CoroGB
CoroGB is an experimental gameboy emulator written in C++ w/ coroutines (by TheThief)
Flow
Flow is a software framework focused on ease of use while maximizing performance in closed closed loop systems (e.g. robots). Flow is built on top of C++ 20 coroutines and utilizes modern C++ techniques. (by ManuelMeraz)
CoroGB | Flow | |
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3 | 2 | |
48 | 9 | |
- | - | |
0.0 | 0.0 | |
over 2 years ago | over 1 year ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
CoroGB
Posts with mentions or reviews of CoroGB.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-08-25.
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Gameboy emulator written in C++
Nice - I also did a C++ Gameboy emulator with winapi - but I used coroutines, so it looks completely different: https://github.com/TheThief/CoroGB
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C++20 coroutines seem baffling
The low level stuff can be used to wait on non-traditional things. For example, to learn C++ coroutines I made a gameboy emulator that uses coroutines for the different hardware components which can "await" a number of emulated clock cycles - and then a central scheduler handles advancing the clock and resuming coroutines as their awaited cycle comes up.
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Do people have some motivating examples for co-routines?
A Gameboy emulator that uses coroutines and custom awaitable types to handle component scheduling: https://github.com/TheThief/CoroGB
Flow
Posts with mentions or reviews of Flow.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-01-25.
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Processing variadic template values into an std::array
You'd want to use recursive templates to iterate over the types and use type wrapper class. I already have a `for_each` for this. Take a look at `for_each` in this page: https://github.com/ManuelMeraz/flow/blob/master/include/flow/detail/metaprogramming.hpp
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Do people have some motivating examples for co-routines?
Feel free to take a look: https://github.com/manuelmeraz/flow
What are some alternatives?
When comparing CoroGB and Flow you can also consider the following projects:
coproto - A protocol framework based on coroutines
cppcoro - A library of C++ coroutine abstractions for the coroutines TS
h1-mod - Modification for H1 (MWR)
noufu - GameBoy emulator with debugger written in C++ using Win32 and SDL2
asiochan - Go-like channels for ASIO C++20 coroutines
Web - Old experimental web server using fibers, io completion ports, and some early C++11 features.
tello-ros2 - ROS2 node for DJI Tello and Visual SLAM for mapping of indoor environments.
Rstein.AsyncCpp - The RStein.AsyncCpp library is a set of types that should be familiar for anyone who knows the Task Parallel Library (TPL) for .NET (C#).
libunifex - Unified Executors