• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1Use in C    {#flatbuffers_guide_use_c}
2==========
3
4The C language binding exists in a separate project named [FlatCC](https://github.com/dvidelabs/flatcc).
5
6The `flatcc` C schema compiler can generate code offline as well as
7online via a C library. It can also generate buffer verifiers and fast
8JSON parsers, printers.
9
10Great care has been taken to ensure compatibily with the main `flatc`
11project.
12
13## General Documention
14
15- [Tutorial](@ref flatbuffers_guide_tutorial) - select C as language
16  when scrolling down
17- [FlatCC Guide](https://github.com/dvidelabs/flatcc#flatcc-flatbuffers-in-c-for-c)
18- [The C Builder Interface](https://github.com/dvidelabs/flatcc/blob/master/doc/builder.md#the-builder-interface)
19- [The Monster Sample in C](https://github.com/dvidelabs/flatcc/blob/master/samples/monster/monster.c)
20- [GitHub](https://github.com/dvidelabs/flatcc)
21
22
23## Supported Platforms
24
25- Ubuntu (clang / gcc, ninja / gnu make)
26- OS-X (clang / gcc, ninja / gnu make)
27- Windows MSVC 2010, 2013, 2015
28
29CI builds recent versions of gcc, clang and MSVC on OS-X, Ubuntu, and
30Windows, and occasionally older compiler versions. See main project [Status](https://github.com/dvidelabs/flatcc#status).
31
32Other platforms may well work, including Centos, but are not tested
33regularly.
34
35The monster sample project was specifically written for C99 in order to
36follow the C++ version and for that reason it will not work with MSVC
372010.
38
39## Modular Object Creation
40
41In the tutorial we used the call `Monster_create_as_root` to create the
42root buffer object since this is easier in simple use cases. Sometimes
43we need more modularity so we can reuse a function to create nested
44tables and root tables the same way. For this we need the
45`flatcc_builder_buffer_create_call`. It is best to keep `flatcc_builder`
46calls isolated at the top driver level, so we get:
47
48<div class="language-c">
49~~~{.c}
50  ns(Monster_ref_t) create_orc(flatcc_builder_t *B)
51  {
52    // ... same as in the tutorial.
53    return s(Monster_create(B, ...));
54  }
55
56  void create_monster_buffer()
57  {
58      uint8_t *buf;
59      size_t size;
60      flatcc_builder_t builder, *B;
61
62      // Initialize the builder object.
63      B = &builder;
64      flatcc_builder_init(B);
65      // Only use `buffer_create` without `create/start/end_as_root`.
66      flatcc_builder_buffer_create(create_orc(B));
67      // Allocate and copy buffer to user memory.
68      buf = flatcc_builder_finalize_buffer(B, &size);
69      // ... write the buffer to disk or network, or something.
70
71      free(buf);
72      flatcc_builder_clear(B);
73  }
74~~~
75</div>
76
77The same principle applies with `start/end` vs `start/end_as_root` in
78the top-down approach.
79
80
81## Top Down Example
82
83The tutorial uses a bottom up approach. In C it is also possible to use
84a top-down approach by starting and ending objects nested within each
85other. In the tutorial there is no deep nesting, so the difference is
86limited, but it shows the idea:
87
88<div class="language-c">
89<br>
90~~~{.c}
91  uint8_t treasure[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
92  size_t treasure_count = c_vec_len(treasure);
93  ns(Weapon_ref_t) axe;
94
95  // NOTE: if we use end_as_root, we MUST also start as root.
96  ns(Monster_start_as_root(B));
97  ns(Monster_pos_create(B, 1.0f, 2.0f, 3.0f));
98  ns(Monster_hp_add(B, 300));
99  ns(Monster_mana_add(B, 150));
100  // We use create_str instead of add because we have no existing string reference.
101  ns(Monster_name_create_str(B, "Orc"));
102  // Again we use create because we no existing vector object, only a C-array.
103  ns(Monster_inventory_create(B, treasure, treasure_count));
104  ns(Monster_color_add(B, ns(Color_Red)));
105  if (1) {
106      ns(Monster_weapons_start(B));
107      ns(Monster_weapons_push_create(B, flatbuffers_string_create_str(B, "Sword"), 3));
108      // We reuse the axe object later. Note that we dereference a pointer
109      // because push always returns a short-term pointer to the stored element.
110      // We could also have created the axe object first and simply pushed it.
111      axe = *ns(Monster_weapons_push_create(B, flatbuffers_string_create_str(B, "Axe"), 5));
112      ns(Monster_weapons_end(B));
113  } else {
114      // We can have more control with the table elements added to a vector:
115      //
116      ns(Monster_weapons_start(B));
117      ns(Monster_weapons_push_start(B));
118      ns(Weapon_name_create_str(B, "Sword"));
119      ns(Weapon_damage_add(B, 3));
120      ns(Monster_weapons_push_end(B));
121      ns(Monster_weapons_push_start(B));
122      ns(Monster_weapons_push_start(B));
123      ns(Weapon_name_create_str(B, "Axe"));
124      ns(Weapon_damage_add(B, 5));
125      axe = *ns(Monster_weapons_push_end(B));
126      ns(Monster_weapons_end(B));
127  }
128  // Unions can get their type by using a type-specific add/create/start method.
129  ns(Monster_equipped_Weapon_add(B, axe));
130
131  ns(Monster_end_as_root(B));
132~~~
133</div>
134
135
136## Basic Reflection
137
138The C-API does support reading binary schema (.bfbs)
139files via code generated from the `reflection.fbs` schema, and an
140[example usage](https://github.com/dvidelabs/flatcc/tree/master/samples/reflection)
141shows how to use this. The reflection schema files are pre-generated
142in the [runtime distribution](https://github.com/dvidelabs/flatcc/tree/master/include/flatcc/reflection).
143
144
145## Mutations and Reflection
146
147The C-API does not support mutating reflection like C++ does, nor does
148the reader interface support mutating scalars (and it is generally
149unsafe to do so even after verification).
150
151The generated reader interface supports sorting vectors in-place after
152casting them to a mutating type because it is not practical to do so
153while building a buffer. This is covered in the builder documentation.
154The reflection example makes use of this feature to look up objects by
155name.
156
157It is possible to build new buffers using complex objects from existing
158buffers as source. This can be very efficient due to direct copy
159semantics without endian conversion or temporary stack allocation.
160
161Scalars, structs and strings can be used as source, as well vectors of
162these.
163
164It is currently not possible to use an existing table or vector of table
165as source, but it would be possible to add support for this at some
166point.
167
168
169## Namespaces
170
171The `FLATBUFFERS_WRAP_NAMESPACE` approach used in the tutorial is convenient
172when each function has a very long namespace prefix. But it isn't always
173the best approach. If the namespace is absent, or simple and
174informative, we might as well use the prefix directly. The
175[reflection example](https://github.com/dvidelabs/flatcc/blob/master/samples/reflection/bfbs2json.c)
176mentioned above uses this approach.
177
178
179## Checking for Present Members
180
181Not all languages support testing if a field is present, but in C we can
182elaborate the reader section of the tutorial with tests for this. Recall
183that `mana` was set to the default value `150` and therefore shouldn't
184be present.
185
186<div class="language-c">
187~~~{.c}
188  int hp_present = ns(Monster_hp_is_present(monster)); // 1
189  int mana_present = ns(Monster_mana_is_present(monster)); // 0
190~~~
191</div>
192
193## Alternative ways to add a Union
194
195In the tutorial we used a single call to add a union.  Here we show
196different ways to accomplish the same thing. The last form is rarely
197used, but is the low-level way to do it. It can be used to group small
198values together in the table by adding type and data at different
199points in time.
200
201<div class="language-c">
202~~~{.c}
203   ns(Equipment_union_ref_t) equipped = ns(Equipment_as_Weapon(axe));
204   ns(Monster_equipped_add(B, equipped));
205   // or alternatively
206   ns(Monster_equipped_Weapon_add(B, axe);
207   // or alternatively
208   ns(Monster_equipped_add_type(B, ns(Equipment_Weapon));
209   ns(Monster_equipped_add_member(B, axe));
210~~~
211</div>
212
213## Why not integrate with the `flatc` tool?
214
215[It was considered how the C code generator could be integrated into the
216`flatc` tool](https://github.com/dvidelabs/flatcc/issues/1), but it
217would either require that the standalone C implementation of the schema
218compiler was dropped, or it would lead to excessive code duplication, or
219a complicated intermediate representation would have to be invented.
220Neither of these alternatives are very attractive, and it isn't a big
221deal to use the `flatcc` tool instead of `flatc` given that the
222FlatBuffers C runtime library needs to be made available regardless.
223
224
225