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authorDerek Bailey <derek.bailey@thermofisher.com>2018-07-05 15:55:57 -0700
committerWouter van Oortmerssen <aardappel@gmail.com>2018-07-05 15:55:57 -0700
commitba5eb3b5cfb6eea74727e67cad599409f9d0af99 (patch)
tree45ef72d9acc8934b6dc62f070078dc4b1fe8485f /tests/MyGame/Example/Test.lua
parent8ea293b9881e707e1735dea503878b9ad6d9ef14 (diff)
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Lua (5.3) Language addition (#4804)
* starting Lua port of python implmention. Syncing commit * Bulk of Lua module port from Python done. Not tested, only static analysis. Need to work on binary strings. Started work on flatc lua code generation * Fixed all the basic errors to produced a binary output from the builder, don't know if it is generated correctly, but it contains data, so that must be good * fixed binary set command that was extending the array improperly * continued improvement * Moved lua submodules down a directory so their names don't clash with potential other modules. Added compat module to provide Lua versioning logic * Successful sample port from Python * working on testing Lua code with formal tests * continued to work on tests and fixes to code to make tests pass * Added reading buffer test * Changed binaryarray implmentation to use a temporary table for storing data, and then serialize it to a string when requested. This double the rate of building flatbuffers compared to the string approach. * Didn't need encode module as it just added another layer of indirection that isn't need * profiled reading buffers, optimizations to increase read performance of monster data to ~7 monster / millisecond * Writing profiler improvments. Get about ~2 monsters/millisecond building rate * removed Numpy generation from Lua (came from the Python port) * math.pow is deprecated in Lua 5.3, so changed to ^ notation. Also added .bat script for starting Lua tests * adding results of generate_code.bat * simple edits for code review in PR. * There was a buffer overflow in inserting the keywords into the unorder set for both the Lua and Python code gens. Changed insertion to use iterators. * fixed spacing issue * basic documenation/tutorial updates. Updated sample_binary.lua to reflect the tutorial better * removed windows-specific build step in Lua tests
Diffstat (limited to 'tests/MyGame/Example/Test.lua')
-rw-r--r--tests/MyGame/Example/Test.lua32
1 files changed, 32 insertions, 0 deletions
diff --git a/tests/MyGame/Example/Test.lua b/tests/MyGame/Example/Test.lua
new file mode 100644
index 00000000..154067bf
--- /dev/null
+++ b/tests/MyGame/Example/Test.lua
@@ -0,0 +1,32 @@
+-- automatically generated by the FlatBuffers compiler, do not modify
+
+-- namespace: Example
+
+local flatbuffers = require('flatbuffers')
+
+local Test = {} -- the module
+local Test_mt = {} -- the class metatable
+
+function Test.New()
+ local o = {}
+ setmetatable(o, {__index = Test_mt})
+ return o
+end
+function Test_mt:Init(buf, pos)
+ self.view = flatbuffers.view.New(buf, pos)
+end
+function Test_mt:A()
+ return self.view:Get(flatbuffers.N.Int16, self.view.pos + 0)
+end
+function Test_mt:B()
+ return self.view:Get(flatbuffers.N.Int8, self.view.pos + 2)
+end
+function Test.CreateTest(builder, a, b)
+ builder:Prep(2, 4)
+ builder:Pad(1)
+ builder:PrependInt8(b)
+ builder:PrependInt16(a)
+ return builder:Offset()
+end
+
+return Test -- return the module \ No newline at end of file