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  /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();
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];
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]);
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.
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) {
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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