dirent VS stb

Compare dirent vs stb and see what are their differences.

dirent

C/C++ library for retrieving information on files and directories (by tronkko)

stb

stb single-file public domain libraries for C/C++ (by nothings)
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dirent stb
4 164
1,013 25,128
- -
5.8 6.4
3 months ago 5 days ago
C C
MIT License GNU General Public License v3.0 or later
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.

dirent

Posts with mentions or reviews of dirent. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-05-06.
  • Iterate filesystem and store information in a struct array
    1 project | /r/C_Programming | 9 May 2022
    #include #include #include #include #include #include #include typedef struct file_info { char *path; // ToDo: more info in the future } file_info; // Function prototypes bool is_special_file(const char *file); file_info **find_all_files(const char *root_dir); int find_files(const char *dir_path, file_info ***files, int *cap, int *cnt); file_info *file_info_new(const char *path); int main(int argc, char **argv) { find_all_files("/tmp/test"); // ToDo: Free all the memory correctly return 0; } file_info *file_info_new(const char *path) { file_info *file = malloc(sizeof(file_info)); if (!file) return NULL; file->path = path; return file; } file_info **find_all_files(const char *root_dir) { file_info **files = malloc(sizeof(file_info *)); int capacity = 1; int count = 0; int result = find_files(root_dir, &files, &capacity, &count); printf("Array cap: %d\n", capacity); printf("Array count: %d\n", count); printf("-------------------\n"); for (int i = 0; i < count; i++) { printf("%s\n", files[i]->path); } return files; } // Based on the implementation from https://github.com/tronkko/dirent int find_files(const char *dir_path, file_info ***files, int *cap, int *cnt) { char buffer[PATH_MAX + 2]; char *p = buffer; char *end = &buffer[PATH_MAX]; // Copy directory name to buffer const char *src = dir_path; while (p < end && *src != '\0') { *p++ = *src++; } *p = '\0'; // Open directory stream DIR *dir_stream = opendir(dir_path); if (!dir_stream) { printf("Failed to open %s (%s)\n", dir_path, strerror(errno)); return -1; } // Iterate all files/directories within the directory struct dirent *ent; while ((ent = readdir(dir_stream)) != NULL) { char *q = p; char c; // Get final character of directory name if (buffer < q) c = q[-1]; else c = ':'; // Append directory separator if not already there if (c != ':' && c != '/' && c != '\\') *q++ = '/'; // Append file name to current directory path src = ent->d_name; while (q < end && *src != '\0') { *q++ = *src++; } *q = '\0'; // Resize array if needed if (*cnt == *cap) { int realloc_size = (*cap) * 2; file_info **tmp_files = realloc(*files, realloc_size * sizeof(file_info *)); if (!tmp_files) exit(1); *cap *= 2; *files = tmp_files; } // Process every dirent type switch (ent->d_type) { case DT_LNK: { printf("[LINK] %s\n", buffer); (*files)[*cnt] = file_info_new(buffer); (*cnt)++; break; } case DT_REG: { printf("[FILE] %s\n", buffer); (*files)[*cnt] = file_info_new(buffer); (*cnt)++; break; } case DT_DIR: { if (!is_special_file(ent->d_name)) { printf("[DIR] %s\n", buffer); (*files)[*cnt] = file_info_new(buffer); (*cnt)++; find_files(buffer, files, cap, cnt); } break; } default: break; } } return 0; } bool is_special_file(const char *file) { if (strcmp(file, ".") != 0 && strcmp(file, "..") != 0) return false; return true; }
  • Iterate files/directories/subdirectories in C ?
    2 projects | /r/C_Programming | 6 May 2022
    Thanks for the reply. Yea, I wonder how I would go about implementing an iterative approach tho. I am currently working with the following implementation: https://github.com/tronkko/dirent/blob/master/include/dirent.h
  • How can you iterate up the directory tree until the program gets to the first?
    1 project | /r/C_Programming | 14 Feb 2022
    You can use dirent for both if you include a compatibility shim for windows.
  • OGL - A Great Cross Platform OpenGL Base Library With Almost Everything OpenGL You might Ever need
    17 projects | /r/opengl | 12 Jan 2022
    dirent

stb

Posts with mentions or reviews of stb. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-09.
  • Lessons learned about how to make a header-file library (2013)
    1 project | news.ycombinator.com | 28 Feb 2024
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
    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++
    4 projects | news.ycombinator.com | 6 Jan 2024
  • Writing a TrueType font renderer
    9 projects | news.ycombinator.com | 1 Jan 2024
    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
    9 projects | news.ycombinator.com | 11 Nov 2023
    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
    2 projects | news.ycombinator.com | 24 Sep 2023
    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
    9 projects | news.ycombinator.com | 29 Jun 2023
    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?
    4 projects | /r/C_Programming | 29 Jun 2023
    STB Libraries: https://github.com/nothings/stb
  • [Noob Question] How do C programmers get around not having hash maps?
    3 projects | /r/C_Programming | 22 Jun 2023
    stb_ds is also very popular.
  • Is there an existing multidimensional hash table implementation in C?
    4 projects | /r/C_Programming | 20 Jun 2023

What are some alternatives?

When comparing dirent and stb you can also consider the following projects:

imgui-node-editor - Node Editor built using Dear ImGui

Vcpkg - C++ Library Manager for Windows, Linux, and MacOS

imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies

TinyErode - A portable C++ library for simulating hydraulic erosion.

ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android

libcake - Librairie en C

freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType

glm

ImageMagick - 🧙‍♂️ ImageMagick 7

avir - High-quality pro HDR image resizing / scaling C++ library, including a very fast, precise, SIMD Lanczos resizer (header-only C++)

Cppcheck - static analysis of C/C++ code