Hoogle Search
Within LTS Haskell 24.10 (ghc-9.10.2)
Note that Stackage only displays results for the latest LTS and Nightly snapshot. Learn more.
-
effectful-core Effectful.Writer.Dynamic Run the Writer effect and return the final output, discarding the final value (via Effectful.Writer.Static.Shared).
-
effectful-core Effectful.Writer.Dynamic Run the Writer effect and return the final value along with the final output (via Effectful.Writer.Static.Shared).
-
gi-gdk3 GI.Gdk.Objects.GLContext Construct a GValueConstruct with valid value for the “shared-context” property. This is rarely needed directly, but it is used by new.
gLContextGetSharedContext :: (HasCallStack, MonadIO m, IsGLContext a) => a -> m (Maybe GLContext)gi-gdk3 GI.Gdk.Objects.GLContext Retrieves the GLContext that this context share data with. Since: 3.16
getGLContextSharedContext :: (MonadIO m, IsGLContext o) => o -> m (Maybe GLContext)gi-gdk3 GI.Gdk.Objects.GLContext Get the value of the “shared-context” property. When overloading is enabled, this is equivalent to
get gLContext #sharedContext
-
gi-gdk4 GI.Gdk.Objects.GLContext Construct a GValueConstruct with valid value for the “shared-context” property. This is rarely needed directly, but it is used by new.
gLContextGetSharedContext :: (HasCallStack, MonadIO m, IsGLContext a) => a -> m (Maybe GLContext)gi-gdk4 GI.Gdk.Objects.GLContext Deprecated: (Since version 4.4)Use gLContextIsShared to check if contextscan be shared.
gLContextIsShared :: (HasCallStack, MonadIO m, IsGLContext a, IsGLContext b) => a -> b -> m Boolgi-gdk4 GI.Gdk.Objects.GLContext Checks if the two GL contexts can share resources. When they can, the texture IDs from other can be used in self. This is particularly useful when passing GdkGLTexture objects between different contexts. Contexts created for the same display with the same properties will always be compatible, even if they are created for different surfaces. For other contexts it depends on the GL backend. Both contexts must be realized for this check to succeed. If either one is not, this function will return False. Since: 4.4
getGLContextSharedContext :: (MonadIO m, IsGLContext o) => o -> m (Maybe GLContext)gi-gdk4 GI.Gdk.Objects.GLContext Get the value of the “shared-context” property. When overloading is enabled, this is equivalent to
get gLContext #sharedContext
filterPingShare :: IO ExitCodesynthesizer-core Synthesizer.Generic.Tutorial You can achieve sharing by a very simple way. You can write the result of the signal generator in a list (toList) and use this list as source for a new generator (fromList). fromList provides a signal generator that generates new sample values by delivering the next sample from the list. In a real world implementation you would move the Sig.fromList . Sig.toList to filterPingStateProc, since the caller cannot know, that this function uses the signal twice, and the implementor of filterPingStateProc cannot know, how expensive the computation of env is. You can use any other signal type for sharing, e.g. storable vectors, but whatever type you choose, you also get its disadvantages. Namely, storable vectors only work for storable samples and lists are generally slow, and they also cannot be optimized away, since this only works, when no sharing is required. Whenever a signal is shared as input between several signal processes, the actual materialized data is that between the slowest and the fastest reading process. This is due to lazy evaluation and garbage collection. If the different readers read with different speed, then you will certainly need a temporary sample storage.