This was an unfortunate artifact from development. I originally added
this class in the DOM namespace alongside HTMLCollection until I
realized it was defined by the HTML spec instead. To remind myself to
move it over to the HTML namespace, I left this comment. It was moved
to the correct namespace before upstreaming to the main repo, but I
forgot to remove this comment!
🤽 - U+1F93D PERSON PLAYING WATER POLO
🤽♂️ - U+1F93D U+200D U+2642 MAN PLAYING WATER POLO
🤽♀️ - U+1F93D U+200D U+2640 WOMAN PLAYING WATER POLO
🦨 - U+1F9A8 SKUNK
Static analysis is great, but these workflows have not worked in a long
time, and no one was looking at the results. Our PVS Studio license and
our Sonar Cloud token have expired. Remove the workflows (at least for
now) so we don't waste CI runners and cache space. If someone is
motivated to revive these, they can revert this commit.
Once we see a frame with transparent pixels, we now toggle the
"has alpha" bit in the header.
To not require a SeekableStream opened for reading, we now pass the
unmodified original flag bit to WebPAnimationWriter.
The high-level design is that we have a static method on WebPWriter that
returns an AnimationWriter object. AnimationWriter has a virtual method
for writing individual frames. This allows streaming animations to disk,
without having to buffer up the entire animation in memory first.
The semantics of this function, add_frame(), are that data is flushed
to disk every time the function is called, so that no explicit `close()`
method is needed.
For some formats that store animation length at the start of the file,
including WebP, this means that this needs to write to a SeekableStream,
so that add_frame() can seek to the start and update the size when a
frame is written.
This design should work for GIF and APNG writing as well. We can move
AnimationWriter to a new header if we add writers for these.
Currently, `animation` can read any animated image format we can read
(apng, gif, webp) and convert it to an animated webp file.
The written animated webp file is not compressed whatsoever, so this
creates large output files at the moment.
This patch stops emitting the BlockDeclarationInstantiation instruction
when there are no locals, and no function declarations in the scope.
We were spending 20% of CPU time on https://ventrella.com/Clusters/ just
creating empty environments for no reason.
Instead of relying on native stack overflows to kick us out of circular
proxy chains, we now keep track of the recursion depth and kick
ourselves out if it exceeds 10'000.
This fixes an issue where compiler tail/sibling call optimizations would
turn infinite recursion into infinite loops, and thus never hit a stack
overflow to kick itself out.
For whatever reason, we've only seen the issue on SerenityOS with UBSAN,
but it could theoretically happen on any platform.
If the minimal amount of required bindings is known in advance, it could
be used to ensure capacity to avoid resizing the internal vector that
holds bindings.
By doing that all instructions required for instantiation are emitted
once in compilation and then reused for subsequent calls, instead of
running generic instantiation process for each call.
Fix the incorrect parsing in `Chess::Move::from_algebraic`
of moves with a capture and promotion (e.g. gxf8=Q) due to
the promoted piece type not being passed through to the
`Board::is_legal` method. This addresses a FIXME regarding
this issue in `ChessWidget.cpp`.
Instead of storing a full JS::Completion for the "throw completion"
case, we now store a simple JS::Value (wrapped in ErrorValue for the
type system).
This shrinks TCO<void> and TCO<Value> (the most common TCOs) by 8 bytes,
which has a non-trivial impact on performance.