[Belay the C++] windows.h breaks the STL (and my will to live)

This page summarizes the projects mentioned and recommended in the original post on /r/cpp

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  • cppwin32

    Discontinued A modern C++ projection for the Win32 SDK

  • not that hard to wrap windows.h and undef the annoying stuff, and only a handful of files in your codebase will include it anyway. on the other hand stuff like this looks extremely worse and exactly like the kind of c++ that is hard banned in gamedev codebases

  • STL

    MSVC's implementation of the C++ Standard Library.

  • vector: const auto _Min_word_size = (_STD min)(_Left._Myvec.size(), _Right._Myvec.size());

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    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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  • win32metadata

    Tooling to generate metadata for Win32 APIs in the Windows SDK.

  • According to the roadmap, expect it to be released by the end of 2021.

  • wil

    Windows Implementation Library

  • I thought WIL was meant to do that.

  • EA Standard Template Library

    EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.

  • Someone else can provide a more fleshed out answer but basically the STL isn't fast or efficient enough as it covers so many edge cases. Game devs tend to use libraries that are more catered to performance with usage caveats or specialized for always being certain how many items you're dealing with. An example is the EA STL https://github.com/electronicarts/EASTL but there are more.

  • winapi

    Windows API declarations without <windows.h>, for internal Boost use. (by boostorg)

  • May be boost::winapi?

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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