emscripten | Emscripten loader for webpack | Binary Executable Format library
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Emscripten loader for webpack.
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QUESTION
The static class member static_member
not recognised in the following code.
However, it works on older versions of the compiler. The compiler I use is based on clang
.
ANSWER
Answered 2022-Apr-16 at 08:55Is there anything wrong with my code?
Yes, your static_member
doesn't have a definition.
QUESTION
I tried all that you mentioned in the discussion here (in other questions) and at https://github.com/smartcontractkit/full-blockchain-solidity-course-py/discussions/522 , however it is not solving the issue for me, I also noticed that the current compiler version remains (current compiler is 0.6.12+commit.27d51765.Windows.msvc). But when I right click and select Solidty:Compiler information, it shows 0.8.0.
from output:
...ANSWER
Answered 2022-Jan-02 at 03:09i had the same issue. i had this compiler setting:
QUESTION
I am trying to make use of some ES 3.1 features, and it's unclear if this is supported:
I notice that there is an OpenGL ES 3.1 header in the emscripten repository which defines some of the functions I'm looking for, and I can include them successfully in my project. However, they are not available when I try to link:
...ANSWER
Answered 2022-Feb-04 at 12:52First thing to realize, is that decent Browsers currently implement only WebGL 1.0 (based on OpenGL ES 2.0) and WebGL 2.0 (based on OpenGL ES 3.0). So that Emscripten SDK may implement only features presented by WebGL 2.0 + extensions, and, unfortunately, Compute Shaders are not presented in any way in WebGL (and there are no more plans to add this functionality in future).
By the way, WebGL 2.0 support has been added to Safari 15 (iOS 15) only this (2021) year, so that even OpenGL ES 2.0 will not work on all devices.
I notice that there is an OpenGL ES 3.1 header in the emscripten
The extra headers are there not because Emscripten implements all of them, but because this is a common way to distribute OpenGL ES 3.x headers that existing applications may rely on to conditionally load / use OpenGL ES 3.x functions at runtime, when they available.
The documentation says that OpenGL ES3 is supported if I specify -s FULL_ES3=1 (which I am doing).
I think that documentation is more or less clear about what FULL_ES3=1
adds:
To enable OpenGL ES 3.0 emulation, specify the emcc option -s FULL_ES3=1 when linking the final executable (.js/.html) of the project. This adds emulation for mapping memory blocks to client side memory.
There is no word about OpenGL ES 3.1 here, nor a reason to expect a wonder from Emscripten, as I can barely imagine a reasonable hardware-accelerated way to emulate things like Compute Shaders on top of OpenGL ES 3.0. And software emulation would be certainly of no use for most applications.
WebGPU 1.0 that promised to appear mid '2022, is more capable than WebGL 2.0. So that WebGPU developers already see that at one time native WebGL 2.0 implementation in the Browsers could be replaced by a WebAssembly module implementing this legacy API on top of WebGPU - but in some very distant future. The same could also bring OpenGL ES 3.1/3.2 features to Emscripten SDK - at least theoretically, if somebody will be still interested to work on this.
QUESTION
Emscripten 'val.h' API allows calling methods of JS objects, however, C++ try-catch won't catch JS exception. Consider this example:
...ANSWER
Answered 2022-Jan-28 at 13:58Based on documentation:
By default, exception catching is disabled in Emscripten.
You have to enable it with the -fexceptions
argument.
QUESTION
I would like to be able to robustly stop a video when the video arrives on some specified frames in order to do oral presentations based on videos made with Blender, Manim...
I'm aware of this question, but the problem is that the video does not stops exactly at the good frame. Sometimes it continues forward for one frame and when I force it to come back to the initial frame we see the video going backward, which is weird. Even worse, if the next frame is completely different (different background...) this will be very visible.
To illustrate my issues, I created a demo project here (just click "next" and see that when the video stops, sometimes it goes backward). The full code is here.
The important part of the code I'm using is:
...ANSWER
Answered 2022-Jan-21 at 19:18The video has frame rate of 25fps, and not 24fps:
After putting the correct value it works ok: demo
The VideoFrame api heavily relies on FPS provided by you. You can find FPS of your videos offline and send as metadata along with stop frames from server.
The site videoplayer.handmadeproductions.de uses window.requestAnimationFrame() to get the callback.
There is a new better alternative to requestAnimationFrame. The requestVideoFrameCallback(), allows us to do per-video-frame operations on video.
The same functionality, you domed in OP, can be achieved like this:
QUESTION
Right up-front, I'll apologize: This is a monster question, but I wanted to provide what I hope is all of the pertinent details.
I've got a QML-based GUI that I was tasked with taking over and developing from proof-of-concept to release. I believe the GUI is based on an example provided by QT (Automotive, maybe?). The GUI is being compiled for web-assembly (emscripten) and features a "back-end data-client" which communicates with our hardware controller via a socket and communicates with the GUI via signals. The GUI is accessed via web browser and communicates with the Data_Client
via QWebSocket
.
The GUI proof was initially created with a very "flat" hierarchy where every element is created and managed within a single ApplicationWindow
object in a single "main" QML file. A Data_Client
object is instantiated there and all the other visual elements are children (at various levels) of the ApplicationWindow
:
ANSWER
Answered 2022-Jan-21 at 22:18I would go about this using Qt's model-view-controller (delegate) paradigm. That is, your C++ code should expose some list-like Q_PROPERTY
of channel status objects, which in turn expose their own data as properties. This can be done using a QQmlListProperty
, as demonstrated here.
However, if the list itself is controlled from C++ code -- that is, the QML code does not need to directly edit the model, but only control which ones are shown in the view and possibly modify existing elements -- then it can be something simpler like a QList
of QObject
-derived pointers. As long as you do emit a signal when changing the list, this should be fine:
QUESTION
I am experimenting with WASM and I want to encode a pic as WebP for a learning experience in WASM.
I am attempting to compile libwebp into a single mjs file. Specifically, the encoding utility. I am using Emscripten because I want to run this in my web app in WebAssembly. I am compiling it to be imported as a
ANSWER
Answered 2022-Jan-13 at 07:36You will have a hard time trying to compile a whole library by invoking the Emscripten compiler on individual translation units; the encoder is not entirely contained in just one file. You need to engage the build system to build the full library.
Fortunately for you, much of the work in porting the library to WebAssembly has already been done; there is even a README file with instructions on building a demo program, which uses SDL to decode a file and render it to a . You can look how the demo is set up in CMakeLists.txt and modify it to your liking so that the encoder is exported from the library instead of the decoder.
Preferably though, you would create your own CMake project that imports the encoder library and exports the functions you would like to be callable from JavaScript code. Assuming you put the library in the libwebp/
subdirectory, create a CMakeLists.txt
with something like this:
QUESTION
I'm using emscripten to generate a file a.wasm.js that contains functions in C++ for encryption. The webassembly functions take in and return C-strings that hold JSON data. I want to wrap these asm.js functions for more convenient use in my client application. Unfortunately doing it directly inside body.onload doesn't seem to work so I'm using the following hack:
...ANSWER
Answered 2022-Jan-14 at 19:39One approach is to define and await a Module.ready
Promise. This is injected during Emscripten compilation using the --post-js
flag. (see full examples)
QUESTION
Using emscripten with c++, trying to bind a simple class which has a static function and nothing else. Examples I've seen in the official docs and other places is very straightforward. So I don't get why this doesn't work:
...ANSWER
Answered 2022-Jan-03 at 01:38Since you're missing a whole lot of information, let me just point out what I personally need to know in-order to cover bases.
How are you loading the
.wasm
module? Are you using pure vanilla js with an index.html? Or using something likereactjs
ornextjs
to load? Webpack has specific options now for loading.wasm
modules.What flags/options are you using to compile the module? Could you share the whole CLI command to compile?
In terms of intellisense, the IDE sounds like the definite issue. I'm using vscode with
CMakeLists.txt
foremscripten
and I don't have any issue with intellisense on that part. If that's your toolkit, I am writing a blog on how to set it up.
If you're using vanilla js and serving with some sort of static server like python3 -m http.server
, this particular commit has a working 2-classes-example
folder which worked for me. WASM is loaded asynchronously so it needs to be called once it's loaded. Just follow the example and it should just work (fingers crossed).
If you're using webpack with something like ReactJS, make sure you use these flags when compiling:
QUESTION
I have installed Visual Studio 2022 Preview 4.1 according to these instructions: https://docs.microsoft.com/en-us/dotnet/maui/get-started/installation. I started a new CometApp project and I get the following error: NU1012 Platform version is not present for one or more target frameworks, even though they have specified a platform: net6.0-maccatalyst, net6.0-ios, net6.0-android.
I then run: dotnet workload install android
....and get the following error.
Failed to update the advertising manifest microsoft.net.workload.emscripten: Failed to validate package signing.
Verifying Microsoft.NET.Workload.Emscripten.Manifest-6.0.100.6.0.0-rtm.21505.3
error: NU3004: The package is not signed.
Package signature validation failed.
. Failed to update the advertising manifest microsoft.net.workload.mono.toolchain: Failed to validate package signing.
Verifying Microsoft.NET.Workload.Mono.ToolChain.Manifest-6.0.100.6.0.0-rtm.21508.16
error: NU3004: The package is not signed.
Package signature validation failed.
I have already added this source to Nuget config:
https://pkgs.dev.azure.com/azure-public/vside/_packaging/xamarin-impl/nuget/v3/index.json
Any suggestions to what might be the issue?
...ANSWER
Answered 2021-Nov-22 at 08:10This issue was resolved after installing the Microsoft Visual 2022 - Preview Version 17.1.0
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