bufferutil | WebSocket buffer utils | Websocket library
kandi X-RAY | bufferutil Summary
kandi X-RAY | bufferutil Summary
bufferutil is what makes ws fast. It provides some utilities to efficiently perform some operations such as masking and unmasking the data payload of WebSocket frames.
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QUESTION
I've started a new angular project where I want to scrape some data from a website and redisplay it on my page. I expected to start a new project and just NPM install puppeteer to be up and running but the compiler is throwing multiple errors after I installed puppeteer.
I've installed angular with ng new
and added puppeteer with NPM, but when I run the code I'm getting the following errors:
ANSWER
Answered 2022-Mar-07 at 22:51Puppeteer is a node.js library - it doesn't work as-is in browser.
There was additional documentation here doc, seems to have expired.
QUESTION
After upgrading my Angular from 12.0.2 to 13.0.3 everything was working fine. I was trying to remove some packages that was not used such as jquery
, and some other i do not remember etc. and after that I deleted node_modules
, package-lock.json
and run npm i
to installed all packages again. After that I recieved bunch of errors which then i again reverted package.json and tried npm i then I am getting below errors. And I am unable to fixed it.
Any idea how can i resolve this ?
...ANSWER
Answered 2022-Feb-25 at 06:57As I researched a lot and did not find a solution to this issue as it's occurring only on the newer version of the animation package.
I tried the below versions:
13.2.4 (Latest one) throwing same es error
13.2.3 throwing same es error
13.2.2 throwing same es error
13.2.1 throwing same es error
13.2.0 working without error.
So I think for a temporary fix you should update your package.json
by pointing to a specific version of this npm
like below.
QUESTION
So we're developing a simple game in Java using LWJGL with GLFW and OpenGL 3.3.
On AMD and Intel it works perfectly but on Nvidia it doesn't. The screen is just black (the value from glClearColor), there are neither Java-exceptions nor OpenGL-Errors.
What are we doing wrong?
Main.java:
...ANSWER
Answered 2022-Jan-25 at 12:44In your updateShaderParameters() method your checking for !=1
it should be !=-1
since windowSize location would be 1.
If your checking for 1, it will never get set.
This could be an oversight or a mistype at the end. Happens to the best of us.
QUESTION
I have a small project, which was written with LWJGL 2 and wanted now to move to version 3. I changed the main lib without bigger problems. But in small steps. So I first didn't do a change to the Vector and Matrix classes. Instead, in the new project I added the old lwjgl_util.jar. I could render everything as normal. The only loss I had till this point was the input of keyboard and mouse, but this is not a big problem.
The next and crucial step was to delete the extra .jar file again and change all imports to the org.joml.Vector2f, org.joml.Vector2f and org.joml.Matrix4f classes, and the needed changes in my code. Eclipse says there is no more error, and so says the JVM too.
The code runs, if I print vectors or matrices. They all have data as they should.
But instead of the normal world it should render, there is only the clear color for the background (the correct one btw.).
My thinking is, I got no data from Java to the shader and shader multiplies all matrices to zero and I can't see anything.
I found this line on https://github.com/JOML-CI/JOML/wiki/Migrating-from-LWJGL-2 and have an idea that this could may be my problem, but I don't understand exactly what it means:
One important difference is the handling of NIO FloatBuffers when getting values from or writing values into a FloatBuffer. In LWJGL 2 the position of the FloatBuffer will be incremented by load and store operations. In JOML the position will not be changed!
So my question now:
How is the handling of the FloatBuffers with this not changing position be done?
...ANSWER
Answered 2022-Jan-21 at 09:33Remove the call to matrixBuffer.flip()
To know why your code does not work requires you to know what Buffer.flip()
(called via your FloatBuffer.flip()
) does exactly:
Flips this buffer. The limit is set to the current position and then the position is set to zero. If the mark is defined then it is discarded.
(bold highlight by me).
You know, a NIO Buffer has a position, mark, limit and capacity. When you create a new NIO Buffer e.g. via BufferUtils.createFloatBuffer(size)
then you will be given a FloatBuffer
that is a view of an underlying direct ByteBuffer
which has a capacity of size
, a limit of size
, a position of 0
and no mark set.
Usually, relative NIO Buffer put operations in the JDK will increment the buffer's position. However, JOML's Matrix/Vector.get(Buffer)
won't do this, much like all LWJGL/OpenGL methods which take a NIO Buffer as parameter, such as GL15.glBufferData(...)
.
So, when you call Matrix4f.get(FloatBuffer)
then the position of the supplied Buffer will not be modified and therefore, calling .flip()
on that buffer afterwards will set the limit
of the buffer to where the buffer's position was (likely 0
).
The next thing you need to know is that LWJGL methods that take a NIO Buffer will use the buffer's .remaining()
(which is .limit() - .position()
) to determine the argument value to any size/length parameters for the underlying native OpenGL function call. In the case of glUniformMatrix4fv()
with native signature:
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
LWJGL will infer the value for the count
parameter based on the .remaining() / 16
of the supplied NIO Buffer. Since your Buffer likely has a .remaining()
of 0
(due to the .flip()
call when said buffer had a position of 0
- due to Matrix4f.get(FloatBuffer)
not having incremented the position) the supplied OpenGL function argument will be 0
, which will cause a noop in this case.
QUESTION
I am trying to setup socket.io-client inside a svelte component.
The docs say that I can do import { io } from 'socket.io-client'
.
But when I try to run the app using the serve
target, the command fails with the following logs:
ANSWER
Answered 2021-Oct-08 at 10:19I needed to install the following missing dependencies:
bufferutil
utf-8-validate
A simple yarn add bufferutil utf-8-validate
fixed it for me. This is mentioned in docs for socket.io-client
package or socket.io
official documentation website.
This did fix builds on my PC (windows) but I could not get the same thing running on mac. I tried deleting node_modules
and yarn.lock
, re-running yarn
.
Finally I had to go through the CDN route.
This is how I did it:
- Move the socket initialisation logic in a function.
QUESTION
Node version: 14.17.5
Npm version: 7.42.0
The problem occurs on the virtual machine when starting CI/CD (rush update
or yarn
command).
I think it happens when I changed my node version, while not rebuilding npm package.
I cannot change the node version because then other problems will arise.
If you are using windows, to solve this issue, you could try to run: npm install --global --production windows-build-tools
and then: npm rebuild node-gyp
--> npm install sqlite3
. However, I'm using Ubuntu (20.04 lts) so I tried to build nodejs build tools sudo apt-get install -y build-essential
and then npm rebuild
and npm rebuild node-gyp
I also tried:
- npm uninstall node-pre-gyp
- npm uninstall sqlite3
- Download the package again:
- npm i node-pre-gyp -g
- npm i sqlite3 -s
- restart instance
and few more... (npm upgrade, clean chache, npm install -g node-gyp
)
Traceback:
...ANSWER
Answered 2021-Sep-22 at 10:50Install / Re-install Python
and make sure it is in your $Path
QUESTION
I have a project with old package versions and am trying to update it to the latest. (I updated the least packages needed to make this project work on NodeJS 14.x)
I updated the NodeJS version from 8.x to 14.x, and also: -Replaced bcrypt-as-promised with bcryptjs -Updated bufferutil to latest version -Updated pg to latest version
I don't know why, but when I try logging into the api, it let's me authenticate with wrong password.
I can't really find the problem, as no errors or anything arise. I'm suspecting that sequeilize@4 could be the problem, I could try updating that, but if anyone else had this problem, help would be appreciated.
...ANSWER
Answered 2021-Aug-24 at 10:19The problem was that, the old bcrypt-as-promised package used .catch block to handle invalid password, but in the new bcrypt, everything needs to be handled in the .then block, based on the result.
Handling invalid password in the then block solved my issue.
QUESTION
I tried to draw a simple triangle using lwjgl
Here is my 3D Object class:
...ANSWER
Answered 2021-Jul-27 at 07:26Firstly, call the GL30.glVertexAttribPointer(1, 3, GL30.GL_FLOAT, false, 0, 0);
(for the colour buffer) before calling GL20.glEnableVertexAttribArray(1);
(you should allocate your attributes before enabling the attribute arrays).
Secondly, your draw function incorrect:
When rendering,
Bind your shader (
GL20.glUseProgram(program)
)Bind your VAO (
GL30.glBindVertexArray(VAO)
)Setup your shader uniforms (I guess your not up to this step yet, so dont worry for now)
Enable your vertex attribute arrays (
GL30.glEnableVertexAttribArray(number)
) - Calling this method for every buffer slot allocated and EVERY TIME YOU RENDER (not just when you set up the buffers).Render / call the draw function
Disable your vertex attribute arrays (
GL30.glDisableVertexAttribArray(number)
) - Calling this method for every buffer slot allocated and again, EVERY TIME YOU RENDERUnbind VAO (
GL30.glBindVertexArray(0)
)Unbind Shader (
GL20.glUseProgram(0)
)
QUESTION
I recently tried to compile my files on development platform by using npm run watch
& also npm run dev
, but both gave me an error given below:
[webpack-cli] Invalid configuration object. Webpack has been initialized using a configuration object that does not match the API schema.
- configuration.loader should be an object: object { … } -> Custom values available in the loader context.
I'm not sure what caused this I tried searching but no solution was found on the web.
package.json
...ANSWER
Answered 2021-Jul-25 at 17:30In webpack.mix.js
Simply remove loader: 'url-loader'
it worked for me
QUESTION
I have been trying to learn OpenGL recently. I am a quite confused on the correct usage of glBindAttribLocation
because I thought that it sets attributes in the shader(such as in vec3 position;
) to data in the VAO (for example attribute 0 in the VAO). However when I comment out the line(line 136) the triangle still renders fine with it's colours so the shader must know about the position and colour data some other way, but I'm confused as to how. What line tells the shader about the data or does the shader just automatically read the attributes in from a VAO?
I was told in a previous question that the line needs to be before the shader linking so I moved it around but the line still doesn't seem to make a difference in my program.
here is the link to my code (its 215 lines): https://github.com/OneEgg42/opengl/blob/main/Main.java
my code:
...ANSWER
Answered 2021-Jul-14 at 14:52Your code doesn't really make sense. If you haven't already linked shaderProgramID
, then you cannot call glGetAttribLocation
. And if you have linked shaderProgramID
, then calls to glBindAttribLocation
will do nothing, since they only have an effect on subsequent linking operations.
Lastly, if you already have a location for the attribute (that is, if glGetAttribLocation
worked), there is no point in calling glBindAttribLocation
, since you already know the answer. So there is never any point to calling both get
and bind
on the same program ever. Either you correctly told OpenGL what attribute location to use (and therefore have no reason to ask later) or you want to query the attribute location (and therefore don't want to specify it).
A linked GLSL program contains a mapping between attribute names and locations. You can define this mapping in various ways. But if you don't provide an attribute with a location before you link the program, then OpenGL will assign that attribute a location. And once that happens, there is nothing you can do about it for that program.
The best way to set the attribute location is from within the shader, with a layout(location = #)
specifier. That way, you don't have to query anything from glGetAttribLocation
, and there's no need to use glBindAttribLocation
. Pick a standard convention for attribute indices and go from there. For example, you could say that standard colors all use attribute 2. You don't need to ask the program what attribute index their color is in; you know it's 2.
This is ultimately no different from having a convention for naming attributes. Your above code assumes that the attributes are named "position" and "colour". If the maker of a shader uses the wrong names, your code won't work. Using a number instead of a name is no different, and you get to avoid asking for the attribute location.
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