteBuffer(data: data))
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can access values like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.swift}
let hp = monster.hp
let pos = monster.pos // uses native swift structs
let pos = monster.mutablePos // uses flatbuffers structs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In some cases it's necessary to modify values in an existing FlatBuffer in place (without creating a copy). For this reason, scalar fields of a Flatbuffer table or struct can be mutated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.swift}
var byteBuffer = ByteBuffer(bytes: data)
// Get an accessor to the root object inside the buffer.
let monster: Monster = try! getCheckedRoot(byteBuffer: &byteBuffer)
// let monster: Monster = getRoot(byteBuffer: &byteBuffer)
if !monster.mutate(hp: 10) {
fatalError("couldn't mutate")
}
// mutate a struct field using flatbuffers struct
// DONT use monster.pos to mutate since swift copy on write
// will not mutate the value in the buffer
let vec = monster.mutablePos.mutate(z: 4)
// This mutation will fail because the mana field is not available in
// the buffer. It should be set when creating the buffer.
if !monster.mutate(mana: 20) {
fatalError("couldn't mutate")
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The term `mutate` is used instead of `set` to indicate that this is a special use case. All mutate functions return a boolean value which is false if the field we're trying to mutate is not available in the buffer.
<br>

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Use in TypeScript {#flatbuffers_guide_use_typescript}
=================
## Before you get started
Before diving into the FlatBuffers usage in TypeScript, it should be noted that
the [Tutorial](@ref flatbuffers_guide_tutorial) page has a complete guide to
general FlatBuffers usage in all of the supported languages
(including TypeScript). This page is specifically designed to cover the nuances
of FlatBuffers usage in TypeScript.
You should also have read the [Building](@ref flatbuffers_guide_building)
documentation to build `flatc` and should be familiar with
[Using the schema compiler](@ref flatbuffers_guide_using_schema_compiler) and
[Writing a schema](@ref flatbuffers_guide_writing_schema).
## FlatBuffers TypeScript library code location
The code for the FlatBuffers TypeScript library can be found at
https://www.npmjs.com/package/flatbuffers.
## Testing the FlatBuffers TypeScript library
To run the tests, use the [TypeScriptTest.py](https://github.com/google/
flatbuffers/blob/master/tests/TypeScriptTest.py) Python3 script.
*Note: The TypeScript test file requires [Node.js](https://nodejs.org/en/).*
## Using the FlatBuffers TypeScript library
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
example of how to use FlatBuffers in TypeScript.*
FlatBuffers supports both reading and writing FlatBuffers in TypeScript.
To use FlatBuffers in your own code, first generate TypeScript classes from your
schema with the `--ts` option to `flatc`. Then you can include both FlatBuffers
and the generated code to read or write a FlatBuffer.
For example, here is how you would read a FlatBuffer binary file in TypeScript:
First, include the library and generated code. Then read the file into an
`Uint8Array`. Make a `flatbuffers.ByteBuffer` out of the `Uint8Array`, and pass
the ByteBuffer to the `getRootAsMonster` function.
~~~{.ts}
import * as flatbuffers from 'flatbuffers';
import { MyGame } from './monster_generated';
let data = new Uint8Array(fs.readFileSync('monster.dat'));
let buf = new flatbuffers.ByteBuffer(data);
let monster = MyGame.Example.Monster.getRootAsMonster(buf);
~~~
Now you can access values like this:
~~~{.ts}
let hp = monster.hp();
let pos = monster.pos();
~~~
## Object based API
FlatBuffers is all about memory efficiency, which is why its base API is written
around using as little as possible of it. This does make the API clumsier
(requiring pre-order construction of all data, and making mutation harder).
For times when efficiency is less important a more convenient object based API
can be used (through `--gen-object-api`) that is able to unpack & pack a
FlatBuffer into objects and standard TS types.
To use:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~{.ts}
// Autogenerated class from table Monster.
let monsterobj = new MonsterT();
// Deserialize from buffer into object.
Monster.getRootAsMonster(flatbuffer).unpackTo(monsterobj);
// or
let monsterobj = Monster.getRootAsMonster(flatbuffer).unpack();
// Update object directly like a regular TS class instance.
console.log(monsterobj.name);
monsterobj.name = "Bob";
// Serialize into new flatbuffer.
let fbb = new flatbuffers.Builder(1);
Monster.finishMonsterBuffer(fbb, monsterobj.pack(fbb));
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Text parsing FlatBuffers in TypeScript
There currently is no support for parsing text (Schema's and JSON) directly
from TypeScript.

57
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Platform / Language / Feature support {#flatbuffers_support}
=====================================
FlatBuffers is actively being worked on, which means that certain platform /
language / feature combinations may not be available yet.
This page tries to track those issues, to make informed decisions easier.
In general:
* Languages: language support beyond the ones created by the original
FlatBuffer authors typically depends on community contributions.
* Features: C++ was the first language supported, since our original
target was high performance game development. It thus has the richest
feature set, and is likely most robust. Other languages are catching up
however.
* Platforms: All language implementations are typically portable to most
platforms, unless where noted otherwise.
NOTE: this table is a start, it needs to be extended.
Feature | C++ | Java | C# | Go | Python | JS | TS | C | PHP | Dart | Lobster | Rust | Swift
------------------------------ | ------ | ----- | -------- | ----- | ------ | ----- | --- | ------ | --- | ------- | ------- | ------ | ------
Codegen for all basic features | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | WiP | Yes | Yes | Yes | Yes
JSON parsing | Yes | No | No | No | No | No | No | Yes | No | No | Yes | No | No
Simple mutation | Yes | Yes | Yes | Yes | No | No | No | No | No | No | No | No | Yes
Reflection | Yes | No | No | No | No | No | No | Basic | No | No | No | No | No
Buffer verifier | Yes | No | No | No | No | No | No | Yes | No | No | No | No | No
Native Object API | Yes | No | Yes | Yes | Yes | Yes | Yes | No | No | Yes | No | No | No
Optional Scalars | Yes | Yes | Yes | No | No | Yes | Yes | Yes | No | No | Yes | Yes | Yes
Flexbuffers | Yes | Yes | ? | ? | ? | ? | ? | ? | ? | ? | ? | Yes | ?
Testing: basic | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | ? | Yes | Yes | Yes | Yes
Testing: fuzz | Yes | No | No | Yes | Yes | No | No | No | ? | No | No | Yes | No
Performance: | Superb | Great | Great | Great | Ok | ? | ? | Superb | ? | ? | Great | Superb | Great
Platform: Windows | VS2010 | Yes | Yes | ? | ? | ? | Yes | VS2010 | ? | Yes | Yes | Yes | No
Platform: Linux | GCC282 | Yes | ? | Yes | Yes | ? | Yes | Yes | ? | Yes | Yes | Yes | Yes
Platform: OS X | Xcode4 | ? | ? | ? | Yes | ? | Yes | Yes | ? | Yes | Yes | Yes | Yes
Platform: Android | NDK10d | Yes | ? | ? | ? | ? | ? | ? | ? | Flutter | Yes | ? | No
Platform: iOS | ? | ? | ? | ? | ? | ? | ? | ? | ? | Flutter | Yes | ? | Yes
Engine: Unity | ? | ? | Yes | ? | ? | ? | ? | ? | ? | ? | No | ? | No
Primary authors (github) | aard | aard | ev/js/df | rw | rw | ew/ev | kr | mik | ch | df | aard | rw/cn | mi/mz
Above | Github username
----- | -----------------------------
aard | aardappel (previously: gwvo)
ch | chobie
cn | caspern
df | dnfield
ev | evolutional
ew | evanw
js | jonsimantov
kr | krojew
mi | mustiikhalil
mik | mikkelfj
mz | mzaks
rw | rw
<br>

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FlatBuffers white paper {#flatbuffers_white_paper}
=======================
This document tries to shed some light on to the "why" of FlatBuffers, a
new serialization library.
## Motivation
Back in the good old days, performance was all about instructions and
cycles. Nowadays, processing units have run so far ahead of the memory
subsystem, that making an efficient application should start and finish
with thinking about memory. How much you use of it. How you lay it out
and access it. How you allocate it. When you copy it.
Serialization is a pervasive activity in a lot programs, and a common
source of memory inefficiency, with lots of temporary data structures
needed to parse and represent data, and inefficient allocation patterns
and locality.
If it would be possible to do serialization with no temporary objects,
no additional allocation, no copying, and good locality, this could be
of great value. The reason serialization systems usually don't manage
this is because it goes counter to forwards/backwards compatibility, and
platform specifics like endianness and alignment.
FlatBuffers is what you get if you try anyway.
In particular, FlatBuffers focus is on mobile hardware (where memory
size and memory bandwidth is even more constrained than on desktop
hardware), and applications that have the highest performance needs:
games.
## FlatBuffers
*This is a summary of FlatBuffers functionality, with some rationale.
A more detailed description can be found in the FlatBuffers
documentation.*
### Summary
A FlatBuffer is a binary buffer containing nested objects (structs,
tables, vectors,..) organized using offsets so that the data can be
traversed in-place just like any pointer-based data structure. Unlike
most in-memory data structures however, it uses strict rules of
alignment and endianness (always little) to ensure these buffers are
cross platform. Additionally, for objects that are tables, FlatBuffers
provides forwards/backwards compatibility and general optionality of
fields, to support most forms of format evolution.
You define your object types in a schema, which can then be compiled to
C++ or Java for low to zero overhead reading & writing.
Optionally, JSON data can be dynamically parsed into buffers.
### Tables
Tables are the cornerstone of FlatBuffers, since format evolution is
essential for most applications of serialization. Typically, dealing
with format changes is something that can be done transparently during
the parsing process of most serialization solutions out there.
But a FlatBuffer isn't parsed before it is accessed.
Tables get around this by using an extra indirection to access fields,
through a *vtable*. Each table comes with a vtable (which may be shared
between multiple tables with the same layout), and contains information
where fields for this particular kind of instance of vtable are stored.
The vtable may also indicate that the field is not present (because this
FlatBuffer was written with an older version of the software, or simply
because the information was not necessary for this instance, or deemed
deprecated), in which case a default value is returned.
Tables have a low overhead in memory (since vtables are small and
shared) and in access cost (an extra indirection), but provide great
flexibility. Tables may even cost less memory than the equivalent
struct, since fields do not need to be stored when they are equal to
their default.
FlatBuffers additionally offers "naked" structs, which do not offer
forwards/backwards compatibility, but can be even smaller (useful for
very small objects that are unlikely to change, like e.g. a coordinate
pair or a RGBA color).
### Schemas
While schemas reduce some generality (you can't just read any data
without having its schema), they have a lot of upsides:
- Most information about the format can be factored into the generated
code, reducing memory needed to store data, and time to access it.
- The strong typing of the data definitions means less error
checking/handling at runtime (less can go wrong).
- A schema enables us to access a buffer without parsing.
FlatBuffer schemas are fairly similar to those of the incumbent,
Protocol Buffers, and generally should be readable to those familiar
with the C family of languages. We chose to improve upon the features
offered by .proto files in the following ways:
- Deprecation of fields instead of manual field id assignment.
Extending an object in a .proto means hunting for a free slot among
the numbers (preferring lower numbers since they have a more compact
representation). Besides being inconvenient, it also makes removing
fields problematic: you either have to keep them, not making it
obvious that this field shouldn't be read/written anymore, and still
generating accessors. Or you remove it, but now you risk that
there's still old data around that uses that field by the time
someone reuses that field id, with nasty consequences.
- Differentiating between tables and structs (see above). Effectively
all table fields are `optional`, and all struct fields are
`required`.
- Having a native vector type instead of `repeated`. This gives you a
length without having to collect all items, and in the case of
scalars provides for a more compact representation, and one that
guarantees adjacency.
- Having a native `union` type instead of using a series of `optional`
fields, all of which must be checked individually.
- Being able to define defaults for all scalars, instead of having to
deal with their optionality at each access.
- A parser that can deal with both schemas and data definitions (JSON
compatible) uniformly.
<br>