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converter.go | ||
decoder.go | ||
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encoder.go | ||
LICENSE | ||
README.md |
schema
Package gorilla/schema converts structs to and from form values.
Example
Here's a quick example: we parse POST form values and then decode them into a struct:
// Set a Decoder instance as a package global, because it caches
// meta-data about structs, and an instance can be shared safely.
var decoder = schema.NewDecoder()
type Person struct {
Name string
Phone string
}
func MyHandler(w http.ResponseWriter, r *http.Request) {
err := r.ParseForm()
if err != nil {
// Handle error
}
var person Person
// r.PostForm is a map of our POST form values
err = decoder.Decode(&person, r.PostForm)
if err != nil {
// Handle error
}
// Do something with person.Name or person.Phone
}
Conversely, contents of a struct can be encoded into form values. Here's a variant of the previous example using the Encoder:
var encoder = schema.NewEncoder()
func MyHttpRequest() {
person := Person{"Jane Doe", "555-5555"}
form := url.Values{}
err := encoder.Encode(person, form)
if err != nil {
// Handle error
}
// Use form values, for example, with an http client
client := new(http.Client)
res, err := client.PostForm("http://my-api.test", form)
}
To define custom names for fields, use a struct tag "schema". To not populate certain fields, use a dash for the name and it will be ignored:
type Person struct {
Name string `schema:"name,required"` // custom name, must be supplied
Phone string `schema:"phone"` // custom name
Admin bool `schema:"-"` // this field is never set
}
The supported field types in the struct are:
- bool
- float variants (float32, float64)
- int variants (int, int8, int16, int32, int64)
- string
- uint variants (uint, uint8, uint16, uint32, uint64)
- struct
- a pointer to one of the above types
- a slice or a pointer to a slice of one of the above types
Unsupported types are simply ignored, however custom types can be registered to be converted.
More examples are available on the Gorilla website: https://www.gorillatoolkit.org/pkg/schema
License
BSD licensed. See the LICENSE file for details.