xref: /aosp_15_r20/external/flatbuffers/samples/sample_flexbuffers.rs (revision 890232f25432b36107d06881e0a25aaa6b473652)
1 // Copyright 2019 Google LLC
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //     https://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 extern crate flexbuffers;
16 
17 use flexbuffers::{BitWidth, Builder, Reader, ReaderError};
18 
19 // In this Example we're creating a monster that corresponds to the following JSON:
20 // {
21 //     "coins": [5, 10, 25, 25, 25, 100],
22 //     "color": [255, 0, 0, 255],
23 //     "enraged": true,
24 //     "hp": 80,
25 //     "mana": 200,
26 //     "position": [0, 0, 0],
27 //     "velocity": [1, 0, 0],
28 //     "weapons": [
29 //         "fist",
30 //         {"damage": 15, "name": "great axe"},
31 //         {"damage": 5, "name": "hammer"}]
32 // }
33 #[allow(clippy::float_cmp)]
main()34 fn main() {
35     // Create a new Flexbuffer builder.
36     let mut builder = Builder::default();
37 
38     // The root of the builder can be a singleton, map or vector.
39     // Our monster will be represented with a map.
40     let mut monster = builder.start_map();
41 
42     // Use `push` to add elements to a vector or map. Note that it up to the programmer to ensure
43     // duplicate keys are avoided and the key has no null bytes.
44     monster.push("hp", 80);
45     monster.push("mana", 200);
46     monster.push("enraged", true);
47 
48     // Let's give our monster some weapons. Use `start_vector` to store a vector.
49     let mut weapons = monster.start_vector("weapons");
50 
51     // The first weapon is a fist which has no damage so we'll store it as a string.
52     // Strings in Flexbuffers are utf8 encoded and are distinct from map Keys which are c strings.
53     weapons.push("fist");
54 
55     // The monster also has an axe. We'll store it as a map to make it more interesting.
56     let mut axe = weapons.start_map();
57     axe.push("name", "great axe");
58     axe.push("damage", 15);
59     // We're done adding to the axe.
60     axe.end_map();
61 
62     // The monster also has a hammer.
63     {
64         let mut hammer = weapons.start_map();
65         hammer.push("name", "hammer");
66         hammer.push("damage", 5);
67         // Instead of calling `hammer.end_map()`, we can just drop the `hammer` for the same effect.
68         // Vectors and maps are completed and serialized when their builders are dropped.
69     }
70 
71     // We're done adding weapons.
72     weapons.end_vector();
73 
74     // Give the monster some money. Flexbuffers has typed vectors which are smaller than
75     // heterogenous vectors. Elements of typed vectors can be pushed one at a time, as above, or
76     // they can be passed as a slice. This will be stored as a `FlexBufferType::VectorInt`.
77     monster.push("coins", &[5, 10, 25, 25, 25, 100]);
78 
79     // Flexbuffer has special types for fixed-length-typed-vectors (if the length is 3 or 4 and the
80     // type is int, uint, or float). They're even more compact than typed vectors.
81     // The monster's position and Velocity will be stored as `FlexbufferType::VectorFloat3`.
82     monster.push("position", &[0.0; 3]);
83     monster.push("velocity", &[1.0, 0.0, 0.0]);
84 
85     // Give the monster bright red skin. In rust, numbers are assumed integers until proven
86     // otherwise. We annotate u8 to tell flexbuffers to store it as a FlexbufferType::VectorUInt4.
87     monster.push("color", &[255, 0, 0, 255u8]);
88 
89     // End the map at the root of the builder. This finishes the Flexbuffer.
90     monster.end_map();
91 
92     // Now the buffer is free to be reused. Let's see the final buffer.
93     let data = builder.view();
94     println!("The monster was serialized in {:?} bytes.", data.len());
95 
96     // Let's read and verify the data.
97     let root = Reader::get_root(data).unwrap();
98     println!("The monster: {}", root);
99 
100     let read_monster = root.as_map();
101 
102     // What attributes does this monster have?
103     let attrs: Vec<_> = read_monster.iter_keys().collect();
104     assert_eq!(
105         attrs,
106         vec!["coins", "color", "enraged", "hp", "mana", "position", "velocity", "weapons"]
107     );
108 
109     // index into a vector or map with the `idx` method.
110     let read_hp = read_monster.idx("hp");
111     let read_mana = read_monster.idx("mana");
112     // If `idx` fails it will return a Null flexbuffer Reader
113 
114     // Use `as_T` to cast the data to your desired type.
115     assert_eq!(read_hp.as_u8(), 80);
116     assert_eq!(read_hp.as_f32(), 80.0);
117     // If it fails it will return T::default().
118     assert_eq!(read_hp.as_str(), ""); // Its not a string.
119     assert_eq!(read_mana.as_i8(), 0); // 200 is not representable in i8.
120     assert!(read_mana.as_vector().is_empty()); // Its not a vector.
121     assert_eq!(read_monster.idx("foo").as_i32(), 0); // `foo` is not a monster attribute.
122 
123     // To examine how your data is stored, check the flexbuffer type and bitwidth.
124     assert!(read_hp.flexbuffer_type().is_int());
125     assert!(read_mana.flexbuffer_type().is_int());
126     // Note that mana=200 is bigger than the maximum i8 so everything in the top layer of the
127     // monster map is stored in 16 bits.
128     assert_eq!(read_hp.bitwidth(), BitWidth::W16);
129     assert_eq!(read_monster.idx("mana").bitwidth(), BitWidth::W16);
130 
131     // Use get_T functions if you want to ensure the flexbuffer type matches what you expect.
132     assert_eq!(read_hp.get_i64(), Ok(80));
133     assert!(read_hp.get_u64().is_err());
134     assert!(read_hp.get_vector().is_err());
135 
136     // Analogously, the `index` method is the safe version of `idx`.
137     assert!(read_monster.index("hp").is_ok());
138     assert_eq!(
139         read_monster.index("foo").unwrap_err(),
140         ReaderError::KeyNotFound
141     );
142 
143     // Maps can also be indexed by usize. They're stored by key so `coins` are the first element.
144     let monster_coins = read_monster.idx(0);
145     // Maps and Vectors can be iterated over.
146     assert!(monster_coins
147         .as_vector()
148         .iter()
149         .map(|r| r.as_u8())
150         .eq(vec![5, 10, 25, 25, 25, 100].into_iter()));
151 
152     // Build the answer to life the universe and everything. Reusing a builder resets it. The
153     // reused internals won't need to reallocate leading to a potential 2x speedup.
154     builder.build_singleton(42);
155 
156     // The monster is now no more.
157     assert_eq!(builder.view().len(), 3); // Bytes.
158 
159     let the_answer = Reader::get_root(builder.view()).unwrap();
160     assert_eq!(the_answer.as_i32(), 42);
161 }
162 
163 #[test]
test_main()164 fn test_main() {
165     main()
166 }
167