Book Image

Learn WebAssembly

By : Mike Rourke
Book Image

Learn WebAssembly

By: Mike Rourke

Overview of this book

WebAssembly is a brand-new technology that represents a paradigm shift in web development. This book teaches programmers to leverage this technology to write high-performance applications that run in the browser. This book introduces you to powerful WebAssembly concepts to help you write lean and powerful web applications with native performance. You start with the evolution of web programming, the state of things today, and what can be done with the advent and release of WebAssembly. We take a look at the journey from JavaScript to asm.js to WebAssembly. We then move on to analyze the anatomy of a WebAssembly module and the relationship between binary and text formats, along with the corresponding JavaScript API. Further on, you'll implement all the techniques you've learned to build a high-performance application using C and WebAssembly, and then port an existing game written in C++ to WebAssembly using Emscripten. By the end of this book, you will be well-equipped to create high-performance applications and games for the web using WebAssembly.
Table of Contents (18 chapters)
Title Page
Copyright and Credits
Dedication
PacktPub.com
Contributors
Preface
Index

Questions


  1. What are the names of the two functions available on the Module object that you use to interact with the compiled code from the browser?
  2. What do you need to wrap your C++ code in to ensure the function names don't get mangled?
  3. What's the difference between EM_ASM() and EM_JS()?
  4. Which is more performant, emscripten_run_script() or EM_ASM()/EM_JS()?
  5. What do you need to include in the line above your function if you want to use it outside of your C/C++ code (hint: it starts with EMSCRIPTEN)?
  6. Where can you define a function that needs to be passed into the importObj.env object when instantiating a module?
  7. What additional APIs does Emscripten provide?
  8. What is the purpose of source maps?