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diff --git a/examples/corelib/serialization/savegame/doc/src/savegame.qdoc b/examples/corelib/serialization/savegame/doc/src/savegame.qdoc
index 7f138ff110..46fca15b62 100644
--- a/examples/corelib/serialization/savegame/doc/src/savegame.qdoc
+++ b/examples/corelib/serialization/savegame/doc/src/savegame.qdoc
@@ -1,44 +1,21 @@
-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the documentation of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:FDL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Free Documentation License Usage
-** Alternatively, this file may be used under the terms of the GNU Free
-** Documentation License version 1.3 as published by the Free Software
-** Foundation and appearing in the file included in the packaging of
-** this file. Please review the following information to ensure
-** the GNU Free Documentation License version 1.3 requirements
-** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
+// Copyright (C) 2016 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
/*!
\example serialization/savegame
- \title JSON Save Game Example
+ \examplecategory {Data Processing & I/O}
+ \title Saving and Loading a Game
- \brief The JSON Save Game example demonstrates how to save and load a
- small game using QJsonDocument, QJsonObject and QJsonArray.
+ \brief How to save and load a game using Qt's JSON or CBOR classes.
Many games provide save functionality, so that the player's progress through
the game can be saved and loaded at a later time. The process of saving a
- game generally involves serializing each game object's member variables
- to a file. Many formats can be used for this purpose, one of which is JSON.
- With QJsonDocument, you also have the ability to serialize a document in a
- \l {https://tools.ietf.org/html/rfc7049} {CBOR} format, which is great if you
- don't want the save file to be readable, or if you need to keep the file size down.
+ game generally involves serializing each game object's member variables to a
+ file. Many formats can be used for this purpose, one of which is JSON. With
+ QJsonDocument, you also have the ability to serialize a document in a \l
+ {RFC 7049} {CBOR} format, which is great if you don't want the save file to
+ be easy to read (but see \l {Parsing and displaying CBOR data} for how it \e
+ can be read), or if you need to keep the file size down.
In this example, we'll demonstrate how to save and load a simple game to
and from JSON and binary formats.
@@ -48,45 +25,83 @@
The Character class represents a non-player character (NPC) in our game, and
stores the player's name, level, and class type.
- It provides read() and write() functions to serialise its member variables.
+ It provides static fromJson() and non-static toJson() functions to
+ serialise itself.
+
+ \note This pattern (fromJson()/toJson()) works because QJsonObjects can be
+ constructed independent of an owning QJsonDocument, and because the data
+ types being (de)serialized here are value types, so can be copied. When
+ serializing to another format — for example XML or QDataStream, which require passing
+ a document-like object — or when the object identity is important (QObject
+ subclasses, for example), other patterns may be more suitable. See the
+ \l{dombookmarks} example for XML, and the implementation of
+ \l QListWidgetItem::read() and \l QListWidgetItem::write()
+ for idiomatic QDataStream serialization. The \c{print()} functions in this example
+ are good examples of QTextStream serialization, even though they, of course, lack
+ the deserialization side.
\snippet serialization/savegame/character.h 0
- Of particular interest to us are the read and write function
+ Of particular interest to us are the fromJson() and toJson() function
implementations:
- \snippet serialization/savegame/character.cpp 0
+ \snippet serialization/savegame/character.cpp fromJson
- In the read() function, we assign Character's members values from the
- QJsonObject argument. You can use either \l QJsonObject::operator[]() or
- QJsonObject::value() to access values within the JSON object; both are
- const functions and return QJsonValue::Undefined if the key is invalid. We
- check if the keys are valid before attempting to read them with
- QJsonObject::contains().
+ In the fromJson() function, we construct a local \c result Character object
+ and assign \c{result}'s members values from the QJsonObject argument. You
+ can use either \l QJsonObject::operator[]() or QJsonObject::value() to
+ access values within the JSON object; both are const functions and return
+ QJsonValue::Undefined if the key is invalid. In particular, the \c{is...}
+ functions (for example \l QJsonValue::isString(), \l
+ QJsonValue::isDouble()) return \c false for QJsonValue::Undefined, so we
+ can check for existence as well as the correct type in a single lookup.
- \snippet serialization/savegame/character.cpp 1
+ If a value does not exist in the JSON object, or has the wrong type, we
+ don't write to the corresponding \c result member, either, thereby
+ preserving any values the default constructor may have set. This means
+ default values are centrally defined in one location (the default
+ constructor) and need not be repeated in serialisation code
+ (\l{https://en.wikipedia.org/wiki/Don%27t_repeat_yourself}{DRY}).
- In the write() function, we do the reverse of the read() function; assign
- values from the Character object to the JSON object. As with accessing
- values, there are two ways to set values on a QJsonObject:
- \l QJsonObject::operator[]() and QJsonObject::insert(). Both will override
- any existing value at the given key.
+ Observe the use of
+ \l{https://en.cppreference.com/w/cpp/language/if#If_statements_with_initializer}
+ {C++17 if-with-initializer} to separate scoping and checking of the variable \c v.
+ This means we can keep the variable name short, because its scope is limited.
- Next up is the Level class:
+ Compare that to the naïve approach using \c QJsonObject::contains():
+
+ \badcode
+ if (json.contains("name") && json["name"].isString())
+ result.mName = json["name"].toString();
+ \endcode
+
+ which, beside being less readable, requires a total of three lookups (no,
+ the compiler will \e not optimize these into one), so is three times
+ slower and repeats \c{"name"} three times (violating the DRY principle).
+
+ \snippet serialization/savegame/character.cpp toJson
+
+ In the toJson() function, we do the reverse of the fromJson() function;
+ assign values from the Character object to a new JSON object we then
+ return. As with accessing values, there are two ways to set values on a
+ QJsonObject: \l QJsonObject::operator[]() and \l QJsonObject::insert().
+ Both will override any existing value at the given key.
+
+ \section1 The Level Class
\snippet serialization/savegame/level.h 0
- We want to have several levels in our game, each with several NPCs, so we
- keep a QList of Character objects. We also provide the familiar read() and
- write() functions.
+ We want the levels in our game to each each have several NPCs, so we keep a QList
+ of Character objects. We also provide the familiar fromJson() and toJson()
+ functions.
- \snippet serialization/savegame/level.cpp 0
+ \snippet serialization/savegame/level.cpp fromJson
- Containers can be written and read to and from JSON using QJsonArray. In our
+ Containers can be written to and read from JSON using QJsonArray. In our
case, we construct a QJsonArray from the value associated with the key
\c "npcs". Then, for each QJsonValue element in the array, we call
- toObject() to get the Character's JSON object. The Character object can then
- read their JSON and be appended to our NPC array.
+ toObject() to get the Character's JSON object. Character::fromJson() can
+ then turn that QJSonObject into a Character object to append to our NPC array.
\note \l{Container Classes}{Associate containers} can be written by storing
the key in each value object (if it's not already). With this approach, the
@@ -94,11 +109,13 @@
element is used as the key to construct the container when reading it back
in.
- \snippet serialization/savegame/level.cpp 1
+ \snippet serialization/savegame/level.cpp toJson
- Again, the write() function is similar to the read() function, except
+ Again, the toJson() function is similar to the fromJson() function, except
reversed.
+ \section1 The Game Class
+
Having established the Character and Level classes, we can move on to
the Game class:
@@ -110,48 +127,66 @@
Next, we provide accessors for the player and levels. We then expose three
functions: newGame(), saveGame() and loadGame().
- The read() and write() functions are used by saveGame() and loadGame().
+ The read() and toJson() functions are used by saveGame() and loadGame().
+
+ \div{class="admonition note"}\b{Note:}
+ Despite \c Game being a value class, we assume that the author wants a game to have
+ identity, much like your main window would have. We therefore don't use a
+ static fromJson() function, which would create a new object, but a read()
+ function we can call on existing objects. There's a 1:1 correspondence
+ between read() and fromJson(), in that one can be implemented in terms of
+ the other:
+
+ \code
+ void read(const QJsonObject &json) { *this = fromJson(json); }
+ static Game fromObject(const QJsonObject &json) { Game g; g.read(json); return g; }
+ \endcode
- \snippet serialization/savegame/game.cpp 0
+ We just use what's more convenient for callers of the functions.
+ \enddiv
+
+ \snippet serialization/savegame/game.cpp newGame
To setup a new game, we create the player and populate the levels and their
NPCs.
- \snippet serialization/savegame/game.cpp 1
+ \snippet serialization/savegame/game.cpp read
- The first thing we do in the read() function is tell the player to read
- itself. We then clear the level array so that calling loadGame() on the
- same Game object twice doesn't result in old levels hanging around.
+ The read() function starts by replacing the player with the
+ one read from JSON. We then clear() the level array so that calling
+ loadGame() on the same Game object twice doesn't result in old levels
+ hanging around.
We then populate the level array by reading each Level from a QJsonArray.
- \snippet serialization/savegame/game.cpp 2
+ \snippet serialization/savegame/game.cpp toJson
- We write the game to JSON similarly to how we write Level.
+ Writing the game to JSON is similar to writing a level.
- \snippet serialization/savegame/game.cpp 3
+ \snippet serialization/savegame/game.cpp loadGame
When loading a saved game in loadGame(), the first thing we do is open the
save file based on which format it was saved to; \c "save.json" for JSON,
and \c "save.dat" for CBOR. We print a warning and return \c false if the
file couldn't be opened.
- Since QJsonDocument's \l{QJsonDocument::fromJson()}{fromJson()} and
- \l{QJsonDocument::fromBinaryData()}{fromBinaryData()} functions both take a
- QByteArray, we can read the entire contents of the save file into one,
+ Since \l QJsonDocument::fromJson() and \l QCborValue::fromCbor() both take
+ a QByteArray, we can read the entire contents of the save file into one,
regardless of the save format.
After constructing the QJsonDocument, we instruct the Game object to read
itself and then return \c true to indicate success.
- \snippet serialization/savegame/game.cpp 4
+ \snippet serialization/savegame/game.cpp saveGame
Not surprisingly, saveGame() looks very much like loadGame(). We determine
the file extension based on the format, print a warning and return \c false
if the opening of the file fails. We then write the Game object to a
- QJsonDocument, and call either QJsonDocument::toJson() or to
- QJsonDocument::toBinaryData() to save the game, depending on which format
- was specified.
+ QJsonObject. To save the game in the format that was specified, we
+ convert the JSON object into either a QJsonDocument for a subsequent
+ QJsonDocument::toJson() call, or a QCborValue for QCborValue::toCbor().
+
+ \section1 Tying It All Together
We are now ready to enter main():
@@ -183,5 +218,5 @@
human-readable JSON files, but you also have the option to use a binary
format if it's required, \e without rewriting any code.
- \sa {JSON Support in Qt}, {Data Storage}
+ \sa {JSON Support in Qt}, {CBOR Support in Qt}, {Data Input Output}
*/