PEGTL
entt
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PEGTL | entt | |
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12 | 79 | |
1,867 | 9,447 | |
1.5% | - | |
7.2 | 9.8 | |
2 days ago | 7 days ago | |
C++ | C++ | |
Boost Software License 1.0 | MIT License |
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PEGTL
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Show HN: Matcheroni, a tiny C++20 header library for building lexers/parsers
Very cool, and I like the name!
I'd be interested in reading about how Matcheroni compares with PEGTL and Lexy.
https://github.com/taocpp/PEGTL
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Use PEGTL to remove my clunky homemade parser
I found a library I wanted to test: Pegtl
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What are some cool modern libraries you enjoy using?
I like PEGTL
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Are C/C++ developers allowed to import libraries to make coding easier or are they expected to build every functions and methods from scratch (without importing anything like String.h)?
Sure - libraries that are expected to be entirely self-contained. The one that comes to mind is PEGTL, a parser combinator library that is intended to be embedded inside a larger program. Making it import more dependencies would break this philosophy. Similarly, in the Rust world, there are a variety of "no-std" crates that should be able to be imported even if the standard library is not available on the target platform.
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TIL: Visual Studio has quantum state values 🤨
The program in the post was just an example meant to illustrate the problem. Originally, this (new) behavior of MSVC broke my code in the PEGTL, see [this commit](https://github.com/taocpp/PEGTL/commit/e3c8cb499dc3d1d76d23f2d5d79469dcb15550c5) that I needed to apply to fix it.
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We Built a C++ Rendering Engine for the Web
As a professional C++ programmer I feel a lot of the reasons C++ gets this response is because it's simply not "batteries included" like Go or Rust.
C++ is a very powerful, unopinionated language, that gives you a lot of freedom to attack your problem domain the way you best see fit.
If you're writing a networked application, don't use POSIX sockets, go and find a higher level library. If you're parsing complex text formats, don't iterate over buffers with char*'s, go pick up PEGTL[0]. If you're working on graphs, or need to properly index in-memory data, go pick up Boost[1][2]. If you need a GUI, go pick up Qt.
It's extremely common in C++, due to the lack of a universal package management solution, for people to try and "muddle through" and do shit themselves when it's far outside their core competency.
At one of my last employers, the core product was parsing JSON with std::regex, simply because they couldn't be bothered to integrate a JSON library.
[0] https://github.com/taocpp/PEGTL
[1] https://www.boost.org/doc/libs/1_76_0/libs/graph/
[2] https://www.boost.org/doc/libs/1_76_0/libs/multi_index/doc/i...
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Is there anything like sly for C++?
You are looking for Boost.Spirit (https://www.boost.org/doc/libs/1_76_0/libs/spirit/doc/x3/html/index.html) or PEGTL (https://github.com/taocpp/PEGTL)
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Why no more Lex/Yakk/ANTLR/whatever?
I personally prefer to use parsing combinator libraries in C++, where the "grammar" is just part of normal C++ and directly integrate. Examples are Boost.Spirit, pegtl, or (my own) lexy.
- Rust's Most Unrecognized Contributor
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Wondered if anyone is interested in a c++ parser combinators library?
While I'm not quite sure how this might transfer to your approach, with your Haskell-inspired style being quite different from our C++ templates, in the PEGTL our equivalent to your Char, which is called one, is variadic (true to the T in PEGTL a variadic template) and takes a list of possible matches.
entt
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Using Jolt with flecs & Dear ImGui: Game Physics Introspection
EnTT is a popular alternative to flecs for C++, which has different performance/memory characteristics.
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Focus: A simple and fast text editor written in Jai
https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt (https://github.com/skypjack/entt). In 200 lines or so it does the equivalent of a few thousand lines of template heavy Cpp while compiling instantly and generating good debug code.
Some walkthrough:
Line 8 declares a SparseSet type as a fairly typical template. its just a struct with arrays of type T inside. Next lines implement getters/setters for this data structure
Line 46 Base_Registry things get interesting. This is a struct that holds a bunch of SparseSet of different types, and providers getters/setters for them by type. It uses code generation to do this. The initial #insert at the start of the class injects codegen that creates structure members from the type list the struct gets on its declaration. Note also how type-lists are a native structure in the lang, no need for variadics.
Line 99 i decide to do variadic style tail templates anyway for fun. I implement a function that takes a typelist and returns the tail, and the struct is created through recursion as one would do in cpp. Getters and setters for the View struct are also implemented through recursion
Line 143 has the for expansion. This is how you overload the for loop functionality to create custom iterators.
The rest of the code is just some basic test code that runs the thing.
- Crash Course: entity component system
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Introducing Ecsact
Since we wanted a common game simulation that would be on both the server and the client we looked into a few libraries that would fit our ECS needs. It was decided we were going to write this common part of our game in C++, but rust was considered. C++ was a familiar language for us so naturally EnTT and flecs came up right away. I had used EnTT before, writing some small demo projects, so our choice was made based on familiarity. In order to integrate with Unity we created a small C interface to communicate between our simulation code and Unity’s C#. Here’s close to what it looked like. I removed some parts for brevity sake.
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Sharing Saturday #472
Are you sure you don't want to use a C++ package manager? Libtcod is on Vcpkg and with that setup you could add the fmt library or EnTT. fmt fixes C++'s string handling and EnTT fixes everything wrong with the entities of the previous tutorials.
- Where can I find the juiciest, most complex and modern c++ code?
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What are the limits of blueprints?
There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
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any resources for expanding on ECS?
For a modern engine you’re probably best looking at Unity’s DOTS. You may also want to check out some of the different open source ECS libraries such as flecs and EnTT are two popular ones for C++, but there’s lots of them. Largely you’ll see lots of different approaches taken, all with their own pros and cons. Not all of them will be performant (some focus more on the design benefits) while others will be optimised for certain use cases. What you should prioritise will depend on your specific needs.
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DynaMix 2.0.0 Released
You can think of DynaMix as combining one of these libraries with an ECS like entt(https://github.com/skypjack/entt)
- Flecs – A fast entity component system for C and C++
What are some alternatives?
lexy - C++ parsing DSL
flecs - A fast entity component system (ECS) for C & C++
cpp-peglib - A single file C++ header-only PEG (Parsing Expression Grammars) library
Hazel - Hazel Engine
spirit - Boost.org spirit module
raylib - A simple and easy-to-use library to enjoy videogames programming
C++ B-tree - Git mirror of the official (mercurial) repository of cpp-btree
flecs-lua - Lua script host for flecs
pybind11 - Seamless operability between C++11 and Python
Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript
sparsepp - A fast, memory efficient hash map for C++
UnrealCLR - Unreal Engine .NET 6 integration