Added project files for Visual Studio and Xcode.

Change-Id: Ife9775fdedc9e084c1e826ef13dff06a1b1b2ec2
Tested: on Windows and OS X.
parent 26a30738
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "flatc", "flatc.vcxproj", "{5B5857E1-64E2-4CED-A12E-45E1B3880496}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "flatsamplebinary", "flatsamplebinary.vcxproj", "{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "flatsampletext", "flatsampletext.vcxproj", "{F0A15675-1017-4217-BB5B-3372F2C636AB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "flattests", "flattests.vcxproj", "{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
MinSizeRel|Win32 = MinSizeRel|Win32
Release|Win32 = Release|Win32
RelWithDebInfo|Win32 = RelWithDebInfo|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.Debug|Win32.ActiveCfg = Debug|Win32
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.Debug|Win32.Build.0 = Debug|Win32
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.MinSizeRel|Win32.Build.0 = Release|Win32
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.Release|Win32.ActiveCfg = Release|Win32
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.Release|Win32.Build.0 = Release|Win32
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{5B5857E1-64E2-4CED-A12E-45E1B3880496}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.Debug|Win32.ActiveCfg = Debug|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.Debug|Win32.Build.0 = Debug|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.MinSizeRel|Win32.Build.0 = Release|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.Release|Win32.ActiveCfg = Release|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.Release|Win32.Build.0 = Release|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{16FA5518-3DE1-4B15-A1E0-F4734C276FB4}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.Debug|Win32.ActiveCfg = Debug|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.Debug|Win32.Build.0 = Debug|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.MinSizeRel|Win32.Build.0 = Release|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.Release|Win32.ActiveCfg = Release|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.Release|Win32.Build.0 = Release|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{F0A15675-1017-4217-BB5B-3372F2C636AB}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.Debug|Win32.ActiveCfg = Debug|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.Debug|Win32.Build.0 = Debug|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.MinSizeRel|Win32.Build.0 = Release|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.Release|Win32.ActiveCfg = Release|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.Release|Win32.Build.0 = Release|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{DC7BBA00-9FC6-48AF-B7E9-12CA91AC02AA}.RelWithDebInfo|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
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BlueprintName = "flattests"
ReferencedContainer = "container:build/Xcode/FlatBuffers.xcodeproj">
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</ProfileAction>
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buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>SchemeUserState</key>
<dict>
<key>flatc.xcscheme</key>
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......@@ -53,13 +53,14 @@ $(document).ready(function(){initNavTree('md__building.html','');});
<div class="title">Building </div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock"><p>The system comes with a <code>cmake</code> file that should allow you to build the compiler <code>flatc</code> and the tests (optionally). For details on <code>cmake</code>, see <a href="http://www.cmake.org">http://www.cmake.org</a>. In brief, depending on your platform, use one of e.g.: </p>
<div class="textblock"><p>There are project files for Visual Studio and Xcode that should allow you to build the compiler <code>flatc</code>, the samples and the tests out of the box.</p>
<p>Alternatively, the distribution comes with a <code>cmake</code> file that should allow you to build project/make files for any platform. For details on <code>cmake</code>, see <a href="http://www.cmake.org">http://www.cmake.org</a>. In brief, depending on your platform, use one of e.g.: </p>
<pre class="fragment">cmake -G "Unix Makefiles"
cmake -G "Visual Studio 10"
cmake -G "Xcode"
</pre><p>Then, build as normal for your platform. This should result in a <code>flatc</code> executable, essential for the next steps. Note that to use clang instead of gcc, you may need to set up your environment variables, e.g. <code>CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -G "Unix Makefiles"</code>.</p>
<p>Optionally, run the <code>flattests</code> executable. to ensure everything is working correctly on your system. If this fails, please contact us!</p>
<p>The cmake file will also build two sample executables, <code>sample_binary</code> and <code>sample_text</code>, see the corresponding <code>.cpp</code> file in the samples directory.</p>
<p>Building should also produce two sample executables, <code>sample_binary</code> and <code>sample_text</code>, see the corresponding <code>.cpp</code> file in the samples directory.</p>
<p>There is an <code>android</code> directory that contains all you need to build the test executable on android (use the included <code>build_apk.sh</code> script, or use <code>ndk_build</code> / <code>adb</code> etc. as usual). Upon running, it will output to the log if tests succeeded or not.</p>
<p>There is usually no runtime to compile, as the code consists of a single header, <code>include/flatbuffers/flatbuffers.h</code>. You should add the <code>include</code> folder to your include paths. If you wish to be able to load schemas and/or parse text into binary buffers at runtime, you additionally need the other headers in <code>include/flatbuffers</code>. You must also compile/link <code>src/idl_parser.cpp</code> (and <code>src/idl_gen_text.cpp</code> if you also want to be able convert binary to text).</p>
<p>For applications on Google Play that integrate this library, usage is tracked. This tracking is done automatically using the embedded version string (flatbuffer_version_string), and helps us continue to optimize it. Aside from consuming a few extra bytes in your application binary, it shouldn't affect your application at all. We use this information to let us know if FlatBuffers is useful and if we should continue to invest in it. Since this is open source, you are free to remove the version string but we would appreciate if you would leave it in. </p>
......
# Building
The system comes with a `cmake` file that should allow you to build the
compiler `flatc` and the tests (optionally). For details on `cmake`, see
There are project files for Visual Studio and Xcode that should allow you
to build the compiler `flatc`, the samples and the tests out of the box.
Alternatively, the distribution comes with a `cmake` file that should allow
you to build project/make files for any platform. For details on `cmake`, see
<http://www.cmake.org>. In brief, depending on your platform, use one of
e.g.:
......@@ -19,7 +22,7 @@ Optionally, run the `flattests` executable.
to ensure everything is working correctly on your system. If this fails,
please contact us!
The cmake file will also build two sample executables, `sample_binary` and
Building should also produce two sample executables, `sample_binary` and
`sample_text`, see the corresponding `.cpp` file in the samples directory.
There is an `android` directory that contains all you need to build the test
......
......@@ -298,7 +298,7 @@ static void GenStruct(StructDef &struct_def, std::string *code_ptr) {
// Iterate through all definitions we haven't generate code for (enums, structs,
// and tables) and output them to a single file.
static std::string GenerateCPP(const Parser &parser) {
std::string GenerateCPP(const Parser &parser) {
using namespace cpp;
// Generate code for all the enum declarations.
......
......@@ -33,7 +33,7 @@ using namespace MyGame::Example;
{ printf(__VA_ARGS__); printf("\n"); }
#endif
bool testing_fails = 0;
int testing_fails = 0;
template<typename T, typename U>
void TestEq(T expval, U val, const char *exp, const char *file, int line) {
......
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