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author | Richard A Hofer <rofer@google.com> | 2021-01-28 15:35:37 -0500 |
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committer | GitHub <noreply@github.com> | 2021-01-28 12:35:37 -0800 |
commit | 13d9e35858fe8c96f7244bf0e4b66af2b24b59f3 (patch) | |
tree | 55075d6b8bd9f20d89ce3eaeb9a7a84814b33f60 /docs/source | |
parent | 6effe431bbdef0580b6552a3246f7ec6b3751a2c (diff) | |
download | flatbuffers-13d9e35858fe8c96f7244bf0e4b66af2b24b59f3.tar.gz flatbuffers-13d9e35858fe8c96f7244bf0e4b66af2b24b59f3.tar.bz2 flatbuffers-13d9e35858fe8c96f7244bf0e4b66af2b24b59f3.zip |
Better python generated code naming (#6336)
* Remove a lot of redundancy from the Python generated code.
Update tutorial to reflect new Python generated code.
* Add aliases for newly deprecated Python generated methods.
This should help with backwards compatibility.
* Fix incorrect names in deprecated comments.
Diffstat (limited to 'docs/source')
-rw-r--r-- | docs/source/Tutorial.md | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/docs/source/Tutorial.md b/docs/source/Tutorial.md index 0d531a3f..9c842cc4 100644 --- a/docs/source/Tutorial.md +++ b/docs/source/Tutorial.md @@ -741,16 +741,16 @@ our `orc` Monster, let's create some `Weapon`s: a `Sword` and an `Axe`. weapon_two = builder.CreateString('Axe') # Create the first `Weapon` ('Sword'). - MyGame.Sample.Weapon.WeaponStart(builder) - MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one) - MyGame.Sample.Weapon.WeaponAddDamage(builder, 3) - sword = MyGame.Sample.Weapon.WeaponEnd(builder) + MyGame.Sample.Weapon.Start(builder) + MyGame.Sample.Weapon.AddName(builder, weapon_one) + MyGame.Sample.Weapon.AddDamage(builder, 3) + sword = MyGame.Sample.Weapon.End(builder) # Create the second `Weapon` ('Axe'). - MyGame.Sample.Weapon.WeaponStart(builder) - MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two) - MyGame.Sample.Weapon.WeaponAddDamage(builder, 5) - axe = MyGame.Sample.Weapon.WeaponEnd(builder) + MyGame.Sample.Weapon.Start(builder) + MyGame.Sample.Weapon.AddName(builder, weapon_two) + MyGame.Sample.Weapon.AddDamage(builder, 5) + axe = MyGame.Sample.Weapon.End(builder) ~~~ </div> <div class="language-javascript"> @@ -1014,7 +1014,7 @@ traversal. This is generally easy to do on any tree structures. # Create a `vector` representing the inventory of the Orc. Each number # could correspond to an item that can be claimed after he is slain. # Note: Since we prepend the bytes, this loop iterates in reverse. - MyGame.Sample.Monster.MonsterStartInventoryVector(builder, 10) + MyGame.Sample.Monster.StartInventoryVector(builder, 10) for i in reversed(range(0, 10)): builder.PrependByte(i) inv = builder.EndVector() @@ -1204,7 +1204,7 @@ offsets. ~~~{.py} # Create a FlatBuffer vector and prepend the weapons. # Note: Since we prepend the data, prepend them in reverse order. - MyGame.Sample.Monster.MonsterStartWeaponsVector(builder, 2) + MyGame.Sample.Monster.StartWeaponsVector(builder, 2) builder.PrependUOffsetTRelative(axe) builder.PrependUOffsetTRelative(sword) weapons = builder.EndVector() @@ -1333,7 +1333,7 @@ for the `path` field above: </div> <div class="language-python"> ~~~{.py} - MyGame.Sample.Monster.MonsterStartPathVector(builder, 2) + MyGame.Sample.Monster.StartPathVector(builder, 2) MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0) MyGame.Sample.Vec3.CreateVec3(builder, 4.0, 5.0, 6.0) path = builder.EndVector() @@ -1524,21 +1524,21 @@ can serialize the monster itself: </div> <div class="language-python"> ~~~{.py} - # Create our monster by using `MonsterStart()` and `MonsterEnd()`. - MyGame.Sample.Monster.MonsterStart(builder) - MyGame.Sample.Monster.MonsterAddPos(builder, + # Create our monster by using `Monster.Start()` and `Monster.End()`. + MyGame.Sample.Monster.Start(builder) + MyGame.Sample.Monster.AddPos(builder, MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0)) - MyGame.Sample.Monster.MonsterAddHp(builder, 300) - MyGame.Sample.Monster.MonsterAddName(builder, name) - MyGame.Sample.Monster.MonsterAddInventory(builder, inv) - MyGame.Sample.Monster.MonsterAddColor(builder, + MyGame.Sample.Monster.AddHp(builder, 300) + MyGame.Sample.Monster.AddName(builder, name) + MyGame.Sample.Monster.AddInventory(builder, inv) + MyGame.Sample.Monster.AddColor(builder, MyGame.Sample.Color.Color().Red) - MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons) - MyGame.Sample.Monster.MonsterAddEquippedType( + MyGame.Sample.Monster.AddWeapons(builder, weapons) + MyGame.Sample.Monster.AddEquippedType( builder, MyGame.Sample.Equipment.Equipment().Weapon) - MyGame.Sample.Monster.MonsterAddEquipped(builder, axe) - MyGame.Sample.Monster.MonsterAddPath(builder, path) - orc = MyGame.Sample.Monster.MonsterEnd(builder) + MyGame.Sample.Monster.AddEquipped(builder, axe) + MyGame.Sample.Monster.AddPath(builder, path) + orc = MyGame.Sample.Monster.End(builder) ~~~ </div> <div class="language-javascript"> @@ -1848,9 +1848,9 @@ Here is a repetition of these lines, to help highlight them more clearly: </div> <div class="language-python"> ~~~{.py} - MyGame.Sample.Monster.MonsterAddEquippedType( # Union type + MyGame.Sample.Monster.AddEquippedType( # Union type builder, MyGame.Sample.Equipment.Equipment().Weapon) - MyGame.Sample.Monster.MonsterAddEquipped(builder, axe) # Union data + MyGame.Sample.Monster.AddEquipped(builder, axe) # Union data ~~~ </div> <div class="language-javascript"> @@ -2382,7 +2382,7 @@ won't work.** buf = /* the data you just read, in an object of type "bytearray" */ // Get an accessor to the root object inside the buffer. - monster = MyGame.Sample.Monster.Monster.GetRootAsMonster(buf, 0) + monster = MyGame.Sample.Monster.Monster.GetRootAs(buf, 0) # Note: We use `0` for the offset here, which is typical for most buffers # you would read. If you wanted to read from the `builder.Bytes` directly, |