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tests/pkg_flattbuffers: add sample application
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tests/pkg_flatbuffers/.gitignore
vendored
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tests/pkg_flatbuffers/.gitignore
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monster_generated.h
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tests/pkg_flatbuffers/Makefile
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tests/pkg_flatbuffers/Makefile
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include ../Makefile.tests_common
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USEPKG += flatbuffers
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# Skip warning raised when building monster_generated.h
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CXXEXFLAGS += -Wno-type-limits
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BUILDDEPS += monster_generated.h
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include $(RIOTBASE)/Makefile.include
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monster_generated.h: $(FLATC)
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$(Q)$(FLATC) --cpp $(CURDIR)/monster.fbs
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tests/pkg_flatbuffers/Makefile.ci
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tests/pkg_flatbuffers/Makefile.ci
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BOARD_INSUFFICIENT_MEMORY := \
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stm32f030f4-demo \
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#
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tests/pkg_flatbuffers/README.md
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tests/pkg_flatbuffers/README.md
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FlatBuffer sample application
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=============================
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This application shows how to use the FlatBuffer library from Google for
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serializing/deserializing a runtime C++ object to/from a binary buffer.
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The application is
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[taken as is from the upstream repository](https://github.com/google/flatbuffers/blob/master/samples/sample_binary.cpp).
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More details are available on
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[the FlatBuffers website](http://google.github.io/flatbuffers/).
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Usage
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-----
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Simply flash and run the application on the board of your choice using:
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make BOARD=<board of your choice> -C tests/pkg_flatbuffers flash term
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Expected result
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---------------
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The application creates an object, serialize it in a FlatBuffer and after
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reloading the serialized object it displays:
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"The FlatBuffer was successfully created and verified!"
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105
tests/pkg_flatbuffers/main.cpp
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tests/pkg_flatbuffers/main.cpp
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/*
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* Copyright 2015 Google Inc. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdio.h>
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#include "monster_generated.h" // Already includes "flatbuffers/flatbuffers.h".
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using namespace MyGame::Sample;
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// Example how to use FlatBuffers to create and read binary buffers.
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int main(int /*argc*/, const char * /*argv*/[]) {
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// Build up a serialized buffer algorithmically:
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flatbuffers::FlatBufferBuilder builder;
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// First, lets serialize some weapons for the Monster: A 'sword' and an 'axe'.
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auto weapon_one_name = builder.CreateString("Sword");
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short weapon_one_damage = 3;
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auto weapon_two_name = builder.CreateString("Axe");
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short weapon_two_damage = 5;
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// Use the `CreateWeapon` shortcut to create Weapons with all fields set.
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auto sword = CreateWeapon(builder, weapon_one_name, weapon_one_damage);
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auto axe = CreateWeapon(builder, weapon_two_name, weapon_two_damage);
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// Create a FlatBuffer's `vector` from the `std::vector`.
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std::vector<flatbuffers::Offset<Weapon>> weapons_vector;
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weapons_vector.push_back(sword);
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weapons_vector.push_back(axe);
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auto weapons = builder.CreateVector(weapons_vector);
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// Second, serialize the rest of the objects needed by the Monster.
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auto position = Vec3(1.0f, 2.0f, 3.0f);
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auto name = builder.CreateString("MyMonster");
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unsigned char inv_data[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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auto inventory = builder.CreateVector(inv_data, 10);
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// Shortcut for creating monster with all fields set:
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auto orc = CreateMonster(builder, &position, 150, 80, name, inventory,
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Color_Red, weapons, Equipment_Weapon, axe.Union());
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builder.Finish(orc); // Serialize the root of the object.
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// We now have a FlatBuffer we can store on disk or send over a network.
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// ** file/network code goes here :) **
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// access builder.GetBufferPointer() for builder.GetSize() bytes
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// Instead, we're going to access it right away (as if we just received it).
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// Get access to the root:
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auto monster = GetMonster(builder.GetBufferPointer());
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// Get and test some scalar types from the FlatBuffer.
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assert(monster->hp() == 80);
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assert(monster->mana() == 150); // default
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assert(monster->name()->str() == "MyMonster");
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// Get and test a field of the FlatBuffer's `struct`.
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auto pos = monster->pos();
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assert(pos);
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assert(pos->z() == 3.0f);
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(void)pos;
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// Get a test an element from the `inventory` FlatBuffer's `vector`.
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auto inv = monster->inventory();
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assert(inv);
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assert(inv->Get(9) == 9);
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(void)inv;
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// Get and test the `weapons` FlatBuffers's `vector`.
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std::string expected_weapon_names[] = { "Sword", "Axe" };
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short expected_weapon_damages[] = { 3, 5 };
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auto weps = monster->weapons();
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for (unsigned int i = 0; i < weps->size(); i++) {
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assert(weps->Get(i)->name()->str() == expected_weapon_names[i]);
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assert(weps->Get(i)->damage() == expected_weapon_damages[i]);
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}
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(void)expected_weapon_names;
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(void)expected_weapon_damages;
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// Get and test the `Equipment` union (`equipped` field).
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assert(monster->equipped_type() == Equipment_Weapon);
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auto equipped = static_cast<const Weapon *>(monster->equipped());
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assert(equipped->name()->str() == "Axe");
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assert(equipped->damage() == 5);
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(void)equipped;
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printf("The FlatBuffer was successfully created and verified!\n");
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}
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tests/pkg_flatbuffers/monster.fbs
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tests/pkg_flatbuffers/monster.fbs
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// Example IDL file for our monster's schema.
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namespace MyGame.Sample;
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enum Color:byte { Red = 0, Green, Blue = 2 }
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union Equipment { Weapon } // Optionally add more tables.
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struct Vec3 {
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x:float;
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y:float;
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z:float;
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}
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table Monster {
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pos:Vec3;
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mana:short = 150;
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hp:short = 100;
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name:string;
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friendly:bool = false (deprecated);
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inventory:[ubyte];
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color:Color = Blue;
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weapons:[Weapon];
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equipped:Equipment;
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path:[Vec3];
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}
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table Weapon {
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name:string;
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damage:short;
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}
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root_type Monster;
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tests/pkg_flatbuffers/tests/01-run.py
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tests/pkg_flatbuffers/tests/01-run.py
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#!/usr/bin/env python3
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import sys
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from testrunner import run
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def testfunc(child):
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child.expect_exact('The FlatBuffer was successfully created and verified!')
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if __name__ == "__main__":
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sys.exit(run(testfunc))
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