pub struct Engine { /* private fields */ }
Expand description
An Engine
which is a global context for compilation and management of wasm
modules.
An engine can be safely shared across threads and is a cheap cloneable handle to the actual engine. The engine itself will be deallocate once all references to it have gone away.
Engines store global configuration preferences such as compilation settings, enabled features, etc. You’ll likely only need at most one of these for a program.
Engines and Clone
Using clone
on an Engine
is a cheap operation. It will not create an
entirely new engine, but rather just a new reference to the existing engine.
In other words it’s a shallow copy, not a deep copy.
Engines and Default
You can create an engine with default configuration settings using
Engine::default()
. Be sure to consult the documentation of Config
for
default settings.
Implementations
sourceimpl Engine
impl Engine
Trait Implementations
Auto Trait Implementations
impl !RefUnwindSafe for Engine
impl Send for Engine
impl Sync for Engine
impl Unpin for Engine
impl !UnwindSafe for Engine
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Pointable for T
impl<T> Pointable for T
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcepub fn to_owned(&self) -> T
pub fn to_owned(&self) -> T
Creates owned data from borrowed data, usually by cloning. Read more
sourcepub fn clone_into(&self, target: &mut T)
pub fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more