Magic Enum C++
C++ Format
Our great sponsors
Magic Enum C++ | C++ Format | |
---|---|---|
44 | 161 | |
4,324 | 19,147 | |
- | 1.5% | |
8.4 | 9.8 | |
25 days ago | 5 days ago | |
C++ | C++ | |
MIT License | 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.
Magic Enum C++
-
What C++ library do you wish existed but hasn’t been created yet?
I'm not sure this is quite what you're asking for, but this library has been super helpful to me in the past : https://github.com/Neargye/magic_enum
-
Fully Permissive License C++ Logger For Embedded System
Also, a shoutout to Magic Enum: https://github.com/Neargye/magic_enum
-
enum_name (yet another enum to/from string conversion utility >=C++11)
What does this have to offer over magic_enum?
-
quill v2.7.0 released - Asynchronous Low Latency C++ Logging Library
But it's a hack, and I prefer not to use hacks in production, because of their significant limitations:
-
Enums with methods
Why reinvent the wheel? magic_enum
-
Macro to write enum and converter from and to string
I strongly recommend that you instead use magic_enum::enum_cast
Magic Enum provides that.
-
New to Programming and Would Like a Code Review or Tips on Readability
While I can understand the sentiment behind that it makes for a poor solution because people seeing the enum will assume it's a valid entry. A better solution is to use something like magic enum for that case.
-
What are some cool modern libraries you enjoy using?
magic_enum by far. It has an extreme amount of black magic, and compiler specific stuff all abstracted away behind its extremely neat user interface.
-
what annoys you most while using c++?
magic_enum
C++ Format
-
C++ Game Utility Libraries: for Game Dev Rustaceans
GitHub repo: fmtlib/fmt
-
Creating k-NN with C++ (from Scratch)
cmake_minimum_required(VERSION 3.5) project(knn_cpp CXX) # Set up C++ version and properties include(CheckIncludeFileCXX) check_include_file_cxx(any HAS_ANY) check_include_file_cxx(string_view HAS_STRING_VIEW) check_include_file_cxx(coroutine HAS_COROUTINE) set(CMAKE_CXX_STANDARD 20) set(CMAKE_BUILD_TYPE Debug) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) # Copy data file to build directory file(COPY ${CMAKE_CURRENT_SOURCE_DIR}/iris.data DESTINATION ${CMAKE_CURRENT_BINARY_DIR}) # Download library usinng FetchContent include(FetchContent) FetchContent_Declare(matplotplusplus GIT_REPOSITORY https://github.com/alandefreitas/matplotplusplus GIT_TAG origin/master) FetchContent_GetProperties(matplotplusplus) if(NOT matplotplusplus_POPULATED) FetchContent_Populate(matplotplusplus) add_subdirectory(${matplotplusplus_SOURCE_DIR} ${matplotplusplus_BINARY_DIR} EXCLUDE_FROM_ALL) endif() FetchContent_Declare( fmt GIT_REPOSITORY https://github.com/fmtlib/fmt.git GIT_TAG 7.1.3 # Adjust the version as needed ) FetchContent_MakeAvailable(fmt) # Add executable and link project libraries and folders add_executable(${PROJECT_NAME} main.cc) target_link_libraries(${PROJECT_NAME} PUBLIC matplot fmt::fmt) aux_source_directory(lib LIB_SRC) target_include_directories(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}) target_sources(${PROJECT_NAME} PRIVATE ${LIB_SRC}) add_subdirectory(tests)
-
Learn Modern C++
> This is from C++23, right?
std::println is, yes.
> I wonder how available this is within compilers
https://en.cppreference.com/w/cpp/compiler_support says clang, gcc, and msvc all support it, though I don't know how recent those versions are off the top of my head.
In my understanding, with this specific feature, if you want a polyfill for older compilers, or to use some more cutting-edge features that haven't been standardized yet, https://github.com/fmtlib/fmt is available to you.
-
The C++20 Naughty and Nice List for Game Devs
fmt/core.h has been heavily optimized for build speed and is usually faster to compile than equivalent iostream code: https://github.com/fmtlib/fmt?tab=readme-ov-file#compile-tim.... Once modularized std is available we might be able to be compete with printf.
-
For processing strings, streams in C++ can be slow
{fmt} has internal buffering but it's not yet exposed to users. There is a feature request for it: https://github.com/fmtlib/fmt/issues/2354. FILE buffering is not too bad but it can be easily optimized: https://www.zverovich.net/2020/08/04/optimal-file-buffer-siz....
If performance matters, write your own specialized string processing code which works on "raw" data in memory buffers. If convenience matters look at https://github.com/fmtlib/fmt (or std::format which AFAIK is less feature rich) and https://github.com/imageworks/pystring.
I like C much more than C++, but even I must say that https://github.com/fmtlib/fmt is pretty nice (which is the base for std::format). Together with pystring (https://github.com/imageworks/pystring) it makes string processing in C++ somewhat bearable (still slow though because pystring is based on std::string and excessively allocates, but at least convenient).
are currently a good example of pure product of the 9Xs/2000s when the hype about Object Oriented was ongoing.
Almost everything related to it has this OO code smell:
- Usage of virtual runtime dispatch with virtual calls when it is not necessary. Causing a negative impact on performance: a shame for C++.
- Heavy usage of function overloading with the "<<" operator. Leading to pages long compilation errors when an overload fails.
- Hidden states everywhere with the usage of state formatters and globals in the background.
- Unnecessary complexity with std::locale which is almost entirely useless for proper internationalisation.
- Useless encapsulation with error reports done as abstracted bit flags. Which is absolutely horrendous when dealing with file I/O: It hides away the underlying error with no proper way to access it.
- Deep class hierarchy making the entire thing looks like spaghetti.
- Useless abstraction with stringstream that hides the underlying buffer away, making it close to unusable on safety critical systems.
All of that made aged pretty badly, and for good reasons.
Fortunately there is an incoming way out of that with work of Viktor Zverovich on std::format and libfmt [1].
-
Codebases to read
Additionally, if you like low level stuff, check out libfmt (https://github.com/fmtlib/fmt) - not a big project, not difficult to understand. Or something like simdjson (https://github.com/simdjson/simdjson).
What are some alternatives?
spdlog - Fast C++ logging library.
Nameof C++ - Nameof operator for modern C++, simply obtain the name of a variable, type, function, macro, and enum
Protobuf - Protocol Buffers - Google's data interchange format
Better Enums - C++ compile-time enum to string, iteration, in a single header file
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
FastFormat - The fastest, most robust C++ formatting library
cereal - A C++11 library for serialization
ZBar - Clone of the mercurial repository http://zbar.hg.sourceforge.net:8000/hgroot/zbar/zbar
FlatBuffers - FlatBuffers: Memory Efficient Serialization Library
Boost.Serialization - Boost.org serialization module
Scintilla
HTTP Parser - http request/response parser for c