file_path stringlengths 3 280 | file_language stringclasses 66
values | content stringlengths 1 1.04M | repo_name stringlengths 5 92 | repo_stars int64 0 154k | repo_description stringlengths 0 402 | repo_primary_language stringclasses 108
values | developer_username stringlengths 1 25 | developer_name stringlengths 0 30 | developer_company stringlengths 0 82 |
|---|---|---|---|---|---|---|---|---|---|
src/modules/keyboard/keyboard.cc | C++ | #include "keyboard.hh"
#include "engine.hh"
#include <unordered_map>
#include <string>
namespace joy {
namespace modules {
// Key name to SDL scancode mapping
static const std::unordered_map<std::string, SDL_Scancode> name_to_scancode = {
// Letters
{"a", SDL_SCANCODE_A}, {"b", SDL_SCANCODE_B}, {"c", SDL_SCA... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/keyboard/keyboard.hh | C++ Header | #pragma once
#include "SDL3/SDL.h"
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
class Keyboard {
public:
Keyboard(Engine *engine);
~Keyboard();
// Check if keys are down
bool isDown(const char **keys, int count);
bool isScancodeDown(const int ... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/keyboard/keyboard_js.cc | C++ | #include "js/js.hh"
#include "keyboard.hh"
#include "engine.hh"
namespace joy {
namespace modules {
// Helper to get Keyboard from JS context
static Keyboard *getKeyboard(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getKeyboardModule() : nullptr;
}
stati... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/math/math.cc | C++ | #include "math.hh"
#include "noise1234.hh"
#include "simplexnoise1234.hh"
#include <cmath>
#include <cstdlib>
#include <ctime>
#include <sstream>
#include <iomanip>
#include <limits>
#include <list>
#include <algorithm>
#include <stdexcept>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace joy {
name... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/math/math.hh | C++ Header | #pragma once
#include <vector>
#include <string>
#include <cstdint>
namespace js {
class Context;
class Value;
} // namespace js
namespace joy {
namespace modules {
// Forward declarations
class RandomGenerator;
class BezierCurve;
class Transform;
// Vector2 structure for geometric operations
struct Vector2 {
... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/math/math_js.cc | C++ | #include "js/js.hh"
#include "math.hh"
#include "engine.hh"
#include <cstdlib>
#include <vector>
namespace joy {
namespace modules {
// Helper to get Math module from JS context
static Math *getMath(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getMathMod... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/math/noise1234.cc | C++ | // Noise1234
// Author: Stefan Gustavson (stegu@itn.liu.se)
//
// This library is public domain software, released by the author
// into the public domain in February 2011. You may do anything
// you like with it. You may even remove all attributions,
// but of course I'd appreciate it if you kept my name somewhere.
//... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/math/noise1234.hh | C++ Header | // Noise1234
// Author: Stefan Gustavson (stegu@itn.liu.se)
//
// This library is public domain software, released by the author
// into the public domain in February 2011. You may do anything
// you like with it. You may even remove all attributions,
// but of course I'd appreciate it if you kept my name somewhere.
//... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/math/simplexnoise1234.cc | C++ | // SimplexNoise1234
// Copyright 2003-2011, Stefan Gustavson
//
// Contact: stegu@itn.liu.se
//
// This library is public domain software, released by the author
// into the public domain in February 2011. You may do anything
// you like with it. You may even remove all attributions,
// but of course I'd appreciate it ... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/math/simplexnoise1234.hh | C++ Header | // SimplexNoise1234
// Copyright 2003-2011, Stefan Gustavson
//
// Contact: stegu@itn.liu.se
//
// This library is public domain software, released by the author
// into the public domain in February 2011. You may do anything
// you like with it. You may even remove all attributions,
// but of course I'd appreciate it ... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/mouse/mouse.cc | C++ | #include "mouse.hh"
#include "engine.hh"
#include <unordered_map>
#include <string>
#include <cstring>
namespace joy {
namespace modules {
// System cursor name to enum mapping
static const std::unordered_map<std::string, SystemCursor> name_to_system_cursor = {
{"arrow", SystemCursor::Arrow},
{"ibeam", Syste... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/mouse/mouse.hh | C++ Header | #pragma once
#include "SDL3/SDL.h"
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
// System cursor types (matching Love2D CursorType enum)
enum class SystemCursor {
Arrow,
Ibeam,
Wait,
Crosshair,
WaitArrow,
SizeNWSE,
SizeNESW,
SizeWE,... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/mouse/mouse_js.cc | C++ | #include "js/js.hh"
#include "mouse.hh"
#include "engine.hh"
namespace joy {
namespace modules {
// Helper to get Mouse module from JS context
static Mouse *getMouse(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getMouseModule() : nullptr;
}
// Cursor cla... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/sound/sound.cc | C++ | #include "sound.hh"
#define STB_VORBIS_HEADER_ONLY
#include "stb_vorbis.c"
#include <cstdio>
#include <cstring>
#include <cstdlib>
#include <cmath>
#include <algorithm>
namespace joy {
namespace modules {
// SoundData implementation
SoundData::SoundData(int sampleCount, int sampleRate, int bitDepth, int channels)
... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/sound/sound.hh | C++ Header | #pragma once
#include <cstddef>
#include <cstdint>
#include <vector>
#include <string>
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
// SoundData - raw audio samples in memory
// Stores decoded audio data that can be played back, manipulated sample-by-sample,
// or... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/sound/sound_js.cc | C++ | #include "js/js.hh"
#include "sound.hh"
#include "engine.hh"
#include "physfs.h"
#include <cstdlib>
namespace joy {
namespace modules {
// Class IDs for SoundData and Decoder
static js::ClassID sounddata_class_id = 0;
static js::ClassID decoder_class_id = 0;
// Finalizers
static void sounddata_finalizer(void *opaqu... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/system/system.cc | C++ | #include "system.hh"
#include "engine.hh"
#include <SDL3/SDL.h>
namespace joy {
namespace modules {
System::System(Engine *engine)
: engine_(engine)
{
}
System::~System() {
}
const char *System::getOS() {
#if defined(__APPLE__)
#if TARGET_OS_IOS
return "iOS";
#else
return "OS X";
#e... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/system/system.hh | C++ Header | #pragma once
#include <string>
#include <vector>
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
class System {
public:
enum PowerState {
POWER_UNKNOWN,
POWER_BATTERY,
POWER_NO_BATTERY,
POWER_CHARGING,
POWER_CHARGED
};
... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/system/system_js.cc | C++ | #include "system.hh"
#include "js/js.hh"
#include "engine.hh"
namespace joy {
namespace modules {
static System *getSystem(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getSystemModule() : nullptr;
}
static void js_system_getOS(js::FunctionArgs &args) {
... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/timer/timer.cc | C++ | #include "timer.hh"
#include "SDL3/SDL.h"
namespace joy {
namespace modules {
// Static helper to get high-precision time
static double getTimeAbsolute() {
static Uint64 freq = SDL_GetPerformanceFrequency();
Uint64 counter = SDL_GetPerformanceCounter();
return (double)counter / (double)freq;
}
Timer::Tim... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/timer/timer.hh | C++ Header | #pragma once
namespace js {
class Context;
class Value;
} // namespace js
namespace joy {
namespace modules {
class Timer {
public:
Timer();
~Timer();
// Measures time between frames, updates internal values
double step();
// Sleeps for the specified number of seconds
void sleep(double seco... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/timer/timer_js.cc | C++ | #include "timer.hh"
#include "js/js.hh"
#include "engine.hh"
namespace joy {
namespace modules {
static Timer *getTimer(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getTimerModule() : nullptr;
}
static void js_timer_step(js::FunctionArgs &args) {
Tim... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/window/window.cc | C++ | #include "window.hh"
#include "engine.hh"
#include <cstdlib>
#include <cstring>
namespace joy {
namespace modules {
Window::Window(Engine *engine)
: engine_(engine)
{
}
Window::~Window() {
}
bool Window::setMode(int width, int height, bool fullscreen, bool resizable, bool borderless, int minwidth, int minheigh... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/window/window.hh | C++ Header | #pragma once
#include "SDL3/SDL.h"
namespace js {
class Context;
class Value;
}
namespace joy {
// Forward declaration
class Engine;
namespace modules {
class Window {
public:
Window(Engine *engine);
~Window();
// Window mode
bool setMode(int width, int height, bool fullscreen, bool resizable, bo... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/modules/window/window_js.cc | C++ | #include "js/js.hh"
#include "window.hh"
#include "engine.hh"
#include <cstdlib>
#include <vector>
namespace joy {
namespace modules {
// Helper to get Window from JS context
static Window *getWindow(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getWindow... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/nuklear_config.h | C/C++ Header | #pragma once
#define NK_INCLUDE_FIXED_TYPES
#define NK_INCLUDE_STANDARD_IO
#define NK_INCLUDE_DEFAULT_ALLOCATOR
#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
#define NK_INCLUDE_FONT_BAKING
#define NK_INCLUDE_DEFAULT_FONT
#include "nuklear.h"
| zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/render.hh | C++ Header | #pragma once
#include "SDL3/SDL.h"
namespace joy {
// Forward declarations
namespace modules {
class Graphics;
class Gui;
}
namespace render {
class Render {
public:
Render();
virtual ~Render();
// Initialize renderer with SDL window
bool init(SDL_Window *window);
// Begin/end frame r... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/render_metal.mm | Objective-C++ | #include "render.hh"
#include "modules/graphics/graphics.hh"
#include "modules/gui/gui.hh"
#include "SDL3/SDL.h"
#include "SDL3/SDL_metal.h"
#import "Metal/Metal.h"
#import "QuartzCore/CAMetalLayer.h"
#include "sokol_gfx.h"
#include "sokol_log.h"
#include <cstdio>
namespace joy {
namespace render {
Render::Render()
... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/render_opengl.cc | C++ | #include "render.hh"
#include "modules/graphics/graphics.hh"
#include "modules/gui/gui.hh"
#include "SDL3/SDL.h"
#include "sokol_gfx.h"
#include "sokol_log.h"
#include <cstdio>
#include <cstring>
namespace joy {
namespace render {
// Custom logger that filters out uniform-not-found warnings
// These happen when shad... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/curl-websocket-utils.c | C | /* clang-format off */
/*
* Copyright (C) 2016 Gustavo Sverzut Barbieri
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/curl-websocket.c | C | /* clang-format off */
/*
* Copyright (C) 2016 Gustavo Sverzut Barbieri
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/curl-websocket.h | C/C++ Header | /* clang-format off */
/*
* Copyright (C) 2016 Gustavo Sverzut Barbieri
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/message_queue.hh | C++ Header | #pragma once
#include <mutex>
#include <queue>
#include <vector>
#include <string>
#include <cstdint>
namespace joy::webapi {
// Serialized message for cross-thread transfer
// Data is serialized using JS_WriteObject2/JS_ReadObject2
struct SerializedMessage {
std::vector<uint8_t> data;
bool is_error = false;... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/websocket.cc | C++ | #include "websocket.hh"
#include "engine.hh"
#include "curl-websocket.h"
#include <cstring>
#include <cstdlib>
namespace joy::webapi {
// WebSocket ready states (matches browser API)
enum {
WS_STATE_CONNECTING = 0,
WS_STATE_OPEN = 1,
WS_STATE_CLOSING = 2,
WS_STATE_CLOSED = 3
};
// Event indices
enum... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/websocket.hh | C++ Header | #pragma once
#include "js/js.hh"
#ifndef __EMSCRIPTEN__
#include <curl/curl.h>
#include <unordered_map>
#endif
namespace joy {
class Engine;
namespace webapi {
// Forward declaration
struct WebSocketData;
class WebSocket {
public:
WebSocket(Engine *engine);
~WebSocket();
// Called each frame to pump... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/websocket_emscripten.cc | C++ | #include "websocket.hh"
#include "engine.hh"
#include <emscripten/websocket.h>
#include <cstring>
#include <cstdlib>
namespace joy::webapi {
// WebSocket ready states (matches browser API)
enum {
WS_STATE_CONNECTING = 0,
WS_STATE_OPEN = 1,
WS_STATE_CLOSING = 2,
WS_STATE_CLOSED = 3
};
// Event indice... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/worker.cc | C++ | #include "worker.hh"
#include "message_queue.hh"
#include "engine.hh"
#include <thread>
#include <atomic>
#include <memory>
#include <algorithm>
namespace joy::webapi {
// Forward declaration of worker thread entry point (in worker_thread.cc)
void workerThreadEntry(std::shared_ptr<MessageQueue> incoming,
... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/worker.hh | C++ Header | #pragma once
#include "js/js.hh"
#include <vector>
#include <memory>
namespace joy {
class Engine;
namespace webapi {
// Forward declaration
struct WorkerData;
class Worker {
public:
Worker(Engine *engine);
~Worker();
// Called each frame to process worker->main messages
void update();
// Re... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
src/web-api/worker_thread.cc | C++ | #include "worker.hh"
#include "message_queue.hh"
#include "js/js.hh"
#include "modules/filesystem/filesystem.hh"
#include "modules/timer/timer.hh"
#include "modules/math/math.hh"
#include <thread>
#include <atomic>
#include <chrono>
#include <memory>
#include <cstdio>
namespace joy::webapi {
// Worker-side context d... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
web/shell.html | HTML | <!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>Joy2D</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}... | zyedidia/joy | 1 | A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API | C++ | zyedidia | Zachary Yedidia | Stanford University |
disarm-sys/build.rs | Rust | use std::env;
use std::path::PathBuf;
use std::process::Command;
fn main() {
let out_dir = PathBuf::from(env::var("OUT_DIR").unwrap());
let manifest_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
let disarm_dir = manifest_dir.join("disarm");
// Generate the include files using parse.py
... | zyedidia/rdisarm | 0 | Rust | zyedidia | Zachary Yedidia | Stanford University | |
disarm-sys/src/lib.rs | Rust | #![allow(non_upper_case_globals)]
#![allow(non_camel_case_types)]
#![allow(non_snake_case)]
#![allow(unsafe_op_in_unsafe_fn)]
include!(concat!(env!("OUT_DIR"), "/bindings.rs"));
| zyedidia/rdisarm | 0 | Rust | zyedidia | Zachary Yedidia | Stanford University | |
src/lib.rs | Rust | //! Safe Rust bindings for the disarm64 AArch64 disassembler library.
//!
//! This crate provides a Rust-friendly API for decoding and formatting
//! AArch64 (ARM64) instructions.
//!
//! # Example
//!
//! ```
//! use rdisarm::Instruction;
//!
//! // Decode a NOP instruction (0xD503201F)
//! let inst = Instruction::dec... | zyedidia/rdisarm | 0 | Rust | zyedidia | Zachary Yedidia | Stanford University | |
fadec-sys/build.rs | Rust | use std::env;
use std::path::PathBuf;
use std::process::Command;
fn main() {
let out_dir = PathBuf::from(env::var("OUT_DIR").unwrap());
let manifest_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap());
let fadec_dir = manifest_dir.join("fadec");
// Generate the decode tables using parseinstrs... | zyedidia/rfadec | 0 | Rust | zyedidia | Zachary Yedidia | Stanford University | |
fadec-sys/src/lib.rs | Rust | //! Low-level FFI bindings to the fadec x86 decoder library.
//!
//! This crate provides raw bindings to the fadec C library. For a safe,
//! ergonomic Rust API, use the `rfadec` crate instead.
#![allow(non_camel_case_types)]
#![allow(non_snake_case)]
#![allow(non_upper_case_globals)]
use std::ffi::c_char;
use std::o... | zyedidia/rfadec | 0 | Rust | zyedidia | Zachary Yedidia | Stanford University | |
src/lib.rs | Rust | //! Safe Rust bindings for the fadec x86/x86-64 decoder.
//!
//! # Example
//!
//! ```
//! use rfadec::{Decoder, Mode};
//!
//! let code = [0x48, 0x89, 0xc3]; // mov rbx, rax
//! let decoder = Decoder::new(Mode::Long);
//!
//! if let Some(instr) = decoder.decode(&code) {
//! println!("{}", instr);
//! }
//! ```
us... | zyedidia/rfadec | 0 | Rust | zyedidia | Zachary Yedidia | Stanford University |
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