PEGTL
stb
PEGTL | stb | |
---|---|---|
12 | 164 | |
1,869 | 25,128 | |
0.9% | - | |
7.2 | 6.4 | |
1 day ago | 1 day ago | |
C++ | C | |
Boost Software License 1.0 | GNU General Public License v3.0 or later |
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.
PEGTL
-
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
-
Use PEGTL to remove my clunky homemade parser
I found a library I wanted to test: Pegtl
-
What are some cool modern libraries you enjoy using?
I like PEGTL
-
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.
-
TIL: Visual Studio has quantum state values ๐คจ
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.
-
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...
-
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)
-
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
-
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.
stb
- Lessons learned about how to make a header-file library (2013)
-
Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
-
Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
-
Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
-
Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
-
File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
-
What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
-
[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
lexy - C++ parsing DSL
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
cpp-peglib - A single file C++ header-only PEG (Parsing Expression Grammars) library
imgui-node-editor - Node Editor built using Dear ImGui
spirit - Boost.org spirit module
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
C++ B-tree - Git mirror of the official (mercurial) repository of cpp-btree
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
pybind11 - Seamless operability between C++11 and Python
ImageMagick - ๐งโโ๏ธ ImageMagick 7
sparsepp - A fast, memory efficient hash map for C++
Cppcheck - static analysis of C/C++ code