Lines Matching +full:json +full:- +full:buffer
9 performance-critical applications.
16 - **Access to serialized data without parsing/unpacking** - What sets
18 binary buffer in such a way that it can still be accessed directly
22 - **Memory efficiency and speed** - The only memory needed to access
23 your data is that of the buffer. It requires 0 additional allocations
26 buffer to be in memory. Access is close to the speed of raw
34 - **Flexible** - Optional fields means not only do you get great
36 long-lived games: don't have to update all data with each new
40 - **Tiny code footprint** - Small amounts of generated code, and just
44 - **Strongly typed** - Errors happen at compile time rather than
45 manually having to write repetitive and error prone run-time checks.
48 - **Convenient to use** - Generated C++ code allows for terse access
50 schemas and JSON-like text representations at runtime efficiently if
51 needed (faster and more memory efficient than other JSON
54 Java, Kotlin and Go code supports object-reuse. C# has efficient struct based
57 - **Cross platform code with no dependencies** - C++ code will work
66 access data, often coupled with per-object memory allocation. The code
70 ### But all the cool kids use JSON!
72 JSON is very readable (which is why we use it as our optional text
75 typed languages, however, JSON not only has the obvious drawback of runtime
77 (counterintuitively) due to its dynamic-typing serialization system.
82 offers a schema-less (self-describing) version!
88 - [Cocos2d-x](http://www.cocos2d-x.org/), the #1 open source mobile game
90 … [game data](http://www.cocos2d-x.org/reference/native-cpp/V3.5/d7/d2d/namespaceflatbuffers.html).
91 - [Facebook](http://facebook.com/) uses it for client-server communication in
93 …ttps://code.facebook.com/posts/872547912839369/improving-facebook-s-performance-on-android-with-fl…
95 - [Fun Propulsion Labs](https://developers.google.com/games/#Tools)
101 sections provide a more in-depth usage guide.
103 - Write a schema file that allows you to define the data structures
110 - Use `flatc` (the FlatBuffer compiler) to generate a C++ header (or
115 - Use the `FlatBufferBuilder` class to construct a flat binary buffer.
117 buffer recursively, often as simply as making a single function call.
119 - Store or send your buffer somewhere!
121 - When reading it back, you can obtain the pointer to the root object
122 from the binary buffer, and from there traverse it conveniently
123 in-place with `object->field()`.
125 ## In-depth documentation
127 - How to [build the compiler](@ref flatbuffers_guide_building) and samples on
129 - How to [use the compiler](@ref flatbuffers_guide_using_schema_compiler).
130 - How to [write a schema](@ref flatbuffers_guide_writing_schema).
131 - How to [use the generated C++ code](@ref flatbuffers_guide_use_cpp) in your
133 - How to [use the generated Java code](@ref flatbuffers_guide_use_java)
135 - How to [use the generated C# code](@ref flatbuffers_guide_use_c-sharp)
137 - How to [use the generated Kotlin code](@ref flatbuffers_guide_use_kotlin)
139 - How to [use the generated Go code](@ref flatbuffers_guide_use_go) in your
141 - How to [use the generated Lua code](@ref flatbuffers_guide_use_lua) in your
143 - How to [use the generated JavaScript code](@ref flatbuffers_guide_use_javascript) in your
145 - How to [use the generated TypeScript code](@ref flatbuffers_guide_use_typescript) in your
147 - How to [use FlatBuffers in C with `flatcc`](@ref flatbuffers_guide_use_c) in your
149 - How to [use the generated Lobster code](@ref flatbuffers_guide_use_lobster) in your
151 - How to [use the generated Rust code](@ref flatbuffers_guide_use_rust) in your
153 - How to [use the generated Swift code](@ref flatbuffers_guide_use_swift) in your
155 - [Support matrix](@ref flatbuffers_support) for platforms/languages/features.
156 - Some [benchmarks](@ref flatbuffers_benchmarks) showing the advantage of
158 - A [white paper](@ref flatbuffers_white_paper) explaining the "why" of
160 - How to use the [schema-less](@ref flexbuffers) version of
162 - A description of the [internals](@ref flatbuffers_internals) of FlatBuffers.
163 - A formal [grammar](@ref flatbuffers_grammar) of the schema language.
167 - [GitHub repository](http://github.com/google/flatbuffers)
168 - [Landing page](http://google.github.io/flatbuffers)
169 - [FlatBuffers Google Group](https://groups.google.com/forum/#!forum/flatbuffers)
170 - [Discord](https://discord.gg/6qgKs3R) and [Gitter](https://gitter.im/lobster_programming_langua…
171 - [FlatBuffers Issues Tracker](http://github.com/google/flatbuffers/issues)
172 - Independent implementations & tools:
173 - [FlatCC](https://github.com/dvidelabs/flatcc) Alternative FlatBuffers
175 - Videos:
176 - Colt's [DevByte](https://www.youtube.com/watch?v=iQTxMkSJ1dQ).
177 - GDC 2015 [Lightning Talk](https://www.youtube.com/watch?v=olmL1fUnQAQ).
178 - FlatBuffers for [Go](https://www.youtube.com/watch?v=-BPVId_lA5w).
179 - Evolution of FlatBuffers
181 - Useful documentation created by others:
182 - [FlatBuffers in Go](https://rwinslow.com/tags/flatbuffers/)
183 - [FlatBuffers in Android](http://frogermcs.github.io/flatbuffers-in-android-introdution/)
184 …- [Parsing JSON to FlatBuffers in Java](http://frogermcs.github.io/json-parsing-with-flatbuffers-i…
185 - [FlatBuffers in Unity](http://exiin.com/blog/flatbuffers-for-unity-sample-code/)
186 - [FlexBuffers C#](https://github.com/mzaks/FlexBuffers-CSharp) and
187 [article](https://medium.com/@icex33/flexbuffers-for-unity3d-4d1ab5c53fbe?)