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Re:Standalone WebAssembly games using I/O devices by pjmlp on Sunday January 19, 2020 @12:18PM (#22092535)
Apparently not, otherwise bounds checking inside of the same linear memory segment would actually be supported.

Likewise, they wouldn't "forget" the formats that already had support for languages like C when talking about what is "new" with WebAssembly.

Re:Standalone WebAssembly games using I/O devices by zozbot234 on Sunday January 19, 2020 @01:14PM (#22092881)
> bounds checking inside of the same linear memory segment

That can be supported in the source language.

Re:Standalone WebAssembly games using I/O devices by pjmlp on Sunday January 19, 2020 @02:32PM (#22093419)
Which is meaningless for module consumers and hardly any different from native processes.
Re:Standalone WebAssembly games using I/O devices by zozbot234 on Sunday January 19, 2020 @02:42PM (#22093489)
AIUI, wasm does support using multiple linear memory segments at the same time. You don't get that on native processes short of using memory segmentation, which no modern architecture supports.
Re:Standalone WebAssembly games using I/O devices by pjmlp on Sunday January 19, 2020 @05:01PM (#22094420)
CPUs like SPARC ADI and ARM MTE offer much better memory protection than what is being sold by WASM.

Solaris, iOS and future Android versions take advantage of their existence.

Re:Standalone WebAssembly games using I/O devices by afiori on Monday January 20, 2020 @05:52PM (#22102738)
Which is completely irrelevant as by definition they are not portable.

The fact remain that wasm module have a very well defined behavior when embedded in other applications and can be embedded in a portable way.