ffead-cpp
JUCE
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ffead-cpp | JUCE | |
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8 | 104 | |
675 | 6,017 | |
- | 2.3% | |
8.0 | 9.6 | |
about 2 months ago | about 14 hours ago | |
C++ | C++ | |
- | 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.
ffead-cpp
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A C++ web/application framework I have been building for the last 12yrs
Thats a lovely question, In short, I started my learnings with python/django, php/cakephp, ruby/ror, java/spring, html, javascript and was really fascinated by the web. Because I picked up so many languages early in my journey, I wanted to experiment with real stuff, as in the real complex c++/c world, thats where I saw an opportunity to build a web framework and started building out one. It was hard, memory management, socket programming, i/o multiplexing, memcpy, pointer management, shared memory, threads, mutexes etc etc, it was just too much. Initially for a few years I just ended up building poor code, like really poor code, some of the outline of which I still maintain just as a reminder to myself as to where I really started from. But the declarative programming (#pragma) was an eccentric solution and similar to annotations in java, I build out my own layer of Serialization logic after analyzing the actual data structure layouts and was able to deliver nested stl serialization/deserilaization (this), this was the hardest thing I had achieved. Reflection was a bit easier, then I wanted to integrate the framework with other languages and also provide an alternative to switch the HTTP exchange layer so integrated nginx/apache/and other better/faster backends(pico.v), also ended up contributing to vlang to add C++ support to vlang. Then I started adding support to build/compile on all platforms (uclibc-wrt, android, mingw, other oses etc) and finally added support for building with all the popular C++ build tools out there and finally in the process also created my own build tool on top of bash (shellb)
You are partially correct, the framework provides an option to change the backend to any engine (embedded, nginx, apache, picov, rust, c, java, d, js, julia, go, crystal etc), the framework provides integration to all the I/O multiplexing techniques available out there. But I would not reject it plainly with just a single line, more so because "I have built it", whereas for you, you totally have the right to do so, but I would request you to go through the code and also look at areas you may not have browsed earlier and provide any other critical comments you might have missed earlier, that would provide a comprehensive critical review of the framework which will definitely help me improve upon the framework
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Show HN: A C++ web/application framework I have been building for the last 12yrs
I really am not that great at documentation, you can find the various example applications https://github.com/sumeetchhetri/ffead-cpp/tree/master/web, for a comprehensive REST API example, you can see https://github.com/sumeetchhetri/ffead-cpp/blob/master/web/t...
Agreed documentation is really poor, but I have really enjoyed building the framework and have never really been focusing on the docs, point taken, thanks.
JUCE
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Modern C++ Programming Course
You can definitely start putting C++ into your embedded projects, and get familiar with things in an environment in which you're already operating. A lot of great C++ code can be found with motivated use of, for example, the platformio tooling, such that you can see for yourself some existing C++ In Embedded scenarios.
In general, also, I have found that it is wise to learn C++ socially - i.e. participate in Open Source projects, as you learn/study/contribute/assist other C++ developers, on a semi-regular basis.
I've learned a lot about what I would call "decent C++ code" (i.e. shipping to tens of thousands, if not hundreds of thousands of customers) from such projects. I would suggest finding an open source C++ project, aligned with your interests, and study the codebase - as well as the repo history (i.e. gource) - to get a productive, relatively effortless (if the interests align) boost into the subject.
(My particular favourite project is the JUCE Audio library: https://juce.com/ .. one of many hundreds of great projects out there from which one can also glean modern C++ practices..)
- Ardour 8.0 released
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How have you used coding in your setup?
Here's a link to their website: https://juce.com/
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Anyone here have experience writing VST audio plugins in C++, or 'wrapping'/converting a VST to an AU plug-in?
It seems like most audio plug-ins are built in C++ inside an audio coding program called JUCE, so maybe if I could open up the exisiting code inside that and then output it as an AU instead of a VST that could work.
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Ask HN: What audio/sound-related OSS projects can I contribute to?
JUCE:
Tracktion:
Both very powerful audio frameworks - JUCE does plugins and audio drivers and low-level DSP, oh my - and Tracktion does all the stuff a DAW needs, on top of JUCE.
There are tons of ways to contribute, from building open source samples, to testing, or even adding functionality. Both dev teams are open to good quality PR's being submitted and both frameworks have excellent communities that will get you started: http://forum.juce.com/
These are cross-platform tools which offer Audio developers an extremely powerful toolset. By contributing to either (or both) frameworks you will be massively contributing to the audio world - so many plugins use JUCE these days!
- Recommendation for professional open source project where we can learn best practices, contribute and improve coding knowledge simply by looking at the code?
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
> Juce has a CoreGraphicsMetalLayerRenderer which I believe uses Metal to render CoreGrapghics primitives.
This class is part of a JUCE demo app, and you can read the source code to it if you want. [0] It uses CoreGraphics to render the graphics on the CPU, and then uploads it as a texture to the GPU so it can be used as a CAMetal layer. So, no, the graphics are still rendered on the CPU, with compositing being handled on the GPU.
> For example, I heard that UE4->UE5 removed the GPU tesselation support
I know it's confusing, but GPU tessellation is a completely different thing. The word "tessellation" in graphics means "turn into triangles". In a 2D graphics context, we're turning splines and curves and 2D shapes into triangles. In a 3D graphics context, GPU tessellation refers to a control cage mesh which is adaptively subdivided. These two have nothing in common except that triangles come out the other side. I am not aware of anyone who has tried to use GPU tessellation to render 2D graphics.
GPU tessellation failed for a large number of reasons, but slow performance was one of them. So, you know, doing this sort of work efficiently on the GPU is still an open research problem. Just because it's not efficient to do it on the GPU does not mean the performance overhead is negligible. For rendering big complex vector graphics, tess overhead can easily outweigh rasterization overhead.
[0] https://github.com/juce-framework/JUCE/blob/4e68af7fde8a0a64...
When we talk about 2D graphics as a research problem, we're talking about native rendering of splines and strokes. JUCE does not have GPU-accelerated splines, it flattens the path to lines and rasterizes the coverage area into a texture.
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
It also does stroke handling on the CPU:
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
Basically, this isn't really "GPU accelerated splines". It's a CPU coverage rasterizer with composting handled by the GPU.
You linked to the compatibility-renderer. But JUCE also has platform-specific rendering modules.
CoreGraphicsContext::createPath will convert the CPU spline segments to CG spline segments which are then rasterized by CoreGraphics using Metal on the GPU.
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
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BlinderKitten, A free lighting software without restriction
Sure.
The device definitions come as GDTF files, see the spec and other projects that utilize GDTF here [1]
Juce framework [2]
OrganicUI [3]
What are some alternatives?
Qt - Qt Base (Core, Gui, Widgets, Network, ...)
iPlug2 - C++ Audio Plug-in Framework for desktop, mobile and web
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
audiogridder - DSP servers using general purpose computers and networks
Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
Boost - Super-project for modularized Boost
AudioKit - Audio synthesis, processing, & analysis platform for iOS, macOS and tvOS
Seastar - High performance server-side application framework
DPF - DISTRHO Plugin Framework
Sonic Pi - Code. Music. Live.
gen-rack - Create VCV Rack modules from gen~ exports