Updated tutorial with a vector of structs example.

Since it wasn't documented and very different from a vector of
tables, this has caused a lot of confusion in the past.

Change-Id: Iab47c61b55c19abe5c4f25c86d71335a6b6321ca
parent c559eb45
......@@ -160,6 +160,7 @@ the `schema` that defines the template for our monsters:
color:Color = Blue; // Enum.
weapons:[Weapon]; // Vector of tables.
equipped:Equipment; // Union.
path:[Vec3]; // Vector of structs.
}
table Weapon {
......@@ -799,6 +800,70 @@ elements by calling a lambda. For the common case of `std::vector<std::string>`
there's also `CreateVectorOfStrings`.
</div>
Note that vectors of structs are serialized differently from tables, since
structs are stored in-line in the vector. For example, to create a vector
for the `path` field above:
<div class="language-cpp">
~~~{.cpp}
Vec3 points[] = { Vec3(1.0f, 2.0f, 3.0f), Vec3(4.0f, 5.0f, 6.0f) };
auto path = fbb.CreateVectorOfStructs(points, 2);
~~~
</div>
<div class="language-java">
~~~{.java}
Monster.startPathVector(fbb, 2);
Vec3.createVec3(builder, 1.0f, 2.0f, 3.0f);
Vec3.createVec3(builder, 4.0f, 5.0f, 6.0f);
int path = fbb.endVector();
~~~
</div>
<div class="language-csharp">
~~~{.cs}
Monster.StartPathVector(fbb, 2);
Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f);
Vec3.CreateVec3(builder, 4.0f, 5.0f, 6.0f);
var path = fbb.EndVector();
~~~
</div>
<div class="language-go">
~~~{.go}
sample.MonsterStartPathVector(builder, 2)
sample.CreateVec3(builder, 1.0, 2.0, 3.0)
sample.CreateVec3(builder, 4.0, 5.0, 6.0)
path := builder.EndVector(2)
~~~
</div>
<div class="language-python">
~~~{.py}
MyGame.Example.Monster.MonsterStartPathVector(builder, 2)
MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0)
MyGame.Sample.Vec3.CreateVec3(builder, 4.0, 5.0, 6.0)
path = builder.EndVector(2)
~~~
</div>
<div class="language-javascript">
~~~{.js}
MyGame.Example.Monster.startPathVector(builder, 2);
MyGame.Sample.Vec3.createVec3(builder, 1.0, 2.0, 3.0);
MyGame.Sample.Vec3.createVec3(builder, 4.0, 5.0, 6.0);
var path = builder.endVector();
~~~
</div>
<div class="language-php">
~~~{.php}
\MyGame\Example\Monster::StartPathVector($builder, 2);
\MyGame\Sample\Vec3::CreateVec3($builder, 1.0, 2.0, 3.0);
\MyGame\Sample\Vec3::CreateVec3($builder, 1.0, 2.0, 3.0);
$path = $builder->endVector();
~~~
</div>
<div class="language-c">
~~~{.c}
// TBD
~~~
</div>
We have now serialized the non-scalar components of the orc, so we
can serialize the monster itself:
......@@ -812,7 +877,7 @@ can serialize the monster itself:
// to set all fields.
auto orc = CreateMonster(builder, Vec3(1.0f, 2.0f, 3.0f), mana, hp, name,
inventory, Color_Red, weapons, Equipment_Weapon,
axe.Union());
axe.Union(), path);
~~~
</div>
<div class="language-java">
......@@ -827,6 +892,7 @@ can serialize the monster itself:
Monster.addWeapons(builder, weapons);
Monster.addEquippedType(builder, Equipment.Weapon);
Monster.addEquipped(builder, axe);
Monster.addPath(builder, path);
int orc = Monster.endMonster(builder);
~~~
</div>
......@@ -842,6 +908,7 @@ can serialize the monster itself:
Monster.AddWeapons(builder, weapons);
Monster.AddEquippedType(builder, Equipment.Weapon);
Monster.AddEquipped(builder, axe.Value); // Axe
Monster.AddPath(builder, path);
var orc = Monster.EndMonster(builder);
~~~
</div>
......@@ -857,6 +924,7 @@ can serialize the monster itself:
sample.MonsterAddWeapons(builder, weapons)
sample.MonsterAddEquippedType(builder, sample.EquipmentWeapon)
sample.MonsterAddEquipped(builder, axe)
sample.MonsterAddPath(builder, path)
orc := sample.MonsterEnd(builder)
~~~
</div>
......@@ -875,6 +943,7 @@ can serialize the monster itself:
MyGame.Sample.Monster.MonsterAddEquippedType(
builder, MyGame.Sample.Equipment.Equipment().Weapon)
MyGame.Sample.Monster.MonsterAddEquipped(builder, axe)
MyGame.Sample.Monster.MonsterAddPath(builder, path)
orc = MyGame.Sample.Monster.MonsterEnd(builder)
~~~
</div>
......@@ -891,6 +960,7 @@ can serialize the monster itself:
MyGame.Sample.Monster.addWeapons(builder, weapons);
MyGame.Sample.Monster.addEquippedType(builder, MyGame.Sample.Equipment.Weapon);
MyGame.Sample.Monster.addEquipped(builder, axe);
MyGame.Sample.Monster.addPath(builder, path);
var orc = MyGame.Sample.Monster.endMonster(builder);
~~~
</div>
......@@ -907,6 +977,7 @@ can serialize the monster itself:
\MyGame\Sample\Monster::AddWeapons($builder, $weapons);
\MyGame\Sample\Monster::AddEquippedType($builder, \MyGame\Sample\Equipment::Weapon);
\MyGame\Sample\Monster::AddEquipped($builder, $axe);
\MyGame\Sample\Monster::AddPath($builder, $path);
$orc = \MyGame\Sample\Monster::EndMonster($builder);
~~~
</div>
......@@ -921,7 +992,7 @@ can serialize the monster itself:
ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
ns(Vec3_t) pos = { 1.0f, 2.0f, 3.0f };
ns(Monster_create_as_root(B, &pos, mana, hp, name, inventory, ns(Color_Red),
weapons, equipped));
weapons, equipped, path));
~~~
</div>
......@@ -929,10 +1000,10 @@ Note how we create `Vec3` struct in-line in the table. Unlike tables, structs
are simple combinations of scalars that are always stored inline, just like
scalars themselves.
**Important**: you should not nest tables or any other objects, which is why
we created all the strings/vectors/tables that this monster refers to before
`start`. If you try to create any of them between `start` and `end`, you
will get an assert/exception/panic depending on your language.
**Important**: Unlike structs, you should not nest tables or other objects,
which is why we created all the strings/vectors/tables that this monster refers
to before `start`. If you try to create any of them between `start` and `end`,
you will get an assert/exception/panic depending on your language.
*Note: Since we are passing `150` as the `mana` field, which happens to be the
default value, the field will not actually be written to the buffer, since the
......
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