hana
ConsoleRPG
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hana | ConsoleRPG | |
---|---|---|
4 | 2 | |
1,635 | 29 | |
1.7% | - | |
5.1 | 0.0 | |
12 days ago | 7 months ago | |
C++ | C++ | |
Boost Software License 1.0 | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
hana
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What are some C++ projects with high quality code that I can read through?
I like boost::hana. Wish I had more chances to use it at work.
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Simple `struct` static reflection system I use that tracks names, attributes (in my own code I also keep `constexpr` hashes of names) -- example gets fully inlined into `main()`
And then there's also the longstanding issue with default member initializers -- https://github.com/boostorg/hana/issues/409 -- which was a deal-breaker.The PROP system avoids this issue precisely by having the macro be as local as possible: the default member initializer is outside the macro. It does this while still letting you attach additional PropAttribs metadata (I'm not sure what additional metadata attachment looks like in Hana? haven't really tried). Default values and additional attributes are by and large quite more important to me in my use cases for reflection (component types in game ECS) than range syntax (everything I've needed and can think of needing is covered by for-each loop).
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cppa2z - Document modern C++ using unit tests
oh yes definitely, but I meant more the particular way I've done it so far - which has been to implement something similar to boost::hana::is_valid(), to make it take the least amount of boilerplate code per-use-case as possible: zero additional lines of code.
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C Implementation Challenge Replacing Stdmove And
Boost.Hana developers measured a very noticeable 15% decrease in compile time switching from a function call (admittedly -- with an additional layer of wrapper) to a raw static_cast. foonathan himself saw a little over a 5% decrease in his actual code. miki151 saw about a 3% improvement from replacing move with MOV only, ignoring forward. In a completely synthetic benchmark where I just generate a ton of move calls in a row, I get a little over 40% decrease in compile time.
ConsoleRPG
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What are some C++ projects with high quality code that I can read through?
I've been trying to follow this series: https://github.com/Headturna/ConsoleRPG (There is an accompanying youtube series)
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Are accessors/modifiers or getters/setters outdated?
For reference, this is what I'm working with (note I'm only on episode 2 and this goes for 40-50 I think): https://github.com/Headturna/ConsoleRPG/blob/master/Rpg-Linux-Codeblocks/Character.h
What are some alternatives?
mio - Cross-platform C++11 header-only library for memory mapped file IO
tdesktop - Telegram Desktop messaging app
sml - C++14 State Machine library
redpanda - Redpanda is a streaming data platform for developers. Kafka API compatible. 10x faster. No ZooKeeper. No JVM!
dyno - Runtime polymorphism done right
Seastar - High performance server-side application framework
filesystem - An implementation of C++17 std::filesystem for C++11 /C++14/C++17/C++20 on Windows, macOS, Linux and FreeBSD.
Scylla - NoSQL data store using the seastar framework, compatible with Apache Cassandra
doctest - The fastest feature-rich C++11/14/17/20/23 single-header testing framework
POCO - The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.
robin-hood-hashing - Fast & memory efficient hashtable based on robin hood hashing for C++11/14/17/20
serenity - The Serenity Operating System 🐞