/third_party/flatbuffers/samples/ |
D | sample_binary.py | 30 import MyGame.Sample.Weapon 41 MyGame.Sample.Weapon.WeaponStart(builder) 42 MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one) 43 MyGame.Sample.Weapon.WeaponAddDamage(builder, 3) 44 sword = MyGame.Sample.Weapon.WeaponEnd(builder) 46 MyGame.Sample.Weapon.WeaponStart(builder) 47 MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two) 48 MyGame.Sample.Weapon.WeaponAddDamage(builder, 5) 49 axe = MyGame.Sample.Weapon.WeaponEnd(builder) 77 builder, MyGame.Sample.Equipment.Equipment().Weapon) [all …]
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D | sample_binary.swift | 20 typealias Weapon = MyGame_Sample_Weapon typealias 32 let weapon1Start = Weapon.startWeapon(&builder) in main() 33 Weapon.add(name: weapon1Name, &builder) in main() 34 Weapon.add(damage: expectedDMG[0], &builder) in main() 35 let sword = Weapon.endWeapon(&builder, start: weapon1Start) in main() 36 let weapon2Start = Weapon.startWeapon(&builder) in main() 37 Weapon.add(name: weapon2Name, &builder) in main() 38 Weapon.add(damage: expectedDMG[1], &builder) in main() 39 let axe = Weapon.endWeapon(&builder, start: weapon2Start) in main() 79 let equipped = monster.equipped(type: Weapon.self) in main()
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D | SampleBinary.java | 23 import MyGame.Sample.Weapon; 42 weaps[0] = Weapon.createWeapon(builder, weaponOneName, weaponOneDamage); in main() 43 weaps[1] = Weapon.createWeapon(builder, weaponTwoName, weaponTwoDamage); in main() 59 Monster.addEquippedType(builder, Equipment.Weapon); in main() 98 Weapon.Vector weaponsVector = monster.weaponsVector(); in main() 105 assert monster.equippedType() == Equipment.Weapon; in main() 106 Weapon equipped = (Weapon)monster.equipped(new Weapon()); in main()
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D | monster_generated.rs | 127 Equipment::Weapon, 136 pub const Weapon: Self = Self(1); constant 142 Self::Weapon, 148 Self::Weapon => Some("Weapon"), in variant_name() 212 Weapon(Box<WeaponT>), enumerator 223 Self::Weapon(_) => Equipment::Weapon, in equipment_type() 229 Self::Weapon(v) => Some(v.pack(fbb).as_union_value()), in pack() 234 if let Self::Weapon(_) = self { in take_weapon() 236 if let Self::Weapon(w) = v { in take_weapon() 247 if let Self::Weapon(v) = self { Some(v.as_ref()) } else { None } in as_weapon() [all …]
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D | SampleBinary.kt | 23 import MyGame.Sample.Weapon 43 weaps[0] = Weapon.createWeapon(builder, weaponOneName, weaponOneDamage) in main() 44 weaps[1] = Weapon.createWeapon(builder, weaponTwoName, weaponTwoDamage) in main() 60 Monster.addEquippedType(builder, Equipment.Weapon) in main() 100 assert(monster.equippedType == Equipment.Weapon) in main() 101 val equipped = monster.equipped(Weapon()) as Weapon? in main()
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D | sample_flexbuffers_serde.rs | 22 enum Weapon { enum 35 weapons: Vec<Weapon>, 51 Weapon::Fist, in main() 52 Weapon::Equipment { in main() 56 Weapon::Equipment { in main()
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D | monster_generated.h | 18 struct Weapon; 102 template<> struct EquipmentTraits<MyGame::Sample::Weapon> { 310 const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons() const { 311 …return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEA… 313 flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *mutable_weapons() { 314 … return GetPointer<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEAPONS); 323 const MyGame::Sample::Weapon *equipped_as_Weapon() const { 324 … == MyGame::Sample::Equipment_Weapon ? static_cast<const MyGame::Sample::Weapon *>(equipped()) : n… 360 template<> inline const MyGame::Sample::Weapon *Monster::equipped_as<MyGame::Sample::Weapon>() cons… 386 …ns(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons) { [all …]
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D | SampleBinary.cs | 37 var weaps = new Offset<Weapon>[2]; in Main() 38 weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); in Main() 39 weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); in Main() 55 Monster.AddEquippedType(builder, Equipment.Weapon); in Main() 112 Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType", in Main() 113 Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon)); in Main() 114 var equipped = monster.Equipped<Weapon>().Value; in Main()
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D | SampleBinary.php | 41 $sword = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_one, 3); 43 $axe = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_two, 5); 63 \MyGame\Sample\Monster::AddEquippedType($builder, \MyGame\Sample\Equipment::Weapon); 105 $success &= assert($monster->getEquippedType() == \MyGame\Sample\Equipment::Weapon); 106 $success &= assert($monster->getEquipped(new \MyGame\Sample\Weapon())->getName() == "Axe"); 107 $success &= assert($monster->getEquipped(new \MyGame\Sample\Weapon())->getDamage() == 5);
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D | sample_binary.rs | 28 Weapon, WeaponArgs}; 44 let sword = Weapon::create(&mut builder, &WeaponArgs{ in main() 48 let axe = Weapon::create(&mut builder, &WeaponArgs{ in main() 84 equipped_type: Equipment::Weapon, in main() 143 assert_eq!(monster.equipped_type(), Equipment::Weapon); in main()
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D | monster.fbs | 7 union Equipment { Weapon } // Optionally add more tables. 23 weapons:[Weapon]; 28 table Weapon {
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D | sample_binary.cpp | 39 std::vector<flatbuffers::Offset<Weapon>> weapons_vector; in main() 98 auto equipped = static_cast<const Weapon *>(monster->equipped()); in main()
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D | monster_generated.lobster | 19 class Weapon 122 class Weapon : flatbuffers_handle 128 def GetRootAsWeapon(buf:string): return Weapon { buf, buf.flatbuffers_indirect(0) }
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D | sample_binary.lua | 62 monster.AddEquippedType(builder, equipment.Weapon) 100 assert(mon:EquippedType() == equipment.Weapon)
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D | sample_binary.go | 122 weapon := new(sample.Weapon) // We need a `sample.Weapon` to pass into `monster.Weapons()` 146 unionWeapon := new(sample.Weapon)
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/third_party/flatbuffers/samples/lua/MyGame/Sample/ |
D | Weapon.lua | 7 local Weapon = {} -- the module 10 function Weapon.New() 15 function Weapon.GetRootAsWeapon(buf, offset) 17 local o = Weapon.New() 37 function Weapon.Start(builder) builder:StartObject(2) end 38 function Weapon.AddName(builder, name) builder:PrependUOffsetTRelativeSlot(0, name, 0) end 39 function Weapon.AddDamage(builder, damage) builder:PrependInt16Slot(1, damage, 0) end 40 function Weapon.End(builder) return builder:EndObject() end 42 return Weapon -- return the module
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D | Equipment.lua | 7 Weapon = 1,
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/third_party/flatbuffers/tests/FlatBuffers.Test.Swift/Tests/FlatBuffers.Test.SwiftTests/ |
D | FlatBuffersUnionTests.swift | 28 let weapon = Weapon.createWeapon(builder: &b, offset: axe, dmg: dmg) in testCreateMonstor() 33 equipment: .Weapon, in testCreateMonstor() 42 let p: Weapon? = monster.equiped() in testCreateMonstor() 52 let weaponOne = Weapon.createWeapon(builder: &builder, offset: sword, dmg: 3) in testEndTableFinish() 53 let weaponTwo = Weapon.createWeapon(builder: &builder, offset: axe, dmg: 5) in testEndTableFinish() 70 equipment: .Weapon, in testEndTableFinish() 216 enum Equipment: Byte { case none, Weapon } 256 …func weapon(at index: Int32) -> Weapon? { let o = __t.offset(4); return o == 0 ? nil : Weapon.assi… in weapon() 283 struct Weapon: FlatBufferObject { struct 297 static func assign(_ i: Int32, _ bb: ByteBuffer) -> Weapon { Weapon(Table(bb: bb, position: i)) } in assign() [all …]
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/third_party/flatbuffers/docs/source/ |
D | Tutorial.md | 174 union Equipment { Weapon } // Optionally add more tables. 190 weapons:[Weapon]; // Vector of tables. 195 table Weapon { 219 useful, as it only contains the one `table` (named `Weapon`). If we had created 239 The `Weapon` table is a sub-table used within our FlatBuffer. It is 251 the `Weapon` table as: 254 table Weapon { 439 import MyGame.Sample.Weapon 515 local weapon = require("MyGame.Sample.Weapon") 537 Weapon, WeaponArgs}; [all …]
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/third_party/flatbuffers/dart/example/ |
D | monster_my_game.sample_generated.dart | 67 static const EquipmentTypeId Weapon = const EquipmentTypeId._(1); 68 static const Map<int,EquipmentTypeId> values = {0: NONE,1: Weapon,}; 186 …List<Weapon> get weapons => const fb.ListReader<Weapon>(Weapon.reader).vTableGet(_bc, _bcOffset, 1… 190 case 1: return Weapon.reader.vTableGet(_bc, _bcOffset, 22, null); 353 class Weapon { 354 Weapon._(this._bc, this._bcOffset); 355 factory Weapon(List<int> bytes) { 360 static const fb.Reader<Weapon> reader = const _WeaponReader(); 370 return 'Weapon{name: $name, damage: $damage}'; 374 class _WeaponReader extends fb.TableReader<Weapon> { [all …]
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D | example.dart | 70 ..addEquippedType(myGame.EquipmentTypeId.Weapon) 98 equippedType: myGame.EquipmentTypeId.Weapon, 145 assert(monster.equippedType.value == myGame.EquipmentTypeId.Weapon.value); 146 assert(monster.equippedType == myGame.EquipmentTypeId.Weapon); 148 assert(monster.equipped is myGame.Weapon); 149 var equipped = monster.equipped as myGame.Weapon;
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/third_party/flatbuffers/tests/fuzzer/ |
D | monster_fuzzer.dict | 53 "Weapon"
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D | parser_fuzzer.dict | 86 "Weapon"
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/third_party/boost/libs/graph/example/ |
D | kevin-bacon2.dat | 1 …e 11 George Ives 14 Jacques Perrin 16 Vittorio Gassman 0 1 0 0 22 Loaded Weapon 1 (1993) 1 2 18 Wi…
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D | kevin-bacon.dat | 1 William Shatner;Loaded Weapon 1 (1993);Denise Richards
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