expected
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expected | stb | |
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18 | 164 | |
1,402 | 25,071 | |
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2.1 | 6.7 | |
4 months ago | 13 days ago | |
C++ | C | |
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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
stb
- Lessons learned about how to make a header-file library (2013)
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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++
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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
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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
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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.
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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).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[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?
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!
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
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++.
imgui-node-editor - Node Editor built using Dear ImGui
cpp-libp2p - C++17 implementation of libp2p
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
Thrust - [ARCHIVED] The C++ parallel algorithms library. See https://github.com/NVIDIA/cccl
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
ImageMagick - š§āāļø ImageMagick 7
PEGTL - Parsing Expression Grammar Template Library
Cppcheck - static analysis of C/C++ code