var nineTen = new Float32Array(2); nineTen[0]=9; nineTen[1]=10; deepEquals( [[1,[2,3]], 4, {a:5,b:6}, new Map([['c',7],['d',8]]), nineTen], [[1,[2,3]], 4, {b:6,a:5}, new Map([['d',8],['c',7]]), nineTen] )
var sampleBytes = new Int8Array(4096); var saveByteArray = (function () { var a = document.createElement("a"); document.body.appendChild(a); a.style = "display: none"; return function (data, name) { var blob = new Blob(data, {type: "octet/stream"}), url = window.URL.createObjectURL(blob); a.href = url; a.download = name; a.click(); window.URL.revokeObjectURL(url); }; }()); saveByteArray([sampleBytes], 'example.txt');
Module.HEAPF64.set(new Float64Array([1,2,3]), offset/8); displayArray(offset);
let t01 = new Uint8Array([1, 2, 3, 4]); let t02 = new Int8Array([1, 2, 3, 4]); let t03 = new Uint8Array([1, 2, 3, 4]); let t04 = new Uint8ClampedArray([1, 2, 3, 4]); let t05 = new Int16Array([1, 2, 3, 4]); let t06 = new Uint16Array([1, 2, 3, 4]); let t07 = new Int32Array([1, 2, 3, 4]); let t08 = new Uint32Array([1, 2, 3, 4]); let t09 = new Float32Array([1.5, 2.5, 3.5, 4.5]); let t10 = new Float64Array([1.5, 2.5, 3.5, 4.5]); let arrayBuffer = new ArrayBuffer(16);
var floats32 = new Float32Array(1), floats64 = new Float64Array(1), n = 3.14159; floats32[0] = n; floats64[0] = n; console.log("float", floats32[0]); console.log("double", floats64[0]);
/** * Creates a Int16Array projected onto the given ArrayBuffer. * * @param arrayBuffer The ArrayBuffer on which the array is projected on. */ public Int16Array(final ArrayBuffer arrayBuffer) { this(arrayBuffer.getByteBuffer()); }
var floatarr = new Float32Array(12); var array = Array.prototype.slice.call(floatarr);
/** * Creates a Float64Array projected onto the given ArrayBuffer. * * @param arrayBuffer The ArrayBuffer on which the array is projected on. */ public Float64Array(final ArrayBuffer arrayBuffer) { this(arrayBuffer.getByteBuffer()); }
// set the resolution var resolutionLocation = gl.getUniformLocation(program, "u_resolution"); gl.uniform2f(resolutionLocation, canvas.width, canvas.height); // setup a rectangle from 10,20 to 80,30 in pixels gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 10, 20, 80, 20, 10, 30, 10, 30, 80, 20, 80, 30]), gl.STATIC_DRAW);
var objData = { str: "string", ab: new ArrayBuffer(100), i8: new Int8Array(200) }; objWorker.postMessage(objData, [objData.ab, objData.i8.buffer]);
/** * Creates a UInt8ClampedArray projected onto the given ArrayBuffer. * * @param arrayBuffer The ArrayBuffer on which the array is projected on. */ public UInt8ClampedArray(final ArrayBuffer arrayBuffer) { this(arrayBuffer.getByteBuffer()); }
var realCoeffs = new Float32Array([0,0]); var imagCoeffs = new Float32Array([0,1]);
var array = new Int8Array([17, -45.3]); try{ var jpeg = new Blob( [array], {type : "image/jpeg"}); } catch(e){ // TypeError old chrome and FF window.BlobBuilder = window.BlobBuilder || window.WebKitBlobBuilder || window.MozBlobBuilder || window.MSBlobBuilder; if(e.name == 'TypeError' && window.BlobBuilder){ var bb = new BlobBuilder(); bb.append(array.buffer); var jpeg = bb.getBlob("image/jpeg"); } else if(e.name == "InvalidStateError"){ // InvalidStateError (tested on FF13 WinXP) var jpeg = new Blob( [array.buffer], {type : "image/jpeg"}); } else{ // We're screwed, blob constructor unsupported entirely } }
/** * Creates a Int8Array projected onto the given ArrayBuffer. * * @param arrayBuffer The ArrayBuffer on which the array is projected on. */ public Int8Array(final ArrayBuffer arrayBuffer) { this(arrayBuffer.getByteBuffer()); }
// Get A WebGL context var gl = canvas.getContext("experimental-webgl"); // setup GLSL program vertexShader = createShaderFromScriptElement(gl, "2d-vertex-shader"); fragmentShader = createShaderFromScriptElement(gl, "2d-fragment-shader"); program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); // look up where the vertex data needs to go. var positionLocation = gl.getAttribLocation(program, "a_position"); // Create a buffer and put a single clipspace rectangle in // it (2 triangles) var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); // draw gl.drawArrays(gl.TRIANGLES, 0, 6);
var context = new webkitAudioContext(); var realCoeffs = new Float32Array([0,0]); // No DC offset or cosine fundamental freq var imagCoeffs = new Float32Array([0,1]); // sine of amplitude 1 at fundamental freq (First imaginary coeff is ignored) var wave = context.createPeriodicWave(realCoeffs, imagCoeffs); // will be a simple sine wave
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 1.0, 1.0, 0.0, 1.0,
var vertices = new Float32Array([0.0, 0.0, 0.0]), vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); gl.bindAttribLocation(shaderProgram, 0, 'a_Position'); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0);
// at init time. var whiteColor = new Float32Array([1, 1, 1, 1]); // at draw time gl.uniform4fv(u_colorLocation, whiteColor); // use white color gl.bindTexture(gl.TEXTURE_2D, someTexture); // and some texture ... draw ...