/external/flatbuffers/samples/ |
sample_binary.cpp | 27 // First, lets serialize some weapons for the Monster: A 'sword' and an 'axe'. 34 // Use the `CreateWeapon` shortcut to create Weapons with all fields set. 42 auto weapons = builder.CreateVector(weapons_vector); local 54 Color_Red, weapons, Equipment_Weapon, axe.Union()); 85 // Get and test the `weapons` FlatBuffers's `vector`. 88 auto weps = monster->weapons();
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SampleBinary.java | 34 // Create some weapons for our Monster ('Sword' and 'Axe'). 40 // Use the `createWeapon()` helper function to create the weapons, since we set every field. 49 int weapons = Monster.createWeaponsVector(builder, weaps); local 58 Monster.addWeapons(builder, weapons); 90 // Get and test the `weapons` FlatBuffer `vector` of `table`s. 94 assert monster.weapons(i).name().equals(expectedWeaponNames[i]); 95 assert monster.weapons(i).damage() == expectedWeaponDamages[i];
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samplebinary.js | 27 // Create some weapons for our Monster ('Sword' and 'Axe'). 48 var weapons = MyGame.Sample.Monster.createWeaponsVector(builder, weaps); 58 MyGame.Sample.Monster.addWeapons(builder, weapons); 90 // Get and test the `weapons` FlatBuffer `vector` of `table`s. 94 assert.equal(monster.weapons(i).name(), expectedWeaponNames[i]); 95 assert.equal(monster.weapons(i).damage(), expectedWeaponDamages[i]);
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monster_generated.h | 177 std::vector<flatbuffers::unique_ptr<WeaponT>> weapons; member in struct:MyGame::Sample::MonsterT 235 const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *weapons() const { function in struct:MyGame::Sample::FLATBUFFERS_FINAL_CLASS 268 verifier.Verify(weapons()) && 269 verifier.VerifyVectorOfTables(weapons()) && 305 void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons) { 306 fbb_.AddOffset(Monster::VT_WEAPONS, weapons); 334 flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons = 0, 339 builder_.add_weapons(weapons); 358 const std::vector<flatbuffers::Offset<Weapon>> *weapons = nullptr, 369 weapons ? _fbb.CreateVector<flatbuffers::Offset<Weapon>>(*weapons) : 0 [all...] |
SampleBinary.cs | 30 // Create some weapons for our Monster ('Sword' and 'Axe'). 36 // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. 45 var weapons = Monster.CreateWeaponsVector(builder, weaps); 54 Monster.AddWeapons(builder, weapons); 99 // Get and test the `Weapons` FlatBuffer `vector` of `table`s. 104 Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal), 105 "monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]); 106 Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons", 107 Convert.ToString(monster.Weapons(i).Value.Damage) [all...] |
SampleBinary.php | 39 // Create some weapons for our Monster using the `createWeapon()` helper function. 52 $weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps); variable 62 \MyGame\Sample\Monster::AddWeapons($builder, $weapons); 96 // Get and test the `weapons` FlatBuffer `vector` of `table`s.
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sample_binary.go | 32 // Create some weapons for our Monster ("Sword" and "Axe"). 57 // Note: Since we prepend the weapons, prepend in reverse order. 60 weapons := builder.EndVector(2) 70 sample.MonsterAddWeapons(builder, weapons) 122 weapon := new(sample.Weapon) // We need a `sample.Weapon` to pass into `monster.Weapons()` 125 if monster.Weapons(weapon, i) {
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sample_binary.py | 37 # Create some weapons for our Monster ('Sword' and 'Axe'). 61 # Note: Since we prepend the data, prepend the weapons in reverse order. 64 weapons = builder.EndVector(2) 75 MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons) 112 # Get and test the `weapons` FlatBuffer `vector` of `table`s. 116 assert monster.Weapons(i).Name() == expected_weapon_names[i] 117 assert monster.Weapons(i).Damage() == expected_weapon_damages[i]
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