Serialization is the process of converting an object into a format that can be easily stored or transmitted. Two popular libraries for serialization in C++ are Protocol Buffers (Protobuf) and FlatBuffers. Both of these libraries allow for efficient serialization of structured data, but they have different use cases and advantages.
Protobuf is a method developed by Google for serializing structured data. It is both language-agnostic and platform-neutral, making it ideal for communication between services. Here’s an example of how to serialize and deserialize data using Protobuf in C++.
// Example of Protobuf usage
syntax = "proto3";
message Person {
string name = 1;
int32 id = 2;
repeated string email = 3;
}
To serialize data with Protobuf:
Person person;
person.set_name("John Doe");
person.set_id(12345);
person.add_email("john@example.com");
// Serialize to string
std::string output;
person.SerializeToString(&output);
To deserialize the data back:
Person new_person;
new_person.ParseFromString(output);
FlatBuffers is another serialization library developed by Google. It allows reading data without unpacking/allocating memory, and is particularly useful for rendering in game development. Here's an example of working with FlatBuffers.
// Example of FlatBuffers usage
table Monster {
id:int;
name:string;
inventory:[ubyte];
}
root_type Monster;
To serialize data with FlatBuffers:
// Build the FlatBuffer
flatbuffers::FlatBufferBuilder builder;
auto name = builder.CreateString("Orc");
std::vector<:uoffset_t> inv;
MonsterBuilder monster_builder(builder);
monster_builder.add_name(name);
monster_builder.add_id(1);
monster_builder.add_inventory(builder.CreateVector(inv));
auto monster = monster_builder.Finish();
builder.Finish(monster);
To access the data from the buffer:
Monster *monster = GetMonster(builder.GetBufferPointer());
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