/third_party/flatbuffers/tests/rust_usage_test/bin/ |
D | flexbuffers_alloc_check.rs | 46 let mut weapons = monster.start_vector("weapons"); in make_monster() localVariable 48 let mut hammer = weapons.start_map(); in make_monster() 54 let mut axe = weapons.start_map(); in make_monster() 89 let weapons = r.idx("weapons").as_vector(); in validate_monster() localVariable 90 assert_eq!(weapons.len(), 2); in validate_monster() 92 let hammer = weapons.idx(0).as_map(); in validate_monster() 97 let axe = weapons.idx(1).as_map(); in validate_monster()
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/third_party/flatbuffers/samples/ |
D | sample_flexbuffers.rs | 50 let mut weapons = monster.start_vector("weapons"); in main() localVariable 54 weapons.push("fist"); in main() 57 let mut axe = weapons.start_map(); in main() 65 let mut hammer = weapons.start_map(); in main() 73 weapons.end_vector(); in main()
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D | sample_binary.rs | 61 let weapons = builder.create_vector(&[sword, axe]); in main() localVariable 83 weapons: Some(weapons), in main() 133 assert!(monster.weapons().is_some()); in main() 134 let weps = monster.weapons().unwrap(); in main()
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D | sample_binary.lobster | 23 // Create some weapons for our monster. 35 let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets) 51 .add_weapons(weapons) 86 // Get and test the `weapons` FlatBuffer vector of tables. 88 assert monster.weapons(i).name == weapon_names[i] 89 assert monster.weapons(i).damage == weapon_damages[i]
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D | SampleBinary.kt | 50 val weapons = Monster.createWeaponsVector(builder, weaps) in main() constant 59 Monster.addWeapons(builder, weapons) in main() 95 assert(monster.weapons(i)!!.name.equals(expectedWeaponNames[i])) in main() 96 assert(monster.weapons(i)!!.damage.toInt() == expectedWeaponDamages[i]) in main()
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D | SampleBinary.java | 49 int weapons = Monster.createWeaponsVector(builder, weaps); in main() local 58 Monster.addWeapons(builder, weapons); in main() 94 assert monster.weapons(i).name().equals(expectedWeaponNames[i]); in main() 95 assert monster.weapons(i).damage() == expectedWeaponDamages[i]; in main()
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D | monster_generated.h | 233 std::vector<flatbuffers::unique_ptr<MyGame::Sample::WeaponT>> weapons{}; 246 (lhs.weapons == rhs.weapons) && 310 const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons() const { 346 verifier.VerifyVector(weapons()) && 347 verifier.VerifyVectorOfTables(weapons()) && 386 …ns(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons) { 387 fbb_.AddOffset(Monster::VT_WEAPONS, weapons); 417 … flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons = 0, 424 builder_.add_weapons(weapons); 443 const std::vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons = nullptr, [all …]
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D | monster_generated.swift | 91 case weapons = 18 113 …public var weaponsCount: Int32 { let o = _accessor.offset(VTOFFSET.weapons.v); return o == 0 ? 0 :… 114 …public func weapons(at index: Int32) -> MyGame_Sample_Weapon? { let o = _accessor.offset(VTOFFSET.… in weapons() function 127 …lic static func addVectorOf(weapons: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: wea… in addVectorOf() 143 weaponsVectorOffset weapons: Offset = Offset(), 155 MyGame_Sample_Monster.addVectorOf(weapons: weapons, &fbb)
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D | sample_binary.cpp | 42 auto weapons = builder.CreateVector(weapons_vector); in main() local 54 Color_Red, weapons, Equipment_Weapon, axe.Union()); in main() 88 auto weps = monster->weapons(); in main()
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D | monster_generated.rs | 455 if let Some(x) = args.weapons { builder.add_weapons(x); } in create() 479 let weapons = self.weapons().map(|x| { in unpack() localVariable 501 weapons, in unpack() 542 …pub fn weapons(&self) -> Option<flatbuffers::Vector<'a, flatbuffers::ForwardsUOffset<Weapon<'a>>>>… in weapons() method 601 …pub weapons: Option<flatbuffers::WIPOffset<flatbuffers::Vector<'a, flatbuffers::ForwardsUOffset<We… field 616 weapons: None, in default() 653 …pub fn add_weapons(&mut self, weapons: flatbuffers::WIPOffset<flatbuffers::Vector<'b , flatbuffers… in add_weapons() 654 self.fbb_.push_slot_always::<flatbuffers::WIPOffset<_>>(Monster::VT_WEAPONS, weapons); in add_weapons() 692 ds.field("weapons", &self.weapons()); in fmt() 720 pub weapons: Option<Vec<WeaponT>>, field [all …]
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D | sample_flexbuffers_serde.rs | 35 weapons: Vec<Weapon>, field 50 weapons: vec![ in main()
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D | monster_generated.lobster | 52 def weapons(i:int): 90 def add_weapons(weapons:flatbuffers_offset): 91 b_.PrependUOffsetTRelativeSlot(7, weapons)
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D | sample_binary.lua | 52 local weapons = builder:EndVector(2) 61 monster.AddWeapons(builder, weapons)
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D | SampleBinary.php | 52 $weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps); 62 \MyGame\Sample\Monster::AddWeapons($builder, $weapons);
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D | sample_binary.py | 64 weapons = builder.EndVector() 75 MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons)
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D | SampleBinary.cs | 45 var weapons = Monster.CreateWeaponsVector(builder, weaps); in Main() 54 Monster.AddWeapons(builder, weapons); in Main()
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D | sample_binary.go | 60 weapons := builder.EndVector(2) 70 sample.MonsterAddWeapons(builder, weapons)
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D | monster.fbs | 23 weapons:[Weapon];
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/third_party/flatbuffers/tests/rust_usage_test/benches/ |
D | flexbuffers_benchmarks.rs | 191 let mut weapons = monster.start_vector("weapons"); in make_monster() localVariable 193 let mut hammer = weapons.start_map(); in make_monster() 199 let mut axe = weapons.start_map(); in make_monster() 244 let weapons = r.idx("weapons").as_vector(); in validate_monster() localVariable 245 assert_eq!(weapons.len(), 2); in validate_monster() 247 let hammer = weapons.idx(0).as_map(); in validate_monster() 252 let axe = weapons.idx(1).as_map(); in validate_monster()
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/third_party/flatbuffers/dart/example/ |
D | example.dart | 54 final weapons = builder.writeList([sword, axe]); 69 ..addWeaponsOffset(weapons) 86 // Create the builder here so we can use it for both weapons and equipped 97 weapons: [new myGame.WeaponObjectBuilder(name: 'Sword', damage: 3), axe], 135 // Get and test the `weapons` FlatBuffers's `vector`. 138 var weps = monster.weapons;
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D | monster_my_game.sample_generated.dart | 186 …List<Weapon> get weapons => const fb.ListReader<Weapon>(Weapon.reader).vTableGet(_bc, _bcOffset, 1… 198 … $mana, hp: $hp, name: $name, inventory: $inventory, color: $color, weapons: $weapons, equippedTyp… 286 List<WeaponObjectBuilder> weapons, 297 _weapons = weapons,
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/third_party/flatbuffers/tests/FlatBuffers.Test.Swift/Tests/FlatBuffers.Test.SwiftTests/ |
D | FlatBuffersUnionTests.swift | 29 let weapons = b.createVector(ofOffsets: [weapon]) in testCreateMonstor() variable 32 offset: weapons, in testCreateMonstor() 57 let weapons = builder.createVector(ofOffsets: [weaponOne, weaponTwo]) in testEndTableFinish() variable 69 weapons: weapons, in testEndTableFinish() 230 weapons: Offset, 241 builder.add(offset: weapons, at: 18)
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/third_party/flatbuffers/docs/source/ |
D | Tutorial.md | 190 weapons:[Weapon]; // Vector of tables. 242 `weapons` field within our `Monster`. It is also the only table referenced by 690 // Use the `createWeapon()` helper function to create the weapons, since we set every field. 703 // Use the `createWeapon()` helper function to create the weapons, since we set every field. 716 // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. 805 $weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps); 899 // Serialize some weapons for the Monster: A 'sword' and an 'axe'. 936 a large pool of hit points with `300`. We can give him a vector of weapons 1155 // Place the weapons into a `std::vector`, then convert that into a FlatBuffer `vector`. 1159 auto weapons = builder.CreateVector(weapons_vector); [all …]
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/third_party/flatbuffers/samples/lua/MyGame/Sample/ |
D | Monster.lua | 116 function Monster.AddWeapons(builder, weapons) builder:PrependUOffsetTRelativeSlot(7, weapons, 0) end
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/third_party/flatbuffers/tests/fuzzer/ |
D | monster_fuzzer.dict | 38 "weapons"
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