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  /external/flatbuffers/samples/
sample_binary.cpp 34 // Use the `CreateWeapon` shortcut to create Weapons with all fields set.
35 auto sword = CreateWeapon(builder, weapon_one_name, weapon_one_damage);
36 auto axe = CreateWeapon(builder, weapon_two_name, weapon_two_damage);
SampleBinary.cs 36 // Use the `CreateWeapon()` helper function to create the weapons, since we set every field.
38 weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage);
39 weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage);
SampleBinary.php 39 // Create some weapons for our Monster using the `createWeapon()` helper function.
41 $sword = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_one, 3);
43 $axe = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_two, 5);
monster_generated.h 404 inline flatbuffers::Offset<Weapon> CreateWeapon(
418 return MyGame::Sample::CreateWeapon(
424 flatbuffers::Offset<Weapon> CreateWeapon(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT *_o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
459 auto _weapons = _o->weapons.size() ? _fbb.CreateVector<flatbuffers::Offset<Weapon>>(_o->weapons.size(), [&](size_t i) { return CreateWeapon(_fbb, _o->weapons[i].get(), _rehasher); }) : 0;
489 return CreateWeapon(_fbb, _o, _rehasher);
492 inline flatbuffers::Offset<Weapon> CreateWeapon(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT *_o, const flatbuffers::rehasher_function_t *_rehasher) {
497 return MyGame::Sample::CreateWeapon(
541 return CreateWeapon(_fbb, ptr, _rehasher).Union();

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