Nfy
A Lightweight Template-Based Notification Library (by JamesBoer)
CppProperties
CppProperties is a single header libaray for enabling the property system architecture (by KonanM)
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Nfy | CppProperties | |
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3 | 2 | |
12 | 35 | |
- | - | |
0.0 | 0.0 | |
over 1 year ago | almost 4 years ago | |
C++ | C++ | |
MIT License | MIT 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.
Nfy
Posts with mentions or reviews of Nfy.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-03-12.
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Communication between game engine modules
For me, the answer is a generic multicast notification system. It utilizes a template based approach that allows you to define prototype messages using a class-based interface that you wish to send to another library. For example, your input library might respond to things like a button down / up, mouse clicks, etc, etc. So you'd create an interface that defines all your input notifications as functions. I won't go into detail, because it's well documented in that link.
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Is cyclic dependency actually the result of bad design?
In my own code, I make use a generic notification system which allows high-level systems to register themselves with lower-level libraries to help invert dependencies. An example of this is how my game engine's UI library can register itself with the Input library, so it can receive mouse, keyboard, and gamepad events, necessary for manipulating UI controls. But the Game itself also needs to register for some UI events itself, not to mention debug functionality like ImGui for debug windows, etc. So I use this notification system to ensure the low-level Input library can push events out to multiple subscribers without needing to know about them.
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Event handlers with variable arguments without variadic args
See if this is close to what you're looking for: https://github.com/JamesBoer/Nfy
CppProperties
Posts with mentions or reviews of CppProperties.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-03-12.
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Event handlers with variable arguments without variadic args
https://github.com/KonanM/CppProperties/blob/master/include/cppproperties/Signal.h#L38-L87
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Best way in modern C++ to dynamically, at runtime, invoke functions with their own arguments?
I'm not sure if this is exactly what you want, but I have written a small library (https://github.com/KonanM/CppProperties) that mimics how my old employee implemented such a system. I would say what you are looking for is something that I would call a proxy property?
What are some alternatives?
When comparing Nfy and CppProperties you can also consider the following projects:
Jinx - Embeddable scripting language for real-time applications
Photino.Native - Re-Implementation of Photino.Native
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
EA Standard Template Library - EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
magnum-examples - Examples for the Magnum C++11 graphics engine