incbin VS stb

Compare incbin vs stb and see what are their differences.

incbin

Include binary files in C/C++ (by graphitemaster)

stb

stb single-file public domain libraries for C/C++ (by nothings)
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incbin stb
9 164
917 25,071
- -
0.0 6.7
4 months ago 15 days ago
C C
The Unlicense 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.

incbin

Posts with mentions or reviews of incbin. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-23.
  • Self-contained Linux applications with lone Lisp
    2 projects | news.ycombinator.com | 23 Jan 2024
    OK, yes, that does work. You can totally put application specific stuff in the elf and reflect on it at runtime. Much easier is to embed it directly and point a symbol value at the start of the data.

    See https://github.com/graphitemaster/incbin for a pretty wrapper around that.

    Aside from there being a drastically simpler answer to this problem available in sketchily documented fashion (the asm guys know .incbin is a thing, but higher level languages overcomplicate it), it's a good post. Idea is sound and goal was achieved.

  • The theory versus the practice of “static websites”
    13 projects | news.ycombinator.com | 15 Jul 2023
    Thanks for the link. We also make static websites by direct inclusion their HTML code in the C++ binary of ClickHouse.

    I've tried to use this library but found a bug: https://github.com/graphitemaster/incbin/issues/61

  • Olive.c: a simple graphics library that does not have any dependencies
    14 projects | news.ycombinator.com | 21 Sep 2022
    won't work, since the preprocessor won't interpret directives inside string literals of course.

    In many assemblers, there is a directive called "incbin" which pastes in unstructured binary data at the point of usage. I just found a very clever C and C++ wrapper [1] for that, which gives you an INCBIN() macro. Nice!

    [1]: https://github.com/graphitemaster/incbin

  • embed workaround
    1 project | /r/C_Programming | 10 Aug 2022
    There's always this: https://github.com/graphitemaster/incbin
  • Finally. Embed
    8 projects | news.ycombinator.com | 23 Jul 2022
    Haven't the people making the standards other things to do, like, integrating useful features instead of duplicating incbin.h [0] years after that feature worked?

    https://github.com/graphitemaster/incbin/blob/main/incbin.h

  • How do I embed files or access them without an operating system?
    1 project | /r/C_Programming | 28 Feb 2022
  • Include files into the Sketch automatically with incbin
    1 project | /r/esp32 | 16 Dec 2021
    There is a project "https://github.com/graphitemaster/incbin" that can take a file and put that file content into the sketch ROM segment as constant / resource. It is an even nicer alternative to "xxd -i" or using string literals like: const char bla[] PROGMEM = R"CERT( ... )CERT";

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 incbin and stb you can also consider the following projects:

aoc-2020 - Advent of Code 2020 in 25 Different Languages

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

xplain - Interactive demos

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

ComputerGraphics - Basic computer graphics implementation , with linux framebuffer

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

execfs - Proof of concept userspace filesystem that executes filenames as shell commands and makes the result accessible though reading the file.

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

pl_mpeg - Single file C library for decoding MPEG1 Video and MP2 Audio

ImageMagick - 🧙‍♂️ ImageMagick 7

SuperSimpleGraphics - An SVG generating single header file C library appropriate for "intro to programming" classes in C/C++.

Cppcheck - static analysis of C/C++ code