typedef struct chunked_t { ringbuffer_t *rb; uint8_t buf[CHUNK_SIZE]; uint8_t read_last; } chunked_t; static int rb_lua_writer(lua_State *L, const void* in, size_t cb, void* param) { (void)L; ringbuffer_t *rb =
The INetworkSerializeByMemcpy interface is used to mark an unmanaged struct type as being trivially serializable over the network by directly copying the whole struct, byte-for-byte, as it appears in memory, into and out of the buffer. This can offer some benefits for performance compared to ...
if empty in serialize step -> setstd::vector<std::string>{} if empty in deserialize step -> skip structattribute_example{DERIVE_SERDE(attribute_example, [attributes(default_<std::vector<std::string>>{{}})]//1(&Self::vec,"vec") . (&Self::vec_opt,"vec_opt")//2.[attributes(make...
Serialization is the process of converting a data structure or object into a sequence of bits so that it can be stored in a file or memory buffer, or transmitted across a network connection link to be reconstructed later in the same or another computer environment. Design an algorithm to ser...
1. Include the FdogSerializeC header file in your C program: ```c #include "fdog_serialize_c.h" ``` 2. Define your data structure using C structs. Make sure to annotate each member with the appropriate FdogSerializeC attributes. For example: ```c typedef struct { int id; char nam...
The INetworkSerializeByMemcpy interface is used to mark an unmanaged struct type as being trivially serializable over the network by directly copying the whole struct, byte-for-byte, as it appears in memory, into and out of the buffer. This can offer some benefits for performance compared to ...
SerializeAnimationCurvein Unity with@preWrapMode>@postWrapMode>keysorder, diff of dotnet with@postWrapMode>@preWrapMode>keys; Unity has expandKeyframewith 8 fields, but currentMemoryPackonly defined 4 fields, the same asMessagePack-CSharp;
Error!("Failed to find component type in bonEnv.polyTypes"); let structMemory = scene.ReserveComponent(e, componentType); Try!(reader.Pair()); Try!(Deserialize.Struct(reader, ValueView(componentType, structMemory.Ptr), env)); if (reader.ArrayHasMore()) Try!(reader.EntryEnd()); } Try...
pub struct Writer<'p, 'w, B> { parent: Option<&'p mut usize>, left: Option<usize>, out: &'w mut B, }impl<'w, B> Writer<'static, 'w, B> { #[inline] pub fn new(out: &'w mut B) -> Self { Self { parent: None,...