grender | Go package for easily rendering JSON
kandi X-RAY | grender Summary
kandi X-RAY | grender Summary
Go package for easily rendering JSON/XML data and HTML templates
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Top functions reviewed by kandi - BETA
- New creates a new Grender
- getLayoutForTemplate returns the template for a template
- Get returns a bytes . Buffer from the pool .
- NewBufferPool creates a new BufferPool .
- init initializes the buffer pool .
grender Key Features
grender Examples and Code Snippets
Community Discussions
Trending Discussions on grender
QUESTION
I've been going back over some SDL tutorials I did a while back to practice pointers/references, but I got stuck on something.
If I declare the SDL_Renderer globally everything works, but if I try to declare it in main, and pass the renderer to the functions that need it, I eventually get an SDL_Error saying "invalid renderer".
What works:
...ANSWER
Answered 2021-Apr-03 at 18:34In the second snippet, if init
changes the variable renderer
, it will only change its local copy of the variable. It will not change the original variable renderer
in the function main
. This is because you are passing the variable by value. If you instead pass it by pointer or by reference, you will also modify the original variable's value. That way, your program will behave the same way as your global variable version.
Note that in order to pass a pointer to another function by pointer, you will need a pointer to a pointer. In your case you will need an SDL_Renderer **
.
QUESTION
I have a google maps and am using the below fiddle as a template.
This map shows 38 markers, each marker has the standard balloon icon so it becomes hard to view the actual plotted path for all the balloons.
I want only the last marker to have an icon, the rest should just show the path but route according to the markers.
Somthing like
...ANSWER
Answered 2020-Nov-02 at 13:32If you only want the last marker displayed, only add the last marker to the map.
QUESTION
I have to convert a file rendered in php to zip file.
Here is my code :
...ANSWER
Answered 2020-Mar-23 at 18:55try this:
QUESTION
so what I want is to have a global.h files that contain variables/functions for other classes/functions to use. For instance, say I have three header files: global.h, local1.h, and local2.h. Here, local1.h and local2.h are going to use variables from global.h. However, if I include global.h in both local1.h and local2.h, it would result in a multiple definition error as expected. I understand we can use the keyword "extern" but I heard its bad practice so I'm trying to avoid that.
I've tried to come along with this problem by using classes. Basically, I have a base class that contains variables that are all static. This way any class that would use those variables may just inherit from the base class. (in my case I'm fine with it as most of my programs are made out of classes). Below is the code,
Base.h
...ANSWER
Answered 2019-Dec-27 at 07:38I suggest .h files should be use for prototypes and not actually declaration of any types or functions except:
inline variables / functions static variables / functions const variables using int = Reg; typedef Reg int;
I prefer you implement it in two options
QUESTION
I'm using SDL2, following LazyFoo's tutorial. I've reached the loading TTF Fonts part and I've seemingly followed everything he did, except adding two extra TTF_Font and SDL_Renderer parameters
...ANSWER
Answered 2019-Dec-17 at 16:34The problem is the semicolon at the end of your if statement.
QUESTION
I have a large viewport on the right side of the screen (here "Layers"), and I render a rectangle inside that viewport ("actorRect"). Then, I set viewport to actorRect and try to SDL_RenderDrawLines a stickman in the rectangle.
The stickman gets rendered way over on the left side of the screen, as if it were using the plain x,y coordinates of the ActorRect.
In the above picture, I circled my stickman and drew an arrow pointing at actorRect. (actorRect is only green here so I can tell where it is. Later it's gonna be some other color, or like an outline or something, idk yet).
I want that stickman to render inside that rectangle.
Here's a code snippet:
...ANSWER
Answered 2019-Jul-24 at 23:39Looking through SDL, it doesn't seem like it's easily possible to nest viewports. You're in luck, though - since you've already got an existing viewport, as well as a rectangle you've just drawn, why not use that rectangle's coordinates as the base for your new viewport?
QUESTION
I have global SDL_Renderer* and it becomes within function calls.
I have reduced my program to this MWE and the issue is still reprocudeable. In GDB, you can switch between between the function and main stack frames and see the variable as pointing to 2 different locations.
MWE source:
...ANSWER
Answered 2019-Jul-09 at 04:16You've declared new local variable with the same name but with reduced scope; it is called shadowing. Don't declare new variable if you don't want that, e.g.:
QUESTION
I am trying to create a dynamic plotter in SDL2 for an embedded project. Currently, the code executes on both architectures, x86, and ARM. On x86 I get a smooth running plotter, however, on ARM it runs very slow at a fraction of the frames I get on x86. I am pretty sure this is because I rerender every pixel on the surface at this is a massive overheat on the embedded device.
I tried rendering the new content to a texture, copy it to the renderer and then render, but this did not work at all.
Due to the double-buffering, I have to clear every frame. Otherwise, I will "drop" changes. But I also need to render the old data points and only overwrite them when the plotter reaches them again.
Is there a way in SDL2 to save these data points to some sort of canvas and only add (redraw) the newly added ones?
Heres my source code:
Plotter.cpp
...ANSWER
Answered 2019-May-31 at 20:04You probably have a couple of options that can help:
Use a texture render targetYou ought to be able to accomplish this using a "render target texture". That is an SDL_Texture
you create (see SDL_CreateTexture
) with the SDL_TEXTUREACCESS_TARGET
flag.
You would draw new points to this texture by calling SDL_SetRenderTarget
and passing this texture before then rendering the points.
your main loop would then need to call SDL_SetRenderTarget
and pass nullptr
to restore the window as the rendering target. You then render your texture to the window every frame.
The SDL documentation has a small sample demoing how to use a render target texture.
update to SDL 2.0.9 and use render batchingthe latest version of SDL 2 supports render batching if you set SDL_HINT_RENDER_BATCHING
(SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1");
). You should use SDL_CreateWindowAndRenderer()
to ensure you have batching enabled.
This may not do anything if your platform doesnt support hardware acceleration. You can use this in conjunction with a render target. read about SDL render batching here.
Batch your rects/points togetherThis is separate from render batching and should work on any version of SDL 2.
If you can, collect all your rectangles/points together in an array you can use
SDL_RenderDrawPoints
or SDL_RenderDrawRects
to have SDL do them all at once which should improve performance even if you have no hardware acceleration. This can be used in conjunction with a render target.
If your device lacks hardware acceleration, then it might be faster to ditch SDL_Renderer and instead use SDL_GetWindowSurface
to get the SDL_Surface
for the window and use SDL_BlitSurface
(or manually set pixels via surface->pixels
) to draw directly to that then update the window with SDL_UpdateWindowSurface
. See also SDL_UpdateWindowSurfaceRects
for how to only update the rectangles you are changing for even better performance.
You will need to familiarize yourself with SDL_Surface
as you will need to inspect the pixel format of the window surface in order to update it correctly should you choose to directly manipulate the pixels.
QUESTION
I want to print health information on my screen for a game using SDL ttf but i get a memory leak.
The game starts and works for a while (with text and all) but after a few seconds it stops.
Normally you should free the textSurface after running SDL_RenderCopy but even after doing this it still does not seem to work.
(i have tested the rest of the code and find out i only get the memory leak after using renderHealth so im 100% sure this is causing the problem.)
SDLText.h:
...ANSWER
Answered 2019-May-19 at 14:22The font is opened but never closed. Use TTF_CloseFont to free the memory used by font
.
Moreover, you should consider avoiding opening the font every font every time you want to render.
QUESTION
I'm working on a program using SDL. I have the following variable instantiated outside of my main function:
...ANSWER
Answered 2018-Aug-22 at 17:46Change your global array definition like this:
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