Nuklear | header ANSI C immediate mode cross-platform GUI library | Frontend Framework library
kandi X-RAY | Nuklear Summary
kandi X-RAY | Nuklear Summary
A single-header ANSI C immediate mode cross-platform GUI library
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QUESTION
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 19:07Ok 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:
QUESTION
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 09:20You 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.
QUESTION
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 00:10By 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.
QUESTION
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 16:13nuklear_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.
QUESTION
I want to call a C single header library with FFI.
Here's the Nuk.hs
ANSWER
Answered 2018-Nov-05 at 00:10If 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:
QUESTION
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 09:09In 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
QUESTION
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 23:06I found some errors in the posted code. In dramatic fashion, I will reveal the culprit last.
NULL used as an integerFor example,
QUESTION
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 02:01Starting at line 73 is a description on how to use this header:
QUESTION
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 15:45To 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.
QUESTION
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 10:03You 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:
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