stb
ZXing
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stb | ZXing | |
---|---|---|
164 | 42 | |
24,817 | 32,124 | |
- | 0.6% | |
6.7 | 8.6 | |
3 days ago | 11 days ago | |
C | Java | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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.
stb
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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:
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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?
- Package manager for single file libs?
ZXing
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How to build an Ionic Barcode Scanner with Capacitor
The biggest difference between the two plugins is the SDK used to recognise the barcodes. The Capacitor Community Barcode Scanner plugin currently uses the ZXing decoder and the Capacitor ML Kit Barcode Scanning plugin uses the ML Kit from Google.
- The Basics of how QR codes work
- Tool Request: Investigate QR Codes in emails
- Guest WiFi using a QR code
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How to decode a QR-code image in (preferably pure) Python?
PyXing (website here) is supposedly a Python port of the popular Java ZXing library, but the initial and only commit is 6 years old and the project has no readme or documentation whatsoever.
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Java Command-Line, GUI and Web Apps for Scanning Barcode and QR Code
In previous article, we discussed how to construct a command-line barcode and QR code scanning application using Java and Dynamsoft Barcode Reader. In this article, we will create more fancy applications, such as a desktop GUI application and a web application. In addition, we will import ZXing SDK to make a comparison with Dynamsoft Barcode Reader.
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Scalable Processing of Swiss PDF Documents using 2D Barcodes on AWS
Extract the raw barcode from candidate regions: The extraction of barcodes from the candidate regions is being performed with zxing, an open source library which supports many variations of 1D and 2D barcodes.
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Mechanical sympathy for QR codes: making NSW check-in better
Since most government software is written in Java, the QR codes on PDF check-in posters are probably being generated with ZXing [1].
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Generating a QR code with only ARM Assembly
zxing has an online decoder -- https://zxing.org/w/decode.jspx -- but I've seen it fail so often that I'm wondering whether it's very "strict" / doesn't account for image distortion that much?
Or does the web site use hardcoded settings that are more tweakable in the library?
Huh, interesting -- zxing is in "Maintenance Mode Only": https://github.com/zxing/zxing
I'd be suuuuper interested to know: what's the state of the art in terms of QR decoding, both in terms of decoding speed, amenability to various image distortions, and (which I've always dreamed of) the ability to partially decode a QR code, even if the error correction fails for some parts of it, or even totally? i.e. a very very verbose debugging/decoding mode?
What are some alternatives?
ZBar - Clone of the mercurial repository http://zbar.hg.sourceforge.net:8000/hgroot/zbar/zbar
mlkit - A collection of sample apps to demonstrate how to use Google's ML Kit APIs on Android and iOS
android-ocr
C++ Format - A modern formatting library
Tess4J - Java JNA wrapper for Tesseract OCR API
Code Scanner - Code scanner library for Android, based on ZXing
Thumbnailator - Thumbnailator - a thumbnail generation library for Java
PHP CPP - Library to build PHP extensions with C++
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
imgui-node-editor - Node Editor built using Dear ImGui
Picasso - A powerful image downloading and caching library for Android
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType