magic_get VS OpenSceneGraph

Compare magic_get vs OpenSceneGraph and see what are their differences.

magic_get

std::tuple like methods for user defined types without any macro or boilerplate code (by apolukhin)
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magic_get OpenSceneGraph
9 12
193 3,073
- -
8.2 0.0
5 months ago 21 days ago
C++ C++
Boost Software License 1.0 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.

magic_get

Posts with mentions or reviews of magic_get. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-02-11.
  • What is a good way to iterate through struct contents?
    2 projects | /r/cpp_questions | 11 Feb 2023
    Maybe this: https://github.com/apolukhin/magic_get
  • What information about a type/class can we get?
    1 project | /r/cpp | 17 Dec 2022
    You can access non-static member variables with structured bindings. See for instance magic_get/boostPfr https://github.com/apolukhin/magic_get. Structured bindings will only bind to the accessible members (not private). Magic get works by by finding the number of member variables, converting the struct to a tuple (with a function that is specialized for the number of fields), and finally accessing the members through the tuple (supporting indexing and iteration). It does not grant access to the member names, but it is sufficient for some reflection.
  • A way to determine the number of elements in a structured binding
    1 project | /r/cpp | 10 Jun 2022
    Libraries like magic_get expose the members of an aggregate class/struct to allow writing generic code for things like pretty printing and serialization without anything special done to the class itself. They often rely on structured bindings for the decomposition (*), but find the number of elements via SFINAE on aggregate initialization, as an aggregate type can be initialized only from as many objects as it has members. It would be nicer if you could SFINAE directly on the structured binding itself, as then the type could have user-defined constructors (which aggregates can't). Unfortunately, this is not possible since structured binding is a statement and not an expression. Unless you're using Clang, where the GNU statement expressions extension allows you to do SFINAE on them, as in here.
  • Minimum viable declarative GUI in C++
    3 projects | /r/cpp | 23 Mar 2022
    No RTTI required, but the types are required to be aggregates (no constructors defined). It's possible to count the number of members using SFINAE by trying different numbers of inputs to the aggregate constructor using a type that's castable to anything, and then enumerate the members with a similar trick (or use structured binding to pull them out directly). I think he uses magic_get which is the most popular library for this trick.
  • Call function on each member of struct using preprocessor
    1 project | /r/cpp_questions | 21 Mar 2022
    take a look at magic_get to get access to all struct members. No idea what your plan is with foo and the preprocessor though.
  • Serdepp 0.1.2 Released
    2 projects | /r/cpp | 18 Sep 2021
    Neat! Have you considered using magic_get?
  • Getting information about classes, methods and variables in C++?
    4 projects | /r/cpp_questions | 13 Aug 2021
    It is possible with some hacks https://github.com/apolukhin/magic_get
  • Struct bulk operations - Reflection? Code gen?
    1 project | /r/cpp_questions | 19 Apr 2021
  • Reflecting Over Members of an Aggregate
    1 project | /r/cpp | 21 Mar 2021
    I actually reference it near the bottom of the article under its original name, magic_get! I was disappointed to discover that this library did it a similar way first before me while researching 😅

OpenSceneGraph

Posts with mentions or reviews of OpenSceneGraph. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-06-01.

What are some alternatives?

When comparing magic_get and OpenSceneGraph you can also consider the following projects:

pfr - std::tuple like methods for user defined types without any macro or boilerplate code

Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)

cling - The cling C++ interpreter

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

cppreference-doc - C++ standard library reference

GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input

serdepp - c++ serialize and deserialize adaptor library like rust serde.rs

magnum - Lightweight and modular C++11 graphics middleware for games and data visualization

Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.

filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

urho3d - Game engine

Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge