Ryujinx VS ComLightInterop

Compare Ryujinx vs ComLightInterop and see what are their differences.

Ryujinx

Experimental Nintendo Switch Emulator written in C# (by Ryujinx)

ComLightInterop

Cross-platform COM interop library for .NET Core 2.1 or newer (by Const-me)
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Ryujinx ComLightInterop
336 8
32,055 41
17.3% -
9.7 4.2
5 days ago 6 months 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.

Ryujinx

Posts with mentions or reviews of Ryujinx. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-17.

ComLightInterop

Posts with mentions or reviews of ComLightInterop. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-18.
  • Swig – Connect C/C++ programs with high-level programming languages
    5 projects | news.ycombinator.com | 18 Jul 2023
    I have once made something remotely similar, to interop between C++ and C#: https://github.com/Const-me/ComLightInterop

    I took different approach. Because I only needed to support these two languages, there’s no separate interface definition language, and no code generator for interfaces. Instead, users are expected to write both language projections manually.

    Then there’s a runtime code generator on the .NET side of the interop which builds runtime callable proxy types for interfaces implemented in C++, also virtual tables for C# objects consumed by C++.

  • C# 11 Preview Updates – Raw string literals, UTF-8 and more
    5 projects | news.ycombinator.com | 22 May 2022
    It’s pretty fast. Likely reason for that, MS designed both language and runtime this way since version 1.0. They needed that for their Windows Forms which consumes huge chunk of WinAPI.

    I benchmarked a while ago when testing this library https://github.com/Const-me/ComLightInterop#performance On the computer I was using at that time (probably Ryzen 5 3600 CPU) the overhead was 15-20 nanoseconds per call.

  • Mach v0.1 – cross-platform Zig graphics in ~60 seconds
    4 projects | news.ycombinator.com | 27 Mar 2022
    That thing is COM, which is a small subset of C++ ABI. Technically it’s about the same as on Windows, i.e. C ABI with extra first argument for this pointer.

    Once upon a time I made this library https://github.com/const-me/comlightInterop/ The native side of the interop is idiomatic C++, here’s an example https://github.com/Const-me/ComLightInterop/blob/master/Demo... The C# side of the interop is implemented through the built-in C interop, here’s the relevant part of the library https://github.com/Const-me/ComLightInterop/blob/master/ComL... I’ve tested Linux version of that library on AMD64, ARMv7, and ARM64 CPUs, but only with gcc compiler on the native side.

  • COM+ Revisited
    2 projects | news.ycombinator.com | 30 Jan 2022
    I like many parts of COM, but I believe that example mostly demonstrates bad parts, with IDL, registrations, and over-engineered support libraries.

    There's nothing wrong with exporting factory functions from DLLs. Microsoft does it all the time, APIs like Direct3D, DirectDraw and Media Foundation don't come with type libraries are they aren't registered anywhere.

    Speaking about support libraries, I once made my own: https://github.com/Const-me/ComLightInterop/tree/master/ComL... Compare examples from that article with this one: https://github.com/Const-me/ComLightInterop/blob/master/Demo... That source file is the complete DLL which implements a minimalistic COM object.

  • The Serde Rust Framework
    14 projects | news.ycombinator.com | 14 Oct 2021
    > Does it feel "brittle" to use

    Yes and no.

    No because when you try to do unsupported things like calling a method on an object which doesn’t support one, you gonna get an appropriate runtime exception.

    Yes because if you fail lower-level things like local parameter allocation, you gonna get an appropriate runtime exception but that one is (1) too late, I’d prefer such things to be detected when you emit the code, not when trying to use the generated code (2) Lacks the context.

    Overall, when I can I’m using that higher-level System.Linq.Expressions for runtime codegen. Things are much nicer at that level. I only using the low-level thing when I need to emit new types, like there: https://github.com/Const-me/ComLightInterop/blob/master/ComL...

  • Weird
    5 projects | news.ycombinator.com | 28 Aug 2021
  • Building a shared vision for Async Rust
    4 projects | news.ycombinator.com | 18 Mar 2021
    > Do you have any good resources on writing dlls to consume via .net like you’re talking about?

    For C APIs i.e. functions, structures and strings, the good resource is Microsoft documentation, the support is built-in, see “Consuming Unmanaged DLL Functions” section: https://docs.microsoft.com/en-us/dotnet/framework/interop/

    For COM APIs i.e. sharing objects around see this library + demos: https://github.com/Const-me/ComLightInterop It’s only really needed on Linux because the desktop version of the framework has COM support already built-in, but it can be used for cross-platform things just fine, I tested that quite well i.e. not just with these simple demos.

    > How do you deal with the managed memory when using the gc from .net

    Most of the time, automatically.

    When you calling C++ from C#, the runtime automatically pins arguments like strings or arrays. Pinning means until the C++ function returns, .NET GC won’t touch these things. This doesn’t normally make any copies: C++ will receive raw pointers/native references to the .NET objects.

    Sometimes you do want to retain C# objects from C++ or vice versa i.e. keep them alive after the function/method returns. An idiomatic solution for these use cases is COM interop. IUnknown interface (a base interface for the rest of COM interfaces) allows to retain/release things across languages.

  • Experimental Nintendo Switch Emulator written in C#
    8 projects | news.ycombinator.com | 13 Mar 2021
    C++ interop is not supported in modern .NET out of the box, but wasn't too hard to implement as a library: https://github.com/Const-me/ComLightInterop

What are some alternatives?

When comparing Ryujinx and ComLightInterop you can also consider the following projects:

yuzu - Nintendo Switch emulator

miniserde - Data structure serialization library with several opposite design goals from Serde

BetterJoy - Allows the Nintendo Switch Pro Controller, Joycons and SNES controller to be used with CEMU, Citra, Dolphin, Yuzu and as generic XInput

mach - zig game engine & graphics toolkit

citra - A Nintendo 3DS Emulator

sapio - A Bitcoin Programming Language

Ryujinx-Games-List - List of games & demos tested on Ryujinx

pfr - std::tuple like methods for user defined types without any macro or boilerplate code

dolphin - Dolphin is a GameCube / Wii emulator, allowing you to play games for these two platforms on PC with improvements.

mach-glfw-vulkan-example - mach-glfw Vulkan example

xqemu - Open-source emulator to play original Xbox games on Windows, macOS, and Linux

ioccc-obfuscated-c-contest - IOCCC International Obfuscated C code contest entries