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- <div class="textblock"><h1><a class="anchor" id="main_intro"></a>
- Introduction</h1>
- <p >GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.</p>
- <p ><a class="el" href="news.html#news_33">Release notes for version 3.3</a> list new features, caveats and deprecations.</p>
- <p ><a class="el" href="quick_guide.html">Getting started</a> is a guide for users new to GLFW. It takes you through how to write a small but complete program.</p>
- <p >There are guides for each section of the API:</p>
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- <li><a class="el" href="intro_guide.html">Introduction to the API</a> – initialization, error handling and high-level design</li>
- <li><a class="el" href="window_guide.html">Window guide</a> – creating and working with windows and framebuffers</li>
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- <p >Once you have written a program, see <a class="el" href="compile_guide.html">Compiling GLFW</a> and <a class="el" href="build_guide.html">Building applications</a>.</p>
- <p >The <a href="modules.html">reference documentation</a> provides more detailed information about specific functions.</p>
- <p ><a class="el" href="moving_guide.html">Moving from GLFW 2 to 3</a> explains what has changed and how to update existing code to use the new API.</p>
- <p >There is a section on <a class="el" href="intro_guide.html#guarantees_limitations">Guarantees and limitations</a> for pointer lifetimes, reentrancy, thread safety, event order and backward and forward compatibility.</p>
- <p >The <a href="https://www.glfw.org/faq.html">FAQ</a> answers many common questions about the design, implementation and use of GLFW.</p>
- <p >Finally, <a class="el" href="compat_guide.html">Standards conformance</a> explains what APIs, standards and protocols GLFW uses and what happens when they are not present on a given machine.</p>
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