RE2
stb
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RE2 | stb | |
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49 | 164 | |
8,614 | 25,071 | |
1.1% | - | |
8.9 | 6.7 | |
19 days ago | 12 days ago | |
C++ | C | |
BSD 3-clause "New" or "Revised" 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.
RE2
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C Is the Greenest Programming Language
Looking at the benchmark where C++ is worst compared to other languages, it's depending on the library used. I would guess if they used Google's re2 Regex library instead of Boost's, the result would be different.
https://github.com/google/re2
https://github.com/greensoftwarelab/Energy-Languages/blob/ma...
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what does this + do in the regular expression "(^A-Za-z)+"
That page says it just includes "some of the most common special characters", and following the link to the Examples page in turn includes a link to the full list.
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On a Great Interview Question
Python uses backtracking, so this probably isn't O(n), especially with the ability to choose the dictionary.
But with there are non-backtracking matchers which would make this O(n). Here's re2 from https://github.com/google/re2 :
>>> import re2
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RE2 VS hyperscan - a user suggested alternative
2 projects | 17 Mar 2023
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hyperscan VS RE2 - a user suggested alternative
2 projects | 17 Mar 2023
RE2 is a Google regular expression library
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Projects ideas to learn C++/OOP
google's regex library: https://github.com/google/re2
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Regex: is there a difference between * and {0,}, as well as + and {1,}?
I am currently working with Regex, specifically Re2, and was wondering if there is a real difference between the above expressions for repeated sub-regex.
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First release of SPVM::File::Spec - complex regular expressions, file tests, SPVM::Cwd, inheritance
I ported Google RE2, a regular expression library, to SPVM as Resource::Re2, and created SPVM::Regex, a wrapper for it.
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SPVM::File::Basename is released. This is the first module of SPVM using regular expressions.
I searched for I found that there is a Perl compatible regular expression called Google RE2. It is written in C++, and with Google RE2, I can use Perl-compatible regular expressions as a library.
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Ruby 3.2.0 Is from Another Dimension
Yes, but there is an interesting clarification here. RE2 has used the "caching" approach documented in the Ruby bug ticket linked for quite some time (since its birth?): https://github.com/google/re2/blob/954656f47fe8fb505d4818da1...
It is mentioned only briefly in Cox's article on regex matching in the wild. Look for the word "bitstate": https://swtch.com/~rsc/regexp/regexp3.html
I didn't know Perl had implemented this trick too.
The paper[1] cited in the Ruby bug ticket was published very recently. When I first read the Ruby bug ticket, I immediately wondered how they sidestepped the memory use problem. The paper's abstract seems to suggest there is some technique for doing so, as it rebuffs the idea of doing "full" memoization. Alas, I do not have access the paper. (Which is fucking ridiculous.)
[1]: https://ieeexplore.ieee.org/abstract/document/9519427
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
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++
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Writing a TrueType font renderer
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
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Capturing the WebGPU Ecosystem
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
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Www Which WASM Works
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.
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File for Divorce from LLVM
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).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
compile-time-regular-expressions - Compile Time Regular Expression in C++
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
semver.c - Semantic version in ANSI C
imgui-node-editor - Node Editor built using Dear ImGui
Boost.Signals - Boost.org signals2 module
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
libevil - The Evil License Manager
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
constexpr-8cc - Compile-time C Compiler implemented as C++14 constant expressions
ImageMagick - 🧙♂️ ImageMagick 7
Cppcheck - static analysis of C/C++ code