expected
GLM
expected | GLM | |
---|---|---|
18 | 36 | |
1,404 | 8,689 | |
- | 1.3% | |
2.1 | 8.9 | |
4 months ago | 15 days ago | |
C++ | C++ | |
Creative Commons Zero v1.0 Universal | GNU General Public License v3.0 or later |
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expected
- Functional Programming in Modern C++: The Imperatives Must Go – Victor Ciura [video]
- Functional exception-less error handling with C++23's optional and expected
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C++23's New Fold Algorithms - C++ Team Blog
On this topic Sy Brand is a guarantee, in fact he did the https://github.com/TartanLlama/expected and several presentation of the subject.
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What is the status of the monadic operations for std::expected? It seems like they made it into the standard for C++23, but they don't actually seem to be available in the std::expected implementation (in MSVC's STL)
In the meantime, I may use the TartanLlama implementation (here) and plan around replacing it with the real deal in the near future.
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ADSP Episode 114: Rust, Val, Carbon, ChatGPT & Errors with Barry Revzin!
Sy Brand's tl::expected
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Daily bit(e) of C++ | Error handling
expected is my favourite little part of cpp23, I’m using it often in codebase with https://github.com/TartanLlama/expected 😁
- Noticing the the difference in coding when going back to C++
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What are some cool modern libraries you enjoy using?
outcome and/or expected
- Do you use builder pattern?
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Why should I have written ZeroMQ in C, not C++ (2012)
Eventually you'll be able to use std::expected in C++23!
https://en.cppreference.com/w/cpp/header/expected
Don't throw exceptions, require the caller to handle errors and propagate them up the stack (everything returns an expected) if they cannot be handled. You are forced to model the error domains instead of just throwing an exception and assuming the caller knows to catch it and do something with it.
Java has checked exceptions, but, Kotlin decided to abandon them.
The nice codebases I have worked on stick to the Result type in Swift or Kotlin. And thus you are forced to 'translate' errors (exceptions?) as described in Alan Griffith's 'Exceptional Java'.
https://accu.org/journals/overload/10/48/griffiths_406/
"If a checked exception is thrown (to indicate an operation failure) by a method in one package it is not to be propagated by a calling method in a second package. Instead the exception is caught and "translated". Translation converts the exception into: an appropriate return status for the method, a checked exception appropriate to the calling package or an unchecked exception recognised by the system. (Translation to another exception type frequently involves "wrapping".)"
If you can't wait for C++23, there's a single header implementation here.
https://github.com/TartanLlama/expected
GLM
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
- Which is the best way to work with matrices and linear algebra using c++?
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Best C++ Game Framework
I would also recommend GLM
- PocketPy: A Lightweight(~5000 LOC) Python Implementation in C++17
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
What are some alternatives?
libCat - 🐈⬛ A runtime for C++26 w/out libC or POSIX. Smaller binaries, only arena allocators, SIMD, stronger type safety than STL, and value-based errors!
Eigen
AECforWebAssembly - A port of ArithmeticExpressionCompiler from x86 to WebAssembly, so that the programs written in the language can run in a browser. The compiler has been rewritten from JavaScript into C++.
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
cpp-libp2p - C++17 implementation of libp2p
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
Thrust - [ARCHIVED] The C++ parallel algorithms library. See https://github.com/NVIDIA/cccl
cglm - 📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
stb - stb single-file public domain libraries for C/C++
blaze