glint | TypeScript powered tooling for Glimmer templates

 by   typed-ember TypeScript Version: 1.0.2 License: No License

kandi X-RAY | glint Summary

kandi X-RAY | glint Summary

glint is a TypeScript library. glint has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Glint is a set of tools to aid in developing code that uses the Glimmer VM for rendering, such as Ember.js and GlimmerX projects. Similar to Vetur for Vue projects, Glint consists of a CLI and a language server to provide feedback and enforce correctness both locally during editing and project-wide in CI. ️ Note: Glint is still under active development! Please bear with us and expect breaking changes and rough edges as we work toward a stable release. Also note that Glint is currently only compatible with TypeScript projects, but our aim is ultimately to support JavaScript as well, as TypeScript's tooling can provide best-in-class support for both TS and JS projects. As Glint is still quickly evolving, it's likely too soon for addons to begin shipping Glint-enabled type declarations themselves. To ease adoption and avoid repeated labor, the community has begun maintaining a shared glint-template-types repository with Glint-compatible type declarations for commonly used Ember addons. The README there contains information about how to take advantage of these shared declarations for addons you may use in your Ember projects.
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            kandi-support Support

              glint has a low active ecosystem.
              It has 77 star(s) with 29 fork(s). There are 12 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 19 open issues and 196 have been closed. On average issues are closed in 77 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glint is 1.0.2

            kandi-Quality Quality

              glint has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              glint 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

              glint releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of glint
            Get all kandi verified functions for this library.

            glint Key Features

            No Key Features are available at this moment for glint.

            glint Examples and Code Snippets

            No Code Snippets are available at this moment for glint.

            Community Discussions

            QUESTION

            Qt program with OpenGL + GLSL integration crashes immediately in run-time
            Asked 2021-Jun-03 at 12:21

            I'm new at OpenGL and GLSL. I'm trying to write a first program with using those libraries in Qt Creator that would draw in the QOpenGLWindow window an ordinary rectangle. The compilation was implemented successfully, however the program crashes immediately on trying to run this with the following error output:

            ...

            ANSWER

            Answered 2021-Jun-03 at 12:21

            Following on from the comments...

            The basic fix is to move all initialization code into initializeGL and let the Qt OpenGL framework make the necessary calls to initializeGL, paintGL etc.

            Your constructor and initializeGL members should look something like...

            Source https://stackoverflow.com/questions/67819887

            QUESTION

            How to use QOpenGLBuffer:: PixelUnpackBuffer
            Asked 2021-May-31 at 16:46

            I can't figure it out how to properly write and read from a QOpenGLBuffer:: PixelUnpackBuffer.

            1. What is the proper setup before writing into a PBO?
            2. QOpenGLBuffer::write will not work using with a simple QImage.bits(), or glReadPixels() to pass the FBO render into the PBO. It has to be a specific type of data?
            3. How do you use a written PBO with Texture::setData()? A simple Texture.setData(*format*, *pixel_type*, pubo, nullptr) will suffice?

            Here some code to exemplify what I'm doing:

            ...

            ANSWER

            Answered 2021-May-31 at 16:46

            You have some misunderstandings, and most of these are not related to Qt's abstraction classes, but to how these objects work in the GL itself:

            Source https://stackoverflow.com/questions/67757687

            QUESTION

            How To Draw a line with variables
            Asked 2021-May-25 at 21:01

            for example,In the following code, in the function “glVertex3f”, a constant between 1 and-1 is used to represent a point

            ...

            ANSWER

            Answered 2021-May-25 at 14:20

            ix / width is an integral division You have to cast ix to a float, to do a floation point division:

            Source https://stackoverflow.com/questions/67681190

            QUESTION

            Why doesn't the compute shader do the calculation?
            Asked 2021-May-25 at 15:03

            I'm experimenting with compute shaders. What I want to do is sending the data of arr1 to compute shader variable shader_arr1[], make all of its elements 1 and read that result back to the CPU side in arr2[] variable. However, running the following program I get the same initial value of arr1[]{1,2,3,4,5,6,7} in arr2[], nothing was changed. Could you tell me what part I'm doing wrong?

            ...

            ANSWER

            Answered 2021-May-25 at 15:03

            I fixed the code. This is the working version of the program

            Source https://stackoverflow.com/questions/67686263

            QUESTION

            C++, OpengGL animation how to change the color of the cubes when the line is moving?
            Asked 2021-Mar-30 at 18:42

            I have this OpenGL program in C++ which is a moving circle, vubes in the background and a line which can move up or down is you press the W or the S button. When the line is in the middle of the screen the cubes which are below the line should have green color, and for the cubes above the line the color should be red.

            When the line is moved up the color of the cubes should change, so when the line is in the top of the scrren every cube needs to be red.

            In my code when I move the Line up it changes his color when it needs to be but the cubes has the color from the beginning of the run to the end, no matter where I move the line.

            Attaching the code:

            ...

            ANSWER

            Answered 2021-Mar-30 at 18:42

            Pass the vertex coordinate from the vertex shader to the fragment shader and set the color per fragment instead of per vertex.

            Vertex shader:

            Source https://stackoverflow.com/questions/66875458

            QUESTION

            OpenGL with GLFW and GLEW not rendering cube? C++, GLM
            Asked 2021-Mar-16 at 13:22

            I don't have very much experience with OpenGL, GLFW, or GLEW so my troubleshooting ability with these libraries is slim to none. I have managed to render a triangle ([-1, -1, 0], [1, -1, 0], [0, 1, 0]) but when using the vertex attribute coordinates for a cube, along with color attributes it seems to not render. There could be a lot wrong with my code, the shaders, and my matrix operations. I wish I had a clearer understanding of what I'm doing so I could give a more descriptive account of my error. Currently the above code only renders the window. I followed https://learnopengl.com/ initially and got the first tutorials working, the following code is my "testing" file where I've attempted to reimplement some of the elements myself. There are lots of copy pasted portions that may be shared with that tutorial if it helps at all.

            Any insight or suggestions would be appreciated very much.

            Main Source

            ...

            ANSWER

            Answered 2021-Mar-16 at 13:10

            The problem is that you call linkShader separately for each shader. It is possible to link a program multiple times. The function linkShader, however, attaches the shader to the program, linkes the program and detaches the shader from the program. Hence, the vertex and the fragment shader are never attached at the same time.

            Attach the vertex and fragment shader and call linkShader once:

            Source https://stackoverflow.com/questions/66655238

            QUESTION

            GLEW & SFML on MacOS with #version 150 core
            Asked 2021-Mar-10 at 17:26

            I need to create some project with OpenGL on my MacOS Big Sur 11.2.2.

            My versions:

            ...

            ANSWER

            Answered 2021-Mar-10 at 16:32

            You are currently trying to execute a OpenGL 3.3 core profile shader (version 150 core) in a OpenGL 2.1 context, which is not possible. If your hardware supports it, you can specifically request a 3.3 core profile context:

            Source https://stackoverflow.com/questions/66568294

            QUESTION

            Why is my triangle white in OpenGL ES 3 on Raspberry Pi
            Asked 2021-Mar-01 at 14:17

            I have a very simple example of a OpenGL ES program that I'm trying to get to run on RaspiOS Desktop (a.k.a. Raspbian) on Raspberry Pi 4.

            My goal is very simple - to draw a red triangle in the center of the screen. However, the triangle comes out as white instead of red.

            I've searched and tried everything and wasn't able to find any help. I'm very frustrated at this point because this was just supposed to be the first tutorial to introduce the world of OpenGL ES and I'm already stuck and can't continue with more complicated examples.

            Anyway, here's the full example

            ...

            ANSWER

            Answered 2021-Mar-01 at 14:17

            Nvm, turns out I'm an idiot.

            This entire time it was a simple typo in buildShader() function. Here's the fixed version of that function:

            Source https://stackoverflow.com/questions/66422048

            QUESTION

            How does one declare and use vertex attributes that are an array of primitive elements in OpenGL
            Asked 2021-Feb-22 at 23:25

            In a shader I want to pass an array of primitives into it as a vertex attribute.

            In the shader I declare

            ...

            ANSWER

            Answered 2021-Feb-22 at 23:25

            QUESTION

            Can't Get Spinning Cube To Render In OpenGL
            Asked 2021-Feb-18 at 06:34

            I'm trying to get a spinning 3D cube but I can't get it to render. There's no error, but it's just a black screen. Also, there's no checking whether the Fragment shader is working but I can assure you it is I just don't have it included here.

            Here's what my code looks like:

            ...

            ANSWER

            Answered 2021-Feb-18 at 06:34

            You have to initialize the matrices with the Identity matrix:

            Source https://stackoverflow.com/questions/66251886

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

            Vulnerabilities

            No vulnerabilities reported

            Install glint

            You'll first need to add @glint/core and an appropriate Glint environment to your project's devDependencies. Currently there are two provided environments: @glint/environment-glimmerx for GlimmerX projects and @glint/environment-ember-loose for Ember.js projects.

            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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