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WriteThrough.fbs
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WriteThrough.fbs
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/*
* Copyright 2021 James Courtney
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// WriteThrough is great when you only need to make small changes to a FlatBuffer and don't want to pay the cost
// of a complete read-modify-write sequence. With WriteThrough enabled, you can make select updates directly back to the buffer.
// WriteThrough is only applicable to structs, and is only available when using "Progressive" or "Lazy" as the serializer.
namespace Samples.WriteThrough;
attribute "fs_serializer";
attribute "fs_writeThrough";
attribute "fs_defaultCtor";
attribute "fs_valueStruct";
// A bloom filter is a probabilistic data structure
// used for answering the question "might this item be in the collection?"
// with a high degree of confidence. This sample uses FlatSharp to store a
// large Bloom Filter and make efficient in-place updates to it using the WriteThrough option.
table BloomFilter (fs_serializer:"Lazy", fs_defaultCtor:"None")
{
blocks : [ Block ] (required);
}
// We define a block as 128 bytes.
struct Block
{
// For reference structs, write through happens within the struct.
data : [ulong : 16] (fs_writeThrough);
}
// Defines a path, which is a set of points.
table Path (fs_serializer:"Progressive")
{
// For value structs, write through happens through the containing table field or vector.
points : [ Point ] (fs_writeThrough);
// The number of items in the "points" vector.
num_points : MutableInt (fs_writeThrough, required);
}
struct MutableInt (fs_valueStruct)
{
value : int;
}
struct Point (fs_valueStruct)
{
x : float;
y : float;
z : float;
}