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#AssemblyScript
mitchellclark2296 · 5 months
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Embracing Innovation: Top 24 Web Designing Languages to Master in 2024
In the ever-evolving landscape of web development, staying updated with the latest languages is paramount for any designer or developer. As we venture into 2024, the realm of web design continues to witness transformative advancements, pushing boundaries and ushering in new possibilities.
Here’s a comprehensive guide to the top 24 web designing languages poised to shape the digital sphere in 2024:
Front-end Languages:
HTML (HyperText Markup Language): The cornerstone of web development, HTML remains indispensable for structuring web content.
CSS (Cascading Style Sheets): Essential for styling and presenting HTML elements, CSS empowers designers to create visually appealing websites.
JavaScript: A dynamic language facilitating interactive web elements, JavaScript remains a core language for front-end development.
TypeScript: Building on JavaScript, TypeScript brings static typing, aiding in the development of scalable and maintainable web applications.
Sass/SCSS: These CSS preprocessors enhance efficiency by introducing variables, nesting, and mixins, streamlining stylesheets.
Vue.js, React, Angular: These front-end frameworks continue to dominate, offering powerful tools for building robust, responsive, and interactive user interfaces.
Back-end Languages:
Python: Known for its readability and versatility, Python continues to be a preferred language for back-end development, thanks to frameworks like Django and Flask.
JavaScript (Node.js): Expanding its domain to server-side scripting with Node.js, JavaScript enables full-stack development, unifying front-end and back-end processes.
Ruby: Renowned for its simplicity and elegance, Ruby, coupled with the Rails framework, fosters rapid application development.
PHP: Despite criticisms, PHP remains prevalent, powering a significant portion of the web, especially with frameworks like Laravel and Symfony.
Golang (Go): Recognized for its speed and concurrency, Go is gaining traction in building scalable and efficient web applications.
Database Languages:
SQL (Structured Query Language): Fundamental for managing and querying relational databases, SQL expertise remains invaluable.
NoSQL (MongoDB, Firebase): Non-relational databases continue to rise, offering scalability and flexibility, suitable for modern web applications.
Markup Languages:
XML (Extensible Markup Language): Still utilized for specific applications, XML maintains relevance in data exchange and configuration.
JSON (JavaScript Object Notation): Lightweight and easy to parse, JSON is a preferred format for data exchange in web APIs.
Styling Languages:
Less: Similar to Sass/SCSS, Less simplifies CSS authoring with its dynamic stylesheet language.
PostCSS: Leveraging JavaScript plugins, PostCSS automates CSS processes, enhancing code efficiency and compatibility.
Specialized Languages:
Rust: Known for its safety features and performance, Rust is gaining attention for web assembly and system programming.
Elixir: Recognized for fault-tolerance and scalability, Elixir, with the Phoenix framework, excels in building real-time applications.
Emerging Languages:
Deno: Positioned as a secure runtime for JavaScript and TypeScript, Deno presents a potential alternative to Node.js.
Kotlin: Initially designed for Android, Kotlin’s conciseness and interoperability make it a contender for web development.
Web Assembly Languages:
AssemblyScript: A subset of TypeScript, AssemblyScript enables compiling TypeScript to WebAssembly for high-performance web applications.
Rust (WebAssembly): Utilizing Rust for WebAssembly empowers developers to create high-speed, low-level web applications.
Augmented Reality (AR) and Virtual Reality (VR) Languages:
Unity (C#): For immersive web experiences, Unity with C# supports the development of AR and VR applications on the web.
In the fast-paced world of web design, mastering these languages opens doors to innovation and empowers designers and developers to craft exceptional digital experiences. As 2024 unfolds, embracing these languages will be key to staying at the forefront of the ever-evolving web design landscape.
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this-week-in-rust · 1 year
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This Week in Rust 471
Hello and welcome to another issue of This Week in Rust! Rust is a programming language empowering everyone to build reliable and efficient software. This is a weekly summary of its progress and community. Want something mentioned? Tag us at @ThisWeekInRust on Twitter or @ThisWeekinRust on mastodon.social, or send us a pull request. Want to get involved? We love contributions.
This Week in Rust is openly developed on GitHub. If you find any errors in this week's issue, please submit a PR.
Updates from Rust Community
Official
Please welcome The 8472 to the Library team
Foundation
Secure App Development with Rust's Memory Model
Project/Tooling Updates
Announcing axum 0.6.0
Redox OS 0.8.0
Releasing Yew 0.20
rust-analyzer changelog #157
This Week in Fyrox
Fornjot (code-first CAD in Rust) - Weekly Release
Unimock 0.4
Slint 0.3.2 release
Extism: make all software programmable
Observations/Thoughts
Rust to assembly: Arrays, Tuples, Box, and Option handling
Improving async Rust codegen
rustdoc: Recent UI and UX changes in generated documentation 2
Rust Foundation in 2023-25
Follow-up to Foundation post
WebAssembly: TinyGo vs Rust vs AssemblyScript
Falsehoods programmers believe about undefined behavior
[video] Learning Rust the wrong way - Ólafur Waage - NDC TechTown 2022
[video] OS Development - One Year with Rust - by Bernhard Kauer
[video] Embedded Rust on ESP32 - Juraj Michálek
[audio] Leptos with Greg Johnston
[audio] Kanal with Khashayar Fereidani
Rust Walkthroughs
Threads and messages with Rust and WebAssembly
Migrating from warp to axum
Measuring the overhead of HashMaps in Rust
Building an API in Rust with Rocket.rs and Diesel.rs (Clean Architecture)
Avoiding Benchmarking Pitfalls with black_box in Rust
Embedded Rust & Embassy: UART Serial Communication
Rust GUI and GTK calc
Fearless concurrency: multithreaded unzip
[video] Typesafe Router state with Axum 0.6 release
Miscellaneous
JetBrains Rust developers survey
Crate of the Week
This week's crate is code-radio-cli, a command line interface for listening to freeCodeCamp's Code Radio music stream.
Thanks to 魏杰 for the suggestion!
Please submit your suggestions and votes for next week!
Call for Participation
Always wanted to contribute to open-source projects but didn't know where to start? Every week we highlight some tasks from the Rust community for you to pick and get started!
Some of these tasks may also have mentors available, visit the task page for more information.
pest - RFC: Make white-space handling less confusing / more consistent with the introduction of an "adjacent selector"
pest - two issues for the pest's website if anyone's into Wasm
site - migrate from stdweb to wasm-bindgen and websys
site - integrate a web version of pest_debugger
This week we also have a few non-rust-specific needs from your friends at This Week in Rust! Check them out:
this-week-in-rust - Add a dark theme
this-week-in-rust - Add anchors for headers
this-week-in-rust - Add a search
If you are a Rust project owner and are looking for contributors, please submit tasks here.
Updates from the Rust Project
389 pull requests were merged in the last week
add powerpc64-ibm-aix as Tier-3 target
stabilize native library modifier verbatim
use clang for the UEFI targets
optimize field ordering by grouping m×2ⁿ-sized fields with equivalently aligned ones
allow opaque types in trait impl headers and rely on coherence to reject unsound cases
allow power10-vector feature in PowerPC
branch Clause from Predicate
enable fuzzy_provenance_casts lint in liballoc and libstd
enable profiler in dist-riscv64-linux
lint: do not warn unused parens around higher-ranked function pointers
llvm-wrapper adapt for LLVM API change
make deref_into_dyn_supertrait lint the impl and not the usage
pass InferCtxt to DropRangeVisitor so we can resolve vars
pretty-print generators with their generator_kind
privacy: fix more (potential) issues with effective visibilities
properly handle Pin<&mut dyn* Trait> receiver in codegen
resolve: don't use constructor def ids in the map for field names
separate lifetime ident from lifetime resolution in HIR
stricter alignment enforcement for ScalarPair and Vector
suggest .clone() or ref binding on E0382
miri: fix handling of spurious accesses during retag
miri: make no_std work on Windows
miri: track local frames incrementally during execution
miri: use .wasm extension when building for wasm in cargo-miri
use an IndexVec to cache queries with index-like key
fix perf regression by correctly matching keywords
rustc_metadata: switch module children decoding to an iterator
codegen_gcc: fix simd_bitmask
codegen_gcc: fix the argument order for some AVX-512 intrinsics
don't build compiler_builtins with -C panic=abort
manually implement PartialEq for Option<T> and specialize non-nullable types
stop peeling the last iteration of the loop in Vec::resize_with
constify remaining Layout methods
mark sys_common::once::generic::Once::new const-stable
add slice methods for indexing via an array of indices
futures: stream::size_hint for mpsc channels
futures: custom Debug implementations for mpsc
futures: remove Debug constraint for oneshot types
portable SIMD: avoid a scalar loop in Simd::from_slice
regex: speed up replacen loop
rustc_codegen_ssa: write .dwp in a streaming fashion
cargo: add error message for cargo fix on an empty repo
cargo: add suggestions when cargo add multiple packages
cargo: store the sparse+ prefix in the SourceId for sparse registries
rustdoc: improve popover focus handling JS
bindgen: add --wrap-unsafe-ops option
bindgen: add ParseCallbacks::process_comment
bindgen: deprecate Rust targets lower or equal than 1.30
bindgen: escape method fragments that happen to be rust keywords
bindgen: remove traits that have a single implementation
clippy: add clippy_utils::msrv::Msrv to keep track of the current MSRV
clippy: add allow-mixed-uninlined-format-args config
clippy: fix unnecessary_to_owned false positive
clippy: fix redundant_closure_for_method_calls suggestion
clippy: fix unnecessary_lazy_eval when type has significant drop
clippy: lint unnecessary safety comments
clippy: re-enable uninlined_format_args on multiline format!
clippy: remove blank lines when needless_return returns no value
rust-analyzer: add deriveHelper to semanticTokenTypes section of package.json
rust-analyzer: add assist to generate trait impl's
rust-analyzer: adds hover hint to ".." in record pattern
rust-analyzer: check tail expressions more precisely in extract_function
rust-analyzer: filter unnecessary completions after colon
rust-analyzer: handle empty checkOnSave/target values
rust-analyzer: handle sysroot config in detached-files workspaces
rust-analyzer: tuple to named struct inside macros
rust-analyzer: hir-expand: fix compile_error! expansion not unquoting strings
rust-analyzer: improve goto declaration
rust-analyzer: properly implement Drop for JodGroupChild
rust-analyzer: suppress "Implement default members" inside contained items
cargo-bisect-rustc: --start without --end defaults end to be today
cc-rs: refine CUDA support
Rust Compiler Performance Triage
A relatively quiet week for performance, with the notable exception of "Avoid GenFuture shim when compiling async constructs #104321" which brought sizeable wins on a number of stress test benchmarks. It probably won't be of huge benefit to most codebases, but should provide smaller wins to folks with large amounts of async-generated futures.
Triage done by @simulacrum. Revision range: a78c9bee..8a09420a
3 Regressions, 3 Improvements, 6 Mixed; 2 of them in rollups 43 artifact comparisons made in total
See the full report for details.
Call for Testing
An important step for RFC implementation is for people to experiment with the implementation and give feedback, especially before stabilization. The following RFCs would benefit from user testing before moving forward:
No RFCs issued a call for testing this week.
If you are a feature implementer and would like your RFC to appear on the above list, add the new call-for-testing label to your RFC along with a comment providing testing instructions and/or guidance on which aspect(s) of the feature need testing.
Approved RFCs
Changes to Rust follow the Rust RFC (request for comments) process. These are the RFCs that were approved for implementation this week:
Restrictions
Add lang-team advisors team
Final Comment Period
Every week, the team announces the 'final comment period' for RFCs and key PRs which are reaching a decision. Express your opinions now.
RFCs
[disposition: merge] RFC: c"…" string literals
Tracking Issues & PRs
[disposition: merge] Remove const eval limit and implement an exponential backoff lint instead
[disposition: merge] Windows: make Command prefer non-verbatim paths
New and Updated RFCs
No New or Updated RFCs were created this week.
Upcoming Events
Rusty Events between 2022-11-30 - 2022-12-28 🦀
Virtual
2022-11-30 | Virtual (Cardiff, UK) | Rust and C++ Cardiff
Common crates and their usage
2022-11-30 | Virtual (Munich, DE) | Rust Munich
Rust Munich 2022 / 3 - hybrid
2022-12-01 | Virtual (Charlottesville, VA, US) | Charlottesville Rust Meetup
Exploring USB with Rust
2022-12-01 | Virtual (Lehi, UT, US) | Utah Rust
Beginner Projects and Shop Talk with Food!
2022-12-01 | Virtual (Redmond, WA, US) | Microsoft Reactor Redmond
Getting Started with Rust: Understanding Rust Compile Errors – Part 2
2022-12-06 | Virtual (Berlin, DE) | Berlin.rs
Rust Hack and Learn
2022-12-06 | Virtual (Buffalo, NY, US) | Buffalo Rust Meetup
Buffalo Rust User Group, First Tuesdays
2022-12-07 | Virtual (Indianapolis, IN, US) | Indy Rust
Indy.rs - with Social Distancing
2022-12-07 | Virtual (Stuttgart, DE) | Rust Community Stuttgart
Rust-Meetup
2022-12-08 | Virtual (Nürnberg, DE) | Rust Nuremberg
Rust Nürnberg online #20
2022-12-08 | Virtual (San Francisco, CA, US) | Data + AI Online Meetup
D3L2: The Genesis of Delta Rust with QP Hou
2022-12-10 | Virtual | Rust GameDev
Rust GameDev Monthly Meetup
2022-12-13 | Virtual (Dallas, TX, US) | Dallas Rust
Second Tuesday
2022-12-13 | Virtual (Rostock, DE) | Altow Academy
Rust Meetup Rostock
2022-12-13 | Virtual (Saarbrücken, DE) | Rust-Saar
Meetup: 25u16
2022-12-14 | Virtual (Boulder, CO, US) | Boulder Elixir and Rust
Monthly Meetup
2022-12-14 | Virtual (México City, MX) | Rust MX
Rust y Arduino
2022-12-15 | Virtual (Stuttgart, DE) | Rust Community Stuttgart
Rust-Meetup
2022-12-20 | Virtual (Berlin, DE) | Berlin.rs
Rust Hack and Learn
2022-12-20 | Virtual (Washington, DC, US) | Rust DC
Mid-month Rustful
2022-12-21 | Virtual (Vancouver, BC, CA) | Vancouver Rust
Rust Study/Hack/Hang-out
2022-12-27 | Virtual (Dallas, TX, US) | Dallas Rust
Last Tuesday
Europe
2022-11-30 | Amsterdam, NL | Rust Nederland
Rust in Critical Infrastructure
2022-11-30 | Lille, FR | Rust Lille
Rust Lille #1
2022-11-30 | Milan, IT | Rust Language Milano
Welcome GAT!!
2022-11-30 | Munich, DE + Virtual | Rust Munich
Rust Munich 2022 / 3 - hybrid
2022-11-30 | Paris, FR | Rust Paris
Rust Paris meetup #54
2022-12-01 | Edinburgh, UK | Rust Edinburgh
December Talks + Rust Book Raffle
2022-12-01 | Wrocław, PL | Rust Wrocław
Rust Wrocław Meetup #30
2022-12-06 | London, UK | Rust London User Group
Go X Rust: A Very Scalable Christmas Party
2022-12-07 | Zurich, CH | Rust Zurich
Next generation i18n with rust (icu4x) and zero-copy deserialization
2022-12-12 | Enschede, NL | Dutch Rust Meetup
Rust Meetup - Subject TBA
2022-12-15 | Stuttgart, DE | Rust Community Stuttgart
OnSite Meeting
North America
2022-12-01 | Lehi, UT, US + Virtual | Utah Rust
Beginner Projects and Shop Talk with Food!
2022-12-08 | Columbus, OH, US | Columbus Rust Society
Monthly Meeting
2022-12-20 | San Francisco, CA, US | San Francisco Rust Study Group
Rust Hacking in Person
Oceania
2022-12-09 | Melbourne, VIC, AU | Rust Melbourne
December 2022 Meetup
If you are running a Rust event please add it to the calendar to get it mentioned here. Please remember to add a link to the event too. Email the Rust Community Team for access.
Jobs
Please see the latest Who's Hiring thread on r/rust
Quote of the Week
After many years of writing bugs, and then discovering Rust, I learned to appreciate explicitness in code, and hope you eventually will too.
– Artem Borisovskiy on rust-users
Thanks to Árpád Goretity for the suggestion!
Please submit quotes and vote for next week!
This Week in Rust is edited by: nellshamrell, llogiq, cdmistman, ericseppanen, extrawurst, andrewpollack, U007D, kolharsam, joelmarcey, mariannegoldin, bennyvasquez.
Email list hosting is sponsored by The Rust Foundation
Discuss on r/rust
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bondadanagaraju · 9 months
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BONDADA NAGARAJU: WEB ASSEMBLY AND ASSEMBLY SCRIPT
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What if you could easily incorporate brilliant features from other programming languages into your JavaScript project? That is the overall concept of WebAssembly. Full-stack Developer Bondada Nagaraju teaches you about WebAssembly and AssemblyScript in Part 3 of our WebVR series, demonstrating how they may be used to create a browser-backend for web apps.
WebAssembly is not a replacement for JavaScript as the web's and the world's lingua franca.
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hackernewsrobot · 1 year
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WebAssembly: TinyGo vs. Rust vs. AssemblyScript
https://ecostack.dev/posts/wasm-tinygo-vs-rust-vs-assemblyscript/ Comments
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mylittlegameplan · 2 years
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Making a Little Game: A Review
During the month of April, I set out to make a game. My goal specifically was to make a game in about one month. It didn’t take me long at all to pick up on the basics of using the WASM-4 game engine. I feel accomplished with not only finishing my game, but the process I took while making it.
Lately, I have been trying to transition my career from that of an IT manager to a software developer, but I was having trouble finishing the projects I started. I knew that I needed to work on a project that would offer a quick result; I needed just a little win to get things moving.
I decided to work with a fantasy console. I love retro games and retro computing and fantasy consoles offer a very  accessible way to attain that aesthetic. A fantasy console is like an emulator for an old computer, but instead of emulating a real computer, it emulates a fictional idealized retro machine. You may have heard of other fantasy consoles like Pico-8 or TIC-80. However, it was the WASM-4 console that checked all my boxes:
Open-Source, this is a very important part of my development style.
Exports to Web, I wanted my game to be very accessible even from mobile devices.
Fantasy Console limitations, I liked the idea of being restricted to the style of a retro system.
You might ask why I would want to intentionally restrict my design? It makes the development process simpler, focused, and free of distractions. More flexible game engines have been confusing and distracting me lately. It’s easy to get overwhelmed by all the features and options they have, but a fantasy console makes it simple what I can and cannot do. It provides me with a limited tool set and lets me come up with the rest.
Working with WASM-4 was mostly straightforward. Getting it set up using NPM was easy. Learning AssemblyScript wasn’t too difficult for me, but I have had previous experience coding in JavaScript, C++, and other languages. I was, however, constantly going back and forth between the docs for WASM-4, AssemblyScript, and TypeScript because sometimes the problem with my code was in one system or it was deeper in another. I also enjoyed the flexibility of using the text editor of my choice (Atom) as opposed to other fantasy consoles that recommend or even require you use their in-system editor. I get how a custom editor in the same system can help with the immersion of the experience of working with an older computer, but I prefer to have the option of using an editor that I can customize to my preferences.
One of the other reasons I chose to go with WASM-4 over other fantasy consoles was the use of WebAssembly. I had been toying around with the idea of actually making a game for an older system. I wanted to learn about the process of working with a low-level language or even assembly language. However, I felt intimidated by the prospect of having to dig up decades-old references on how to program for these systems and deal with the quirks of a piece of hardware that had been out of support since my childhood (or older). WebAssembly shares the low-level style of working with an older system, but utilizes modern technology. Technology that is being used practically and developed on to this day. WebAssembly is a growing part of the infrastructure of the internet today and that was exciting to me.
I learned many things while working on this project. I brushed up on JS concepts that I had grown rusty on. I learned about bit manipulation in JS. I learned memory manipulation in AssemblyScript, including dynamic memory and garbage collection which caused me some concern near the end of my project. Lastly, I learned about myself and my working styles. Creating (almost) daily blog posts chronicling my development exploits helped me to reflect on what I had done that day. Ending the day with creating a to-do list for the next day helped me to pick up work more quickly at the start of the next day. Finding places that improved my productivity was also a learning experience.
I believe that creating this small game, Floppy Fish for the WASM-4, has been the kick start I needed to get moving on my game development career. I’m looking forward to working on bigger and better things; my next project is going to be made using the Godot game engine. Even so, I certainly will return to WASM-4 to work on other little retro projects especially if I find myself overwhelmed by the bigger industry again.
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forcepusher · 3 years
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Barging into Open-Source.
I’m pretty excited to start my open-source development career with a pull request into AssemblyScript* compiler.
https://github.com/AssemblyScript/assemblyscript/issues/1617 https://github.com/AssemblyScript/assemblyscript/pull/1618 (* a strict variant of TypeScript for WebAssembly).
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certainsuitkid · 3 years
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What is AssemblyScript? https://ift.tt/3kdl5rv
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onclickonload · 4 years
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saibatudomt · 4 years
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WebAssembly: passing array back and forth between JavaScript and AssemblyScript; The easy way
If you are getting started with WebAssembly (WASM) and need an easy way to pass arrays between JS and WASM generated using AssemblyScript: met As-Bind, an isomorphic library to handle passing high-level data structures between AssemblyScript and JavaScript, created by Aaron Turner (@torch2424).
Let’s start a new project, open an terminal cd into your development folder, create a new folder and cd…
View On WordPress
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wecodeinc · 2 years
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What is WebAssembly (wasm) ?
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WebAssembly is a new type of code that can be run in modern web browsers — it is a low-level assembly-like language with a compact binary format that runs with near-native performance and provides languages such as C/C++, C# and Rust with a compilation target so that they can run on the web.
WebAssembly is designed to complement and run alongside JavaScript — using the WebAssembly JavaScript APIs, you can load WebAssembly modules into a JavaScript app and share functionality between the two. This allows you to take advantage of WebAssembly’s performance and power and JavaScript’s expressiveness and flexibility in the same apps, even if you don’t know how to write WebAssembly code.
Now, if you have programs in C/C++ or Rust etc. now you can run those programs on the web with help of WebAssembly alongside JavaScript. You can also develop WebAssembly using AssemblyScript (A language made for WebAssembly).
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Now these has opened doors for running complex programs written in “low-level assembly-like language” on web.
We are already seeing some interesting use cases of WebAssembly, Like TensorFlow has announced — WebAssembly backend for TensorFlow.js (more details here)
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One more interesting example of WebAssembly could be — A WebAssembly Powered Augmented Reality Sudoku Solver.
In our example using WebAssembly NES emulator and run Super Mario Brothers and Tetris game in our web browser.
TL;DR Use docker image:
$ docker pull bhargavshah86/rust-wasm-demo:1.0.0 $ docker run --name rust-wasm-demo -d -p 8080:80 bhargavshah86/rust-wasm-demo:1.0.0$ # http://localhost:8080/wasm_rust_demo.html
Manual steps:
Download WebAssembly NES emulator (nes_rust_wasm.js and nes_rust_wasm_bg.wasm)
Download ROM files,
Super_mario_brothers.nes
Tetris.nes
3. HTML and JS code to glue in all parts together
<html>  <head>    <meta content="text/html;charset=utf-8" http-equiv="Content-Type"/>    <style>    canvas {      background: #000;      margin: 10px;    }    .actual {      width: 256;      height: 240;    }    .double {      width: 512;      height: 480;    }    .quadruple {      width: 1024;      height: 960;    }    td {    padding: 5px; }    </style>  </head>  <body>    <script type="module">      import init, { WasmNes, Button } from './nes_rust_wasm.js';      const setupAudio = (wasm, nes) => {        const audioContext = AudioContext || webkitAudioContext;        if (audioContext === undefined) {          throw new Error('This browser seems not to support AudioContext.');        }        const bufferLength = 4096;        const context = new audioContext({sampleRate: 44100});        const scriptProcessor = context.createScriptProcessor(bufferLength, 0, 1);        scriptProcessor.onaudioprocess = e => {          const data = e.outputBuffer.getChannelData(0);          nes.update_sample_buffer(data);          // Adjust volume          for (let i = 0; i < data.length; i++) {            data[i] *= 0.25;          }        };        scriptProcessor.connect(context.destination);      };      const start = romArrayBuffer => {        // @TODO: Call init beforehand        init()          .then(wasm => run(wasm, new Uint8Array(romArrayBuffer)))          .catch(error => console.error(error));      };      const run = (wasm, romContentArray) => {        const width = 256;        const height = 240;        const canvas = document.getElementById('nesCanvas');        const ctx = canvas.getContext('2d');        const imageData = ctx.createImageData(width, height);        const pixels = new Uint8Array(imageData.data.buffer);        const nes = WasmNes.new();        nes.set_rom(romContentArray);        setupAudio(wasm, nes);        nes.bootup();        // FPS counter        let totalElapsedTime = 0.0;        let previousTime = performance.now();        let frameCount = 0;        const fpsSpan = document.getElementById('fpsSpan');        const countFps = () => {          frameCount++;          const currentTime = performance.now();          const elapsedTime = currentTime - previousTime;          totalElapsedTime += elapsedTime;          previousTime = currentTime;          if ((frameCount % 60) === 0) {            fpsSpan.textContent = (1000.0 / (totalElapsedTime / 60)).toFixed(2);            totalElapsedTime = 0.0;            frameCount = 0;          }        }        // animation frame loop        const stepFrame = () => {          requestAnimationFrame(stepFrame);          countFps();          nes.step_frame();          nes.update_pixels(pixels);          ctx.putImageData(imageData, 0, 0);        };        // joypad event listener setup        // @TODO: Mapping should be configurable        const getButton = keyCode => {          switch (keyCode) {            case 32: // space              return Button.Start;            case 37: // Left              return Button.Joypad1Left;            case 38: // Up              return Button.Joypad1Up;            case 39: // Right              return Button.Joypad1Right;            case 40: // Down              return Button.Joypad1Down;            case 50: // 2              return Button.Joypad2Down;            case 52: // 4              return Button.Joypad2Left;            case 54: // 6              return Button.Joypad2Right;            case 56: // 8              return Button.Joypad2Up;            case 65: // A              return Button.Joypad1A;            case 66: // B              return Button.Joypad1B;            case 82: // R              return Button.Reset;            case 83: // S              return Button.Select;            case 88: // X              return Button.Joypad2A;            case 90: // Z              return Button.Joypad2B;            default:              return null;          }        };        window.addEventListener('keydown', event => {          const button = getButton(event.keyCode);          if (button === null) {            return;          }          nes.press_button(button);          event.preventDefault();        }, false);        window.addEventListener('keyup', event => {          const button = getButton(event.keyCode);          if (button === null) {            return;          }          nes.release_button(button);          event.preventDefault();        }, false);        stepFrame();      };      // rom load      let romSelected = false;      document.getElementById('romSelect').addEventListener('change', event => {        if (romSelected) return;        romSelected = true;        const select = event.target;        const option = select.selectedOptions[0];        const filename = option.value;        if (!filename) {          return;        }        select.disabled = true; // @TODO: Reset Nes instead        fetch('./' + filename)          .then(result => result.arrayBuffer())          .then(start)          .catch(error => console.error(error));      });      window.addEventListener('dragover', event => {        event.preventDefault();      }, false);      window.addEventListener('drop', event => {        event.preventDefault();        if (romSelected) return;        romSelected = true;        document.getElementById('romSelect').disabled = true; // @TODO: Reset Nes instead        const reader = new FileReader();        reader.onload = e => {          start(e.target.result);        };        reader.onerror = e => {          console.error(e);        };        reader.readAsArrayBuffer(event.dataTransfer.files[0]);      }, false);      // screen size      document.getElementById('screenSizeSelect').addEventListener('change', event => {        const select = event.target;        const option = select.selectedOptions[0];        const className = option.value;        if (!className) {          return;        }        const canvas = document.getElementById('nesCanvas');        for (const name of ['actual', 'double', 'quadruple']) {          if (name === className) {            canvas.classList.add(name);          } else {            canvas.classList.remove(name);          }        }      });    </script>        <div>      <select id="romSelect">        <option value="" selected>-- select rom --</option>        <option value="Super_mario_brothers.nes">Super Mario</option>        <option value="Tetris.nes">Tetris</option>      </select>      or Drag and Drop your own rom file    </div>    <div>      <canvas id="nesCanvas" width="256" height="240"></canvas>    </div>    <div>      <select id="screenSizeSelect">        <option value="actual" selected>256x240</optioin>        <option value="double">512x480</optioin>        <option value="quadruple">1024x960</optioin>      </select>      <span id="fpsSpan">--.--</span> fps    </div>    <div>      <table>              <tr>          <td>Down →</td>          <td>Down</td>        </tr>        <tr>          <td>Left →</td>          <td>Left</td>        </tr>        <tr>          <td>Right →</td>          <td>Right</td>          <!-- <td>6</td> -->        </tr>        <tr>          <td>Up →</td>          <td>Up</td>          <!-- <td>8</td> -->        </tr>        <tr>          <td>A →</td>          <td>A</td>          <!-- <td>X</td> -->        </tr>        <tr>          <td>B →</td>          <td>B</td>          <!-- <td>Z</td> -->        </tr>        <tr>          <td>Start →</td>          <td>Space</td>          <!-- <td>-</td> -->        </tr>        <tr>          <td>Select →</td>          <td>S</td>          <!-- <td>-</td> -->        </tr>        <tr>          <td>Reset →</td>          <td>R</td>          <!-- <td>-</td> -->        </tr>      </table>    </div>    <div>      <p>NES Roms Copyright      <a href="https://github.com/takahirox/nes-rust">NES emulator in Rust</a></p>    </div>  </body> </html>
4. Open our “rust_wasm_demo.html” in browser.
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Conclusion:
WebAssembly brings the performance of native applications to the web in a way that’s completely secure, yet enabling a full functionality expected from games, major applications and the entire spectrum of software you can run on a computer. WebAssembly is just built as a binary format and very compact to download, and also very efficient to compile and execute. There’s a whole bunch of optimizations coming that will drive that even further, allowing huge mobile applications to load up quickly, even on mobile devices.
Source:
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swagharmonywinner · 3 years
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What is AssemblyScript? https://ift.tt/3kdl5rv https://ift.tt/2UgvLrq
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supernacholand · 3 years
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What is AssemblyScript? https://ift.tt/3kdl5rv
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hackernewsrobot · 3 years
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An Urgent Notice from AssemblyScript
https://assemblyscript.org Comments
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mylittlegameplan · 2 years
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Today’s Update
Got a little bit to show off here, but this is just a really early preview.  As I’ve mentioned before I’m working on a little game I’m currently calling Floppy Fish. 
You can look at my little preview here: https://littlegameprojects.000webhostapp.com/floppy_fish.html
Press ‘x’ to change the direction of the fish.
It uses a game engine called WASM-4.  It’s a type of fantasy console: https://wasm4.org/
I chose this engine because it uses Web Assembly and AssemblyScript.  These languages are designed for the portability of web development with JavaScript but work with the same concepts you use in low-level Assembly language.  Allowing you to optimize your code to run the most efficiently.
https://www.assemblyscript.org/
I plan on uploading my project to GitLab in the future and start using it more regularly for coding games.  But for right now, If you’d like to look at my code you can see here: https://littlegameprojects.000webhostapp.com/main.ts.txt
Thanks for checking this out!  I’ll be posting here again soon.
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innosync · 4 years
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Useful analysis of sharded general public chain Close to ecological DApp deployment and interaction logic
The logical geometry of creating a DApp on the shard public chain NEAR? Analyze the logic process behind DApp deployment and blockchain conversation with source program code practice. Original title: "Close to Application and Blockchain Interaction Analysis" Compiled by: Ni Sen NEAR is really a next-generation general public chain project that uses sharding to boost blockchain scalability and focuses on performance and user experience. It really is committed to providing a system that can market the large-scale usage of Dapp. This short article explores the logical process behind Dapp deployment and interaction with the blockchain by creating a sample project and combining source code analysis. Create a deployment Dapp 1st develop a simple Dapp. Environmental installation Before performing the next steps, make sure you have installed npm, node, near-shell, and develop tools such as for example gulp. Create project What's create-near-app create-near-app is really a template device used to quickly generate the basic framework of a project. It currently works with react templates and indigenous templates. Use create-near-app to produce a simple project framework myapp in today's directory: npx create-near-app --vanilla myapp The picture below shows a basic project that was successfully created. Among them, hide is responsible for storing main code, assembly can be used to shop contract code, and neardev can be used to store some accounts configurations. Create account and authorize Following the project is established, unless you have a NEAR account, first go to the wallet to create an account, and execute near login in the project directory to authorize the account based on the operation steps. At this time, the corresponding accounts file will be created in the neardev folder. Next, create a merchant account for the agreement: near create_accounts myappaccount --masterAccount=hashquark --initialBalance 2 Change the contract name in conceal/config.js to the name of the agreement you just created: Package and begin After installing dependencies and starting the project with npm install && npm start, you can go to the local port 5000 to open the web site. After logging in to the wallet and completing the authorization, it will come back to the home page to display the welcome consumer (as proven in the amount below). Process analysis The following will combine source code analysis to explore the process logic of the above steps. Contract compilation What's wasm WebAssembly, also called wasm, is an experimental low-end programming language applied to your client in the internet browser. Wasmer is a wasm runtime atmosphere in addition to the internet browser. NEAR's smart agreement virtual machine is implemented predicated on wasmer, and its own smart contract also needs to be compiled right into a wasm file. NEAR smart agreements currently support composing in AssemblyScript or Rust. When building the project, the smart agreement will eventually be compiled into a wasm file and kept in the out directory. You can view the related logic in the gulp configuration file: Contract deployment NEAR tool introduction ChainLink near-shell is a command series tool used to interact with the near protocol, based on nearlib. nearlib is a Javascript SDK that interacts with the near protocol. Once you execute npm begin to begin the project, it will first execute close to deploy to deploy the contract. The near deploy command is a near-shell order. The main code is demonstrated below: As you can see, near deploy executes nearlib's deployContract method through the account under the neardev folder, which calls signAndSendTransaction to send the transaction for deploying the agreement: ![Practice analysis of the NEAR ecological DApp deployment and interaction logic of the sharded open public chain]( ) It isn't difficult to note that the core of the deployment contract would be to construct the transaction with agreement data, indication it with the account, and then send the signed deal to the node. Sending a deal essentially encodes the info and sends a JsonRpc request with a method named "broadcast_tx_commit" to the node. The decision relationship diagram of contract deployment is as follows: Next, how will the node handle JsonRpc requests? Node processing deployment request What is nearcore nearcore can be an official node execution of the near protocol, written in Corrosion. The execution of nearcore uses the actix framework for concurrent and asynchronous digesting. Actix will be ??an Actor-based concurrency design that exchanges information for parallel processing through message passing. When the nearcore node starts, it will begin an http service to process the RPC request of the node; ViewClientActor, ClientActor and PeerManagerActor are also started at the same time to respond to different events: As is seen from the body below, the http assistance mainly makes use of JsonRpcHandler to procedure each request. The primary processing functions of JsonRpcHandler are as follows, when we get a request with a method named "broadcast_tx_commit", we will call the send_tx_commit solution to process:
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The core of the send_tx_commit method would be to send a NetworkClientMessages message of the Transaction type to the ClientActor to which it really is bound. In ClientActor, you can see that the message is processed by process_tx: In the course of action_tx method, it'll first check if the transaction is one of the shard it is in: If so, check the validity of the transaction and determine whether you're an active validator, and when it isn't a dynamic validator, you may be handled by another validator. If not, it'll be handled by other nodes. After that, the transactions in the memory pool will undoubtedly be stored on the blockchain through consensus, in order that our contract may also exist on the blockchain. The aforementioned process can refer to the next diagram: The contract calls the view method Following the smart contract is deployed, what goes on when the contract technique is called? Contract view technique and change method The methods of the NEAR smart contract could be split into the view method and the change method. The watch method does not change the state of the blockchain, as the change technique is the opposite, so user authorization is normally required. In myapp/primary.js, the nearlib technique will be called first to produce a reference to the close to node and instantiate the contract technique. In the myapp task, the view technique you want to call will be specified when instantiating-welcome. When instantiating the contract, utilize the loadContract method to generate a contract object: When generating the agreement object, bind the accounts, contract title and specific interface through the structure method: Then, within the processing function right after login, the welcome method defined in the contract is named, and the effect is displayed in the page. When the welcome method is called, the viewFunction bound at instantiation is executed. It can be seen that calling the welcome approach to the contract essentially sends a JsonRpc request with the technique name "query" to the node, the parameter path is "call/$contractId/$methodName", and data may be the methodName parameter. The aforementioned process can refer to the following figure: Node processing watch method Like the aforementioned near processing "broadcast_tx_commit", processing the "query" RPC request will call the query approach to JsonRpcHandler. The core of the query method is to send a Query message to the ViewClientActor bound by JsonRpcHandler for processing. The core of ViewClientActor's processing of Query messages: first query the fragment information where the query content is situated, if that's the case, call its own query (including calling the virtual machine execution method, etc.), or even, path it to additional nodes for processing. The above process can refer to the next diagram: Summary This article analyzes how the Dapp initiates a demand and how the Close to node processes the request through the procedure by creating, deploying, and invoking a straightforward NEAR smart agreement. I am hoping that by elaborating on this process, it could be enlightened to visitors and NEAR technology enthusiasts.
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