refl-cpp VS Magic Enum C++

Compare refl-cpp vs Magic Enum C++ and see what are their differences.

refl-cpp

Static reflection for C++17 (compile-time enumeration, attributes, proxies, overloads, template functions, metaprogramming). (by veselink1)

Magic Enum C++

Static reflection for enums (to string, from string, iteration) for modern C++, work with any enum type without any macro or boilerplate code (by Neargye)
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refl-cpp Magic Enum C++
3 44
986 4,403
- -
0.0 8.1
over 1 year ago 14 days ago
C++ C++
MIT License MIT License
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.

refl-cpp

Posts with mentions or reviews of refl-cpp. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-04.
  • Out of bounds memory access in V8 in Google Chrome prior to 120.0.6099.224
    1 project | news.ycombinator.com | 25 Jan 2024
    You'd be surprised how much friction you'd have for C++ reflection. First, since it's a custom build step, you can do a mix of custom code gen and C++ constexpr/consteval for static reflection. Here's a header-only implementation for adding compile time reflection purely within the language [1]. And v8 already does dynamic code gen as part of its build process (to generate the snapshot to speedup instantiation of the isolate). Dynamic reflection is a must since JS is a dynamic language with reflection support.

    Now of course, I don't know the specific details of reflection needed for the abstractions you reference and clearly V8 is still doing some amount of manual IR generation, so it's possible it would be a substantial investment to actually retrofit those techniques into v8. One would have to do a careful analysis of historical security exploits & specific techniques and their ability to prevent to figure out if it's worth adding those abstractions (especially since there is a potential performance tradeoff as you mention). As I said, I think there's insufficient research in this area to establish a compelling body of best practices (not to take away from the contributions of the GraalJS team to this space).

    [1] https://github.com/veselink1/refl-cpp

  • C++ Reflection for Component Serialization and Inspection
    3 projects | /r/gameenginedevs | 4 Mar 2023
    I’ve been using https://github.com/veselink1/refl-cpp for my recent project where i needed reflections, especially for serialization. Cant wait for c++48 and reflections in standard
  • Show HN: Static reflection for C++17 (enumeration, attributes, proxies, ...)
    1 project | news.ycombinator.com | 5 Jan 2022

Magic Enum C++

Posts with mentions or reviews of Magic Enum C++. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-08.

What are some alternatives?

When comparing refl-cpp and Magic Enum C++ you can also consider the following projects:

svector - Compact SVO optimized vector for C++17 or higher

Nameof C++ - Nameof operator for modern C++, simply obtain the name of a variable, type, function, macro, and enum

entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

Protobuf - Protocol Buffers - Google's data interchange format

crunchy-bytes - C++ 17 Schema Serialization Library

cereal - A C++11 library for serialization

json - JSON for Modern C++

Boost.Serialization - Boost.org serialization module

scope_guard - A modern C++ scope guard that is easy to use but hard to misuse.

FlatBuffers - FlatBuffers: Memory Efficient Serialization Library

BLIB - Small organized collection of common code I have accumulated over the years that has amassed into a proper 2d game engine

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