## FlatBuffers JavaScript library code location
-The code for the FlatBuffers JavaScript library can be found at
-`flatbuffers/js`. You can browse the library code on the [FlatBuffers
-GitHub page](https://github.com/google/flatbuffers/tree/master/js).
+The generated code for the FlatBuffers JavaScript library can be found at
+https://www.npmjs.com/package/flatbuffers. To use it from sources:
-## Testing the FlatBuffers JavaScript library
-
-The code to test the JavaScript library can be found at `flatbuffers/tests`.
-The test code itself is located in [JavaScriptTest.js](https://github.com/
-google/flatbuffers/blob/master/tests/JavaScriptTest.js).
-
-To run the tests, use the [JavaScriptTest.sh](https://github.com/google/
-flatbuffers/blob/master/tests/JavaScriptTest.sh) shell script.
-
-*Note: The JavaScript test file requires [Node.js](https://nodejs.org/en/).*
+1. Run `npm run compile` from the main folder to generate JS files from TS.
+1. In your project, install it as a normal dependency, using the flatbuffers
+folder as the source.
## Using the FlatBuffers JavaScript libary
*Note: See [Tutorial](@ref flatbuffers_guide_tutorial) for a more in-depth
-example of how to use FlatBuffers in JavaScript.*
-
-FlatBuffers supports both reading and writing FlatBuffers in JavaScript.
+example of how to use FlatBuffers.*
-To use FlatBuffers in your own code, first generate JavaScript classes from your
-schema with the `--js` option to `flatc`. Then you can include both FlatBuffers
-and the generated code to read or write a FlatBuffer.
+Due to the complexity related with large amounts of JS flavors and module types,
+native JS support has been replaced in 2.0 by transpilation from TypeScript.
-For example, here is how you would read a FlatBuffer binary file in Javascript:
-First, include the library and generated code. Then read the file into an
-`Uint8Array`. Make a `flatbuffers.ByteBuffer` out of the `Uint8Array`, and pass
-the ByteBuffer to the `getRootAsMonster` function.
+Please look at [TypeScript usage](@ref flatbuffers_guide_use_typescript) and
+transpile your sources to desired JS flavor. The minimal steps to get up and
+running with JS are:
-*Note: Both JavaScript module loaders (e.g. Node.js) and browser-based
-HTML/JavaScript code segments are shown below in the following snippet:*
+1. Generate TS files from `*.fbs` by using the `--ts` option.
+1. Transpile resulting TS files to desired JS flavor using `tsc` (see
+ https://www.typescriptlang.org/download for installation instructions).
~~~{.js}
- // Note: These require functions are specific to JavaScript module loaders
- // (namely, Node.js). See below for a browser-based example.
+ // Note: These require functions are an example - use your desired module flavor.
var fs = require('fs');
var flatbuffers = require('../flatbuffers').flatbuffers;
//--------------------------------------------------------------------------//
- // Note: This code is specific to browser-based HTML/JavaScript. See above
+ // Note: This code is an example of browser-based HTML/JavaScript. See above
// for the code using JavaScript module loaders (e.g. Node.js).
<script src="../js/flatbuffers.js"></script>
<script src="monster_generated.js"></script>
[sample_binary.py](https://github.com/google/flatbuffers/blob/master/samples/sample_binary.py)
</div>
<div class="language-javascript">
-[samplebinary.js](https://github.com/google/flatbuffers/blob/master/samples/samplebinary.js)
+No sample binary is provided, since JS needs to be transpiled from TypeScript. Please see TypeScript support.
</div>
<div class="language-typescript">
<em>none yet</em>
<div class="language-javascript">
~~~{.sh}
cd flatbuffers/samples
- ./../flatc --js monster.fbs
+ ./../flatc --ts monster.fbs
+ # customize your TS -> JS transpilation
+ tsc monster_generated.ts
~~~
</div>
<div class="language-typescript">
</div>
<div class="language-javascript">
~~~{.js}
- // The following code is for JavaScript module loaders (e.g. Node.js). See
- // below for a browser-based HTML/JavaScript example of including the library.
+ // The following code is an example - use your desired module flavor by transpiling from TS.
var flatbuffers = require('/js/flatbuffers').flatbuffers;
var MyGame = require('./monster_generated').MyGame; // Generated by `flatc`.
</div>
<div class="language-javascript">
~~~{.js}
- // The following code is for JavaScript module loaders (e.g. Node.js). See
- // below for a browser-based HTML/JavaScript example of including the library.
+ // The following code is an example - use your desired module flavor by transpiling from TS.
var flatbuffers = require('/js/flatbuffers').flatbuffers;
var MyGame = require('./monster_generated').MyGame; // Generated by `flatc`.
//--------------------------------------------------------------------------//
- // The following code is for browser-based HTML/JavaScript. Use the above code
+ // The following code an example for browser-based HTML/JavaScript. Use the above code
// for JavaScript module loaders (e.g. Node.js).
<script src="../js/flatbuffers.js"></script>
<script src="monster_generated.js"></script> // Generated by `flatc`.
+++ /dev/null
-/*
- * Copyright 2015 Google Inc. All rights reserved.
- *
- * 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.
- */
-
-// To run, use the `javascript_sample.sh` script.
-
-var assert = require('assert');
-var flatbuffers = require('../js/flatbuffers').flatbuffers;
-var MyGame = require('./monster_generated').MyGame;
-
-// Example how to use FlatBuffers to create and read binary buffers.
-function main() {
- var builder = new flatbuffers.Builder(0);
-
- // Create some weapons for our Monster ('Sword' and 'Axe').
- var weaponOne = builder.createString('Sword');
- var weaponTwo = builder.createString('Axe');
-
- MyGame.Sample.Weapon.startWeapon(builder);
- MyGame.Sample.Weapon.addName(builder, weaponOne);
- MyGame.Sample.Weapon.addDamage(builder, 3);
- var sword = MyGame.Sample.Weapon.endWeapon(builder);
-
- MyGame.Sample.Weapon.startWeapon(builder);
- MyGame.Sample.Weapon.addName(builder, weaponTwo);
- MyGame.Sample.Weapon.addDamage(builder, 5);
- var axe = MyGame.Sample.Weapon.endWeapon(builder);
-
- // Serialize the FlatBuffer data.
- var name = builder.createString('Orc');
-
- var treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
- var inv = MyGame.Sample.Monster.createInventoryVector(builder, treasure);
-
- var weaps = [sword, axe];
- var weapons = MyGame.Sample.Monster.createWeaponsVector(builder, weaps);
-
- var pos = MyGame.Sample.Vec3.createVec3(builder, 1.0, 2.0, 3.0);
-
- MyGame.Sample.Monster.startMonster(builder);
- MyGame.Sample.Monster.addPos(builder, pos);
- MyGame.Sample.Monster.addHp(builder, 300);
- MyGame.Sample.Monster.addColor(builder, MyGame.Sample.Color.Red)
- MyGame.Sample.Monster.addName(builder, name);
- MyGame.Sample.Monster.addInventory(builder, inv);
- MyGame.Sample.Monster.addWeapons(builder, weapons);
- MyGame.Sample.Monster.addEquippedType(builder, MyGame.Sample.Equipment.Weapon);
- MyGame.Sample.Monster.addEquipped(builder, weaps[1]);
- var orc = MyGame.Sample.Monster.endMonster(builder);
-
- builder.finish(orc); // You may also call 'MyGame.Example.Monster.finishMonsterBuffer(builder, orc);'.
-
- // We now have a FlatBuffer that can be stored on disk or sent over a network.
-
- // ...Code to store to disk or send over a network goes here...
-
- // Instead, we are going to access it right away, as if we just received it.
-
- var buf = builder.dataBuffer();
-
- // Get access to the root:
- var monster = MyGame.Sample.Monster.getRootAsMonster(buf);
-
- // Note: We did not set the `mana` field explicitly, so we get back the default value.
- assert.equal(monster.mana(), 150);
- assert.equal(monster.hp(), 300);
- assert.equal(monster.name(), 'Orc');
- assert.equal(monster.color(), MyGame.Sample.Color.Red);
- assert.equal(monster.pos().x(), 1.0);
- assert.equal(monster.pos().y(), 2.0);
- assert.equal(monster.pos().z(), 3.0);
-
- // Get and test the `inventory` FlatBuffer `vector`.
- for (var i = 0; i < monster.inventoryLength(); i++) {
- assert.equal(monster.inventory(i), i);
- }
-
- // Get and test the `weapons` FlatBuffer `vector` of `table`s.
- var expectedWeaponNames = ['Sword', 'Axe'];
- var expectedWeaponDamages = [3, 5];
- for (var i = 0; i < monster.weaponsLength(); i++) {
- assert.equal(monster.weapons(i).name(), expectedWeaponNames[i]);
- assert.equal(monster.weapons(i).damage(), expectedWeaponDamages[i]);
- }
-
- // Get and test the `equipped` FlatBuffer `union`.
- assert.equal(monster.equippedType(), MyGame.Sample.Equipment.Weapon);
- assert.equal(monster.equipped(new MyGame.Sample.Weapon()).name(), 'Axe');
- assert.equal(monster.equipped(new MyGame.Sample.Weapon()).damage(), 5);
-
- console.log('The FlatBuffer was successfully created and verified!');
-}
-
-main();