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1FlatBuffer Internals    {#flatbuffers_internals}
2====================
3
4This section is entirely optional for the use of FlatBuffers. In normal
5usage, you should never need the information contained herein. If you're
6interested however, it should give you more of an appreciation of why
7FlatBuffers is both efficient and convenient.
8
9### Format components
10
11A FlatBuffer is a binary file and in-memory format consisting mostly of
12scalars of various sizes, all aligned to their own size. Each scalar is
13also always represented in little-endian format, as this corresponds to
14all commonly used CPUs today. FlatBuffers will also work on big-endian
15machines, but will be slightly slower because of additional
16byte-swap intrinsics.
17
18It is assumed that the following conditions are met, to ensure
19cross-platform interoperability:
20- The binary `IEEE-754` format is used for floating-point numbers.
21- The `two's complemented` representation is used for signed integers.
22- The endianness is the same for floating-point numbers as for integers.
23
24On purpose, the format leaves a lot of details about where exactly
25things live in memory undefined, e.g. fields in a table can have any
26order, and objects to some extent can be stored in many orders. This is
27because the format doesn't need this information to be efficient, and it
28leaves room for optimization and extension (for example, fields can be
29packed in a way that is most compact). Instead, the format is defined in
30terms of offsets and adjacency only. This may mean two different
31implementations may produce different binaries given the same input
32values, and this is perfectly valid.
33
34### Format identification
35
36The format also doesn't contain information for format identification
37and versioning, which is also by design. FlatBuffers is a statically typed
38system, meaning the user of a buffer needs to know what kind of buffer
39it is. FlatBuffers can of course be wrapped inside other containers
40where needed, or you can use its union feature to dynamically identify
41multiple possible sub-objects stored. Additionally, it can be used
42together with the schema parser if full reflective capabilities are
43desired.
44
45Versioning is something that is intrinsically part of the format (the
46optionality / extensibility of fields), so the format itself does not
47need a version number (it's a meta-format, in a sense). We're hoping
48that this format can accommodate all data needed. If format breaking
49changes are ever necessary, it would become a new kind of format rather
50than just a variation.
51
52### Offsets
53
54The most important and generic offset type (see `flatbuffers.h`) is
55`uoffset_t`, which is currently always a `uint32_t`, and is used to
56refer to all tables/unions/strings/vectors (these are never stored
57in-line). 32bit is
58intentional, since we want to keep the format binary compatible between
5932 and 64bit systems, and a 64bit offset would bloat the size for almost
60all uses. A version of this format with 64bit (or 16bit) offsets is easy to set
61when needed. Unsigned means they can only point in one direction, which
62typically is forward (towards a higher memory location). Any backwards
63offsets will be explicitly marked as such.
64
65The format starts with an `uoffset_t` to the root table in the buffer.
66
67We have two kinds of objects, structs and tables.
68
69### Structs
70
71These are the simplest, and as mentioned, intended for simple data that
72benefits from being extra efficient and doesn't need versioning /
73extensibility. They are always stored inline in their parent (a struct,
74table, or vector) for maximum compactness. Structs define a consistent
75memory layout where all components are aligned to their size, and
76structs aligned to their largest scalar member. This is done independent
77of the alignment rules of the underlying compiler to guarantee a cross
78platform compatible layout. This layout is then enforced in the generated
79code.
80
81### Tables
82
83Unlike structs, these are not stored in inline in their parent, but are
84referred to by offset.
85
86They start with an `soffset_t` to a vtable. This is a signed version of
87`uoffset_t`, since vtables may be stored anywhere relative to the object.
88This offset is substracted (not added) from the object start to arrive at
89the vtable start. This offset is followed by all the
90fields as aligned scalars (or offsets). Unlike structs, not all fields
91need to be present. There is no set order and layout. A table may contain
92field offsets that point to the same value if the user explicitly
93serializes the same offset twice.
94
95To be able to access fields regardless of these uncertainties, we go
96through a vtable of offsets. Vtables are shared between any objects that
97happen to have the same vtable values.
98
99The elements of a vtable are all of type `voffset_t`, which is
100a `uint16_t`. The first element is the size of the vtable in bytes,
101including the size element. The second one is the size of the object, in bytes
102(including the vtable offset). This size could be used for streaming, to know
103how many bytes to read to be able to access all *inline* fields of the object.
104The remaining elements are the N offsets, where N is the amount of fields
105declared in the schema when the code that constructed this buffer was
106compiled (thus, the size of the table is N + 2).
107
108All accessor functions in the generated code for tables contain the
109offset into this table as a constant. This offset is checked against the
110first field (the number of elements), to protect against newer code
111reading older data. If this offset is out of range, or the vtable entry
112is 0, that means the field is not present in this object, and the
113default value is return. Otherwise, the entry is used as offset to the
114field to be read.
115
116### Unions
117
118Unions are encoded as the combination of two fields: an enum representing the
119union choice and the offset to the actual element. FlatBuffers reserves the
120enumeration constant `NONE` (encoded as 0) to mean that the union field is not
121set.
122
123### Strings and Vectors
124
125Strings are simply a vector of bytes, and are always
126null-terminated. Vectors are stored as contiguous aligned scalar
127elements prefixed by a 32bit element count (not including any
128null termination). Neither is stored inline in their parent, but are referred to
129by offset. A vector may consist of more than one offset pointing to the same
130value if the user explicitly serializes the same offset twice.
131
132### Construction
133
134The current implementation constructs these buffers backwards (starting
135at the highest memory address of the buffer), since
136that significantly reduces the amount of bookkeeping and simplifies the
137construction API.
138
139### Code example
140
141Here's an example of the code that gets generated for the `samples/monster.fbs`.
142What follows is the entire file, broken up by comments:
143
144    // automatically generated, do not modify
145
146    #include "flatbuffers/flatbuffers.h"
147
148    namespace MyGame {
149    namespace Sample {
150
151Nested namespace support.
152
153    enum {
154      Color_Red = 0,
155      Color_Green = 1,
156      Color_Blue = 2,
157    };
158
159    inline const char **EnumNamesColor() {
160      static const char *names[] = { "Red", "Green", "Blue", nullptr };
161      return names;
162    }
163
164    inline const char *EnumNameColor(int e) { return EnumNamesColor()[e]; }
165
166Enums and convenient reverse lookup.
167
168    enum {
169      Any_NONE = 0,
170      Any_Monster = 1,
171    };
172
173    inline const char **EnumNamesAny() {
174      static const char *names[] = { "NONE", "Monster", nullptr };
175      return names;
176    }
177
178    inline const char *EnumNameAny(int e) { return EnumNamesAny()[e]; }
179
180Unions share a lot with enums.
181
182    struct Vec3;
183    struct Monster;
184
185Predeclare all data types since circular references between types are allowed
186(circular references between object are not, though).
187
188    FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vec3 {
189     private:
190      float x_;
191      float y_;
192      float z_;
193
194     public:
195      Vec3(float x, float y, float z)
196        : x_(flatbuffers::EndianScalar(x)), y_(flatbuffers::EndianScalar(y)), z_(flatbuffers::EndianScalar(z)) {}
197
198      float x() const { return flatbuffers::EndianScalar(x_); }
199      float y() const { return flatbuffers::EndianScalar(y_); }
200      float z() const { return flatbuffers::EndianScalar(z_); }
201    };
202    FLATBUFFERS_STRUCT_END(Vec3, 12);
203
204These ugly macros do a couple of things: they turn off any padding the compiler
205might normally do, since we add padding manually (though none in this example),
206and they enforce alignment chosen by FlatBuffers. This ensures the layout of
207this struct will look the same regardless of compiler and platform. Note that
208the fields are private: this is because these store little endian scalars
209regardless of platform (since this is part of the serialized data).
210`EndianScalar` then converts back and forth, which is a no-op on all current
211mobile and desktop platforms, and a single machine instruction on the few
212remaining big endian platforms.
213
214    struct Monster : private flatbuffers::Table {
215      const Vec3 *pos() const { return GetStruct<const Vec3 *>(4); }
216      int16_t mana() const { return GetField<int16_t>(6, 150); }
217      int16_t hp() const { return GetField<int16_t>(8, 100); }
218      const flatbuffers::String *name() const { return GetPointer<const flatbuffers::String *>(10); }
219      const flatbuffers::Vector<uint8_t> *inventory() const { return GetPointer<const flatbuffers::Vector<uint8_t> *>(14); }
220      int8_t color() const { return GetField<int8_t>(16, 2); }
221    };
222
223Tables are a bit more complicated. A table accessor struct is used to point at
224the serialized data for a table, which always starts with an offset to its
225vtable. It derives from `Table`, which contains the `GetField` helper functions.
226GetField takes a vtable offset, and a default value. It will look in the vtable
227at that offset. If the offset is out of bounds (data from an older version) or
228the vtable entry is 0, the field is not present and the default is returned.
229Otherwise, it uses the entry as an offset into the table to locate the field.
230
231    struct MonsterBuilder {
232      flatbuffers::FlatBufferBuilder &fbb_;
233      flatbuffers::uoffset_t start_;
234      void add_pos(const Vec3 *pos) { fbb_.AddStruct(4, pos); }
235      void add_mana(int16_t mana) { fbb_.AddElement<int16_t>(6, mana, 150); }
236      void add_hp(int16_t hp) { fbb_.AddElement<int16_t>(8, hp, 100); }
237      void add_name(flatbuffers::Offset<flatbuffers::String> name) { fbb_.AddOffset(10, name); }
238      void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) { fbb_.AddOffset(14, inventory); }
239      void add_color(int8_t color) { fbb_.AddElement<int8_t>(16, color, 2); }
240      MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); }
241      flatbuffers::Offset<Monster> Finish() { return flatbuffers::Offset<Monster>(fbb_.EndTable(start_, 7)); }
242    };
243
244`MonsterBuilder` is the base helper struct to construct a table using a
245`FlatBufferBuilder`. You can add the fields in any order, and the `Finish`
246call will ensure the correct vtable gets generated.
247
248    inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb,
249                                                      const Vec3 *pos, int16_t mana,
250                                                      int16_t hp,
251                                                      flatbuffers::Offset<flatbuffers::String> name,
252                                                      flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory,
253                                                      int8_t color) {
254      MonsterBuilder builder_(_fbb);
255      builder_.add_inventory(inventory);
256      builder_.add_name(name);
257      builder_.add_pos(pos);
258      builder_.add_hp(hp);
259      builder_.add_mana(mana);
260      builder_.add_color(color);
261      return builder_.Finish();
262    }
263
264`CreateMonster` is a convenience function that calls all functions in
265`MonsterBuilder` above for you. Note that if you pass values which are
266defaults as arguments, it will not actually construct that field, so
267you can probably use this function instead of the builder class in
268almost all cases.
269
270    inline const Monster *GetMonster(const void *buf) { return flatbuffers::GetRoot<Monster>(buf); }
271
272This function is only generated for the root table type, to be able to
273start traversing a FlatBuffer from a raw buffer pointer.
274
275    }; // namespace MyGame
276    }; // namespace Sample
277
278### Encoding example.
279
280Below is a sample encoding for the following JSON corresponding to the above
281schema:
282
283    { pos: { x: 1, y: 2, z: 3 }, name: "fred", hp: 50 }
284
285Resulting in this binary buffer:
286
287    // Start of the buffer:
288    uint32_t 20  // Offset to the root table.
289
290    // Start of the vtable. Not shared in this example, but could be:
291    uint16_t 16 // Size of table, starting from here.
292    uint16_t 22 // Size of object inline data.
293    uint16_t 4, 0, 20, 16, 0, 0  // Offsets to fields from start of (root) table, 0 for not present.
294
295    // Start of the root table:
296    int32_t 16     // Offset to vtable used (default negative direction)
297    float 1, 2, 3  // the Vec3 struct, inline.
298    uint32_t 8     // Offset to the name string.
299    int16_t 50     // hp field.
300    int16_t 0      // Padding for alignment.
301
302    // Start of name string:
303    uint32_t 4  // Length of string.
304    int8_t 'f', 'r', 'e', 'd', 0, 0, 0, 0  // Text + 0 termination + padding.
305
306Note that this not the only possible encoding, since the writer has some
307flexibility in which of the children of root object to write first (though in
308this case there's only one string), and what order to write the fields in.
309Different orders may also cause different alignments to happen.
310
311### Additional reading.
312
313The author of the C language implementation has made a similar
314[document](https://github.com/dvidelabs/flatcc/blob/master/doc/binary-format.md#flatbuffers-binary-format)
315that may further help clarify the format.
316
317# FlexBuffers
318
319The [schema-less](@ref flexbuffers) version of FlatBuffers have their
320own encoding, detailed here.
321
322It shares many properties mentioned above, in that all data is accessed
323over offsets, all scalars are aligned to their own size, and
324all data is always stored in little endian format.
325
326One difference is that FlexBuffers are built front to back, so children are
327stored before parents, and the root of the data starts at the last byte.
328
329Another difference is that scalar data is stored with a variable number of bits
330(8/16/32/64). The current width is always determined by the *parent*, i.e. if
331the scalar sits in a vector, the vector determines the bit width for all
332elements at once. Selecting the minimum bit width for a particular vector is
333something the encoder does automatically and thus is typically of no concern
334to the user, though being aware of this feature (and not sticking a double in
335the same vector as a bunch of byte sized elements) is helpful for efficiency.
336
337Unlike FlatBuffers there is only one kind of offset, and that is an unsigned
338integer indicating the number of bytes in a negative direction from the address
339of itself (where the offset is stored).
340
341### Vectors
342
343The representation of the vector is at the core of how FlexBuffers works (since
344maps are really just a combination of 2 vectors), so it is worth starting there.
345
346As mentioned, a vector is governed by a single bit width (supplied by its
347parent). This includes the size field. For example, a vector that stores the
348integer values `1, 2, 3` is encoded as follows:
349
350    uint8_t 3, 1, 2, 3, 4, 4, 4
351
352The first `3` is the size field, and is placed before the vector (an offset
353from the parent to this vector points to the first element, not the size
354field, so the size field is effectively at index -1).
355Since this is an untyped vector `SL_VECTOR`, it is followed by 3 type
356bytes (one per element of the vector), which are always following the vector,
357and are always a uint8_t even if the vector is made up of bigger scalars.
358
359A vector may include more than one offset pointing to the same value if the
360user explicitly serializes the same offset twice.
361
362### Types
363
364A type byte is made up of 2 components (see flexbuffers.h for exact values):
365
366* 2 lower bits representing the bit-width of the child (8, 16, 32, 64).
367  This is only used if the child is accessed over an offset, such as a child
368  vector. It is ignored for inline types.
369* 6 bits representing the actual type (see flexbuffers.h).
370
371Thus, in this example `4` means 8 bit child (value 0, unused, since the value is
372in-line), type `SL_INT` (value 1).
373
374### Typed Vectors
375
376These are like the Vectors above, but omit the type bytes. The type is instead
377determined by the vector type supplied by the parent. Typed vectors are only
378available for a subset of types for which these savings can be significant,
379namely inline signed/unsigned integers (`TYPE_VECTOR_INT` / `TYPE_VECTOR_UINT`),
380floats (`TYPE_VECTOR_FLOAT`), and keys (`TYPE_VECTOR_KEY`, see below).
381
382Additionally, for scalars, there are fixed length vectors of sizes 2 / 3 / 4
383that don't store the size (`TYPE_VECTOR_INT2` etc.), for an additional savings
384in space when storing common vector or color data.
385
386### Scalars
387
388FlexBuffers supports integers (`TYPE_INT` and `TYPE_UINT`) and floats
389(`TYPE_FLOAT`), available in the bit-widths mentioned above. They can be stored
390both inline and over an offset (`TYPE_INDIRECT_*`).
391
392The offset version is useful to encode costly 64bit (or even 32bit) quantities
393into vectors / maps of smaller sizes, and to share / repeat a value multiple
394times.
395
396### Booleans and Nulls
397
398Booleans (`TYPE_BOOL`) and nulls (`TYPE_NULL`) are encoded as inlined unsigned integers.
399
400### Blobs, Strings and Keys.
401
402A blob (`TYPE_BLOB`) is encoded similar to a vector, with one difference: the
403elements are always `uint8_t`. The parent bit width only determines the width of
404the size field, allowing blobs to be large without the elements being large.
405
406Strings (`TYPE_STRING`) are similar to blobs, except they have an additional 0
407termination byte for convenience, and they MUST be UTF-8 encoded (since an
408accessor in a language that does not support pointers to UTF-8 data may have to
409convert them to a native string type).
410
411A "Key" (`TYPE_KEY`) is similar to a string, but doesn't store the size
412field. They're so named because they are used with maps, which don't care
413for the size, and can thus be even more compact. Unlike strings, keys cannot
414contain bytes of value 0 as part of their data (size can only be determined by
415`strlen`), so while you can use them outside the context of maps if you so
416desire, you're usually better off with strings.
417
418### Maps
419
420A map (`TYPE_MAP`) is like an (untyped) vector, but with 2 prefixes before the
421size field:
422
423| index | field                                                        |
424| ----: | :----------------------------------------------------------- |
425| -3    | An offset to the keys vector (may be shared between tables). |
426| -2    | Byte width of the keys vector.                               |
427| -1    | Size (from here on it is compatible with `TYPE_VECTOR`)      |
428| 0     | Elements.                                                    |
429| Size  | Types.                                                       |
430
431Since a map is otherwise the same as a vector, it can be iterated like
432a vector (which is probably faster than lookup by key).
433
434The keys vector is a typed vector of keys. Both the keys and corresponding
435values *have* to be stored in sorted order (as determined by `strcmp`), such
436that lookups can be made using binary search.
437
438The reason the key vector is a seperate structure from the value vector is
439such that it can be shared between multiple value vectors, and also to
440allow it to be treated as its own individual vector in code.
441
442An example map { foo: 13, bar: 14 } would be encoded as:
443
444    0 : uint8_t 'b', 'a', 'r', 0
445    4 : uint8_t 'f', 'o', 'o', 0
446    8 : uint8_t 2      // key vector of size 2
447    // key vector offset points here
448    9 : uint8_t 9, 6   // offsets to bar_key and foo_key
449    11: uint8_t 2, 1   // offset to key vector, and its byte width
450    13: uint8_t 2      // value vector of size
451    // value vector offset points here
452    14: uint8_t 14, 13 // values
453    16: uint8_t 4, 4   // types
454
455### The root
456
457As mentioned, the root starts at the end of the buffer.
458The last uint8_t is the width in bytes of the root (normally the parent
459determines the width, but the root has no parent). The uint8_t before this is
460the type of the root, and the bytes before that are the root value (of the
461number of bytes specified by the last byte).
462
463So for example, the integer value `13` as root would be:
464
465    uint8_t 13, 4, 1    // Value, type, root byte width.
466
467
468<br>
469