Nuklear | header ANSI C immediate mode cross-platform GUI library | Frontend Framework library

 by   Immediate-Mode-UI C Version: 4.10.5 License: No License

kandi X-RAY | Nuklear Summary

kandi X-RAY | Nuklear Summary

Nuklear is a C library typically used in User Interface, Frontend Framework applications. Nuklear has no bugs, it has no vulnerabilities and it has medium support. You can download it from GitHub.

A single-header ANSI C immediate mode cross-platform GUI library
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              Nuklear has a medium active ecosystem.
              It has 7373 star(s) with 447 fork(s). There are 125 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 195 open issues and 158 have been closed. On average issues are closed in 76 days. There are 41 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Nuklear is 4.10.5

            kandi-Quality Quality

              Nuklear has no bugs reported.

            kandi-Security Security

              Nuklear has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Nuklear does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Nuklear releases are not available. You will need to build from source code and install.

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            Nuklear Key Features

            No Key Features are available at this moment for Nuklear.

            Nuklear Examples and Code Snippets

            No Code Snippets are available at this moment for Nuklear.

            Community Discussions

            QUESTION

            Lwjgl window not opening
            Asked 2021-May-02 at 19:07

            So I trying out lwjgl but I'm having a problem, when I try to create a window I get an error I just can't figure out why.

            I have tried to lower my java version from java 16 to 14 but that didn't work.

            Main Class:

            ...

            ANSWER

            Answered 2021-May-02 at 19:07

            Ok so the problem was very simple I never changed the windows value

            before the long window was set to nothing

            but I figured out that I had to set it equal to glfwCreateWindow:

            before:

            Source https://stackoverflow.com/questions/67360014

            QUESTION

            Problem with some LWJGL classes on import (Eclipse)
            Asked 2021-Mar-27 at 09:20

            I downloaded the release build without modifying (https://www.lwjgl.org/customize) I put all the classes in Eclipse. Some classes are not recognized

            The codes that do not need these classes in error, work normally. As in https://www.lwjgl.org/guide

            All the classes I put:

            ...

            ANSWER

            Answered 2021-Mar-27 at 09:20

            You are trying to compile LWJGL 2 code here. All the imports that it cannot find pertain to the verison 2 of LWJGL. The current version that you can get from the mentioned lwjgl site is 3 and version 3 is incompatible with version 2.

            Either explicitly download LWJGL 2 from e.g. http://legacy.lwjgl.org/ or rewrite your code to work with LWJGL 3.

            If you go the LWJGL 2 route, though, please note that it hasn't been actively maintained anymore for more than 6 years now.

            Source https://stackoverflow.com/questions/66827323

            QUESTION

            How to require a shared object file (nuklear.so) from a subdirectory in Love2D?
            Asked 2019-Sep-14 at 00:10

            For a small game, I'm trying out the love-nuklear library to create UIs. I've successfully built the .so by following the exact instructions provided by the author, see this section.

            When nuklear.so is placed in the same directory as my main.lua file, nuklear = require('nuklear.so') imports the library correctly, and is accessible when I run $ love ..

            However for better organization, I've decided to move nuklear.so into a subdirectoy lib/, where other lua modules are also imported. But now in main.lua, when using nuklear = require('lib.nuklear'), then running $ love . in the project root directory, the following error is produced:

            ...

            ANSWER

            Answered 2019-Sep-14 at 00:10

            By default when loading a C library, Lua looks for a function in the library named luaopen_x, where x is the module name with . replaced with _ (and with some other transformations), and runs it. (See the documentation for package.searchers.) In this case the module name lib.nuklear results in the function name luaopen_lib_nuklear. But the function is actually named luaopen_nuklear, so Lua doesn't find it and can't load the library.

            To fix this, you can add ./lib/?.so to package.cpath before loading the library with require "nuklear": package.cpath = package.cpath .. ";./lib/?.so". Then Lua will look for luaopen_nuklear in ./lib/nuklear.so. This will allow you to load other .so libraries in that directory.

            Getting the source code of nuklear.so and renaming luaopen_nuklear to luaopen_lib_nuklear and recompiling would also work, but would be kind of silly and wouldn't solve the problem for other C libraries in the same directory.

            Source https://stackoverflow.com/questions/57925114

            QUESTION

            Multiple includes of header only library causing redefinition errors
            Asked 2019-Jun-16 at 16:55

            I'm using a header only library called Nuklear. It's a header only library. I'm having trouble when using multiple includes from different files. It returns a multiple definition example:

            ...

            ANSWER

            Answered 2019-Jun-16 at 16:13

            nuklear_sdl_gl3.h contains data and functions. It is just very badly written. All definitions should be in the .c files and only declaration, type definitions, extern variables declarations and static inline functions should be in the header file.

            You cant include this file more than once in the whole project. The guards do not work here as it is included in different compilations units.

            Source https://stackoverflow.com/questions/56620492

            QUESTION

            Haskell FFI local c header
            Asked 2018-Nov-05 at 00:10

            I want to call a C single header library with FFI.

            Here's the Nuk.hs

            ...

            ANSWER

            Answered 2018-Nov-05 at 00:10

            If it’s a header-only library, you need a C compiler to produce an object file for it so that your Haskell program can link to the definitions. According to the documentation for Nuklear, you can create a stub C file:

            Source https://stackoverflow.com/questions/53146472

            QUESTION

            Nuklear GUI demo not running
            Asked 2018-Jul-11 at 09:09

            I am trying to run demo file at https://github.com/golang-ui/nuklear/blob/master/cmd/nk-example-sdl2/main.go but I am getting following error:

            ...

            ANSWER

            Answered 2018-Jul-11 at 09:09

            In Go, programs (and package) are based on directory. So very often, multiple source files complement each other. In this case, the MustAsset is defined in bindata.go. Therefore isolating main.go raises an error. You can read more about Go's source file organization here: https://golang.org/doc/code.html

            Source https://stackoverflow.com/questions/51261644

            QUESTION

            OpenGL application works differently on different computers
            Asked 2018-Jul-02 at 23:06

            I sent my application for testing to several people. First tester has the same result as mine, but other twos have something strange. For some reason, image, which should be in original size at lower left corner, they see as stretched to fullscreen. Also they don't see GUI elements (however, buttons work if they are found by mouse). I will make reservation, that this isn't stretched image overlaps the buttons, I sent them version with transparent image and the buttons still aren't drawn. For GUI drawning I use Nuklear library. I will give screenshots and code that's responsible for positioning problem image. What can cause that?

            [ Good behavior / Bad behavior ]

            ...

            ANSWER

            Answered 2018-Jul-02 at 23:06

            I found some errors in the posted code. In dramatic fashion, I will reveal the culprit last.

            NULL used as an integer

            For example,

            Source https://stackoverflow.com/questions/51138945

            QUESTION

            How is a header only ANSI C library possible?
            Asked 2018-Apr-22 at 03:21

            There is a very popular library named nuklear that is both written in ANSI C and entirely header only. However, there can only be one definition of functions in each translation unit, and ANSI C does not have inline functions, so how does this library work properly without linker errors?

            ...

            ANSWER

            Answered 2018-Apr-22 at 02:01

            Starting at line 73 is a description on how to use this header:

            Source https://stackoverflow.com/questions/49961835

            QUESTION

            LWJGL and Nuklear Not Rendering Properly on Intel Graphics
            Asked 2017-Jul-31 at 15:45

            Background: I have been working on a game engine in LWJGL. I normally work on my desktop with an NVidia graphics card. When using that card, everything works properly (i.e. the scene renders, UI renders, and everything updates). However, when I use my surface pro 4 and its integrated graphics (Intel 530), the scene and UI seem to render at least 2 times (to fill both front and back buffers), then the scene and UI stop updating. I can confirm that the application is still running, as my in console FPS counter still works.

            Code: My window's update method is as follows:

            ...

            ANSWER

            Answered 2017-Jul-31 at 15:45

            To answer my own question, it seems that a driver update fixed the issue. Another issue that I just found was that the inputs seem to be several pixels off. I can confirm this with other, 3rd party software such as Blender. Seems that there is nothing I can do, so hopefully this response will be useful for someone else experiencing similar issues.

            Source https://stackoverflow.com/questions/44396975

            QUESTION

            MySQLdb fetcall,AttributeError: 'int' object has no attribute 'fetchall'
            Asked 2017-Jul-05 at 10:03

            I want to check if I have managed to import my csv file into MySQL db in proper manner.My code

            ...

            ANSWER

            Answered 2017-Jul-05 at 10:03

            You can't call fetchall() on the result of a cursor.execute(), in fact, according to MySQLdb documentation, cursor.execute() return the number of affected rows by the query executed. To retrieve data you have to access to cursor results directly:

            Source https://stackoverflow.com/questions/44922533

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Nuklear

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone Immediate-Mode-UI/Nuklear

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            git@github.com:Immediate-Mode-UI/Nuklear.git

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