8 repository-uri
Mechanisms for calling functions defined within a script from a native host environment.
Distinguishing note: Candidates focus on browser-specific or smart-contract invocations; this is for general native-to-script calls.
Explore 8 awesome GitHub repositories matching programming languages & runtimes · Native-to-Script Function Invocations. Refine with filters or upvote what's useful.
WebViewJavascriptBridge is a communication layer for sending bidirectional messages between native Objective-C code and JavaScript within iOS and macOS web views. It serves as an interoperability toolkit for synchronizing data and executing callbacks between native Apple platform applications and their embedded web content. The project provides a messaging interface that exposes native functions to the web environment and triggers JavaScript handlers from native application code. It enables the registration of named handlers in native code that can be invoked by JavaScript to request device a
Implements mechanisms for calling named functions in the JavaScript environment from native Objective-C code.
JsBridge is a bidirectional communication layer for Android that synchronizes data and triggers actions between a native Java application and an embedded web view. It serves as an interface for calling Java methods from JavaScript and executing JavaScript functions from native Android code. The project features an asynchronous bridge queue that stores pending function calls in a readiness buffer, ensuring requests are executed only after the connection between the native and web environments is stable. It utilizes callback identifier mapping to route asynchronous native responses back to the
Enables the native Android layer to trigger JavaScript functions within the embedded web view.
Lorca is a framework for building cross-platform desktop applications using Go for the backend logic and HTML5 for the user interface. It functions as a wrapper that renders a web browser as the application window while executing core logic in a native process. The project provides a communication bridge that binds native Go functions to the browser environment and allows the backend to execute JavaScript directly within the browser window. It includes capabilities for packaging binaries with custom icons and branding for multiple operating systems. The framework covers window management, su
Binds application functions to the browser environment so the frontend can trigger native logic.
JerryScript is a lightweight, ECMAScript-compliant JavaScript engine and bytecode compiler designed for resource-constrained devices. It serves as an embedded interpreter and IoT scripting runtime, enabling the execution of JavaScript code within native C applications on hardware with limited memory. The project differentiates itself through a focus on low-memory runtime management, utilizing bytecode precompilation and pre-compiled state snapshots to reduce startup time and memory overhead. It features a C-binding native bridge for bidirectional communication between native code and scripts,
Invokes JavaScript function objects using specific context bindings and provided argument lists from C.
Goja is a JavaScript engine and ECMAScript compliant interpreter implemented entirely in Go. It serves as an embedded scripting engine that allows Go applications to execute JavaScript code and integrate a programmable scripting layer without relying on Cgo or external native dependencies. The project functions as a bridge between Go and JavaScript, enabling bidirectional data exchange and function invocation. It allows Go hosts to expose native structs, slices, and maps as JavaScript objects and arrays, while providing mechanisms to export script values and functions back into native Go type
Allows native Go code to invoke functions defined within the JavaScript environment.
mQuickjs is a compact JavaScript engine designed for memory-constrained devices, such as microcontrollers, requiring as little as 10 KB of RAM and 100 KB of ROM. It achieves this through a fixed-buffer memory allocation scheme that avoids system heap usage, a compacting tracing garbage collector that eliminates fragmentation, and a ROM-embedded standard library that reduces both memory footprint and startup time. The engine compiles JavaScript source into portable bytecode that can be stored in persistent memory and executed without reparsing, and it emulates IEEE 754 floating-point arithmetic
Enables calling JavaScript functions from native C code, passing arguments and receiving return values in an embedded environment.
Rhai este un motor de scripting încorporat și un limbaj cu tipizare dinamică, conceput pentru integrarea în aplicații Rust. Acesta funcționează ca un compilator de arbore sintactic abstract (AST) și un strat de interop nativ, permițând dezvoltatorilor să mapeze tipuri și funcții Rust într-un mediu de scripting pentru comunicare bidirecțională. Proiectul servește drept framework pentru crearea de limbaje specifice domeniului (DSL) personalizabile. Permite definirea de operatori, sintaxă și medii de execuție restricționate, facilitând crearea de limbaje specializate cu seturi funcționale adaptate. Motorul acoperă o gamă largă de capabilități, inclusiv sandboxing cu resurse limitate pentru execuție securizată, organizare modulară a codului și procesare cuprinzătoare de date pentru tipuri numerice, string-uri și binare. Oferă, de asemenea, instrumente pentru manipularea AST, serializarea stării de execuție și observabilitate la runtime prin inspectarea stivei de apeluri și interfețe de debugging. Motorul este conceput pentru deployment cross-platform pe orice CPU sau sistem de operare suportat de compilatorul nativ.
Executes script-defined functions from within a native host function by passing function pointers as parameters.
Urho3D is a cross-platform 3D game engine written in C++. It uses a component-based scene graph to compose game objects from nodes and attached components, separating transforms from behaviors for modular design. The engine integrates AngelScript and Lua scripting for game logic, uses the Bullet library for physics simulation, and renders scenes with OpenGL or Direct3D through forward, deferred, or light pre-pass pipelines with customizable render passes and shadow mapping. The engine distinguishes itself with a built-in visual scene and UI editor for composing 3D worlds and interface layouts
Calls functions by their full declaration from loaded script files, passing parameters via a variant vector.