expected
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expected | magnum | |
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18 | 22 | |
1,402 | 4,658 | |
- | - | |
2.1 | 9.6 | |
4 months ago | 4 days ago | |
C++ | C++ | |
Creative Commons Zero v1.0 Universal | 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.
expected
- Functional Programming in Modern C++: The Imperatives Must Go ā 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, Iām using it often in codebase with https://github.com/TartanLlama/expected š
- 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
magnum
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Want to a 3D game without a game engine but not having to deal with opengl stuff ?
Magnum
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Good graphics engines to visualize my physics framework?
If you want something that gives you more control you could use magnum.
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100,000 subscriber celebration ā Ask the Godot contributors anything!
Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
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Looking for a 2D/3D rendering layer for C++
Magnum is worth checking out.
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Simple light graphics library for c++?
Since you want something lightweight, I'll assume you mean the former. If that's the case, then checkout bgfx or Magnum. Magnum does include some extra features typically found in a graphics engine.
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Best C++ libraries for 2D game development
You could try Magnum it wraps SDL and others, but you might find it maybe too low-level. It's certainly not Love2D.
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Exceptions: Yes or No?
C++ is similar to C in that there are multiple "styles" of use that vary from project to project. Other, usually newer languages (C#, Python, Rust, etc) tend to have a stronger sense of what idioms should be used. Whereas, for instance, some C++ projects (like some GUI libraries and game/graphics engines) will partially/entirely replace the STL (and older ones may have been around before C++ had a standard library aside from C's), or forbid the use of certain C++ features (example).
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What is a good absolutely minimalist game/rendering engine?
Magnum Graphics
- C++ Game Engine - Which framework?
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Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
> He has Vulkan support in here with a clearly marked file named Pipeline.cpp. The guy knows what a pipeline is...
There is a Vulkan API wrapper. However, there is no "Vk Renderer" -- no code seems to use the Vulkan parts of the code system, and the two projects seem unrelated.
> * Is this not a UBO interface?
There are ways of making a uniform buffer, however the examples don't cover them and the API doesn't adapt automatically. See how all of the setters assert if UBOs are enabled.
https://github.com/mosra/magnum/blob/cfc02599e54e02337dd56bb...
> * I don't see why you think there's limited support for multiple framebuffers...?
The code I do see is about binding/unbinding framebuffers in a stateful manner, e.g. AbstractFramebuffer::bind(), rather than supporting passes.
> None of your criticism seem well intentioned. It might behoove you to give people the benefit of the doubt and realize that you may be able to learn something from them, even if they're so clearly inferior to you.
To put it simply, I've taught enough graphics to know first-hand the kinds of misconceptions that OpenGL-styled APIs can cause, and I'm just a bit tired to see it continue. Admittedly I was a bit harsh, I don't mean any harm towards the author. There are just graphics APIs with interfaces I consider to be much better designed.
What are some alternatives?
libCat - šāā¬ 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!
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
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++.
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
cpp-libp2p - C++17 implementation of libp2p
OpenSceneGraph - OpenSceneGraph git repository
Thrust - [ARCHIVED] The C++ parallel algorithms library. See https://github.com/NVIDIA/cccl
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
stb - stb single-file public domain libraries for C/C++
Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
PEGTL - Parsing Expression Grammar Template Library
urho3d - Game engine