Glide Data Grid
Vrmac
Glide Data Grid | Vrmac | |
---|---|---|
17 | 45 | |
3,423 | 104 | |
1.7% | - | |
8.9 | 3.6 | |
3 days ago | over 2 years ago | |
TypeScript | C# | |
MIT License | MIT License |
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Glide Data Grid
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The Design Philosophy of Great Tables (Software Package)
Why do you want to render to canvas?
Perspective seems to be the most performant html table. It is more focused on extremely fast updates than styling, although it looks good.
Glide is a newcomer that also renders to canvas.
https://github.com/finos/perspective
https://github.com/glideapps/glide-data-grid
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Rendering a Million Rows in React by Drawing
What we are trying to build is a component that will help us to render a million rows in a ReactJs App. We make use of several techniques that are being used by other products such as google sheets and glide data grid app to achieve it.
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New Renderers for GTK
Can you give examples of better JS renderers?
What is needed for performance of traditional GUI app rendering? I'm particularly interested in table rendering. Glide and Perspective are both canvas based renderers, but I haven't dug into the internals.
[1] https://github.com/glideapps/glide-data-grid
[2] https://github.com/finos/perspective
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React Data Grid VS Glide Data Grid - a user suggested alternative
2 projects | 8 Jun 2022
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Glide Data Grid 4.0! Thank you all for your help :)
Much much more...
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Show HN: Datagridxl2.js ā No-nonsense fast Excel-like data table library
We ran into the same issue! We actually implemented a feature we joking call clown-car scrolling to handle this. If you want to steal the basics of it you can see it here: https://github.com/glideapps/glide-data-grid/blob/main/packa...
Feel free to steal and improve, we only enable the clown-car mode when the desired scrollable area is larger than what a browser can support. With our implementation scrolling is still handled by the browser, but the scroll location can be subtly recomputed as you go from time to time. We only do this when interacting with the scrollbar directly to avoid weird artifacts like scrolling feeling faster than normal.
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Synchronous scrolling for two or more data grids
I maintain glide-data-grid. I'd love to be in consideration for your use case. If you have features that are not supported in our current or the upcoming 4.0.0 release I would love to hear about it.
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Looking for the best React table component to implement.
Try Glide data grid
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Data Grid 3.0 ā bigger, better, faster!
Homepage
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Fast, smooth React Data Grid
Home Page / try it now
Vrmac
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New Renderers for GTK
Couple times in the past I have implemented GPU-targeted GUI renderers, hereās an example: https://github.com/Const-me/Vrmac?tab=readme-ov-file#vector-... https://github.com/Const-me/Vrmac/blob/master/Vrmac/Draw/VAA...
2D graphics have very little in common with game engines. The problem is very different in many regards. In 2D, you generally have Bezier and other splines on input, large amount of overdraw, textures coming from users complicate VRAM memory management. OTOH, game engines are solving hard problem which are irrelevant to 2D renderers, like dynamic lighting, volumetric effects, and dynamic environment.
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Was Rust Worth It?
> Part of Panama
Most real-live C APIs are using function pointers and/or complicated data structures. Hereās couple real-life examples defined by Linux kernel developers who made V4L2 API: [0], [1] The first of them contains a union in C version, i.e. different structures are at the same memory addresses. Note C# delivers the level of usability similar to C or C++: we simply define structures, and access these fields. Not sure this is gonna be easy in Java even after all these proposals arrive.
For a managed runtime, unmanaged interop is a huge feature which affects all levels of the stack: type system in the language for value types, GC to be able to temporarily pin objects passed to native code (making copies is prohibitively slow for use cases like video processing), code generator to convert managed delegates to C function pointers and vice versa, error handling to automatically convert between exceptions and integer status codes at the API boundary, and more. Gonna be very hard to add into the existing language like Java.
> "Vector API" JEP
That API is not good. They donāt expose hardware instructions, instead they have invented some platform-agnostic API and implemented graceful degradation.
This means the applicability is likely to be limited to pure vertical operations processing FP32 or FP64 numbers. The rest of the SIMD instructions are too different between architectures. A simple example in C++ is [2], see [3] for the context. That example is trivial to port to modern C#, but impossible to port to Java even after the proposed changes. The key part of the implementation is psadbw instruction, which is very specific to SSE2/AVX2 and these vector APIs donāt have an equivalent. Apart from reduction, other problematic operations are shuffles, saturating integer math, and some memory access patterns (gathers in AVX2, transposed loads/stores on NEON).
> most of these are not done / not in a stable LTS Java release yet
BTW, SIMD intrinsics arrived to C# in 2019 (.NET Core 3.0 released in 2019), and unmanaged interop support is available since the very first 1.0 version.
[0] https://github.com/Const-me/Vrmac/blob/master/VrmacVideo/Lin...
[1] https://github.com/Const-me/Vrmac/blob/master/VrmacVideo/Lin...
[2] https://gist.github.com/Const-me/3ade77faad47f0fbb0538965ae7...
[3] https://news.ycombinator.com/item?id=36618344
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Stable Diffusion in pure C/C++
I have minimal experience with Rust. OTOH, programming C++ for living since 2000, with a few gaps when I used other languages like Obj-C and C#.
I agree C++ is very hard to learn if you only have experience with higher-level languages like Python and Scala. I think thereāre two reasons for that.
C++ is unsafe. Thereās no way around this one, it was designed that way, like C or assembly. Still, with modern toolset itās not terribly bad. Compilers print warnings, BTW I typically ask them to treat warnings as errors to deliberately fail the build. On Windows, a combination of debug build, debug C runtime, and visual studio debugger helps tremendously. Linux compilers have these sanitizers (address, memory, thread, undefined behavior) which are comparable, they too sacrifice runtime speed for diagnostics and debuggability.
Another reason, the language itself is very complicated, especially the templates. However, just because something is in the language doesnāt mean itās a good idea to use it. You donāt need to be familiar with that stuff unless doing something very advanced, like customizing the Eigen C++ library. Donāt follow the patterns found in the standard library: unlike your code, that library has good reasons to use that template BS. If instead of templates you do something else, C++ becomes much easier to use, and most importantly other people will still be able to read and understand your code. Another reason to avoid excessive template metaprogramming, it slows down the compiler, because template-heavy code often needs to be in headers as opposed to cpp files.
P.S. If you donāt need extreme levels of performance (defined as āapproach the numbers listed in CPU specsā, the numbers are FLOPS or memory bandwidth), and you donāt need the ecosystem too much, consider C# instead of C++. Much faster than Python, often faster than Scala or Java, easy integration with C should you need that (same as Rust, much easier than Python or Java), the only downside is these ~100MB of the runtime. The reputation is weird, but technically the language and runtime are pretty good. For example, hereās a C# library which re-implements a subset of ffmpeg and libavcodec C libraries: https://github.com/Const-me/Vrmac/tree/master/VrmacVideo
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Media Player Element now available for cross-platform apps everywhere dotnet runs
BTW, I did that too for 32-bit ARM Linux on Raspberry Pi 4, back in 2020: https://github.com/Const-me/Vrmac/tree/master/VrmacVideo Unlike Uno, my implementation doesnāt use libVLC and is written mostly in C#, only audio decoders are in C++. To decode video, I directly consume V4L2 Linux kernel APIs.
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Ask HN: Those making $0/month or less on side projects ā Show and tell
Doing that for decades.
An app for Windows phone, downloaded 140k times: https://github.com/Const-me/SkyFM
Cross-platform graphics library for .NET: https://github.com/Const-me/Vrmac
Recently, offline speech-to-text for Windows: https://github.com/Const-me/Whisper
At this point, I consider side projects like that as a hobby.
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Minimal Cross-Platform Graphics
I think this needs much more complexity to be useful.
For the rendering, ideally it needs GPU support.
Input needs much more work, here's an overview for Windows: https://zserge.com/posts/fenster/
Windows' Sleep() function has default resolution 15.6ms, that's not enough for realtime rendering, and relatively hard to fix, ideally need a modern OS and a waitable timer created with high resolution flag.
Here's my attempt at making something similar, couple years ago: https://github.com/Const-me/Vrmac
- An MP4 file first draft
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Cppfront, Herb Sutter's proposal for a new C++ syntax
I agree about Python or PHP.
However, for Java or modern C#, in my experience the performance is often fairly close. When using either of them, very often one doesnāt need C++ to be good enough.
Hereās an example, a video player library for Raspberry Pi4: https://github.com/Const-me/Vrmac/tree/master/VrmacVideo As written on that page, just a few things are in C++ (GLES integration, audio decoders, and couple SIMD utility functions), the majority of things are in C#.
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Vulkan update: version 1.2 conformance for Raspberry Pi 4
To be fair, in modern GL versions they fixed some of these things. In GLES 3.1 which I used a lot on Pi4 https://github.com/Const-me/Vrmac/ GPU vertex buffers and shaders worked fine, GLSL compiler in the drivers worked fine too.
However, others issues are still present. Thereās no shaders bytecode, they have an extension to grab compiled shaders from GPU driver to cache on disk, but it doesnāt work. The only way to create shaders is separate compile and link API calls. Texture loading and binding API is still less than ideal.
- Advice for the next dozen Rust GUIs
What are some alternatives?
React Data Grid - Feature-rich and customizable data grid React component
neutralinojs - Portable and lightweight cross-platform desktop application development framework
ag-Grid - The best JavaScript Data Table for building Enterprise Applications. Supports React / Angular / Vue / Plain JavaScript.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
react-data-table - A responsive table library with built-in sorting, pagination, selection, expandable rows, and customizable styling.
vello - An experimental GPU compute-centric 2D renderer.
react-cool-virtual - š ā»ļø A tiny React hook for rendering large datasets like a breeze.
rapidyaml - Rapid YAML - a library to parse and emit YAML, and do it fast.
ka-table - Lightweight MIT React Table component with Sorting, Filtering, Grouping, Virtualization, Editing and many more
sokol - minimal cross-platform standalone C headers
canvas-datagrid - Canvas based data grid web component. Capable of displaying millions of contiguous hierarchical rows and columns without paging or loading, on a single canvas element.
NanoGUI - Minimalistic GUI library for OpenGL