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In the previous chapter we learned how to manipulate pre-defined entities like bytes, integers and strings. One of the big points of poke, however, is that it allows you to define your own data abstractions, and to operate in term of them. This is achieved by defining data structures.
• The SBM Format | The Stupid BitMap Format | |
• Poking a SBM Image | A need for abstraction. | |
• Modifying SBM Images | Modifying existing data. | |
• Defining Types | Abstracting data structures. | |
• Pickles | Pickling useful abstractions. | |
• Poking Structs | Abstracting heterogeneous data. | |
• How Structs are Built | How poke builds struct values. | |
• Variables in Structs | ||
• Functions in Structs | ||
• Struct Methods | Operations provided by built structs. | |
• Padding and Alignment | Reserved fields, payloads and more. | |
• Dealing with Alternatives | Conditional decoding. | |
• Structured Integers | Structs that are stored like integers. | |
• Working with Incorrect Data | Non-strict mapping to the rescue. |