printf VS stb

Compare printf vs stb and see what are their differences.

printf

Tiny, fast(ish), self-contained, fully loaded printf, sprinf etc. implementation; particularly useful in embedded systems. (by eyalroz)

stb

stb single-file public domain libraries for C/C++ (by nothings)
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printf stb
4 164
365 25,128
- -
0.0 6.4
3 months ago 3 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.

printf

Posts with mentions or reviews of printf. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-02-07.
  • MISRA C
    1 project | news.ycombinator.com | 7 Nov 2023
    From my experience, maintaining a standalone/embedded printf library - MISRA is a combination of two things: Common-sense rules, and pain-in-the-ass rules. Example of the latter: Avoiding implementation-defined types like `int` in places where my code doesn't care about what sizeof(int) is.

    I was able to accommodate most (?) of the MISRA rules (https://github.com/eyalroz/printf/issues/77), but mine is just a small library, so I don't know how restrictive they would be for a larger codebase.

  • Sprintf without C library
    5 projects | /r/C_Programming | 7 Feb 2023
    Note that https://github.com/eyalroz/printf is the fork of mpaland that is being maintained.
  • What is the most efficient way to create an ASCII string from multiple types?
    1 project | /r/embedded | 29 Dec 2022
    Take a look at an embedded focused sprintf like this one and measure: https://github.com/eyalroz/printf
  • Cppfront, Herb Sutter's proposal for a new C++ syntax
    13 projects | news.ycombinator.com | 17 Sep 2022
    > I have some bad C++ experienced, and I know enough programmers I respect who stick to C over C++.

    Do you know such people who work on large software systems, as opposed to, say, micro-controller firmware, or kernel drivers and such?

    (Asking as a person who maintains an important(ish) C library for embedded coders: https://github.com/eyalroz/printf)

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 printf and stb you can also consider the following projects:

nanoprintf - The smallest public printf implementation for its feature set.

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

gx - A Go->C++transpiler meant for data-oriented gameplay and application programming especially for WebAssembly. Using this mostly in the context of specific personal projects and heavily focusing the feature set on those. Used in my Raylib gamejam project: https://github.com/nikki93/raylib-5k -- also being used to develop a private longer term game project and a note-taking app.

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

callback_printf - callback_printf allows the implementation of portable sprintf, snprintf, vsprintf and vsnprintf like output functions. The code includes wrappers for those functions. It supports all formats of the C 11 standard. wchar_t arguments and strings are printed as UTF-8. It's pretty fast, threadsafe and has no dependencies to other libraries.

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

cppfront - A personal experimental C++ Syntax 2 -> Syntax 1 compiler

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

printf - Tiny, fast, non-dependent and fully loaded printf implementation for embedded systems. Extensive test suite passing.

ImageMagick - 🧙‍♂️ ImageMagick 7

jakt - The Jakt Programming Language

Cppcheck - static analysis of C/C++ code