spec
resvg
spec | resvg | |
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12 | 18 | |
3,070 | 2,537 | |
0.7% | - | |
8.4 | 9.1 | |
8 days ago | 7 days ago | |
WebAssembly | Rust | |
GNU General Public License v3.0 or later | Mozilla Public License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
spec
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WASM Instructions
You can parse many things from this file, what are you trying to extract?
https://github.com/WebAssembly/spec/blob/main/document/core/...
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The fastest word counter in JavaScript
Still strikes me as super sad JS never got SIMD support. It seemed like there were some strong candidate specs. On Node there are some add-on npm libraries that implement.
My understanding was the main protest was that we would get wasm & some certain implementers said they wanted to focus their energy on wasm.
That was well over half a decade ago & wasm is still in incredible infancy, with basically only statically linked capabilities in the spec.
Wasm SIMD proposal itself only merged into wasm in November 2021. https://github.com/WebAssembly/spec/pull/1391
It seems really unfortunate to have decided to keep JS the slow inferior language.
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Is Blazor server and Blazor Webassembly going to be a big market? I am trying to figure out a niche to go with and I have some asp.net core mvc experience but I am working on a e-commerce .net6 Blazor Webassembly app.
Blazor and WASM itself (outside of dotnet) are relatively new tools and they already show impressive results. They will keep getting better with every release. E.g. this proposal https://github.com/WebAssembly/spec/blob/main/proposals/simd/SIMD.md which should bring WASM closer to "near native speed". Blazor already started working on it true.
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Smolnes: A NES Emulator In
Big fan of this author's work.
They have a Gameboy emulator written in C, which can be compiled to WASM and run in the browser.
https://github.com/binji/binjgb
I learned a lot from the code.
Also I love this project with a bunch of demos in hand-written WebAssembly Text (WAT) format, which is like low-level Lisp that works only with raw memory, numbers, and minimal syntax.
https://github.com/binji/raw-wasm
Then I discovered the same author is quite active in the WebAssembly ecosystem, including specs and tooling. Fascinating stuff!
https://github.com/WebAssembly/spec
https://github.com/WebAssembly/wabt
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Exploring WebAssembly, The Underlying Technology Behind Blazor WASM.
[The WebAssembly specification (https://webassembly.github.io/spec/) maintains that the standards apply to more than just the browser host, but also to any other compliant host runtime (what the specification refers to as an embedder).
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Show HN: We are trying to (finally) get tail-calls into the WebAssembly standard
Heya,
(1) Thank you for implementing this in JSC!! I hope they take it, it makes it into Safari, and the tail-call proposal advances.
(2) I don't think you are exactly right about the call stack being observable via thrown exceptions. There's no formal spec for the v3 exceptions proposal yet, but in the documents and tests, there's nothing that would change in WebAssembly core to make the call stack observable. It's true that the proposal amends the JS API (but only the JS API) to describe a traceStack=true option; from Wasm's perspective I understand that's just an ordinary exception that happens to include an externref value (just like any other value) to which Wasm itself attaches no special significance. The engine can attach a stack trace if it wants, but there's no requirement (here) about what that stack trace contains or whether some frames might have been optimized out.
(3) I think the real reason that a Wasm engine can't implicitly make tail calls proper is that the spec tests forbid it, basically because they didn't want the implementation base to split by having some engines perform an optimization that changes the space complexity of a program, which some programs would have started to depend on (the spec tests say: "Implementations are required to have every call consume some abstract resource towards exhausting some abstract finite limit, such that infinitely recursive test cases reliably trap in finite time. This is because otherwise applications could come to depend on it on those implementations and be incompatible with implementations that don't do it (or don't do it under the same circumstances.)" More discussion here: https://github.com/WebAssembly/spec/issues/150
- WebAssembly 2.0 Working Draft
- A challenger to the throne of vector graphics. SVG is dead, long live TinyVG
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Microsoft joins Bytecode Alliance to advance WebAssembly – aka the thing that lets you run compiled C/C++/Rust code in browsers
The WASM paper discusses that in the final section: https://github.com/WebAssembly/spec/blob/master/papers/pldi2017.pdf
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Is there a small, well-specified language with lots of example programs?
WebAssembly has a formal specification that includes both operational semantics and natural language-based descriptions of everything in the language. The official repository also has a lot of tests. Besides tests, you should be able to find lots of examples by searching.
resvg
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Options for SVG / Text rendering on 2D pixel buffer
I've seen resvg as a potential pick, but it feels huge and seems to be importing skia, which itself is a whole rendering engine. Furthermore, I have no idea if I can pass my own 2D buffer to resvg and let it draw to it.
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png crate gets an ultrafast compression mode, up to 4x faster decompression
For example, when converting vector SVG images to raster PNG images with resvg, most of the time is spent compressing the PNG image. This is a lot of wasted work if we just want to read the image instead of transferring it over the network! The fast compression mode eliminates all this wasted work, resulting in huge performance and efficiency gains.
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Is coding in Rust as bad as in C++? A practical comparison
Just as a point of reference, I have a ~75KLOC project (includes dependencies) called resvg which takes just 4s in the debug mode and 8s in the release mode to build on M1 Pro.
- Forma: An efficient vector-graphics renderer
- Inkscape 1.2.2 Released
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Good example of high performance Rust project without unsafe code?
resvg is very fast, although the performance depends on the exact SVG you feed it - sometimes faster than librsvg, sometimes slower (although librsvg is also written in Rust now, it does use unsafe while resvg doesn't)
- Resvg- a fast, small, portable SVG rendering library in rust
- resvg: pure-Rust SVG rendering library designed for edge cases
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How to run this Rust project?
So I am absolutely clueless about Rust and just installed it an hour ago to use this tool called "usvg" https://github.com/RazrFalcon/resvg/tree/master/usvg
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I think more Rust devs should focus more on rewriting software that is prone to exploitation
So, all you gotta do is rewrite the parsers. Funny you mention librsvg because there is a library called resvg that has a thumbnailer implementation for Windows Explorer. https://github.com/RazrFalcon/resvg
What are some alternatives?
uwm-masters-thesis - My thesis for my Master's in Computer Science degree from the University of Wisconsin - Milwaukee.
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
Oberon - Oberon parser, code model & browser, compiler and IDE with debugger
canvas2svg - Translates HTML5 Canvas draw commands to SVG
meetings - WebAssembly meetings (VC or in-person), agendas, and notes
svgomg - Web GUI for SVGO
component-model - Repository for design and specification of the Component Model
vtracer - Raster to Vector Graphics Converter
proposals - Tracking WebAssembly proposals
lib2geom
wit-bindgen - A language binding generator for WebAssembly interface types
bevy - A refreshingly simple data-driven game engine built in Rust