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delay-line
Hejsil/delay-line
2020-10-14T16:42:52Z
Delays lines comming from stdin
master
0
0
0
0
https://api.github.com/repos/Hejsil/delay-line/tags
MIT
[ "cli", "command-line-tool", "zig" ]
17
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2024-09-13T12:23:53Z
true
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github
[]
delay-line A command line tool that prints all lines from stdin to stdout with a fixed delay between each line. Examples Print the date+time every second: ```sh Notice, this pipeline only ever launches 5 processes. It is also a a lot cleaner than the alternative "run date every second in a loop". Clean and efficient! seq "$(date +%s)" 1 inf | sed 's/^/@/' | date -f - | delay-line 1s You can get more efficient by raising the delay. seq "$(date +%s)" 10 inf | sed 's/^/@/' | date -f - | delay-line 10s This is useful for making your own status bar script for bars such as lemonbar. ``` Build External dependencies: * <a>Zig <code>0.6.0</code></a> After getting the dependencies just clone the repo and its submodules and run: <code>zig build</code> All build artifacts will end up in <code>zig-cache/bin</code>. See <code>zig build --help</code> for build options.
[]
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Blue-Heaven
LakeByTheWoods/Blue-Heaven
2020-03-09T06:12:34Z
Data visualiser and editor.
master
0
0
0
0
https://api.github.com/repos/LakeByTheWoods/Blue-Heaven/tags
-
[ "zig", "ziglang" ]
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2021-02-15T10:34:56Z
true
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github
[]
404
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todo
LakeByTheWoods/todo
2020-09-22T09:23:39Z
Simple terminal todo list
master
0
0
0
0
https://api.github.com/repos/LakeByTheWoods/todo/tags
Unlicense
[ "cli", "curses", "ncurses", "utility", "zig", "ziglang" ]
43
false
2020-10-02T06:55:49Z
true
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github
[]
todo Simple todo list command line utility. Licence This is free and unencumbered software released into the public domain. See licence file for more details. Compiling To compile first install <a>zig master</a>. <code>cd</code> to todo git directory and run <code>zig build</code> The executable can be found in <code>zig-cache/bin</code> Usage To add new entries to the todo list (default location ~/todolist) run <code>todo "Descpription of entry 1" "Description of entry 2" "Description of entry 3"</code> To view and update entries in curses interface just run <code>todo</code> Interface Controls Up/Down arrows change highlighted entry Right arrow cycle through progress of selected entry (Not Started, Doing, Review, Done) Left arrow reset entry to Not Started Press ! to mark entry as High Priority Press d to Delete entry (entries are never truly deleted, just moved to ARCHIVE section)
[]
https://avatars.githubusercontent.com/u/1892046?v=4
zig_ctest
nsmryan/zig_ctest
2020-10-04T23:50:22Z
This repo contains an attempt to include C types into a Zig program and inspect them without prior knowledge
master
0
0
0
0
https://api.github.com/repos/nsmryan/zig_ctest/tags
-
[ "c", "zig", "ziglang" ]
2
false
2021-04-03T16:57:36Z
false
false
unknown
github
[]
Zig C Include Test This repo is simply an attempt to use the Zig programming language to include C definitions from a header file, and inspect their structure without prior knowledge. In particular, I would like to be able to iterate through the types in a header without knowing their names. This does not appear to work in Zig 0.6.0+0962CC5a3 due to some incompleteness related to cimport structures. The use-case here would be to include definitions that describe the structure of the telemetry of embedded systems and automatically perform things like: documentation, ingest into a database, montoring, display, etc, directly from the headers.
[]
https://avatars.githubusercontent.com/u/1892046?v=4
zzforth
nsmryan/zzforth
2020-09-25T14:19:15Z
A (WIP) reimplementation of zForth in Zig
master
0
0
0
0
https://api.github.com/repos/nsmryan/zzforth/tags
-
[ "forth", "forthlang", "wip", "zforth", "zig", "ziglang" ]
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2020-10-22T16:25:11Z
true
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github
[]
zzForth This repository contains an implementation of <a>zForth</a> in the <a>Zig programming language</a>. This translation is mostly faithful, but makes some changes to the feature set compared to the original zForth. I did this translation to learn Zig because I like Forth, and I think its interesting to consider embedding a simple language into other application, but this is just a short learning project. Building and Running To run the tests, simply use: <code>bash zig test zzforth.zig</code> and to build <code>bash zig build main.zig</code> Differences from zForth I did not implment the tracing capability- I think its useful and interesting, but I was just trying to get the thing to work first. I did not implement the variable sized cells. This is an interesting approach, and I'm sure it makes the system much smaller, but the complexity wasn't worth it for me. I haven't yet made the system as configurable as zForth, such as cell type. You can always modify the code to get this to work, but in Zig we could have even a better system by providing extra comptime arguments. User Defined Cell Type I didn't not let the user define the cell type. In zForth the cell type is a type in the zfconf.h file. This could be provided as a comptime argument to the ZForth struct, but then you would need to figure out how to parse numbers, either by providing a wrapping type or providing the parser as an argument. Zig also doesn't want you to index an array with a signed type, so I had to do a good bit of casting to get this to work. Notes on Zig I learned a good deal of Zig while writing this: Array/Pointer Types The different pointer types take some time to get used to. I like the precision they imply- there are many use-cases for pointers and array, and Zig lets you express which one you intend rather then using pointers for everything. The disadvantage has been that I often find I have to cast or convert between types, but I'm okay with that kind of thing if it makes the code more correct. Error Handling The error handling is quite nice. I am used to doing all of this manually in C, but having the simple error handling cases bulit-in led me to handle errors naturally. There is definitely some danger in just writing all code to short-circuit on errors, but I don't expect the language to do the thinking, only to provide good mechanisms. Zig seems to provide the error handling I do anyway, but built-in so it is concise and takes many fewer lines of code then in C. The zForth code uses setjmp/longjmp, and I'm happy to see that in Zig I can do the simple error handling of returning error codes. There are also places in zForth where C requires output arguments to return information when an error code can also be returned, where Zig builds in an Either/Result type so the return type describes both the error and the return value without resorting to output parameters. Compile Time Type Info One of my favorite things about Zig is access to type information at compile time. In zForth, the zf_prim type ends in PRIM\COUNT variants, which gives the number of enum variants. This does work, but only when the compile assigns values and 0 is valid. In Zig we can just ask for the number of variants directly, regardless of their values. This looks like "@typeInfo(ZfPrim).Enum.fields.len", asking for the length of the array of fields of the Enum ZfPrim. Zig Formatting I am personally a fan of language formatters that keep all code consistent. I don't necessarily agree with all formatting decisions in Zig, but I also don't care about formatting and I would prefer all code to follow the same patterns to help with mental pattern matching of code, and to avoid friction between codebases, manual work, and any trivial discussions. Compile Time Asserts I very much like the ease of compile time asserts in Zig. I didn't make that much use of them, but its nice to be able to express complex logic asserts. I could see this being useful to add a bit of correctness in more complex cases. Development Cycle I had a good time with the genernal development cycle of Zig. The zig.vim plugin for vim makes formatting errors immediately apparent so I can fix them as I go, which I definitely prefer. I used <a>entr</a> to test immediately on every save: <code>bash echo "zzforth.zig" | entr -c zig test zzforth.zig</code> This occurs fast enough that it seems almost instant, which is very nice. I hear Zig is supposed to get faster in the future, with the self-hosted change, which may make this even better. Writing tests alongside functions, and running them immediately and every time, is a great way to develop. I do this in Rust as well, and sometimes set it up manually in C, and I vastly prefer it to manually testing or even manually running tests. Problems I did have some problems with the current version of Zig (0.6.0+0962cc5a3): It seems that Zig does not compile code that is not used. This means that unused code is a landmine that might not compile, or might have compiled once but does not anymore. I don't know if this is intentional, but it is quite surprising. There are occasional errors in zigfmt and running the tests. Perhaps some kind of race condition or inconsistent state occurred in at least two ways. All I had to do was run them again, and I've had similar problems with Rust, but its still worth noting.
[]
https://avatars.githubusercontent.com/u/1327032?v=4
zig-disk-info
GoNZooo/zig-disk-info
2019-07-19T20:18:11Z
Disk information in a GUI format
master
0
1
0
1
https://api.github.com/repos/GoNZooo/zig-disk-info/tags
-
[ "disk-usage", "win32", "windows", "zig", "ziglang" ]
81
false
2025-01-25T19:21:25Z
true
false
unknown
github
[]
Why? I needed an excuse to make something in Zig (this was my second project in it) and coincidentally needed a way to see my hard drive usage without waiting for Windows to calculate it. I end up using it probably at least a few times a week so it's been useful. Usage Open the app, see how much disk space you have left. Click on the entries to open the disk in the file explorer. Internal libs I might pull the small internal library used here out into a library of its own but that would either be something I do because I need it elsewhere or because someone else makes a neat case for it. If one were so inclined they could add the entire package as a dependency and just point the package declaration at <code>disk.zig</code> (I think?) to use it as a lib.
[]
https://avatars.githubusercontent.com/u/11783095?v=4
gameoflife
nrdmn/gameoflife
2019-05-09T19:45:43Z
Multiboot-bootable Game of Life in Zig
master
0
1
0
1
https://api.github.com/repos/nrdmn/gameoflife/tags
-
[ "gameoflife", "multiboot", "x86", "zig" ]
1,119
false
2023-10-28T13:46:40Z
true
false
unknown
github
[]
Bootable Game of Life in Zig This is a bootable Game of Life written in <a>Zig</a> using the <a>GNU Multiboot</a> standard. Build with <code>zig build</code>, run with <code>qemu-system-x86_64 -curses -kernel gameoflife</code>.
[]
https://avatars.githubusercontent.com/u/1991931?v=4
ziggurat
johan-bolmsjo/ziggurat
2019-10-05T18:24:41Z
Zig Data Structures
master
0
0
0
0
https://api.github.com/repos/johan-bolmsjo/ziggurat/tags
MIT
[ "data-structures", "zig" ]
35
false
2024-05-09T14:56:28Z
false
false
unknown
github
[]
Ziggurat Data structures for <a>zig</a>. BEWARE: This is a learning experience! I have just started this journey. Unless I tire of the language I will port my favorite data structures and add them to this repo. Compiles with: zig 0.12 Running Tests <code>zig test list_test.zig zig test -O ReleaseSafe avl_test.zig </code>
[]
https://avatars.githubusercontent.com/u/155788?v=4
unique.zig
karrick/unique.zig
2020-01-18T20:06:19Z
unique reads from standard input, printing lines it has not yet seen
master
0
0
0
0
https://api.github.com/repos/karrick/unique.zig/tags
MIT
[ "command-line-tool", "filter", "zig" ]
11
false
2024-09-06T00:56:28Z
true
true
unknown
github
[]
unique.zig unique reads from standard input, printing lines it has not yet seen Example <code>Bash zig build &amp;&amp; printf "line 1\nline 2\nline 1\nline 3\n" | ./zig-out/bin/unique</code>
[]
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advent_of_code
nhultz/advent_of_code
2019-10-16T23:50:57Z
Advent of Code Solutions
master
1
0
0
0
https://api.github.com/repos/nhultz/advent_of_code/tags
-
[ "advent-of-code", "c", "hacktoberfest", "rust", "zig" ]
239
false
2024-10-30T02:02:21Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/16050377?v=4
ziglang-libraries
MCRusher/ziglang-libraries
2019-11-21T03:34:21Z
testing out ziglang by implementing data structures and writing code
master
0
0
0
0
https://api.github.com/repos/MCRusher/ziglang-libraries/tags
MIT
[ "library", "zig", "ziglang" ]
16
false
2019-12-15T23:08:50Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/4075241?v=4
zigtroids
rdunnington/zigtroids
2019-12-24T04:57:30Z
Asteroids-like game written in Zig with SDL for graphics.
master
0
0
0
0
https://api.github.com/repos/rdunnington/zigtroids/tags
-
[ "asteroids", "game", "zig" ]
8,236
false
2021-06-12T14:26:41Z
true
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/60458916?v=4
blake2
nofmal/blake2
2020-01-31T20:40:30Z
BLAKE2 implementation written in Zig
master
0
0
0
0
https://api.github.com/repos/nofmal/blake2/tags
UPL-1.0
[ "blake2", "blake2b", "blake2s", "hash", "zig" ]
7
false
2020-02-01T08:24:33Z
true
false
unknown
github
[]
404
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zig-on-rpi-using-ultibo
markfirmware/zig-on-rpi-using-ultibo
2019-03-07T00:41:11Z
zig receiving tv remote controller presses using ultibo on raspberry pi's
master
0
0
0
0
https://api.github.com/repos/markfirmware/zig-on-rpi-using-ultibo/tags
MIT
[ "bare-metal", "kernel", "raspberry-pi", "rpi", "ultibo", "zig" ]
34,489
false
2021-04-15T18:47:48Z
true
false
unknown
github
[]
zig-on-rpi-using-ultibo Download and operate using an sd card zip file: https://github.com/markfirmware/zig-on-rpi-using-ultibo/releases The main ultibo program calls the zig function named zigmain. zigmain logs the command line arguments that are passed to it. zigmain then registers a callback with the raspberry pi userland that is embedded in ultibo. This callback responds to tv remote controller button presses by recording a message in the ultibo log (displayed on screen.) The tv requires cec (consumer electronics control.) ultibo supports a lot of the <a>raspberry pi hardware and accessories</a> and has many software <a>features</a> including various free pascal packages . Development Dependencies: <ul> <li>Developed on debian 9/x86_64</li> <li>Install ultibo using <a>ultiboinstaller.sh</a></li> <li>Install zig and add it to the PATH (must use most recent master from https://ziglang.org/download)</li> <li>Install the arm embedded tool chain https://developer.arm.com/open-source/gnu-toolchain/gnu-rm/downloads</li> <li>The installation directory is /usr and if not using gcc-arm-none-eabi-8-2018-q4-major then the build.zig file must be modified to reflect the correct path</li> </ul> Obtain this repo: <code>git clone https://github.com/markfirmware/zig-on-rpi-using-ultibo </code> Build the kernels for the various raspberry pi models: <code>zig build kernels </code> (For reference, these repositories have already been included as git subtrees:) <code>git subtree add --prefix subtree/ultibohub/API https://github.com/ultibohub/API master --squash git subtree add --prefix subtree/ultibohub/Userland https://github.com/ultibohub/Userland ultibo --squash </code>
[]
https://avatars.githubusercontent.com/u/657581?v=4
RTCW-SP-Zig
BitPuffin/RTCW-SP-Zig
2019-06-29T19:15:42Z
Return to Castle Wolfenstein Single Player GPL Source Release
master
0
0
0
0
https://api.github.com/repos/BitPuffin/RTCW-SP-Zig/tags
GPL-3.0
[ "game", "game-engine", "wolfenstein", "zig" ]
3,675
true
2019-06-29T19:16:45Z
false
false
unknown
github
[]
Return to Castle Wolfenstein single player GPL source release This file contains the following sections: GENERAL NOTES LICENSE GENERAL NOTES Game data and patching: This source release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual. You must patch the game to the latest version. Note that RTCW is available from the Steam store at http://store.steampowered.com/app/9010/ Linux note: due to the game CD containing only a Windows version of the game, you must install and update the game using WINE to get the game data. Compiling on win32: A Visual C++ 2008 project is provided in src\wolf.sln. The solution file is compatible with the Express release of Visual C++. You will need to execute src\extractfuncs\extractfuncs.bat to generate src\game\g_save.c You can test your binaries by replacing WolfSP.exe, qagamex86.dll, cgamex86.dll, uix86.dll at the top of the RTCW install Compiling on GNU/Linux x86: Go to the src/unix directory, and run the cons script (cons is a perl based precursor to scons, this is what we were using at the time) Run ./cons -h to review build options. Use ./cons -- release to compile in release mode. If problems occur, consult the internet. Other platforms, updated source code, security issues: If you have obtained this source code several weeks after the time of release (August 2010), it is likely that you can find modified and improved versions of the engine in various open source projects across the internet. Depending what is your interest with the source code, those may be a better starting point. LICENSE See COPYING.txt for the GNU GENERAL PUBLIC LICENSE ADDITIONAL TERMS: The Return to Castle Wolfenstein single player GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. EXCLUDED CODE: The code described below and contained in the Return to Castle Wolfenstein single player GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms. IO on .zip files using portions of zlib lines file(s) 4301 src/qcommon/unzip.c Copyright (C) 1998 Gilles Vollant zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: <ol> <li>The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.</li> <li>Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.</li> <li>This notice may not be removed or altered from any source distribution.</li> </ol> MD4 Message-Digest Algorithm lines file(s) 289 src/qcommon/md4.c Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved. License to copy and use this software is granted provided that it is identified as the &lt;93&gt;RSA Data Security, Inc. MD4 Message-Digest Algorithm&lt;94&gt; in all mater ial mentioning or referencing this software or this function. License is also granted to make and use derivative works provided that such work s are identified as &lt;93&gt;derived from the RSA Data Security, Inc. MD4 Message-Dig est Algorithm&lt;94&gt; in all material mentioning or referencing the derived work. RSA Data Security, Inc. makes no representations concerning either the merchanta bility of this software or the suitability of this software for any particular p urpose. It is provided &lt;93&gt;as is&lt;94&gt; without express or implied warranty of any kind. JPEG library src/jpeg-6 Copyright (C) 1991-1995, Thomas G. Lane Permission is hereby granted to use, copy, modify, and distribute this software (or portions thereof) for any purpose, without fee, subject to these conditions: (1) If any part of the source code for this software is distributed, then this README file must be included, with this copyright and no-warranty notice unaltered; and any additions, deletions, or changes to the original files must be clearly indicated in accompanying documentation. (2) If only executable code is distributed, then the accompanying documentation must state that "this software is based in part on the work of the Independent JPEG Group". (3) Permission for use of this software is granted only if the user accepts full responsibility for any undesirable consequences; the authors accept NO LIABILITY for damages of any kind. These conditions apply to any software derived from or based on the IJG code, not just to the unmodified library. If you use our work, you ought to acknowledge us. NOTE: unfortunately the README that came with our copy of the library has been lost, so the one from release 6b is included instead. There are a few 'glue type' modifications to the library to make it easier to use from the engine, but otherwise the dependency can be easily cleaned up to a better release of the library.
[]
https://avatars.githubusercontent.com/u/6712477?v=4
bstr
sstadick/bstr
2020-02-02T02:16:31Z
Ziglang bstr library
master
0
0
0
0
https://api.github.com/repos/sstadick/bstr/tags
MIT
[ "algorithm", "strings-manipulation", "zig", "ziglang" ]
8
false
2020-02-02T20:07:47Z
true
false
unknown
github
[]
bstr A collection of functions for working with byte strings in Zig. Much of it is ported from the Go standard library. Currently there is no support for simd operations, but those will be added a support comes along. Goals <ul> <li>Keep this very simple and filling only the most common use cases. </li> <li>Avoid allocations if possible</li> <li>Return iterators where possible</li> <li>Avoid an actual string type. []u8 is already a type</li> </ul> Questions? - Should I make bstr a struct of some sort? probably not... Notes Search: https://golang.org/src/strings/search.go General: https://golang.org/src/strings/strings.go Optimized Native: https://golang.org/src/internal/bytealg/index_native.go Rust: https://github.com/BurntSushi/bstr Other Zig work: https://github.com/clownpriest/strings/blob/master/src/strings.zig Also look into burntsushi's bstr library
[]
https://avatars.githubusercontent.com/u/6000520?v=4
Playground
Pwera/Playground
2019-08-14T19:32:03Z
null
master
19
0
0
0
https://api.github.com/repos/Pwera/Playground/tags
-
[ "cpp", "deno", "go", "golang", "javascript", "js", "rust", "wasm", "zig" ]
10,152
false
2024-09-12T20:53:57Z
false
false
unknown
github
[]
Playground
[]
https://avatars.githubusercontent.com/u/35624?v=4
davermouse.github.io
Davermouse/davermouse.github.io
2019-04-26T21:34:40Z
null
main
0
0
0
0
https://api.github.com/repos/Davermouse/davermouse.github.io/tags
-
[ "zig", "zine" ]
4,434
false
2024-10-23T14:50:52Z
true
true
unknown
github
[]
404
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https://avatars.githubusercontent.com/u/1826193?v=4
AdventOfCode2019
SLiV9/AdventOfCode2019
2019-12-01T11:24:42Z
My solutions for Advent of Code 2019.
master
0
0
0
0
https://api.github.com/repos/SLiV9/AdventOfCode2019/tags
-
[ "advent-of-code", "advent-of-code-2019", "zig" ]
41
false
2023-12-05T22:00:48Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/24697112?v=4
goreleaser
goreleaser/goreleaser
2016-12-21T17:13:39Z
Release engineering, simplified
main
23
14,642
992
14,642
https://api.github.com/repos/goreleaser/goreleaser/tags
MIT
[ "apk", "archlinux", "bun", "deb", "deno", "docker", "github-actions", "go", "golang", "hacktoberfest", "homebrew", "nix", "nixos", "package", "release-automation", "rpm", "rust", "snapcraft", "travis", "zig" ]
23,705
false
2025-05-22T06:08:28Z
false
false
unknown
github
[]
GoReleaser Release engineering, simplified. We handle the complexities of releasing so you can focus in building what really matters: <strong>your software</strong>. Get GoReleaser <ul> <li><a>On your machine</a>;</li> <li><a>On CI/CD systems</a>.</li> </ul> Documentation Documentation is hosted live at https://goreleaser.com Community You have questions, need support and or just want to talk about GoReleaser? Here are ways to get in touch with the GoReleaser community: <a></a> <a></a> <a></a> You can find the links above and all others <a>here</a>. Code of Conduct This project adheres to the Contributor Covenant <a>code of conduct</a>. By participating, you are expected to uphold this code. We appreciate your contribution. Please refer to our <a>contributing guidelines</a> for further information. Badges <a></a> <a></a> <a></a> <a></a> <a></a> <a></a> <a></a> <a></a> <a></a> <a></a> <a></a> <a></a> GitHub Sponsors High-tier sponsors of <a>@caarlos0</a> on GitHub: <a target="_blank"></a> OpenCollective Sponsors Does your company use goreleaser? Help keep the project bug-free and feature rich by <a>sponsoring the project</a>. <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> Backers Love our work and community? <a>Become a backer</a>. <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> <a target="_blank"></a> Contributors This project exists thanks to all the people who contribute. <a>Contribution guide</a>. Stars <a></a>
[]
https://avatars.githubusercontent.com/u/27973237?v=4
vscode-zig
ziglang/vscode-zig
2017-07-14T23:02:35Z
Zig language support for VSCode
master
36
646
67
646
https://api.github.com/repos/ziglang/vscode-zig/tags
MIT
[ "visual-studio-code", "zig" ]
944
false
2025-05-21T18:35:29Z
false
false
unknown
github
[]
vscode-zig <a></a> <a></a> <a>Zig</a> support for Visual Studio Code. Features <ul> <li>install and manage Zig version</li> <li>syntax highlighting</li> <li>basic compiler linting</li> <li>automatic formatting</li> <li>Run/Debug zig program</li> <li>Run/Debug tests</li> <li>optional <a>ZLS language server</a> features</li> <li>completions</li> <li>goto definition/declaration</li> <li>document symbols</li> <li>... and <a>many more</a></li> </ul>
[]
https://avatars.githubusercontent.com/u/42113569?v=4
Cubyz
PixelGuys/Cubyz
2019-02-04T10:16:37Z
Voxel sandbox game with a large render distance, procedurally generated content and some cool graphical effects.
master
465
564
69
564
https://api.github.com/repos/PixelGuys/Cubyz/tags
GPL-3.0
[ "3d-game", "cubyz", "game", "procedural-generation", "sandbox", "sandbox-game", "voxel", "voxel-game", "zig" ]
103,216
false
2025-05-21T18:43:07Z
true
true
unknown
github
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Cubyz Cubyz is a 3D voxel sandbox game (inspired by Minecraft). Cubyz has a bunch of interesting/unique features such as: - Level of Detail (→ This enables far view distances.) - 3D Chunks (→ There is no height or depth limit.) - Procedural Crafting (→ You can craft anything you want, and the game will figure out what kind of tool you tried to make.) About Cubyz is written in <a>Zig</a>, a rather small language with some cool features and a focus on readability. Windows and Linux are supported. Mac is not supported, as it does not have OpenGL 4.3. Check out the <a>Discord server</a> for more information and announcements. There are also some devlogs on <a>YouTube</a>. History Until recently (the Zig rewrite was started in August 2022) Cubyz was written in Java. You can still see the code in the <a>Cubyz-Java</a> repository and play it using the <a>Java Launcher</a>. <code>// TODO: Move this over to a separate repository</code> Originally Cubyz was created on August 22, 2018 by <a>zenith391</a> and <a>ZaUserA</a>. Back then, it was called "Cubz". However, both of them lost interest at some point, and now Cubyz is maintained by <a>IntegratedQuantum</a>. Run Cubyz The Easy Way (no tools needed) <ol> <li>Download the latest <a>source code</a></li> <li>Extract the zip file</li> <li>Go into the extraced folder and double click the <code>run_linux.sh</code> or <code>run_windows.bat</code> depending on your operating system.</li> <li>Congratulations: You just compiled your first program!</li> </ol> It doesn't work? <ul> <li>If it doesn't work and keeps running for more than 10 minutes without doing anything it can help to kill and restart the process. A few people seem to experience this, and I have not found the cause. It might also help to delete the <code>zig-cache</code> folder.</li> <li>If you see an error message in the terminal, please report it in the <a>Issues</a> tab or on the <a>Discord server</a>.</li> <li>Otherwise you can always ask for help on the Discord server. If you are unable to get it compiling on your machine, you can also ask on the Discord server and we may compile a release for you.</li> </ul> Note for Linux Users: I also had to install a few <code>-dev</code> packages for the compilation to work: <code>sudo apt install libgl-dev libasound2-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxext-dev libxi-dev</code> The Better Way <ol> <li>Install Git</li> <li>Clone this repository <code>git clone https://github.com/pixelguys/Cubyz</code></li> <li>Run <code>run_linux.sh</code> or <code>run_windows.bat</code>, if you already have Zig installed on your computer (it must be a compatible version) you can also just use <code>zig build run</code></li> <li>When you want to update your local version you can use <code>git pull</code>. This keeps everything in one place, avoiding repeatedly downloading the compiler on every update.</li> </ol> Contributing Code Check out the <a>Contributing Guidelines</a> Textures If you want to add new textures, make sure they fit the style of the game. It's recommended that you have baseline skills in pixel art before attempting to make textures. A great collection of tutorials can be found <a>here</a> If any of the following points are ignored, your texture will be rejected: 1. Resolution is 16 x 16 2. Lighting direction is top-left for items and blocks. 3. Keep colour palettes small. Do not use near-duplicate colours, do not use noise, filters, or brushes that create unnecessary amounts of colours. Most blocks can be textured with ~4-6 colours. 4. Reference other block textures to see how colours &amp; contrast is used. Test your textures ingame alongside other blocks. 5. Blocks should tile smoothly. Avoid creating seams or repetitive patterns. 6. Use hue shifting conservatively. Take the material into account when choosing colours. 7. Items have full, coloured, 1-pixel outlines. It should be shaded so that the side in light (top left) is brighter, while the side in shadow (bottom right) is darker. 8. Items should have higher contrast than their block counterparts. Your texture may be edited or replaced to ensure a consistent art style throughout the game. For further information, ask <a>careeoki</a> on <a>Discord</a>. She has made a majority of the art for Cubyz.
[]
https://avatars.githubusercontent.com/u/27973237?v=4
zig.vim
ziglang/zig.vim
2017-04-13T09:21:35Z
Vim configuration for Zig
master
29
525
61
525
https://api.github.com/repos/ziglang/zig.vim/tags
MIT
[ "vim", "zig" ]
113
false
2025-05-14T17:17:30Z
false
false
unknown
github
[]
zig.vim File detection and syntax highlighting for the <a>zig</a> programming language. Installation If using <a><strong>vim-plug</strong></a> (for Vim or Neovim) <ul> <li>Open vim config</li> <li> Write <code>Plug 'ziglang/zig.vim'</code> inside the <code>plug</code> command: <code>vim call plug#begin('~/.vim/plugged') Plug 'ziglang/zig.vim' call plug#end()</code> </li> <li> Restart vim / reload vim config </li> <li>type <code>:PlugInstall</code></li> </ul> If using <strong>Vim</strong>: <ul> <li>Use Vim 8 or newer</li> <li><code>mkdir -p ~/.vim/pack/plugins/start/</code></li> <li><code>cd ~/.vim/pack/plugins/start/</code></li> <li><code>git clone https://github.com/ziglang/zig.vim</code></li> </ul> If using <strong>Neovim</strong>: <ul> <li><code>mkdir -p ~/.local/share/nvim/site/pack/plugins/start/</code></li> <li><code>cd ~/.local/share/nvim/site/pack/plugins/start/</code></li> <li><code>git clone https://github.com/ziglang/zig.vim</code></li> </ul> Configuration This plugin enables automatic code formatting on save by default using <code>zig fmt</code>. To disable it, you can use this configuration in vimrc: <code>let g:zig_fmt_autosave = 0</code> The default compiler which gets used by <code>:make</code> (<code>:help :compiler</code> for details) is <code>zig_build</code> and it runs <code>zig build</code>. The other options are: * <code>:compiler zig_test</code> which runs <code>zig test</code> on the current file. * <code>:compiler zig_build_exe</code> which runs <code>zig build-exe</code> on the current file. * <code>:compiler zig</code> which requires that a subcommand is passed as an argument and it runs on the current file.
[]
https://avatars.githubusercontent.com/u/1699414?v=4
sokol-zig
floooh/sokol-zig
2018-05-31T17:10:41Z
Zig bindings for the sokol headers (https://github.com/floooh/sokol)
master
10
513
66
513
https://api.github.com/repos/floooh/sokol-zig/tags
Zlib
[ "crossplatform", "sokol", "zig", "zig-package" ]
3,194
false
2025-05-21T16:08:15Z
true
true
0.14.0
github
[ { "commit": "4.0.3", "name": "emsdk", "tar_url": "https://github.com/emscripten-core/emsdk/archive/4.0.3.tar.gz", "type": "remote", "url": "https://github.com/emscripten-core/emsdk" }, { "commit": "9b5a3e2b57fe9783ba4d1f3249059bc4720b592f", "name": "shdc", "tar_url": "https://github.com/floooh/sokol-tools-bin/archive/9b5a3e2b57fe9783ba4d1f3249059bc4720b592f.tar.gz", "type": "remote", "url": "https://github.com/floooh/sokol-tools-bin" } ]
<a></a><a></a> Auto-generated Zig bindings for the <a>sokol headers</a>. <a>Auto-generated docs</a> (wip) For Zig version 0.14.0+ In case of breaking changes in Zig, the bindings might fall behind. Please don't hesitate to ping me via a Github issue, or even better, provide a PR :) Support for stable Zig versions is in branches (e.g. <code>zig-0.12.0</code>), those versions are 'frozen in time' though. Related projects: <ul> <li><a>pacman.zig</a></li> <li><a>chipz emulators</a></li> <li><a>Dear ImGui sample project</a></li> </ul> Building the samples Supported platforms are: Windows, macOS, Linux (with X11) and web On Linux install the following packages: libglu1-mesa-dev, mesa-common-dev, xorg-dev, libasound-dev (or generally: the dev packages required for X11, GL and ALSA development) To build the platform-native samples: ```sh build all examples: zig build examples build and run individual examples zig build run-clear zig build run-triangle zig build run-quad zig build run-bufferoffsets zig build run-cube zig build run-noninterleaved zig build run-texcube zig build run-offscreen zig build run-instancing zig build run-mrt zig build run-saudio zig build run-sgl zig build run-sgl-context zig build run-sgl-points zig build run-debugtext zig build run-debugtext-print zig build run-debugtext-userfont zig build run-shapes ``` (also run <code>zig build -l</code> to get a list of build targets) By default, the backend 3D API will be selected based on the target platform: <ul> <li>macOS: Metal</li> <li>Windows: D3D11</li> <li>Linux: GL</li> </ul> To force the GL backend on macOS or Windows, build with <code>-Dgl=true</code>: ``` <blockquote> zig build -Dgl=true run-clear ``` </blockquote> The <code>clear</code> sample prints the selected backend to the terminal: <code>sokol-zig ➤ zig build -Dgl=true run-clear Backend: .sokol.gfx.Backend.GLCORE33</code> For the web-samples, run: ```sh zig build examples -Dtarget=wasm32-emscripten or to build and run one of the samples zig build run-clear -Dtarget=wasm32-emscripten ... ``` When building with target <code>wasm32-emscripten</code> for the first time, the build script will install and activate the Emscripten SDK into the Zig package cache for the latest SDK version. There is currently no build system functionality to update or delete the Emscripten SDK after this first install. The current workaround is to delete the global Zig cache (run <code>zig env</code> to see where the Zig cache resides). Improving the Emscripten SDK integration with the Zig build system is planned for the future. How to integrate sokol-zig into your project Add a build.zig.zon file to your project which has at least a <code>.sokol</code> dependency: <code>zig .{ .name = "my_project", .version = "0.1.0", .paths = .{ "src", "build.zig", "build.zig.zon", }, .dependencies = .{ .sokol = .{ .url = "git+https://github.com/floooh/sokol-zig.git#[commit-hash]", .hash = "[content-hash]", }, }, }</code> The easiest way to populate or update the <code>sokol</code> dependency is to run this on the cmdline: <code>zig fetch --save=sokol git+https://github.com/floooh/sokol-zig.git</code> This will automatically use the latest sokol-zig commit. For a native-only project, a <code>build.zig</code> file looks entirely vanilla: ```zig const std = @import("std"); const Build = std.Build; const OptimizeMode = std.builtin.OptimizeMode; pub fn build(b: *Build) !void { const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); const dep_sokol = b.dependency("sokol", .{ .target = target, .optimize = optimize, }); const hello = b.addExecutable(.{ .name = "hello", .target = target, .optimize = optimize, .root_source_file = b.path("src/hello.zig"), }); hello.root_module.addImport("sokol", dep_sokol.module("sokol")); b.installArtifact(hello); const run = b.addRunArtifact(hello); b.step("run", "Run hello").dependOn(&amp;run.step); } ``` If you also want to run on the web via <code>-Dtarget=wasm32-emscripten</code>, the web platform build must look special, because Emscripten must be used for linking, and to run the build result in a browser, a special run step must be created. Such a 'hybrid' build script might look like this (copied straight from <a>pacman.zig</a>): ```zig const std = @import("std"); const Build = std.Build; const OptimizeMode = std.builtin.OptimizeMode; const sokol = @import("sokol"); pub fn build(b: *Build) !void { const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); const dep_sokol = b.dependency("sokol", .{ .target = target, .optimize = optimize, }); <code>// special case handling for native vs web build if (target.result.cpu.arch.isWasm()) { try buildWeb(b, target, optimize, dep_sokol); } else { try buildNative(b, target, optimize, dep_sokol); } </code> } // this is the regular build for all native platforms, nothing surprising here fn buildNative(b: <em>Build, target: Build.ResolvedTarget, optimize: OptimizeMode, dep_sokol: </em>Build.Dependency) !void { const pacman = b.addExecutable(.{ .name = "pacman", .target = target, .optimize = optimize, .root_source_file = b.path("src/pacman.zig"), }); pacman.root_module.addImport("sokol", dep_sokol.module("sokol")); b.installArtifact(pacman); const run = b.addRunArtifact(pacman); b.step("run", "Run pacman").dependOn(&amp;run.step); } // for web builds, the Zig code needs to be built into a library and linked with the Emscripten linker fn buildWeb(b: <em>Build, target: Build.ResolvedTarget, optimize: OptimizeMode, dep_sokol: </em>Build.Dependency) !void { const pacman = b.addStaticLibrary(.{ .name = "pacman", .target = target, .optimize = optimize, .root_source_file = b.path("src/pacman.zig"), }); pacman.root_module.addImport("sokol", dep_sokol.module("sokol")); <code>// create a build step which invokes the Emscripten linker const emsdk = dep_sokol.builder.dependency("emsdk", .{}); const link_step = try sokol.emLinkStep(b, .{ .lib_main = pacman, .target = target, .optimize = optimize, .emsdk = emsdk, .use_webgl2 = true, .use_emmalloc = true, .use_filesystem = false, .shell_file_path = dep_sokol.path("src/sokol/web/shell.html"), }); // attach Emscripten linker output to default install step b.getInstallStep().dependOn(&amp;link_step.step); // ...and a special run step to start the web build output via 'emrun' const run = sokol.emRunStep(b, .{ .name = "pacman", .emsdk = emsdk }); run.step.dependOn(&amp;link_step.step); b.step("run", "Run pacman").dependOn(&amp;run.step); </code> } ``` Using sokol headers in C code The sokol-zig build.zig exposes a C library artifact called <code>sokol_clib</code>. You can lookup the build step for this library via: <code>zig const dep_sokol = b.dependency("sokol", .{ .target = target, .optimize = optimize, }); const sokol_clib = dep_sokol.artifact("sokol_clib");</code> ...once you have that library artifact, 'link' it to your compile step which contains your own C code: <code>zig const my_clib = ...; my_clib.linkLibrary(sokol_clib);</code> This makes the Sokol C headers available to your C code in a <code>sokol/</code> subdirectory: ```c include "sokol/sokol_app.h" include "sokol/sokol_gfx.h" // etc... ``` Keep in mind that the implementation is already provided in the <code>sokol_clib</code> static link library (e.g. don't try to build the Sokol implementations yourself via the <code>SOKOL_IMPL</code> macro). wasm32-emscripten caveats <ul> <li>Zig allocators use the <code>@returnAddress</code> builtin, which isn't supported in the Emscripten runtime out of the box (you'll get a runtime error in the browser's Javascript console looking like this: <code>Cannot use convertFrameToPC (needed by __builtin_return_address) without -sUSE_OFFSET_CONVERTER</code>. To link with <code>-sUSE_OFFSET_CONVERTER</code>, simply set the <code>.use_offset_converter</code> option in the Emscripten linker step in your build.zig:</li> </ul> <code>zig const link_step = try sokol.emLinkStep(b, .{ // ...other settings here .use_offset_converter = true, });</code> <ul> <li>the Zig stdlib only has limited support for the <code>wasm32-emscripten</code> target, for instance using <code>std.fs</code> functions will most likely fail to compile (the sokol-zig bindings might add more sokol headers in the future to fill some of the gaps)</li> </ul> Dear ImGui support The sokol-zig bindings come with sokol_imgui.h (exposed as the Zig package <code>sokol.imgui</code>), but integration into a project's build.zig requires some extra steps, mainly because I didn't want to add a <a>cimgui</a> dependency to the sokol-zig package (especially since cimgui uses git submodule which are not supported by the Zig package manager). The main steps to create Dear ImGui apps with sokol-zig are: <ol> <li>'bring your own cimgui'</li> <li>tell the sokol dependency that it needs to include sokol_imgui.h into the compiled C library: <code>zig const dep_sokol = b.dependency("sokol", .{ .target = target, .optimize = optimize, .with_sokol_imgui = true, });</code></li> <li> inject the path to the cimgui directory into the sokol dependency so that C compilation works (this needs to find the <code>cimgui.h</code> header) <code>zig dep_sokol.artifact("sokol_clib").addIncludePath(cimgui_root);</code> </li> </ol> Also see the following example project: https://github.com/floooh/sokol-zig-imgui-sample/
[]
https://avatars.githubusercontent.com/u/3673952?v=4
zen
AndreaOrru/zen
2017-04-04T20:02:11Z
Experimental operating system written in Zig
main
2
480
29
480
https://api.github.com/repos/AndreaOrru/zen/tags
BSD-3-Clause
[ "kernel", "operating-system", "os", "zig" ]
297
false
2025-05-21T21:15:56Z
true
false
unknown
github
[]
Zen <a></a> <a></a> Experimental operating system written in <a>Zig</a>. <strong>NOTE:</strong> A rewrite using modern Zig is currently in progress in the <a>reboot</a> branch. Build and test To build the kernel, simply type: <code>zig build</code> You can run and debug the kernel straight away with Qemu: ``` Run the kernel inside the emulator. zig build qemu Wait for a GDB connection first (for debugging). zig build qemu-debug gdb ``` You can also generate a bootable ISO and try it on Bochs (or on real hardware if you feel like it): <code>./iso.sh # Generate run/zen.iso ./bochs.sh</code>
[]
https://avatars.githubusercontent.com/u/27973237?v=4
www.ziglang.org
ziglang/www.ziglang.org
2016-05-13T18:33:32Z
null
main
22
394
193
394
https://api.github.com/repos/ziglang/www.ziglang.org/tags
MIT
[ "documentation", "zig" ]
98,445
false
2025-05-22T05:44:43Z
true
true
0.14.0-dev.3451+d8d2aa9af
github
[ { "commit": "0a55c7013461841ec34394c8d08749f5973706da", "name": "doctest", "tar_url": "https://github.com/ziglang/doctest/archive/0a55c7013461841ec34394c8d08749f5973706da.tar.gz", "type": "remote", "url": "https://github.com/ziglang/doctest" }, { "commit": "5408d3dff6107fc449a6d24d90f379b6fffdb4e6", "name": "zine", "tar_url": "https://github.com/kristoff-it/zine/archive/5408d3dff6107fc449a6d24d90f379b6fffdb4e6.tar.gz", "type": "remote", "url": "https://github.com/kristoff-it/zine" } ]
ziglang.org Website for <a>Zig</a>. How to Run Locally We use <a>Zine</a> for static site generation. Zine, and the Zig website itself (when it comes to code samples), target the latest tagged release of Zig. For a convenient way of juggling multiple versions of Zig, take a look at <a>zigup</a>. Once you have the correct version of Zig setup, simply run: <code>zig build serve</code> Get Editor Support This step is optional but highly recommended. Follow <a>the instructions</a> on the official Zine website. Following this step will give you syntax highlighting and LSP support for the templating language. Get other dependencies Some code examples present on the site require some basic system dependencies: - tar - zlib - jq It should be possible to get them on all major OSs although on Windows it might be easier to just use WSL. If you know how to get all dependencies on Windows please PR some instructions! Writing a Translation See <a>the Zine documentation</a> to learn more about content and templating syntax. After you've familiarized yourself with the basics, take a look at <a>the i18n section</a> of the docs. To recap, a translation needs to: <ul> <li>be listed in <code>build.zig</code> and have its corresponding content directory created</li> <li>have a corresponding Ziggy file under <code>i18n/</code>, containing the localized version of every phrase used throughout the site</li> <li>have all content files translated, with the exception of <code>news</code> and <code>devlog</code> that should not be translated</li> </ul> Getting Help Crafting a translation is not a straight-forward process. You have to think about adaptation, spatial constraints (in the front page especially), and other Zine-specific issues that might not be immediately obvious. If you don't mind instant messaging, please consider joining one of the <a>Zig communities</a>, where you will be able to communicate with other contributors and share some knowledge. If you prefer asynchronous communication, feel free to open a draft PR, we will make sure to engage with you pronto. Keep in mind that it's possible that the current setup doesn't allow you to correctly implement a translation without making ulterior changes to Zine's configuration or how the content is organized. Don't hesitate to reach out for help to avoid getting stuck in a problem that can't be solved without larger-scale changes.
[]
https://avatars.githubusercontent.com/u/3252130?v=4
blog
hhstore/blog
2018-04-26T11:36:18Z
My Tech Blog: about Mojo / Rust / Golang / Python / Kotlin / Flutter / VueJS / Blockchain etc.
master
412
310
27
310
https://api.github.com/repos/hhstore/blog/tags
-
[ "ai", "android", "blockchain", "blog", "dart", "docker", "flutter", "golang", "gpt", "ios", "k8s", "kotlin", "mojo", "nlp", "python", "rust", "vuejs", "web3", "zig" ]
7
false
2025-05-21T12:00:39Z
false
false
unknown
github
[]
My Tech Blog 🔥️ Intro <ul> <li>✅ Focus on: <a>Mojo</a>, <a>Rust</a>, <a>Flutter</a>, <a>Golang</a>, <a>Python</a>, <a>Zig</a>, <a>Kotlin</a>, <a>VueJS</a>, , <code>Docker</code>, <code>Kubernetes(K8S)</code>, <code>Blockchain(BTC/ETH)</code>, etc.</li> </ul> | Blog | Link | Desc | | :--- | :--- | :--- | | Catalogue | https://github.com/hhstore/blog/issues | ⭐️⭐️⭐️⭐️ | | Old Blog Archive | http://www.bytefire.io/ | ⭐️ | 📢 Subscibe <ul> <li>✅ Option 1: GitHub <code>Watch</code> Repo.</li> <li>✅ Option 2: RSS Feed: <code>https://rsshub.app/github/issue/hhstore/blog</code></li> </ul> 🍊 Contents 🧑🏻‍🎓 Programming Languages &amp; Frameworks: | 分类 | Index | Desc | | :--------- | :------------------------------------ | :------ | | ❤️ 总目录 | <a>总目录</a> | | | 🦀 Rust | <a>Rust 相关</a> | 系统编程 | | 🔥️ Mojo | <a>Mojo</a> | AI / 系统编程 | | 🎯 Flutter/Dart | <a>Flutter</a> , <a>Dart</a> | App 开发框架 | | ⚡ Zig | <a>Zig 相关</a> | 嵌入式编程 | | 🐍️ Python | <a>Python 相关</a> | <a>Django 相关</a>, <a>Flask 相关</a> | | 🐹 Golang | <a>Golang 相关</a> | <a>微服务框架 go-micro</a> | | 💊 TypeScript | <a>TypeScript 相关</a> | 前端开发 | | 💎 Kotlin | <a>Kotlin 相关</a> | 跨平台应用开发 | 📱 Desktop/Mobile: | 分类 | Desc | | :--------- | :------------------------------------ | | ✅️ <a>Tauri</a> | 跨平台开发框架 | | 🎯 <a>Flutter</a> | Mobile 开发框架 | | 💎 <a>Kotlin</a> | 跨平台应用开发 | 💻 Web Frontend: | 分类 | Desc | | :--------- | :------------------------------------ | | ✅️ <a>Vue.js</a> | 前端开发框架 | | ✅️ <a>Weex 相关</a> | 前端 UI 框架 | 🐧 Middleware/Infra/Architecture/Design/Solution: | 分类 | 索引 | 文章列表 | | :--------- | :------------------------------------ | :------ | | Micro Service | <a>Micro Service</a> | | | RPC | <a>RPC 相关</a> | | | | <a>gRPC 相关</a> | | | MQ | <a>Kafka 相关</a> | | | | <a>RabbitMQ 相关</a> | | | Docker 🚀 | <a>Docker 相关</a> | <a>docker-compose 编排</a> | | Kubernetes 🚀 | <a>Docker 相关</a> | | | Blockchain 🚀 | <a> BTC 相关</a> | | | | <a>ETH 相关</a> | | | Trading Exchange | <a>Exchange 相关</a> | | | API Design | <a>API 相关</a> | | | | <a>GraphQL API 相关</a> | <a>GraphQL API使用</a> | | | <a>Restful API 相关</a> | <a>Rest API 设计规范</a> | | Test | <a>测试 相关</a> | <a>负载压力测试</a> |
[]
https://avatars.githubusercontent.com/u/106511?v=4
HellOS
andrewrk/HellOS
2018-10-26T19:29:35Z
"hello world" x86 kernel example
master
13
301
37
301
https://api.github.com/repos/andrewrk/HellOS/tags
-
[ "operating-system", "zig" ]
7
false
2025-05-17T12:41:28Z
false
false
unknown
github
[]
HellOS Bare bones "hello world" i386 kernel written in <a>Zig</a>. Building <code>zig build-exe hellos.zig -target i386-freestanding -T linker.ld</code> Testing with qemu <code>qemu-system-i386 -kernel hellos</code>
[]
https://avatars.githubusercontent.com/u/1950733?v=4
redis-cuckoofilter
kristoff-it/redis-cuckoofilter
2017-07-23T17:28:09Z
Hashing-function agnostic Cuckoo filters for Redis
master
4
232
22
232
https://api.github.com/repos/kristoff-it/redis-cuckoofilter/tags
MIT
[ "bloom-filter", "c", "cuckoo-filter", "probabilistic-data-structures", "redis", "zig" ]
6,650
false
2025-03-23T07:23:43Z
false
false
unknown
github
[]
redis-cuckoofilter <a></a> <a></a> <a></a> <a></a> Hashing-function agnostic Cuckoo filters for Redis. What's a Cuckoo Filter? Cuckoo filters are a probabilistic data structure that allows you to test for membership of an element in a set without having to hold the whole set in memory. This is done at the cost of having a probability of getting a false positive response, which, in other words, means that they can only answer "Definitely no" or "Probably yes". The false positive probability is roughly inversely related to how much memory you are willing to allocate to the filter. The most iconic data structure used for this kind of task are Bloom filters but Cuckoo filters boast both better practical performance and efficiency, and, more importantly, the ability of <strong>deleting elements from the filter</strong>. Bloom filters only support insertion of new items. Some extensions of Bloom filters have the ability of deleting items but they achieve so at the expense of precision or memory usage, resulting in a far worse tradeoff compared to what Cuckoo filters offer. What Makes This Redis Module Interesting Cuckoo filters offer a very interesting division of labour between server and clients. Since Cuckoo filters rely on a single hashing of the original item you want to insert, it is possible to off-load that part of the computation to the client. In practical terms it means that instead of sending the whole item to Redis, the clients send <code>hash</code> and <code>fingeprint</code> of the original item. What are the advantages of doing so? <ul> <li>You need to push trough the cable a constant amount of data per item instead of N bytes <em>(Redis is a remote service afterall, you're going through a UNIX socket at the very least)</em>.</li> <li>To perform well, Cuckoo filters rely on a good choice of fingerprint for each item and it should not be left to the library.</li> <li><strong>The hash function can be decided by you, meaning that this module is hashing-function agnostic</strong>.</li> </ul> The last point is the most important one. It allows you to be more flexible in case you need to reason about item hashes across different clients potentially written in different languages. Additionally, different hashing function families specialize on different use cases that might interest you or not. For example some work best for small data (&lt; 7 bytes), some the opposite. Some focus more on performance at the expense of more collisions, while some others behave better than the rest on peculiar platforms. <a>This blogpost</a> shows a few benchmarks of different hashing function families. Considering all of that, the choice of hashing and fingerprinting functions has to be up to you. <em>For the internal partial hashing that has to happen when reallocating a fingerprint server-side, this implementation uses FNV1a which is robust and fast for 1 byte inputs (the size of a fingerprint).</em> <em>Thanks to how Cuckoo filters work, that choice is completely transparent to the clients.</em> Installation <ol> <li> Download a precompiled binary from the <a>Release section</a> of this repo or compile it yourself (instructions at the end of this README). </li> <li> Put <code>libredis-cuckoofilter.so</code> module in a folder readable by your Redis server. </li> <li> To try out the module you can send <code>MODULE LOAD /path/to/libredis-cuckoofilter.so</code> using redis-cli or a client of your choice. </li> <li> Once you save on disk a key containing a Cuckoo filter you will need to add <code>loadmodule /path/to/libredis-cuckoofilter.so</code> to your <code>redis.conf</code>, otherwise Redis will not load complaining that it doesn't know how to read some data from the <code>.rdb</code> file. </li> </ol> Quickstart ``` redis-cli&gt; MODULE LOAD /path/to/libredis-cuckoofilter.so OK redis-cli&gt; CF.INIT test 64K OK redis-cli&gt; CF.ADD test 5366164415461427448 97 OK redis-cli&gt; CF.CHECK test 5366164415461427448 97 (integer) 1 redis-cli&gt; CF.REM test 5366164415461427448 97 OK redis-cli&gt; CF.CHECK test 5366164415461427448 97 (integer) 0 ``` Client-side quickstart ```python import redis r = redis.Redis() Load the module if you haven't done so already r.execute_command("module", "load", "/path/to/libredis-cuckoofilter.so") Create a filter r.execute_command("cf.init", "test", "64k") Define a fingerprinting function, for hashing we'll use python's builtin <code>hash()</code> def fingerprint(x): return ord(x[0]) # takes the first byte and returns its numerical value item = "banana" Add an item to the filter r.execute_command("cf.add", "test", hash(item), fingerprint(item)) Check for its presence r.execute_command("cf.check", "test", hash(item), finterprint(item)) # =&gt; true Check for a non-existing item r.execute_command("cf.check", "test", hash("apple"), fingerprint("apple")) # =&gt; false ``` Fingerprint size and error rates In Cuckoo filters the number of bytes that we decide to use as fingerprint will directly impact the maximum false positive error rate of a given filter. This implementation supports 1, 2 and 4-byte wide fingerprints. 1 (3% error) Error % -&gt; <code>3.125e-02 (~0.03, i.e. 3%)</code> 2 (0.01% error) Error % -&gt; <code>1.22070312e-04 (~0.0001, i.e. 0.01%))</code> 4 (0.0000001% error) Error % -&gt; <code>9.31322574e-10 (~0.000000001, i.e. 0.0000001%)</code> Complete command list - <code>CF.SIZEFOR universe [fpsize] [EXACT]</code> Complexity: O(1) Example: <code>CF.SIZEFOR 1000 2 EXACT</code> Returns the correct size for a filter that must hold at most <code>universe</code> items. Default <code>fpsize</code> is 1, specify a different value if you need an error rate lower than 3%. Cuckoo filters should never be filled over 80% of their maximum theoretical capacity both for performance reasons and because a filter that approaces 100% fill rate will start refusing inserts with a <code>ERR too full</code> error. This command will automatically pad <code>universe</code> for you. Use <code>EXACT</code> if you don't want that behavior. - <code>CF.CAPACITY size [fpsize]</code> Complexity: O(1) Example: <code>CF.CAPACITY 4G 2</code> Returns the theoretical maximum number of items that can be added to a filter of given <code>size</code> and <code>fpsize</code>. Default <code>fpsize</code> is 1. - <code>CF.INIT key size [fpsize]</code> Complexity: O(size) Example: <code>CF.INIT mykey 64K</code> Instantiates a new filter. Use <code>CF.SIZEFOR</code> to know the correct value for <code>size</code>. Supported sizes are a power of 2 in this range: <code>1K .. 8G</code>. Default error rate is 3%, use <code>fpsize</code> to specify a different target error rate. - <code>CF.ADD key hash fp</code> Complexity: O(1) Example <code>CF.ADD mykey 100 97</code> Adds a new item to the filter. Both <code>hash</code> and <code>fp</code> must be numbers. In particular, <code>hash</code> has to be a 64bit representable number, while <code>fp</code> should be a <code>fpsize</code> representable number. As an example, a filter with <code>fpsize</code> set to <code>1</code> will cause the maximum recommended value of <code>fp</code> to be <code>255</code>. The <code>fp</code> argument is a <code>u32</code> so <code>(2^32)-1</code> is its maximum valid value, but when <code>fpsize</code> is lower than <code>4</code>, high bits will be truncated (e.g. <code>-1 == 255</code> when <code>fpsize == 1</code>). You can use both signed and unsigned values as long as you are consistent in their use. Internally all values will be transalted to unsigned. If a filter is undersized/overfilled or you are adding multiple copies of the same item or, worse, you're not properely handling information entropy, this command will return <code>ERR too full</code>. Read the extented example in <a>kristoff-it/zig-cuckoofilter</a> to learn more about misusage scenarios. - <code>CF.REM key hash fp</code> Complexity: O(1) Example <code>CF.REM mykey 100 97</code> Deletes an item. Accepts the same arguments as <code>CF.ADD</code>. WARNING: this command must be used to only delete items that were previously inserted. Trying to delete non-existing items will corrupt the filter and cause it to lockdown. When that happens all command will start returning <code>ERR broken</code>, because at that point it will be impossible to know what the correct state would be. Incurring in <code>ERR broken</code> is a usage error and should never happen. Read the extented example in <a>kristoff-it/zig-cuckoofilter</a> to learn more about misusage scenarios. - <code>CF.CHECK key hash fp</code> Complexity: O(1) Example <code>CF.CHECK mykey 100 97</code> Checks if an item is present in the filter or not. Returns <code>1</code> for the positive case and <code>0</code> otherwise. Accepts the same arguments as <code>CF.ADD</code>. - <code>CF.COUNT key</code> Complexity: O(1) Example: <code>CF.COUNT mykey</code> Returns the number of items present in the filter. - <code>CF.ISBROKEN key</code> Complexity: O(1) Example: <code>CF.ISBROKEN mykey</code> Returns <code>1</code> if the filter was broken because of misusage of <code>CF.REM</code>, returns <code>0</code> otherwise. A broken filter cannot be fixed and will start returning <code>ERR broken</code> from most comamnds. - <code>CF.ISTOOFULL key</code> Complexity: O(1) Example: <code>CF.ISTOOFULL mykey</code> Returns <code>1</code> if the filter is too full, returns <code>0</code> otherwise. This command can return <code>1</code> even if you never received a <code>ERR too full</code> from a call to <code>CF.ADD</code>. Read the extented example in <a>kristoff-it/zig-cuckoofilter</a> to learn more about misusage scenarios. - <code>CF.FIXTOOFULL key</code> Complexity: O(1) big constant Example: <code>CF.FIXTOOFULL mykey</code> If you are adding and also <strong>deleting</strong> items from the filter but in a moment of <em>congestion</em> you ended up ovferfilling the filter, this command can help re-distribute some items to fix the situation. It's not a command you should ever rely on because it should never be needed if you properly sized your filter using <code>CF.SIZEFOR</code>. Read the extented example in <a>kristoff-it/zig-cuckoofilter</a> to learn more about misusage scenarios. Advanced usage Checkout <a>kristoff-it/zig-cuckoofilter</a> for more information about advanced usage of Cuckoo filters and how to deal (and most importantly, prevent) failure scenarios. Planned Features <ul> <li>Advanced client-side syncrhonization Given that now the logic is bundled in zig-cuckoofilter and that it can now be used by any C ABI compatible target (checkout the repo for examples in C, JS, Python and Go), combined with Streams it would be possible to keep a client-side Cuckoo filter synced with one in Redis, allowing clients to keep reads locally and asyncrhonously sync with Redis to obtain new updates to the filter.</li> </ul> Compiling Download the latest Zig compiler version from http://ziglang.org. To compile for your native platform <code>sh $ zig build-lib -dynamic -isystem src --release-fast src/redis-cuckoofilter.zig</code> To cross-compile <code>sh $ zig build-lib -dynamic -isystem src --release-fast -target x86_64-linux --library c src/redis-cuckoofilter.zig</code> Use <code>zig targets</code> for the complete list of available targets. License MIT License Copyright (c) 2019 Loris Cro Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-regex
tiehuis/zig-regex
2018-02-18T00:00:07Z
A regex implementation for the zig programming language
master
6
230
25
230
https://api.github.com/repos/tiehuis/zig-regex/tags
MIT
[ "regex", "regex-engine", "zig" ]
152
false
2025-05-21T15:40:59Z
true
true
0.14.0
github
[]
An automaton-based regex implementation for <a>zig</a>. Note: This is still a work in progress and many things still need to be done. <br/><input type='checkbox' class='w-4 h-4 text-green-500 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' checked disabled></input> Capture group support <br/><input type='checkbox' class='w-4 h-4 text-blue-600 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' disabled></input> UTF-8 support <br/><input type='checkbox' class='w-4 h-4 text-blue-600 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' disabled></input> More tests (plus some automated tests/fuzzing) <br/><input type='checkbox' class='w-4 h-4 text-green-500 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' checked disabled></input> Add a PikeVM implementation <br/><input type='checkbox' class='w-4 h-4 text-blue-600 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' disabled></input> Literal optimizations and just general performance improvements. Usage ```zig const debug = @import("std").debug; const Regex = @import("regex").Regex; test "example" { var re = try Regex.compile(debug.global_allocator, "\w+"); <code>debug.assert(try re.match("hej") == true); </code> } ``` Api Regex <code>zig fn compile(a: Allocator, re: []const u8) !Regex</code> Compiles a regex string, returning any errors during parsing/compiling. <code>zig pub fn match(re: *Regex, input: []const u8) !bool</code> Match a compiled regex against some input. The input must be matched in its entirety and from the first index. <code>zig pub fn partialMatch(re: *Regex, input: []const u8) !bool</code> Match a compiled regex against some input. Unlike <code>match</code>, this matches the leftmost and does not have to be anchored to the start of <code>input</code>. <code>zig pub fn captures(re: *Regex, input: []const u8) !?Captures</code> Match a compiled regex against some input. Returns a list of all matching slices in the regex with the first (0-index) being the entire regex. If no match was found, null is returned. Captures <code>zig pub fn sliceAt(captures: *const Captures, n: usize) ?[]const u8</code> Return the sub-slice for the numbered capture group. 0 refers to the entire match. <code>zig pub fn boundsAt(captures: *const Captures, n: usize) ?Span</code> Return the lower and upper byte positions for the specified capture group. We can retrieve the sub-slice using this function: <code>zig const span = caps.boundsAt(0) debug.assert(mem.eql(u8, caps.sliceAt(0), input[span.lower..span.upper]));</code> References See the following useful sources: - https://swtch.com/~rsc/regexp/ - <a>Rust Regex Library</a> - <a>Go Regex Library</a>
[]
https://avatars.githubusercontent.com/u/106511?v=4
clashos
andrewrk/clashos
2017-02-03T22:09:14Z
multiplayer arcade game for bare metal Raspberry Pi 3 B+
master
1
228
20
228
https://api.github.com/repos/andrewrk/clashos/tags
-
[ "aarch64", "kernel", "raspberry-pi", "zig" ]
2,743
false
2025-04-23T03:28:50Z
true
false
unknown
github
[]
ClashOS A work-in-progress multiplayer arcade game that runs directly on the Raspberry Pi 3 B+ hardware, written entirely in <a>Zig</a>. Current Status "Hello World" OS using the MiniUART. ~Tested and working on real hardware.~ It has regressed on real hardware, and I haven't fixed it yet. Building <code>zig build</code> Testing QEMU <code>zig build qemu</code> Debugging with GDB <code>zig build qemu -Dgdb</code> In another terminal: <code>gdb zig-cache/clashos-dbg -ex 'target remote localhost:1234'</code> Sending a New Kernel Image via Serial While the Raspberry Pi is running, you can use <code>zig build upload -Dtty=/dev/ttyUSB0</code> If using QEMU, use <code>zig build qemu -Dpty</code> and note the tty path. In another terminal window, <code>cat</code> the tty path. In yet another terminal window, you can use the <code>zig build upload</code> command above, with the tty path provided by QEMU. This is compatible with using GDB with QEMU, just make sure to pass the <code>-Dgdb</code> to both <code>zig build</code> commands. Actual Hardware <ol> <li>Mount an sdcard with a single FAT32 partition.</li> <li>Copy <code>boot/*</code> to <code>/path/to/sdcard/*</code>.</li> <li><code>zig build</code></li> <li>Copy <code>clashos.bin</code> to <code>/path/to/sdcard/kernel7.img</code>.</li> </ol> For further changes repeat steps 3 and 4. Roadmap <ul> <li>Interface with the file system</li> <li>Get rid of dependency on binutils objcopy</li> <li>Interface with the video driver</li> <li>Get a simple joystick and button and use GPIO</li> <li>Sound (should it be the analog or over HDMI)?</li> <li>Make the game</li> <li>Build arcade cabinets</li> </ul> Documentation EZSync 012 USB Cable <ul> <li>Black: Pin 6, Ground</li> <li>Yellow: Pin 8, BCM 14, TXD / Transmit</li> <li>Orange: Pin 10, BCM 15, RXD / Receive</li> </ul> How to view the serial data Where <code>/dev/ttyUSB0</code> is the device that represents the serial-to-USB cable: <code>sudo screen /dev/ttyUSB0 115200 cs8</code> Memory Layout <code>0x0000000 ( 0 MiB) - boot entry point 0x0001000 - shortExceptionHandlerAt0x1000 function 0x0001100 - kernelMainAt0x1100 function 0x8000000 (128 MiB) - top of kernel stack, and bootloader_main function 0x8800000 (136 MiB) - top of bootloader stack</code>
[]
https://avatars.githubusercontent.com/u/27973237?v=4
zig-mode
ziglang/zig-mode
2017-04-04T12:05:22Z
Zig mode for Emacs
master
16
186
58
186
https://api.github.com/repos/ziglang/zig-mode/tags
GPL-3.0
[ "emacs", "zig" ]
115
false
2025-05-09T04:47:27Z
false
false
unknown
github
[]
zig-mode Syntax highlighting and automatic indentation for the <a>Zig programming language</a> in Emacs. Requires Emacs 24.3 or later. Installation <a></a> <a></a> Simply install the <code>zig-mode</code> package via <a>NonGNU ELPA</a> or <a>MELPA</a>. Manual install Alternatively, you can <code>git clone</code> the <code>zig-mode</code> repository somewhere (e.g. under your <code>~/.emacs.d/</code>). <code>zig-mode</code> depends on <a>reformatter</a> for formatting buffers with <code>zig fmt</code>. <code>reformatter</code> can be installed from MELPA or installed manually in a similar fashion to <code>zig-mode</code>. For this method, clone the <code>reformatter</code> git repository and add the path to the repository to your <code>load-path</code>. Then add the following to your <code>.emacs</code> file: <code>elisp (unless (version&lt; emacs-version "24") (add-to-list 'load-path "~/path/to/your/zig-mode/") (autoload 'zig-mode "zig-mode" nil t) (add-to-list 'auto-mode-alist '("\\.zig\\'" . zig-mode)))</code> Testing <a></a> To run the test locally, you will need the following tools: <ul> <li><a>Eask</a></li> <li><a>Make</a> (optional)</li> </ul> Install all dependencies and development dependencies: <code>sh eask install-deps --dev</code> To test the package's installation: <code>sh eask package eask install</code> To test compilation: <code>sh eask compile</code> <strong>🪧 The following steps are optional, but we recommend you follow these lint results!</strong> The built-in <code>checkdoc</code> linter: <code>sh eask lint checkdoc</code> The standard <code>package</code> linter: <code>sh eask lint package</code> <em>📝 P.S. For more information, find the Eask manual at https://emacs-eask.github.io/.</em> Optional Configuration <code>zig-mode</code> used to enable coloration of the compilation buffer using ANSI color codes, but this affected <em>all</em> compilation buffers, not just zig compilation output. If you want to restore this behavior, you can add the following snippet to your <code>init.el</code> or <code>.emacs</code> file: <code>elisp (if (&gt;= emacs-major-version 28) (add-hook 'compilation-filter-hook 'ansi-color-compilation-filter) (progn (defun colorize-compilation-buffer () (let ((inhibit-read-only t)) (ansi-color-apply-on-region compilation-filter-start (point)))) (add-hook 'compilation-filter-hook 'colorize-compilation-buffer)))</code> License <code>zig-mode</code> is distributed under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3, or (at your option) any later version. See the <a>LICENSE</a> file for details.
[]
https://avatars.githubusercontent.com/u/14808551?v=4
so_stupid_search
Lisprez/so_stupid_search
2016-04-01T08:17:56Z
It's my honor to drive you fucking fire faster, to have more time with your Family and Sunshine.This tool is for those who often want to search for a string Deeply into a directory in Recursive mode, but not with the great tools: grep, ack, ripgrep .........every thing should be Small, Thin, Fast, Lazy....without Think and Remember too much ...一个工具最大的价值不是它有多少功能,而是它能够让你以多快的速度达成所愿......
master
0
173
11
173
https://api.github.com/repos/Lisprez/so_stupid_search/tags
LGPL-2.1
[ "blazing-fast", "cargo", "code-search", "cpp14", "cpp17", "cpp20", "ctags", "emacs", "fire", "grep", "meta-programming", "neovim", "nim", "pt", "ripgrep", "rust", "stupid-search", "vim", "zig" ]
6,657
false
2025-04-03T07:22:25Z
false
false
unknown
github
[]
<strong>SSS - so stupid search </strong> "so stupid search" is a tool built for himself by a programmer who believes in minimalism. He always reminds himself to cherish his time and let himself spend every minute in simplicity and happiness 「so stupid search」は、ミニマリズムを信じるプログラマーが自分のために作ったツールで、いつも自分の時間を大切にし、シンプルさと幸せに毎分費やすように心がけています。 "So stupid search"는 미니멀리즘을 믿는 프로그래머가 자신을 위해 만든 도구입니다. 그는 항상 자신의 시간을 소중히 여기고 단순함과 행복 속에 매 순간을 보내도록 자신을 상기시킵니다. «so stupid search» - это инструмент, созданный для себя программистом, который верит в минимализм. Он всегда напоминает себе, что нужно ценить свое время и позволять себе тратить каждую минуту в простоте и счастье. "so stupid search" är ett verktyg som byggts för sig själv av en programmerare som tror på minimalism. Han påminner sig alltid om att värna om sin tid och låta sig spendera varje minut i enkelhet och lycka. <a></a> English Documentation install install from source code 1.install rust toolchain <code>bash curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh</code> 2.build and install in one command <code>bash cargo install --git https://github.com/Lispre/so_stupid_search.git</code> <strong>Warning</strong> If you are living in SOME specifily area(China mainland), you should do as follow to build and install, because you are live behind GFW that network is ... ... <blockquote> 1.Download the file <code>bash git clone https://github.com/Lispre/so_stupid_search.git</code> 2.Enter the directory contains file with name of "Cargo.toml" and Run command as blow: <code>bash cd so_stupid_search cargo build --release</code> 3.Then you will get the executable file "so_stupid_search/target/release/sss" 4.move the executable file sss to your $PATH directory <code>bash sudo mv ./target/release/sss /usr/local/bin/</code> </blockquote> Usage search file system <code>bash sss search-string start-directory</code> filter command pipe <code>bash command | sss pattern-string</code> Example common search <code>bash sss "func main(" .</code> search specified type of file ```bash only search in kubernetes yaml files sss -t yaml fuck_str . ``` 中文文档 安装 从源代码构建安装 1.安装rust编译器 <code>bash curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh</code> 2.下载so_stupid_search源代码 <code>bash git clone https://github.com/Lispre/so_stupid_search.git</code> 3.进入源码根目录进行构建 <code>bash cd so_stupid_search cargo build --release</code> 4.获得可执行文件 "so_stupid_search/target/release/sss" 5.将sss可执行文件复制到 $PATH 变量包含的一个目录中 <code>bash sudo mv ./target/release/sss /usr/local/bin/</code> 6.现在你就可以像阿Q一样使用sss了
[]
https://avatars.githubusercontent.com/u/829407?v=4
compiler-benchmark
nordlow/compiler-benchmark
2017-09-13T16:28:51Z
Benchmarks compilation speeds of different combinations of languages and compilers.
master
8
142
18
142
https://api.github.com/repos/nordlow/compiler-benchmark/tags
MIT
[ "benchmark", "c", "compilation", "compiler", "cplusplus", "cpp", "d", "java", "julia", "rust", "vlang", "zig" ]
4,531
false
2025-05-08T12:51:34Z
false
false
unknown
github
[]
compiler-benchmark Benchmarks compilation speeds of different combinations of languages and compilers. Supported languages are: Languages with Natives Compilers <ul> <li><a>C</a> (using <a><code>gcc</code></a>, <a><code>clang</code></a>, <a><code>cproc</code></a>, <a><code>Cuik</code></a>, and <a><code>tcc</code></a>),</li> <li><a>C++</a> (using <a><code>g++</code></a> and <a><code>clang++</code></a>),</li> <li><a>D</a> (using <code>dmd</code> <code>ldmd2</code>, and <code>gdc</code>),</li> <li><a>Go</a> (using <code>go</code> or <code>gccgo</code>),</li> <li><a>Swift</a> (using <code>swiftc</code>),</li> <li><a>Rust</a> (using <code>rustc</code>),</li> <li><a>Nim</a> (using <code>nim</code>),</li> <li><a>Julia</a> (using <code>julia</code>),</li> <li><a>Ada</a> (using <code>gnatgcc</code>),</li> <li><a>Zig</a> (using <code>zig</code>), and</li> <li><a>V</a> (using <code>v</code>),</li> <li><a>Vox</a> (using <code>vox</code>),</li> <li><a>C3</a> (using <code>c3c</code>),</li> <li><a>Pareas</a> (using <code>pareas</code>),</li> </ul> Languages with Bytecode Compilers: <ul> <li><a>OCaml</a> (using <code>ocamlopt</code>),</li> <li><a>C#</a> (using <code>mcs</code>), and</li> <li><a>Java</a> (using <code>javac</code>).</li> </ul> A subset of these can be installed on Ubuntu (tested on 20.04) via the script <code>./install-compilers-on-ubuntu-20.04.sh</code> in this repo. Install Python 3 packages ./install-python-packages.sh How it works A benchmark is typically performed as <code>./benchmark \ --function-count=$FUNCTION_COUNT \ --function-depth=$FUNCTION_DEPTH \ --run-count=5 </code> for suitable values of <code>$FUNCTION_COUNT</code> and <code>FUNCTION_DEPTH</code> or simply <code>./benchmark </code> for defaulted values of all the parameters. A subset of languages combined with set of compilers to benchmark can be chosen as, for instance, <code>./benchmark --languages=C:tcc,C:gcc,C++,D:dmd,D:ldmd2,D:gdc,Rust </code> This will generate code into the directory <code>generated</code> and then, for each combination of language, operation type and compiler, run the supported benchmarks. At the end a Markdown-formatted table showing the results of the benchmark is printed to standard output. Note that the compilation times in this table are titled <code>Time [us/#fn]</code> meaning in unit microseconds normalized with number of test functions generated, that is divided by <code>args.function_count * args.function_depth</code>). GCC and Clang doesn't perform all semantic checks for C++ (because it's too costly). This is in contrast to D's and Rust's compilers that perform all of them. Sample generated code To understand how the code generation works we can, for instance, do <code>./benchmark --function-count=3 --function-depth=2 --run-count=5 </code> This will, for the C language case, generate a file <code>generated/c/main.c</code> containing ```C long add_long_n0_h0(long x) { return x + 15440; } long add_long_n0(long x) { return x + add_long_n0_h0(x) + 95485; } long add_long_n1_h0(long x) { return x + 37523; } long add_long_n1(long x) { return x + add_long_n1_h0(x) + 92492; } long add_long_n2_h0(long x) { return x + 39239; } long add_long_n2(long x) { return x + add_long_n2_h0(x) + 12248; } int main(<strong>attribute</strong>((unused)) int argc, <strong>attribute</strong>((unused)) char* argv[]) { long long_sum = 0; long_sum += add_long_n0(0); long_sum += add_long_n1(1); long_sum += add_long_n2(2); return long_sum; } ``` Compiler Object Caches The numerical constants are randomized using a new seed upon every call. This makes it impossible for any compiler to utilize any caching mechanism upon successive calls with same flags that affect the source generation. The purpose of this is to make the comparison between compilers with no or different levels of caching more fair. The caching of the Go reference compiler <code>go</code>, for instance, is effectively disabled by this randomization. Generics For each languages <code>$LANG</code> that supports generics an additional templated source file <code>main_t.$LANG</code> will be generated alongside <code>main.$LANG</code> equivalent to the contents of <code>main.$LANG</code> apart from that all functions (except <code>main</code>) are templated. This templated source will be benchmarked aswell. The column <strong>Templated</strong> in the table below indicates whether or not the compilation is using templated functions. Conclusions (from sample run shown below) TCC build speed is varstly superior because of its single-pass code-generation architecture. Partly because parsing the C programming language that doesn’t have to deal with forward declarations and thereby limiting the parsing (and memory allocation) scope to a single function. The Tiny C compiler (TCC) (<code>tcc</code>) is by a large margin, the fastest, closely followed by the C compiler Cuik, Vox and D's <code>dmd</code>. Note that Vox is an experimental language and Cuik is an experimental C compiler. The performance of both GCC and Clang gets significanly worse with each new release (currently 8, 9, 10 in the table below). The templated (generic) C++ source checks about 3 times slower than the non-generic one using <code>gcc-8</code> but only about 2.3 times slower for <code>gcc-10</code>. For <code>clang++-10</code> the slowdown is only about 1.6. The corresponding slowdown for generic D (<code>dmd</code>) is about 2.5 times. On the other hand, the generic Rust version interestingly is processed 2-3 times faster than the non-generic version. Julia's JIT-compiler is (currently) very memory hungry. A maximum recommended product of <code>function-count</code> and <code>function-depth</code> for Julia is 5000. Julia will therefore be excluded from the benchmark when this maximum is reached. OCaml's optimizing native compiler <code>ocamlopt</code> is very slow for large inputs and is therefore disabled when the product of <code>function-count</code> and <code>function-depth</code> exceeds 10000. Sample Run on Intel Core (Tiger Lake R0) [Willow Cove] {Sunny Cove}, 10nm++ The output on a Intel Core (Tiger Lake R0) [Willow Cove] {Sunny Cove}, 10nm++ running Ubuntu 22.04 for the sample call <code>./benchmark --function-count=200 --function-depth=200 --run-count=5 </code> results in the following table (copied from the output at the end). | Lang-uage | Temp-lated | Check Time [us/fn] | Compile Time [us/fn] | Build Time [us/fn] | Run Time [us/fn] | Check RSS [kB/fn] | Build RSS [kB/fn] | Exec Version | Exec Path | | :-------: | ---------- | :----------------: | :------------------: | :----------------: | :--------------: | :---------------: | :---------------: | :----------: | :-------: | | D | No | 5.7 (4.1x) | 14.4 (10.7x) | 16.2 (11.5x) | 46 (3.1x) | 5.0 (10.6x) | 14.7 (31.6x) | v2.107.0-beta.1-136-gc5c4def18f | dmd | | D | No | 4.3 (3.1x) | 67.5 (50.4x) | 68.2 (48.6x) | 218 (14.6x) | 6.3 (13.5x) | 20.8 (44.8x) | 1.36.0 | ldmd2 | | D | No | 4.7 (3.4x) | 186.6 (139.3x) | 183.8 (130.8x) | 37 (2.5x) | 4.8 (10.2x) | 19.5 (41.9x) | 11.4.0 | gdc | | D | Yes | 17.4 (12.6x) | 29.1 (21.7x) | 30.9 (22.0x) | 45 (3.0x) | 13.8 (29.6x) | 23.8 (51.2x) | v2.107.0-beta.1-136-gc5c4def18f | dmd | | D | Yes | 17.2 (12.5x) | 83.0 (61.9x) | 83.2 (59.2x) | 217 (14.5x) | 15.3 (32.9x) | 29.6 (63.6x) | 1.36.0 | ldmd2 | | D | Yes | 11.0 (8.0x) | 195.8 (146.1x) | 192.6 (137.0x) | 34 (2.3x) | 13.6 (29.1x) | 29.1 (62.5x) | 11.4.0 | gdc | | C | No | 1.4 (best) | 1.3 (best) | 1.4 (best) | 15 (best) | 0.5 (best) | 0.5 (best) | 0.9.28rc | tcc | | C | No | 4.1 (3.0x) | 27.9 (20.8x) | 29.7 (21.1x) | 275 (18.4x) | 4.6 (10.0x) | 49.7 (106.8x) | ~master | cuik | | C | No | 8.0 (5.8x) | 220.7 (164.7x) | 219.1 (155.9x) | 22 (1.5x) | 3.0 (6.5x) | 14.0 (30.1x) | 12.3.0 | gcc | | C | No | 6.1 (4.4x) | 173.8 (129.7x) | 174.2 (124.0x) | 22 (1.4x) | 2.8 (6.0x) | 14.4 (30.9x) | 11.4.0 | gcc-11 | | C | No | 8.0 (5.8x) | 221.6 (165.4x) | 221.1 (157.4x) | 22 (1.5x) | 3.0 (6.5x) | 14.0 (30.1x) | 12.3.0 | gcc-12 | | C | No | 13.5 (9.8x) | 84.3 (62.9x) | 85.8 (61.1x) | 347 (23.2x) | 2.9 (6.1x) | 10.8 (23.3x) | 14.0.0-1 | clang | | C | No | 13.3 (9.6x) | 81.7 (61.0x) | 83.5 (59.4x) | 183 (12.2x) | 2.2 (4.8x) | 9.7 (20.9x) | 13.0.0 | clang-13 | | C | No | 13.6 (9.8x) | 83.8 (62.5x) | 85.7 (61.0x) | 313 (21.0x) | 2.8 (6.1x) | 10.8 (23.3x) | 14.0.0-1 | clang-14 | | C | No | 13.9 (10.1x) | 82.1 (61.3x) | 83.9 (59.7x) | 320 (21.4x) | 2.9 (6.3x) | 10.8 (23.1x) | 15.0.7 | clang-15 | | C | No | 14.5 (10.5x) | 86.7 (64.7x) | 87.9 (62.6x) | 257 (17.2x) | 2.8 (6.0x) | 10.9 (23.5x) | 17.0.6 | clang-17 | | C++ | No | 18.0 (13.0x) | 229.2 (171.1x) | 231.4 (164.7x) | 27 (1.8x) | 4.8 (10.3x) | 16.8 (36.1x) | 12.3.0 | g++ | | C++ | No | 12.7 (9.2x) | 185.4 (138.3x) | 185.0 (131.7x) | 23 (1.5x) | 4.5 (9.7x) | 14.3 (30.7x) | 11.4.0 | g++-11 | | C++ | No | 18.2 (13.2x) | 229.4 (171.2x) | 231.5 (164.7x) | 22 (1.5x) | 4.7 (10.2x) | 16.8 (36.1x) | 12.3.0 | g++-12 | | C++ | No | 17.3 (12.6x) | 90.6 (67.6x) | 93.3 (66.4x) | 347 (23.2x) | 3.0 (6.4x) | 10.8 (23.3x) | 14.0.0-1 | clang | | C++ | No | 17.2 (12.5x) | 88.9 (66.4x) | 91.0 (64.8x) | 180 (12.0x) | 2.4 (5.1x) | 9.8 (21.0x) | 13.0.0 | clang-13 | | C++ | No | 17.5 (12.7x) | 90.8 (67.8x) | 93.3 (66.4x) | 312 (20.9x) | 3.0 (6.4x) | 10.8 (23.3x) | 14.0.0-1 | clang-14 | | C++ | No | 18.2 (13.2x) | 89.5 (66.8x) | 91.9 (65.4x) | 297 (19.9x) | 3.0 (6.5x) | 10.8 (23.3x) | 15.0.7 | clang-15 | | C++ | No | 18.3 (13.2x) | 94.6 (70.6x) | 96.4 (68.6x) | 278 (18.6x) | 2.9 (6.2x) | 10.9 (23.5x) | 17.0.6 | clang-17 | | C++ | Yes | 34.7 (25.2x) | 274.7 (205.0x) | 287.4 (204.5x) | 21 (1.4x) | 8.3 (17.8x) | 20.9 (45.0x) | 12.3.0 | g++ | | C++ | Yes | 27.7 (20.1x) | 227.3 (169.6x) | 240.8 (171.4x) | 22 (1.5x) | 8.2 (17.7x) | 20.8 (44.7x) | 11.4.0 | g++-11 | | C++ | Yes | 34.5 (25.0x) | 275.0 (205.3x) | 288.0 (205.0x) | 23 (1.5x) | 8.3 (17.8x) | 20.9 (45.0x) | 12.3.0 | g++-12 | | C++ | Yes | 28.4 (20.6x) | 99.1 (73.9x) | 113.2 (80.6x) | 351 (23.5x) | 4.8 (10.3x) | 14.0 (30.2x) | 14.0.0-1 | clang | | C++ | Yes | 28.3 (20.5x) | 98.3 (73.4x) | 112.4 (80.0x) | 179 (12.0x) | 4.2 (9.0x) | 13.2 (28.3x) | 13.0.0 | clang-13 | | C++ | Yes | 28.6 (20.7x) | 98.6 (73.6x) | 113.3 (80.6x) | 347 (23.2x) | 4.8 (10.3x) | 14.0 (30.2x) | 14.0.0-1 | clang-14 | | C++ | Yes | 29.7 (21.5x) | 98.3 (73.4x) | 112.4 (80.0x) | 319 (21.3x) | 4.9 (10.4x) | 14.2 (30.5x) | 15.0.7 | clang-15 | | C++ | Yes | 30.5 (22.1x) | 102.9 (76.8x) | 116.8 (83.1x) | 275 (18.4x) | 4.8 (10.3x) | 14.2 (30.6x) | 17.0.6 | clang-17 | | Ada | No | N/A | N/A | 752.0 (535.2x) | 38 (2.5x) | N/A | 31.8 (68.4x) | 12.3.0 | gnat | | Ada | No | N/A | N/A | 755.5 (537.7x) | 40 (2.7x) | N/A | 31.8 (68.4x) | 12.3.0 | gnat-12 | | Go | No | 8.1 (5.9x) | N/A | N/A | N/A | 4.3 (9.3x) | N/A | 1.21.6 | gotype | | Go | No | N/A | N/A | 344.1 (244.9x) | 24 (1.6x) | 7.2 (15.5x) | 23.9 (51.3x) | 12.3.0 | gccgo-12 | | Go | No | N/A | N/A | 113.8 (81.0x) | 57 (3.8x) | N/A | 27.5 (59.2x) | 1.21.6 | go | | Swift | No | 429.3 (311.0x) | N/A | 679.0 (483.2x) | 913 (61.1x) | 9.3 (20.1x) | 24.2 (51.9x) | 5.9.2 | swiftc | | Zig | No | 12.1 (8.8x) | N/A | 226.2 (161.0x) | 106 (7.1x) | 3.1 (6.7x) | 27.2 (58.4x) | 0.12.0-dev.2341+92211135f | zig | | Zig | Yes | 14.1 (10.2x) | N/A | 232.9 (165.8x) | 78 (5.2x) | 3.5 (7.5x) | 27.7 (59.6x) | 0.12.0-dev.2341+92211135f | zig | | Rust | No | 28.1 (20.4x) | N/A | 157.2 (111.9x) | 680 (45.5x) | 14.5 (31.2x) | 33.1 (71.1x) | 1.77.0-nightly | rustc | | Rust | Yes | 41.4 (30.0x) | N/A | 116.2 (82.7x) | 726 (48.7x) | 16.9 (36.2x) | 26.8 (57.6x) | 1.77.0-nightly | rustc | | Nim | No | 36.3 (26.3x) | N/A | 358.5 (255.2x) | 60 (4.0x) | 4.4 (9.4x) | sampling error | 2.0.2 | nim | | C# | No | N/A | N/A | 15.5 (11.1x) | 349 (23.4x) | N/A | 4.7 (10.1x) | 6.12.0.200 | mcs | | C# | No | N/A | N/A | 182.2 (129.6x) | 1477 (98.9x) | N/A | 8.8 (19.0x) | 3.9.0-6.21124.20 | csc | | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 12.6 (27.2x) | N/A | N/A | | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 17.2 (37.0x) | N/A | N/A | | OCaml | No | N/A | N/A | 82.0 (58.3x) | 19 (1.3x) | N/A | 16.0 (34.3x) | 4.13.1 | ocamlc | | Julia | No | N/A | N/A | 287.5 (204.6x) | N/A | N/A | 12.4 (26.6x) | 1.11.0-DEV | julia | | Julia | Yes | N/A | N/A | 231.4 (164.6x) | N/A | N/A | 10.6 (22.7x) | 1.11.0-DEV | julia | Sample Run on AMD Ryzen Threadripper 3960X 24-Core The output on an AMD Ryzen Threadripper 3960X 24-Core Processor running Ubuntu 22.04 for the sample call <code>./benchmark --function-count=200 --function-depth=200 --run-count=1 </code> results in the following table (copied from the output at the end). | Lang-uage | Temp-lated | Check Time [us/fn] | Compile Time [us/fn] | Build Time [us/fn] | Run Time [us/fn] | Check RSS [kB/fn] | Build RSS [kB/fn] | Exec Version | Exec Path | | :-------: | ---------- | :----------------: | :------------------: | :----------------: | :--------------: | :---------------: | :---------------: | :----------: | :-------: | | Vox | No | 1.5 (best) | N/A | 5.2 (3.3x) | 42 (1.2x) | 1.1 (2.8x) | 3.6 (8.1x) | master | vox | | Vox | Yes | 2.0 (1.4x) | N/A | 6.1 (3.9x) | 65 (1.8x) | 2.0 (5.1x) | 4.4 (9.9x) | master | vox | | D | No | 6.3 (4.2x) | 13.4 (7.4x) | 17.9 (11.4x) | 72 (2.0x) | 4.6 (11.5x) | 12.2 (27.2x) | v2.097.0-275-g357bc9d7a | dmd | | D | No | 7.4 (5.0x) | 90.8 (49.9x) | 99.6 (63.5x) | 219 (6.2x) | 5.7 (14.3x) | 19.7 (43.8x) | 1.26.0 | ldmd2 | | D | No | 6.4 (4.3x) | 240.5 (132.3x) | 237.5 (151.5x) | 40 (1.1x) | 4.5 (11.2x) | 19.2 (42.6x) | 10.3.0 | gdc | | D | Yes | 12.7 (8.5x) | 21.9 (12.0x) | 25.9 (16.5x) | 64 (1.8x) | 13.0 (32.5x) | 21.4 (47.6x) | v2.097.0-275-g357bc9d7a | dmd | | D | Yes | 14.2 (9.6x) | 102.0 (56.1x) | 110.6 (70.6x) | 302 (8.6x) | 14.9 (37.4x) | 29.3 (65.3x) | 1.26.0 | ldmd2 | | D | Yes | 12.4 (8.3x) | 287.4 (158.0x) | 286.8 (182.9x) | 56 (1.6x) | 13.2 (33.1x) | 28.3 (63.0x) | 10.3.0 | gdc | | C | No | 1.8 (1.2x) | 1.8 (best) | 1.6 (best) | 44 (1.3x) | 0.4 (best) | 0.4 (best) | 0.9.27 | tcc | | C | No | 5.3 (3.5x) | N/A | N/A | N/A | 1.7 (4.2x) | N/A | unknown | cproc | | C | No | 8.2 (5.5x) | 274.2 (150.8x) | 282.0 (179.8x) | 55 (1.6x) | 2.9 (7.4x) | 14.3 (31.9x) | 9.3.0 | gcc | | C | No | 8.2 (5.5x) | 273.6 (150.4x) | 278.8 (177.8x) | 54 (1.5x) | 3.0 (7.5x) | 14.3 (31.8x) | 9.3.0 | gcc-9 | | C | No | 6.0 (4.0x) | 220.4 (121.2x) | 224.9 (143.4x) | 55 (1.6x) | 2.8 (7.1x) | 14.3 (31.9x) | 10.3.0 | gcc-10 | | C | No | 14.7 (9.9x) | 121.9 (67.0x) | 125.9 (80.3x) | 1045 (29.8x) | 1.8 (4.4x) | 9.4 (20.9x) | 10.0.0-4 | clang-10 | | C | No | 15.6 (10.5x) | 121.7 (66.9x) | 124.7 (79.5x) | 376 (10.7x) | 1.9 (4.7x) | 9.4 (21.0x) | 11.0.0-2 | clang-11 | | C++ | No | 20.1 (13.5x) | 290.9 (159.9x) | 293.3 (187.0x) | 42 (1.2x) | 4.4 (11.1x) | 14.4 (32.1x) | 9.3.0 | g++ | | C++ | No | 19.9 (13.4x) | 291.9 (160.5x) | 294.6 (187.9x) | 48 (1.4x) | 4.4 (11.0x) | 14.4 (32.1x) | 9.3.0 | g++-9 | | C++ | No | 14.9 (10.0x) | 235.8 (129.6x) | 238.4 (152.0x) | 35 (best) | 4.4 (11.1x) | 14.1 (31.3x) | 10.3.0 | g++-10 | | C++ | No | 21.1 (14.2x) | 135.2 (74.4x) | 137.9 (87.9x) | 1022 (29.1x) | 1.9 (4.7x) | 9.5 (21.1x) | 10.0.0-4 | clang-10 | | C++ | No | 21.8 (14.6x) | 133.8 (73.6x) | 135.3 (86.3x) | 314 (8.9x) | 2.0 (5.0x) | 9.5 (21.2x) | 11.0.0-2 | clang-11 | | C++ | Yes | 40.0 (26.9x) | 346.4 (190.5x) | 370.5 (236.2x) | 47 (1.3x) | 7.8 (19.6x) | 23.6 (52.6x) | 9.3.0 | g++ | | C++ | Yes | 40.0 (26.8x) | 346.3 (190.4x) | 362.8 (231.3x) | 52 (1.5x) | 7.8 (19.6x) | 23.6 (52.5x) | 9.3.0 | g++-9 | | C++ | Yes | 31.4 (21.1x) | 285.9 (157.2x) | 309.2 (197.2x) | 45 (1.3x) | 8.0 (20.2x) | 21.9 (48.7x) | 10.3.0 | g++-10 | | C++ | Yes | 35.0 (23.5x) | 152.1 (83.7x) | 186.4 (118.9x) | 1049 (29.9x) | 3.7 (9.2x) | 14.1 (31.4x) | 10.0.0-4 | clang-10 | | C++ | Yes | 35.8 (24.1x) | 132.1 (72.6x) | 168.6 (107.5x) | 403 (11.5x) | 3.8 (9.6x) | 14.3 (31.9x) | 11.0.0-2 | clang-11 | | Ada | No | N/A | N/A | 791.2 (504.5x) | 93 (2.7x) | N/A | 31.8 (70.8x) | 10.3.0 | gnat | | Ada | No | N/A | N/A | 802.8 (511.9x) | 94 (2.7x) | N/A | 31.8 (70.8x) | 10.3.0 | gnat-10 | | Go | No | 12.9 (8.7x) | N/A | N/A | N/A | 3.8 (9.5x) | N/A | 1.16.5 | gotype | | Go | No | N/A | N/A | 377.3 (240.6x) | 48 (1.4x) | 6.4 (15.9x) | 24.3 (54.1x) | 10.3.0 | gccgo-10 | | Go | No | N/A | N/A | 117.6 (75.0x) | 119 (3.4x) | N/A | 27.5 (61.1x) | 1.16.5 | go | | Swift | No | 349.4 (234.7x) | N/A | 830.0 (529.3x) | 138 (3.9x) | 5.9 (14.9x) | 16.9 (37.5x) | 5.3.3 | swiftc | | V | No | N/A | N/A | 17.9 (11.4x) | 451 (12.8x) | N/A | 12.1 (27.0x) | 0.2.2 | v | | V | Yes | N/A | N/A | 19.0 (12.1x) | 402 (11.4x) | N/A | 12.6 (28.0x) | 0.2.2 | v | | Zig | No | 62.6 (42.0x) | N/A | 284.8 (181.6x) | 831 (23.7x) | 21.7 (54.4x) | 33.6 (74.8x) | 0.8.0 | zig | | Zig | Yes | 81.6 (54.8x) | N/A | 303.5 (193.6x) | 917 (26.1x) | 29.9 (74.9x) | 39.9 (88.7x) | 0.8.0 | zig | | Rust | No | 126.0 (84.7x) | N/A | 412.9 (263.3x) | 1659 (47.3x) | 13.9 (34.8x) | 30.3 (67.5x) | 1.53.0-nightly | rustc | | Rust | Yes | 140.5 (94.4x) | N/A | 258.2 (164.7x) | 1766 (50.3x) | 15.8 (39.6x) | 21.5 (48.0x) | 1.53.0-nightly | rustc | | Nim | No | 36.6 (24.6x) | N/A | 80.3 (51.2x) | 76 (2.2x) | 4.2 (10.5x) | 8.0 (17.8x) | 1.4.6 | nim | | C# | No | N/A | N/A | 25.1 (16.0x) | 556 (15.8x) | N/A | 4.7 (10.4x) | 6.12.0.122 | mcs | | OCaml | No | N/A | N/A | 898.4 (572.9x) | 463 (13.2x) | N/A | 40.6 (90.5x) | 4.08.1 | ocamlopt | | OCaml | No | N/A | N/A | 87.7 (55.9x) | 193 (5.5x) | N/A | 16.5 (36.8x) | 4.08.1 | ocamlc | | Julia | No | N/A | N/A | 384.6 (245.2x) | N/A | N/A | 22.7 (50.6x) | 1.8.0-DEV | julia | | Julia | Yes | N/A | N/A | 331.7 (211.5x) | N/A | N/A | 22.5 (50.0x) | 1.8.0-DEV | julia | TODO <ul> <li>Add function <code>benchmark_CSharp_using_dotnet()</code> that calls <code>dotnet build</code>. On my Ubuntu 22.04, both <code>dotnet new</code> and <code>dotnet build</code> segfaults so won’t waste time with this for now.</li> <li>Add language Fortran.</li> <li>Add language Pony.</li> <li>Sort table primarily by build time and then check time.</li> <li>Don’t include Build Time and Build RSS columns when build op is not used.</li> <li>Don’t include Check Time and Check RSS columns when check op is not used.</li> </ul> References <ul> <li><a>Go compilation times compared to C++, D, Rust, Pascal (cross-posted)</a></li> <li><a>LanguageCompilationSpeed</a></li> </ul>
[]
https://avatars.githubusercontent.com/u/106511?v=4
zig-window
andrewrk/zig-window
2018-06-09T05:04:33Z
window client library
master
8
125
11
125
https://api.github.com/repos/andrewrk/zig-window/tags
-
[ "zig" ]
1,076
false
2025-05-11T22:36:09Z
true
false
unknown
github
[]
zig-window My Vision A window client library. It gives you an API for creating windows, possibly fullscreen, a graphics context, and events associated with the windows, such as mouse and keyboard input. <ul> <li>No dependency on libc or any C libraries</li> <li>Cross platform:</li> <li>X11</li> <li>Windows</li> <li>MacOS</li> <li>Wayland</li> <li>Graphics contexts:</li> <li>Vulkan</li> <li>DirectX</li> <li>Metal</li> <li>OpenGL</li> </ul> Current Status It's a proof-of-concept of a Vulkan "Hello World" triangle, whose binaries are portable across different Linux distributions, even ones that have nonstandard dynamic linkers. "how it works" writeup is TODO. Building Tested with Zig 0.7.0+479f259ea. <code>zig build -Dtarget=x86_64-linux patchelf --remove-needed libdummy.so.0 zig-cache/bin/static-window ./zig-cache/bin/static-window</code> The <code>-Dtarget</code> parameter is important if you want to put the binary up for downloading - this makes Zig target the "baseline" CPU instead of using the fancy cool features of your native CPU. This should work just fine on other CPU architectures though; for example you could change <code>x86_64</code> to <code>aarch64</code> for 64-bit ARM. Removing the external dependency on <code>patchelf</code> is TODO. Reported to work on these systems so far: <ul> <li>Ubuntu</li> <li>Debian</li> <li>NixOS</li> <li>Arch Linux</li> <li>clearlinux</li> <li>glibc-based void linux</li> <li>musl-based void linux</li> </ul> Please file an issue if you find that <code>vkcube</code> from your package manager works but binaries produced by this project do not.
[]
https://avatars.githubusercontent.com/u/106511?v=4
zig-vulkan-triangle
andrewrk/zig-vulkan-triangle
2018-08-09T23:26:46Z
simple triangle displayed using vulkan, xcb, and zig
master
2
124
15
124
https://api.github.com/repos/andrewrk/zig-vulkan-triangle/tags
MIT
[ "vulkan", "xcb", "zig" ]
132
false
2025-04-25T17:27:30Z
true
true
0.14.0-dev.1359+e9a00ba7f
github
[ { "commit": "b6e589d62bc1d9070c47d73ce942168fb92624c8", "name": "vulkan", "tar_url": "https://github.com/andrewrk/vulkan-zig/archive/b6e589d62bc1d9070c47d73ce942168fb92624c8.tar.gz", "type": "remote", "url": "https://github.com/andrewrk/vulkan-zig" }, { "commit": "v1.3.283.tar.gz", "name": "vulkan_headers", "tar_url": "https://github.com/KhronosGroup/Vulkan-Headers/archive/v1.3.283.tar.gz.tar.gz", "type": "remote", "url": "https://github.com/KhronosGroup/Vulkan-Headers" }, { "commit": "89550bb2cbe85276bd1fd89d020f3bbd686937c3", "name": "shader_compiler", "tar_url": "https://github.com/andrewrk/shader_compiler/archive/89550bb2cbe85276bd1fd89d020f3bbd686937c3.tar.gz", "type": "remote", "url": "https://github.com/andrewrk/shader_compiler" } ]
zig-vulkan-triangle Example of using <a>vulkan-zig</a> and <a>shader_compiler</a> along with libxcb to open a window and draw a triangle. Building and Running <code>zig build run</code> System Configuration On NixOS, I had to add these to my shell: ``` buildInputs = [ vulkan-loader vulkan-validation-layers xorg.libxcb ]; VK_LAYER_PATH="${pkgs.vulkan-validation-layers}/share/vulkan/explicit_layer.d"; ```
[]
https://avatars.githubusercontent.com/u/16398479?v=4
intellij-zig
ice1000/intellij-zig
2018-03-16T16:31:40Z
The IntelliJ IDEA plugin for the Zig programming language ┗:smiley:┛ ┏:smiley:┓ ┗:smiley:┛ ┏:smiley:┓
master
9
116
27
116
https://api.github.com/repos/ice1000/intellij-zig/tags
GPL-3.0
[ "ide", "integrated-development-environment", "intellij-plugin", "zig" ]
428
false
2025-03-18T07:07:27Z
false
false
unknown
github
[]
Zig plugin for the IntelliJ Platform ~~This is a <strong>work in progress</strong>, some features are implemented partially, there may be performance and stability problems.~~ This project is looking for new maintainers. <a></a> <a></a> <a></a> |CI|Status| |:---:|:---:| |CircleCI (newest with tests, linux)|<a></a>| Screenshots
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https://avatars.githubusercontent.com/u/27973237?v=4
sublime-zig-language
ziglang/sublime-zig-language
2018-01-20T13:16:19Z
Zig language support for Sublime Text
master
16
96
25
96
https://api.github.com/repos/ziglang/sublime-zig-language/tags
MIT
[ "sublime", "zig" ]
1,352
false
2025-04-22T04:08:25Z
false
false
unknown
github
[]
Zig Language Syntax highlighting for <a>Zig</a>. This repository serves both as the grammar for <a>github/linguist</a> (Github's site wide syntax highlighting) and as a standalone Sublime Text package. The source of truth is <code>Zig.YAML-tmLanguage</code>. This file is read by linguist directly and used as the source to compile to <code>Zig.tmLanguage</code> using <a>PackageDev</a> from within Sublime. Do not edit <code>Zig.tmLanguage</code> directly. Installation Use <a>Package control</a>. Or add <code>Zig.tmLanguage</code> to the packages directory. On OSX This is usually <code>~/Library/Application\ Support/Sublime\ Text\ 3/Packages/</code> But to find the path on your machine go to <code>Preferences &gt; Browse Packages</code> from within Sublime Text. TextMate Installation This language is also compatible with TextMate's <code>.tmBundle</code> format. To install in TextMate clone or download this repository. Then rename the repository directory to <code>Zig.tmBundle</code> and double-click it to install it into TextMate. However, see <a>Zig.tmbundle</a> for dedicated TextMate support. Local Development Install https://github.com/SublimeText/PackageDev. Clone or copy this repository to your local Sublime Text folder. e.g. <code>git clone https://github.com/ziglang/sublime-zig-language.git "/Users/$USER/Library/Application Support/Sublime Text 3/Packages/Zig Language"</code> Edit the YAML entry and use the <code>Convert (YAML, JSON, PList) to...</code> command to generate the other entries. Sublime Text will automatically reload the plugin, showing changes in the build system, syntax highlighting, etc. On Linux, this is located under <code>~/.config/sublime-text-3/</code>. Build System The included Sublime Text build system comes with a few options for configuration and defining your own build targets. See <a>here</a> for more information. LICENSE Provided under an MIT License
[]
https://avatars.githubusercontent.com/u/3759175?v=4
zig-bench
Hejsil/zig-bench
2018-12-05T09:26:06Z
Simple benchmarking library
master
2
64
8
64
https://api.github.com/repos/Hejsil/zig-bench/tags
MIT
[ "benchmarking", "zig", "zig-package" ]
41
false
2025-05-13T04:06:33Z
false
false
unknown
github
[]
zig-bench A simple benchmarking lib in Zig ``` Test [0/2] test "Debug benchmark"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_slice(block=16) 100000 90 2690 243 107 sum_slice(block=32) 100000 170 1760 338 190 sum_slice(block=64) 100000 320 2340 476 352 sum_slice(block=128) 100000 630 2290 862 678 sum_slice(block=256) 100000 1270 3170 2402 1336 sum_slice(block=512) 100000 2550 8490 4835 2651 sum_reader(block=16) 100000 990 2640 1592 1039 sum_reader(block=32) 100000 1930 3890 3292 2012 sum_reader(block=64) 100000 3830 6250 6806 3962 sum_reader(block=128) 63673 7660 12830 15703 7852 sum_reader(block=256) 31967 15360 22190 31847 15641 sum_reader(block=512) 16031 30800 34690 59444 31191 Test [1/2] test "Debug benchmark generics"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_vectors(vec4f16) 100000 2730 13390 3620 2775 sum_vectors(vec4f32) 100000 1289 5800 1277 1296 sum_vectors(vec4f64) 100000 1389 6870 1358 1400 sum_vectors(vec8f16) 100000 4400 9680 4613 4479 sum_vectors(vec8f32) 100000 1389 5180 1231 1400 sum_vectors(vec8f64) 100000 1390 6170 2260 1457 sum_vectors(vec16f16) 61088 8090 13980 15455 8184 sum_vectors(vec16f32) 100000 1399 4560 2069 1441 sum_vectors(vec16f64) 100000 1440 6080 1664 1475 All 2 tests passed. Test [0/2] test "ReleaseSafe benchmark"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_slice(block=16) 100000 9 3550 164 18 sum_slice(block=32) 100000 9 940 22 18 sum_slice(block=64) 100000 49 1530 66 52 sum_slice(block=128) 100000 89 1280 102 92 sum_slice(block=256) 100000 169 1690 210 171 sum_slice(block=512) 100000 319 5530 724 329 sum_reader(block=16) 100000 60 2840 180 69 sum_reader(block=32) 100000 110 3059 288 121 sum_reader(block=64) 100000 209 2810 323 224 sum_reader(block=128) 100000 400 1780 387 431 sum_reader(block=256) 100000 790 2220 681 843 sum_reader(block=512) 100000 1550 4300 3805 1669 Test [1/2] test "ReleaseSafe benchmark generics"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_vectors(vec4f16) 100000 1269 3790 1799 1283 sum_vectors(vec4f32) 100000 319 1680 300 328 sum_vectors(vec4f64) 100000 319 1860 355 329 sum_vectors(vec8f16) 100000 2399 5010 5014 2420 sum_vectors(vec8f32) 100000 319 2660 641 329 sum_vectors(vec8f64) 100000 319 7740 1019 330 sum_vectors(vec16f16) 100000 4599 9970 22580 4636 sum_vectors(vec16f32) 100000 319 4310 1231 330 sum_vectors(vec16f64) 100000 429 4070 1783 439 All 2 tests passed. Test [0/2] test "ReleaseFast benchmark"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_slice(block=16) 100000 19 2840 128 21 sum_slice(block=32) 100000 19 1600 78 20 sum_slice(block=64) 100000 19 1970 74 21 sum_slice(block=128) 100000 19 1530 68 21 sum_slice(block=256) 100000 39 1250 74 44 sum_slice(block=512) 100000 59 1150 85 68 sum_reader(block=16) 100000 19 1170 21 20 sum_reader(block=32) 100000 19 1650 74 20 sum_reader(block=64) 100000 19 1250 34 20 sum_reader(block=128) 100000 19 1240 32 20 sum_reader(block=256) 100000 39 2180 177 44 sum_reader(block=512) 100000 59 2470 148 68 Test [1/2] test "ReleaseFast benchmark generics"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_vectors(vec4f16) 100000 1259 8590 1678 1284 sum_vectors(vec4f32) 100000 319 1440 279 327 sum_vectors(vec4f64) 100000 319 1760 303 327 sum_vectors(vec8f16) 100000 2399 5260 1861 2417 sum_vectors(vec8f32) 100000 319 2080 434 327 sum_vectors(vec8f64) 100000 319 1710 329 328 sum_vectors(vec16f16) 100000 4599 9010 3883 4634 sum_vectors(vec16f32) 100000 319 2800 356 329 sum_vectors(vec16f64) 100000 429 1750 404 436 All 2 tests passed. Test [0/2] test "ReleaseSmall benchmark"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_slice(block=16) 100000 19 2760 247 27 sum_slice(block=32) 100000 29 5090 363 37 sum_slice(block=64) 100000 50 2640 177 63 sum_slice(block=128) 100000 90 1830 157 102 sum_slice(block=256) 100000 169 5860 733 201 sum_slice(block=512) 100000 330 3690 1560 365 sum_reader(block=16) 100000 219 1430 276 226 sum_reader(block=32) 100000 420 1870 460 432 sum_reader(block=64) 100000 819 2690 770 837 sum_reader(block=128) 100000 1629 5390 1696 1649 sum_reader(block=256) 100000 3240 9080 3240 3274 sum_reader(block=512) 76638 6469 9780 5302 6524 Test [1/2] test "ReleaseSmall benchmark generics"... Benchmark Iterations Min(ns) Max(ns) Variance Mean(ns) sum_vectors(vec4f16) 100000 4859 16710 5250 4902 sum_vectors(vec4f32) 100000 319 1650 326 328 sum_vectors(vec4f64) 100000 319 1470 295 327 sum_vectors(vec8f16) 100000 3980 9070 3382 4254 sum_vectors(vec8f32) 100000 319 3740 459 328 sum_vectors(vec8f64) 100000 319 4100 534 330 sum_vectors(vec16f16) 79800 6219 15130 10000 6265 sum_vectors(vec16f32) 100000 319 3340 455 330 sum_vectors(vec16f64) 100000 429 2020 454 438 All 2 tests passed. ```
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https://avatars.githubusercontent.com/u/5731661?v=4
zig-wasm-test
meheleventyone/zig-wasm-test
2018-11-20T22:10:38Z
A minimal Web Assembly example using Zig's build system.
master
2
56
10
56
https://api.github.com/repos/meheleventyone/zig-wasm-test/tags
-
[ "typescript", "wasm", "webassembly", "zig" ]
29
false
2025-05-15T09:15:33Z
true
false
unknown
github
[]
zig-wasm-test A minimal Web Assembly example built with Zig. Building To build this project with a working Zig at 0.11.0 and TypeScript install at the project root just type. <code>zig build</code> You need to move the resulting wasmtest.wasm file from /zig-out/lib to /www/. One has been committed if you're happy omitting this step. For good measure you can then build the TypeScript file: <code>cd www tsc wasmtest.ts</code> Running Start the web server of your choice serving the www folder and navigate to wasmtest.html in your browser of choice. The value 7 should be output in the console.
[]
https://avatars.githubusercontent.com/u/27973237?v=4
docker-zig
ziglang/docker-zig
2017-05-18T18:02:29Z
Dockerfile for zig programming language
master
2
50
10
50
https://api.github.com/repos/ziglang/docker-zig/tags
MIT
[ "docker", "zig" ]
35
false
2025-01-16T16:56:44Z
false
false
unknown
github
[]
docker-zig This docker image is solely for the purpose of creating the image that runs for <a>Zig's Drone CI script</a>. <strong>Zig makes Docker irrelevant.</strong> You probably do not need a Docker image to build your Zig application, and you definitely do not need this one. Usage First, decide whether to bump the base alpine image version. Next: <code>docker build -t ziglang/static-base:llvm15-$(uname -m)-1 . --build-arg ZIGVER=0.10.0-dev.4560+828735ac0 docker push ziglang/static-base:llvm15-$(uname -m)-1</code>
[]
https://avatars.githubusercontent.com/u/43974899?v=4
trOS
sjdh02/trOS
2019-02-07T21:09:49Z
tiny aarch64 baremetal OS thingy
master
0
50
5
50
https://api.github.com/repos/sjdh02/trOS/tags
-
[ "aarch64", "osdev", "rpi3", "zig" ]
81
false
2025-04-23T12:09:46Z
true
false
unknown
github
[]
trOS trOS is a small, <a>zig</a> and assembly, aarch64 RPI3 bare metal OS thingy. some stuff that works: * mailbox calls * uart0 * framebuffer (initializing/clearing/printing characters and strings) * gpio * mmio stuff that is being worked on: * SD card support (read/write) * USB * networking * anything else not mentioned above building all you need to build is <a>zig</a> itself. grab it and run: <code>zig build</code> the output file will be in <code>zig-cache</code>. alternatively, you can run the following to launch qemu (will auto-detect windows or unix): <code>zig build qemu</code> you can have qemu redirect to a pty as well: <code>zig build qemu -Dpty</code> you can start a gdb remote server: <code>zig build qemu -Dgdb</code> you can combine the last two: <code>zig build qemu -Dpty -Dgdb</code> if you want a very small binary: ``` zig build -Drelease-fast or zig build -Drelease-small ``` both of these produce a binary that is about ~5kb. if you want release optimizations while still having safety checks: <code>zig build -Drelease-safe</code> and thats about all the build options. note that you can combine all <code>-D</code> options with the <code>qemu</code> directive, e.g.: <code>zig build qemu -Drelease-small</code> will build a <code>release-small</code> binary and then run it with qemu. 4coder users if you use the <a>4coder</a> editor, there is an included project file you can use to open the source as well as build/run it. the file assumes you have <code>zig</code> in your PATH. note the the 'run' functionality is a bit lacking because the pane it opens does not accept input, though this should be less of an inssue when USB support is available. credit thanks to <a>andrew kelly</a> for the build file. thanks to <a>bzt</a> for the emmc/sd card code.
[]
https://avatars.githubusercontent.com/u/5941194?v=4
georgios
iguessthislldo/georgios
2017-12-04T03:49:38Z
Hobby Operating System
master
1
49
6
49
https://api.github.com/repos/iguessthislldo/georgios/tags
NOASSERTION
[ "hobby-os", "kernel", "operating-system", "osdev", "unix", "x86", "x86-32", "zig", "ziglang" ]
1,638
false
2025-04-23T12:09:44Z
true
false
unknown
github
[]
Georgios Georgios (Greek version of the name George, said like <em>GORE-GEE-OS</em>) is an operating system I'm making for fun which currently targets i386/IA-32. The purpose of this project is to serve as a learning experience. Work in progress graphics mode: https://user-images.githubusercontent.com/5941194/180702578-91270793-c91c-4f24-b7e1-f86bc2b48c53.mp4 Features Working on at least some minimal level <ul> <li>Kernel console that supports UTF-8 (specifically the subset needed for <a>Code page 437</a> subset) and some basic ANSI escape codes</li> <li>Support for multiple mounted filesystems:</li> <li>Ext2 accessed using an ATA Driver (read only)</li> <li>In-memory filesystem mounted at boot (read/write)</li> <li>Basic preemptive multitasking between processes that can be loaded from ELF files</li> <li>ACPI shutdown using <a>ACPICA</a></li> </ul> Started on, but not really working yet <ul> <li>A graphics mode using VESA BIOS Extensions (VBE)</li> <li>This will use <a>libx86emu</a> to invoke the BIOS code required to switch to VBE graphics modes. This doesn't really work yet though.</li> <li>This can be bypassed with <code>make multiboot_vbe=true</code>, which has GRUB set a fixed VBE graphics mode. This is how the demo above was ran. This is not the default for a number of reasons:<ul> <li>The major reason is the graphics are slow. This can be seen in the demo, especially when the Apollo earthrise picture takes a moment to get drawn on the screen.</li> <li>It's a fixed graphics mode when the kernel starts and so nothing gets printed to the screen until the graphical console is ready. So an error before this wouldn't get printed, which is a problem when running on real hardware.</li> <li>The graphical console is mostly done but missing things like the cursor and text rendering is a bit off.</li> </ul> </li> <li>USB 2.0 stack</li> <li>Porting real applications written in Zig and C</li> <li>The applications currently written in Zig are "real" as in they are compiled and ran separately from the kernel, are running in x86 ring3, and can't take the whole system down (for the most part). The issue is they are compiled using the freestanding target. To be able to use a Zig or C hello world program without any modification, the standard libraries would have to be ported and toolchains would have to be modified to target Georgios properly.</li> <li>Freeing the OS from the need of a boot CD</li> <li>PS/2 Mouse support</li> <li>Can be tried out by building with <code>make mouse=true</code> and running <code>test-mouse</code>. This isn't enabled by default becuase currently the keyboard and mouse cross talk when being used at the same time.</li> </ul> Building Building Georgios requires a Unix-like environment with: - <a>Zig</a> 0.9.1 - Python 3 - <a>Bridle</a> - Is a submodule, but it needs to be installed using <code>pip install --user scripts/codegen/bridle</code>. - GRUB2 - Requires i686 Support (<code>grub-pc-bin</code> package on Ubuntu) - xorriso (<code>xorriso</code> package on Ubuntu) Georgios can be built as a bootable ISO (called <code>georgios.iso</code>) by running <code>make</code>. If installed, QEMU and Bochs can be run by running <code>make qemu</code> or <code>make bochs</code> respectively. On Ubuntu, Bochs requires <code>apt-get install bochs bochsbios bochs-sdl bochs-x vgabios</code>. For the moment it assumes the existence of an IDE disk with certain files on it. Resources Used <ul> <li><a>OSDev Wiki</a><ul> <li>Very popular, fairly large set of resources in one place, but rough or just plain unhelpful in many places.</li> </ul> </li> <li><a>The little book about OS development</a><ul> <li>Polished, but limited intro into x86 OS development. Provided me with the initial start.</li> </ul> </li> <li><a>Intel x86 Software Development Manuals</a></li> <li><a>xv6</a></li> <li><a>The Design and Implementation of the 4.4 BSD Operating System</a></li> <li><a>FYSOS: Media Storage Devices</a></li> <li><a>UNIX Internals: The New Frontiers</a></li> </ul>
[]
https://avatars.githubusercontent.com/u/3759175?v=4
zig-gc
Hejsil/zig-gc
2018-06-11T13:35:09Z
A super simple mark-and-sweep garbage collector written in Zig.
master
1
39
1
39
https://api.github.com/repos/Hejsil/zig-gc/tags
Unlicense
[ "garbage-collector", "zig" ]
21
false
2024-12-27T23:58:45Z
true
false
unknown
github
[]
zig-bench A simple Garbage Collector in Zig. This GC is pretty bad, and mostly just a proof of concept. Benchmarks ``` Benchmark Arg Mean(ns) DirectAllocator 0 9867 DirectAllocator 1 20578 DirectAllocator 2 37061 DirectAllocator 3 10285 DirectAllocator 4 19847 DirectAllocator 5 35768 DirectAllocator 6 9291 DirectAllocator 7 18095 DirectAllocator 8 35587 Arena_DirectAllocator 0 5796 Arena_DirectAllocator 1 8054 Arena_DirectAllocator 2 10330 Arena_DirectAllocator 3 9932 Arena_DirectAllocator 4 12132 Arena_DirectAllocator 5 14381 Arena_DirectAllocator 6 10039 Arena_DirectAllocator 7 12176 Arena_DirectAllocator 8 14335 GcAllocator_DirectAllocator 0 23010 GcAllocator_DirectAllocator 1 53555 GcAllocator_DirectAllocator 2 96861 GcAllocator_DirectAllocator 3 28409 GcAllocator_DirectAllocator 4 70079 GcAllocator_DirectAllocator 5 127971 GcAllocator_DirectAllocator 6 41809 GcAllocator_DirectAllocator 7 113122 GcAllocator_DirectAllocator 8 212150 FixedBufferAllocator 0 118 FixedBufferAllocator 1 198 FixedBufferAllocator 2 338 FixedBufferAllocator 3 98 FixedBufferAllocator 4 190 FixedBufferAllocator 5 353 FixedBufferAllocator 6 97 FixedBufferAllocator 7 177 FixedBufferAllocator 8 340 Arena_FixedBufferAllocator 0 125 Arena_FixedBufferAllocator 1 220 Arena_FixedBufferAllocator 2 436 Arena_FixedBufferAllocator 3 145 Arena_FixedBufferAllocator 4 232 Arena_FixedBufferAllocator 5 401 Arena_FixedBufferAllocator 6 144 Arena_FixedBufferAllocator 7 248 Arena_FixedBufferAllocator 8 491 GcAllocator_FixedBufferAllocator 0 23160 GcAllocator_FixedBufferAllocator 1 69917 GcAllocator_FixedBufferAllocator 2 198616 GcAllocator_FixedBufferAllocator 3 85539 GcAllocator_FixedBufferAllocator 4 352586 GcAllocator_FixedBufferAllocator 5 1849736 GcAllocator_FixedBufferAllocator 6 269965 GcAllocator_FixedBufferAllocator 7 1691938 GcAllocator_FixedBufferAllocator 8 3105935 OK All tests passed. ```
[]
https://avatars.githubusercontent.com/u/3759175?v=4
zig-midi
Hejsil/zig-midi
2018-08-17T09:04:10Z
null
master
1
35
3
35
https://api.github.com/repos/Hejsil/zig-midi/tags
MIT
[ "midi", "zig", "zig-library", "zig-package" ]
77
false
2025-05-04T08:50:05Z
true
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-rosetta
tiehuis/zig-rosetta
2018-08-03T05:45:25Z
Rosettacode examples in zig
master
0
32
3
32
https://api.github.com/repos/tiehuis/zig-rosetta/tags
-
[ "rosetta-code", "zig" ]
123
false
2025-02-07T23:52:31Z
false
false
unknown
github
[]
Zig programming language examples for https://rosettacode.org. This repo is archived and acts as a historic footnote. See the actual site rosettacode site for updated information.
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zligc
tiehuis/zligc
2018-03-22T06:37:47Z
libc implementation in zig
master
1
29
4
29
https://api.github.com/repos/tiehuis/zligc/tags
NOASSERTION
[ "libc", "zig" ]
1,430
false
2024-06-30T21:58:44Z
false
false
unknown
github
[]
A libc implementation in zig. To build a static libc implementation: <code>make</code> Confirm the exported symbols with <code>readelf -s libc.a</code>. See the <code>test/</code> directory for how to link with the generated <code>libc.a</code> vs. the system provided version. IMPORTANT: The provided include headers are for x86-64 linux only and are generated from musl. If you need another (unix) platform, you can build these using the embedded musl and replace the <code>./include</code> directory. License MIT Licensed. All C header files are copied from <a>musl</a> which is licensed under the MIT license.
[]
https://avatars.githubusercontent.com/u/12070598?v=4
crisp
rvcas/crisp
2017-09-22T14:47:19Z
A Minimal Lispy Calculator
main
1
26
2
26
https://api.github.com/repos/rvcas/crisp/tags
MIT
[ "calculator", "lisp", "zig" ]
46
false
2025-04-05T18:36:49Z
true
false
unknown
github
[]
Crisp A very minimal lispy calculator implemented in <a>zig</a> Operations <ul> <li><code>+</code> add a sequence of numbers</li> <li><code>(+ 1 2 3)</code></li> <li><code>-</code> subtract a sequence of numbers</li> <li><code>(- 3 2)</code></li> <li><code>*</code> multiply a sequence of numbers</li> <li><code>(* 3 5 2)</code></li> <li><code>/</code> divide a sequence of numbers</li> <li><code>(/ 12 4)</code></li> <li>decimals are not supported. meaning: <code>(/ 2 4) =&gt; 0</code><ul> <li>everything is floored</li> </ul> </li> <li>divide by zero results in an error</li> </ul>
[]
https://avatars.githubusercontent.com/u/35096?v=4
ziegfried
mdsteele/ziegfried
2018-07-27T15:05:42Z
A general-purpose memory allocator for Zig
master
0
26
0
26
https://api.github.com/repos/mdsteele/ziegfried/tags
MIT
[ "zig" ]
34
false
2025-03-13T15:53:22Z
true
false
unknown
github
[]
Ziegfried <strong>Ziegfried</strong> ("Zig-<code>free()</code>-d") is a general-purpose memory allocator for the <a>Zig programming language</a>, loosely based on the principles of <a>Hoard: A Scalable Memory Allocator for Multithreaded Applications</a> by Emery D. Berger, Kathryn S. McKinley, Robert D. Blumofe, and Paul R. Wilson, and with some additional influence from <a>Miser - A Dynamically Loadable Memory Allocator for Multi-Threaded Applications</a> by Barry Tannenbaum. Ziegfried is still under developement. License Ziegfried is made available under the <a>MIT License</a>.
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-lua
tiehuis/zig-lua
2018-05-24T07:26:44Z
zig interfacing with lua example
master
0
24
2
24
https://api.github.com/repos/tiehuis/zig-lua/tags
MIT
[ "lua", "zig" ]
317
false
2024-04-20T00:00:21Z
true
false
unknown
github
[]
Example of embedding the lua interpreter in a zig program. Some things that would be cool to do: - get translate-c parsing all the macros in the header files correctly - longjmp error handling example case - get <a>zligc</a> far enough along to avoid needing to pull in the libc dependency. Build <code>zig build</code>
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-raytrace
tiehuis/zig-raytrace
2017-10-12T08:07:43Z
simple raytracer in zig
master
1
19
2
19
https://api.github.com/repos/tiehuis/zig-raytrace/tags
MIT
[ "zig" ]
127
false
2025-04-01T20:32:36Z
false
false
unknown
github
[]
A simple raytracer and jpeg image writer in Zig. Rewritten based on https://github.com/ssloy/tinyraytracer. Dependencies <ul> <li><a>Zig</a></li> </ul> Example
[]
https://avatars.githubusercontent.com/u/744026?v=4
xxhash
andreiamatuni/xxhash
2018-06-09T13:59:26Z
xxhash for zig
master
0
19
3
19
https://api.github.com/repos/andreiamatuni/xxhash/tags
-
[ "hash", "xxhash", "zig" ]
12
false
2025-02-06T04:08:31Z
false
false
unknown
github
[]
xxhash a pure zig implementation of <a>xxhash</a> usage see test/test.zig for usage examples preliminary benchmarks: all benchmarks run on Broadwell Intel Core i7 3.1Ghz: | load size | zig | c (reference) | go (cespare) | | --------- | ------------- | ------------- | ------------- | | 8B | 2013.66 MB/s | 6467.59 MB/s | 353.81 MB/s | | 64B | 4029.037 MB/s | 3537.34 MB/s | 2551.29 MB/s | | 128B | 6199.02 MB/s | 5576.20 MB/s | 4292.74 MB/s | | 4K | 12587.76 MB/s | 12540.50 MB/s | 12126.35 MB/s | | benchmark code is in the test folder
[]
https://avatars.githubusercontent.com/u/6039952?v=4
zunicode
gernest/zunicode
2018-11-03T16:33:16Z
null
master
2
18
4
18
https://api.github.com/repos/gernest/zunicode/tags
MIT
[ "unicode", "zig", "ziglang" ]
470
false
2025-02-03T15:47:45Z
true
false
unknown
github
[]
zunicode <a></a> unicode library for ziglang.
[ "https://github.com/kivikakk/koino" ]
https://avatars.githubusercontent.com/u/9454576?v=4
deque.zig
emekoi/deque.zig
2018-12-24T05:14:32Z
a lock free chase-lev deque for zig
master
0
17
1
17
https://api.github.com/repos/emekoi/deque.zig/tags
MIT
[ "concurrent", "deque", "lock-free", "zig" ]
20
false
2024-12-28T00:58:38Z
true
false
unknown
github
[]
<em>deque.zig</em> a lock free chase-lev deque for zig. usage ```zig const std = @import("std"); const deque = @import("deque"); const AMOUNT: usize = 100000; const Task = struct { const Self = @This(); stealer: deque.Stealer(usize, 32), data: [AMOUNT]usize = [_]usize{0} ** AMOUNT, <code>fn task(self: *Self) void { while (self.stealer.steal()) |i| { defer std.testing.expectEqual(i, self.data[i]); self.data[i] += i; } } fn verify(self: Self) void { for (self.data[0..]) |*i, idx| { std.testing.expectEqual(idx, i.*); } } </code> }; pub fn main() !void { var slice = try std.heap.direct_allocator.alloc(u8, 1 &lt;&lt; 24); var fba = std.heap.ThreadSafeFixedBufferAllocator.init(slice); var alloc = &amp;fba.allocator; <code>var d = try deque.Deque(usize, 32).new(alloc); defer d.deinit(); var i: usize = 0; const worker = d.worker(); while (i &lt; AMOUNT) : (i += 1) { try worker.push(i); } var threads: [4]*std.Thread = undefined; var task = Task{ .stealer = d.stealer(), }; for (threads) |*thread| thread.* = try Thread.spawn(&amp;task, Task.task); for (threads) |thread| thread.wait(); task.verify(); </code> } ```
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-ryu
tiehuis/zig-ryu
2018-08-01T10:13:14Z
Zig port of https://github.com/ulfjack/ryu
master
1
17
6
17
https://api.github.com/repos/tiehuis/zig-ryu/tags
-
[ "zig" ]
318
false
2025-01-24T17:22:12Z
false
false
unknown
github
[]
Conversion of https://github.com/ulfjack/ryu to <a>zig</a>. Install <code>git clone --recurse-submodules https://github.com/tiehuis/zig-ryu</code> Benchmarks Requires <code>sh</code>, <code>make</code>, <code>cmake</code>, <code>c++</code>, <code>zig</code> <code>./build.sh ./bench-reference # reference timing ./bench-zig # zig timing</code> Todo <br/><input type='checkbox' class='w-4 h-4 text-green-500 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' checked disabled></input> Make more idiomatic <br/><input type='checkbox' class='w-4 h-4 text-green-500 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' checked disabled></input> Add f16 variant <br/><input type='checkbox' class='w-4 h-4 text-green-500 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' checked disabled></input> Add f128 variant (Use partial table set) <br/><input type='checkbox' class='w-4 h-4 text-green-500 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' checked disabled></input> Add specified precision argument (current errol does this after but this is slows things down a fair bit). <br/><input type='checkbox' class='w-4 h-4 text-green-500 bg-gray-100 border-gray-300 rounded focus:ring-blue-500 dark:focus:ring-blue-600 dark:ring-offset-gray-800 focus:ring-2 dark:bg-gray-700 dark:border-gray-600' checked disabled></input> Benchmark against current float printing code (memory consumption/performance).
[]
https://avatars.githubusercontent.com/u/3759175?v=4
hacky-zig-repl
Hejsil/hacky-zig-repl
2018-12-18T17:52:56Z
null
master
0
16
2
16
https://api.github.com/repos/Hejsil/hacky-zig-repl/tags
MIT
[ "repl", "zig" ]
15
false
2024-05-03T10:34:59Z
true
false
unknown
github
[]
hacky-zig-repl Just a small wrapper program that provides a repl for the <a>Zig</a> programming language.
[]
https://avatars.githubusercontent.com/u/748913?v=4
docker-zig
euantorano/docker-zig
2018-10-07T18:11:21Z
A docker image for Zig based upon Alpine Linux 3.16.
main
1
15
3
15
https://api.github.com/repos/euantorano/docker-zig/tags
BSD-3-Clause
[ "docker-image", "zig" ]
56
false
2025-05-11T21:51:40Z
false
false
unknown
github
[]
Zig A docker image for <a>Zig</a> based upon Alpine Linux 3.16. Using this image Building an executable <code>docker run -v $PWD:/app euantorano/zig:0.9.1 build-exe hello.zig</code> Available tags There are two variants of tags provided by this repository - release tags such as <code>0.9.1</code>, and <code>master</code> branch builds such as <code>master-28018703</code>. The most recent <code>master-X</code> build is always tagged as simply <code>master</code> as well as having a tag including the Git hash for the release. The most recent stable release is always tagged as <code>latest</code>. Building the Docker image(s) A bash script (<code>build.sh</code>) is ran by GitHub actions nightly in order to check for new versions and to then build and push images for them.
[]
https://avatars.githubusercontent.com/u/6039952?v=4
time
gernest/time
2018-11-12T16:13:45Z
null
master
0
15
5
15
https://api.github.com/repos/gernest/time/tags
MIT
[ "time", "zig", "ziglang" ]
330
false
2024-09-18T05:57:44Z
true
false
unknown
github
[]
time <code>time</code> for ziglang
[ "https://github.com/jcalabro/uscope" ]
https://avatars.githubusercontent.com/u/744026?v=4
strings
andreiamatuni/strings
2018-06-05T21:01:54Z
strings for zig
master
2
14
3
14
https://api.github.com/repos/andreiamatuni/strings/tags
-
[ "string", "string-distance", "string-manipulation", "string-search", "zig" ]
502
false
2025-02-06T04:06:55Z
false
false
unknown
github
[]
strings strings for zig check out the test/test.zig file for examples to run all the tests: <code>$ git clone https://github.com/clownpriest/strings $ cd strings $ zig test test/test.zig</code>
[]
https://avatars.githubusercontent.com/u/3759175?v=4
pokemon-randomizer
Hejsil/pokemon-randomizer
2017-12-26T23:50:20Z
A Pokémon Rom randomizer tool written in Zig
master
11
13
0
13
https://api.github.com/repos/Hejsil/pokemon-randomizer/tags
Unlicense
[ "pokemon", "romhacking", "zig" ]
696
false
2023-04-30T02:42:49Z
true
false
unknown
github
[]
pokemon-randomizer This project is no longer maintained and most of the code has been migrated to the <a>TM35-Metronome</a> project, which aims to be a set of simple tools for hacking Pokémon roms. A Pokémon Rom randomizer tool written in Zig For now, this project exists for me to test out the <a>Zig</a> programming language and its features. Supported games Each Pokémon game exists in multiple different languages. The reason this is important is that different languages have different data layouts. The Japanese version of Pokémon Emerald might not work with the randomizer even though a US version does. | Version: | International (O) | English/USA (E) | |-------------|--------------------|--------------------| | Red | | | | Blue | | | | Green | | | | Yellow | | | | Gold | | | | | | | | Gold | | | | Silver | | | | Crystal | | | | | | | | Ruby | | :heavy_check_mark: | | Sapphire | | :heavy_check_mark: | | Emerald | | :heavy_check_mark: | | Fire Red | | :heavy_check_mark: | | Leaf Green | | :heavy_check_mark: | | | | | | Diamon | | :heavy_check_mark: | | Pearl | | :heavy_check_mark: | | Platinum | | :heavy_check_mark: | | Heart Gold | | :heavy_check_mark: | | Soul Silver | | :heavy_check_mark: | | | | | | Black | :heavy_check_mark: | | | White | :heavy_check_mark: | | | Black 2 | :heavy_check_mark: | | | White 2 | :heavy_check_mark: | | Build The randomizer relies on libraries which are included as git submodules. You, therefore, need to clone with <code>--recursive</code>, in order to get these libraries on clone. The repo contains both the Pokémon randomizer, but also a few tools used to make development of the randomizer a little simpler. Here are the different build commands: <ul> <li><code>zig build randomizer</code> builds the randomizer (default).</li> <li><code>zig build tools</code> builds the tools.</li> <li><code>zig build test</code> runs all tests.</li> <li><code>zig build all</code> builds everything and runs all tests.</li> </ul> Resources Useful links with information on the structure of roms, or where data exists in different Pokémon games. Roms <ul> <li><a>Gameboy Advance / Nintendo DS / DSi - Technical Info</a></li> <li><a>Pan Doc (Gb info)</a></li> <li><a>Nds formats</a></li> </ul> Gen 1 Gen 2 Gen 3 <ul> <li><a>Pokémon Emerald Offsets</a></li> </ul> Gen 4 <ul> <li><a>HGSS File System</a></li> <li><a>HG/SS Mapping File Specifications</a></li> <li><a>HG/SS Pokemon File Specifications</a></li> <li><a>HG/SS Encounter File Specification</a></li> </ul> Gen 5 <ul> <li><a>BW2 File System</a></li> <li><a>BW Trainer data</a></li> <li><a>BW Move data</a></li> </ul> All Gens <ul> <li><a>Bulbapedia on Pokemon Data Structures</a></li> <li><a>Pokemon Game Disassemblies</a></li> </ul>
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-sdl2
tiehuis/zig-sdl2
2018-07-17T09:10:36Z
SDL2 bindings for Zig
master
0
13
3
13
https://api.github.com/repos/tiehuis/zig-sdl2/tags
-
[ "sdl", "zig" ]
41
false
2024-11-21T08:14:38Z
false
false
unknown
github
[]
DEPRECATED: This is no longer needed since Zig added specific C-pointer types for translated code. I recommend using C import directly. If there is any issue with the automatic translation process, you can make an issue on the main zig compiler repository and we can fix upstream. Minimal zig wrapper over SDL2. For now, the standard SDL naming conventions are used but these will be changed in the future to use zig namespacing. The only difference between this package and <code>@cImport(@cInclude("SDL.h"))</code> is fixing and correcting single-pointer entries and completing macro definitions that are otherwise untranslatable. Example <code>use @import("src/index.zig"); pub fn main() u8 { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) { SDL_Log(c"failed to initialized SDL\n"); return 1; } defer SDL_Quit(); var renderer: *SDL_Renderer = undefined; var window: *SDL_Window = undefined; if (SDL_CreateWindowAndRenderer(640, 480, SDL_WINDOW_SHOWN, &amp;window, &amp;renderer) != 0) { SDL_Log(c"failed to initialize window and renderer\n"); return 1; } defer SDL_DestroyRenderer(renderer); defer SDL_DestroyWindow(window); SDL_SetWindowTitle(window, c"zig-sdl"); _ = SDL_SetRenderDrawColor(renderer, 0, 64, 128, 255); _ = SDL_RenderClear(renderer); _ = SDL_RenderPresent(renderer); SDL_Delay(3000); return 0; } </code> Todo <ul> <li>Clean up remaining arguments to take single-item pointers and non-nullables where applicable.</li> <li>Convert c_int return codes to bool where applicable.</li> <li>Potentially namespace functions to <code>sdl.</code> instead of the current <code>SDL_</code>.</li> </ul>
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-gameboy
tiehuis/zig-gameboy
2017-06-10T22:51:28Z
A gameboy emulator in zig
master
0
13
1
13
https://api.github.com/repos/tiehuis/zig-gameboy/tags
MIT
[ "emulator", "zig" ]
31
false
2023-11-01T02:21:02Z
true
false
unknown
github
[]
NOTE: This isn't complete. Get <code>git clone --recursive https://github.com/tiehuis/zig-gameboy </code> Build <code>zig build </code> Dependencies <ul> <li>SDL2</li> </ul>
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-benchmarks-game
tiehuis/zig-benchmarks-game
2017-10-27T09:22:19Z
The Computer Language Benchmarks Game in Zig
master
0
12
5
12
https://api.github.com/repos/tiehuis/zig-benchmarks-game/tags
-
[ "benchmarks", "zig" ]
67
false
2022-08-21T18:16:13Z
true
false
unknown
github
[]
<a>The Computer Language Benchmarks Game</a> in Zig. <code>zig build ./run</code> Dependencies <ul> <li>zig (master branch)</li> <li>bash</li> <li>pcre</li> <li>gmp</li> </ul> NOTE: Running the full set of tests will use about 1GiB of hard drive space. Run <code>zig build clean</code> to clear all build artifacts.
[]
https://avatars.githubusercontent.com/u/45124880?v=4
tm35-nds
TM35-Metronome/tm35-nds
2018-11-19T07:41:55Z
A library for working with Nintendo DS roms
master
0
11
0
11
https://api.github.com/repos/TM35-Metronome/tm35-nds/tags
MIT
[ "nintendo-ds", "rom-hacking", "romhacking", "zig" ]
30
false
2025-02-04T11:10:32Z
true
false
unknown
github
[]
tm35-nds A library for reading and writing Nintendo DS roms.
[]
https://avatars.githubusercontent.com/u/106511?v=4
advent-of-code
andrewrk/advent-of-code
2018-12-01T06:42:23Z
https://adventofcode.com
master
0
9
3
9
https://api.github.com/repos/andrewrk/advent-of-code/tags
-
[ "zig" ]
84
false
2025-01-25T08:37:01Z
false
false
unknown
github
[]
Solutions for <a>Advent of Code</a> in the <a>Zig Programming Language</a>.
[]
https://avatars.githubusercontent.com/u/2234630?v=4
ZigZag
connectFree/ZigZag
2018-08-22T16:49:15Z
Noise Framework implementation in Zig Language for use in EVER/IP and WireGuard
master
0
9
1
9
https://api.github.com/repos/connectFree/ZigZag/tags
-
[ "crypto", "cryptography", "ever", "ever-ip", "everip", "noise", "noise-protocol", "noise-protocol-framework", "security", "wireguard", "zig" ]
50
false
2024-10-04T04:25:30Z
false
false
unknown
github
[]
ZigZag <a>Noise Framework</a> implementation in <a>Zig Language</a> for use in EVER/IP and WireGuard. implementation ZigZag is currently tracking against <a>Noise spec revision 34</a>.
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-ctags
tiehuis/zig-ctags
2017-10-20T09:55:57Z
ctags definition for zig
master
0
8
1
8
https://api.github.com/repos/tiehuis/zig-ctags/tags
MIT
[ "ctags", "zig" ]
1
false
2023-02-06T09:05:20Z
false
false
unknown
github
[]
Copy the contents of this file to your <code>.ctags</code> file. <code>https://raw.githubusercontent.com/tiehuis/zig-ctags/master/ctags.zig &gt;&gt; ~/.ctags</code>
[]
https://avatars.githubusercontent.com/u/4963613?v=4
zigenv
d2verb/zigenv
2018-12-30T17:43:44Z
env tool for ziglang
master
0
7
2
7
https://api.github.com/repos/d2verb/zigenv/tags
MIT
[ "zig", "ziglang" ]
18
false
2025-01-14T14:05:35Z
false
false
unknown
github
[]
<blockquote> <span class="bg-yellow-100 text-yellow-800 text-xs font-medium me-2 px-2.5 py-0.5 rounded dark:bg-yellow-900 dark:text-yellow-300">WARNING</span> This repository is no longer maintained. You can use <a>zvm</a> or other tools to manage your Zig versions nowadays. </blockquote> What's this? zigenv is a tool to manage multiple zig versions. Install zigenv is installed by running one of the following commands in your terminal. You can install this via the command-line with either <code>curl</code>, <code>wget</code> or another similar tool. | Method | Command | | :-------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | <strong>curl</strong> | <code>sh -c "$(curl -fsSL https://raw.githubusercontent.com/d2verb/zigenv/master/zigenv-init.sh)" &amp;&amp; . $HOME/.zigenv/zigenv-init.sh &amp;&amp; zigenv install 0.13.0 &amp;&amp; zigenv change 0.13.0</code> | | <strong>wget</strong> | <code>sh -c "$(wget -O- https://raw.githubusercontent.com/d2verb/zigenv/master/zigenv-init..sh)" &amp;&amp; . $HOME/.zigenv/zigenv-init.sh &amp;&amp; zigenv install 0.13.0 &amp;&amp; zigenv change 0.13.0</code> | | <strong>fetch</strong> | <code>sh -c "$(fetch -o - https://raw.githubusercontent.com/d2verb/zigenv/master/zigenv-init.sh)" &amp;&amp; . $HOME/.zigenv/zigenv-init.sh &amp;&amp; zigenv install 0.13.0 &amp;&amp; zigenv change 0.13.0</code> | Usage Install new zig version. <code>$ zigenv install builds # version master $ zigenv install 0.3.0 # version 0.3.0</code> Change current zig version. <code>$ zigenv change builds # version master $ zigenv change 0.3.0 # version 0.3.0</code> Show help message. <code>$ zigenv help Usage: zigenv &lt;command&gt; [&lt;args&gt;] Some useful zigenv commands are: change Change current zig version install Install a zig version uninstall Uninstall a specific zig version version Show the current zig version versions List all zig versions available to zigenv</code> License <a>The MIT License</a>
[]
https://avatars.githubusercontent.com/u/8798829?v=4
Seal
suirad/Seal
2018-11-26T07:07:54Z
An allocator that wraps another allocator and detects if memory is leaked after usage
master
0
7
0
7
https://api.github.com/repos/suirad/Seal/tags
MIT
[ "leak-detection", "zig", "ziglang" ]
4
false
2024-12-27T23:30:58Z
false
false
unknown
github
[]
Seal Allocator wrapping leak detector for Zig TODO: Documentation, Usage, &amp; Examples; See tests
[]
https://avatars.githubusercontent.com/u/183309?v=4
zig.kak
adrusi/zig.kak
2018-06-01T22:35:35Z
Zig language support for kakoune
master
0
5
3
5
https://api.github.com/repos/adrusi/zig.kak/tags
MIT
[ "kakoune", "plugin", "zig" ]
6
false
2021-09-23T09:47:05Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/3759175?v=4
zig-crc
Hejsil/zig-crc
2018-01-12T15:05:58Z
null
master
0
5
1
5
https://api.github.com/repos/Hejsil/zig-crc/tags
MIT
[ "crc", "zig", "zig-library", "zig-package" ]
37
false
2024-09-13T12:24:10Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/6039952?v=4
semver
gernest/semver
2018-11-08T14:24:00Z
null
master
2
4
1
4
https://api.github.com/repos/gernest/semver/tags
MIT
[ "semver", "zig", "ziglang" ]
45
false
2021-01-07T02:49:30Z
true
false
unknown
github
[]
semver <a></a> semantic versioning for zig. This allows you to parse and compare semantic version strings. usage ``` const semver = @import("src/main.zig"); const warn = @import("std").debug.warn; test "parse version string to a struct" { const version = try semver.parse("v1.2.3-pre+meta"); warn("\n{}\n", version); } test "compare two version strings" { const versionSample = struct { x: []const u8, y: []const u8, }; const version_list = []versionSample{ versionSample{ .x = "1.2.3", .y = "3.2.1" }, <code> // you can prefix the version string with v, it is supported. versionSample{ .x = "v5.2.3", .y = "v3.2.1" }, }; warn("\n"); for (version_list) |v| { const cmp = try semver.compare(v.x, v.y); switch (cmp) { semver.Comparison.LessThan =&gt; { warn("{} &lt; {}\n", v.x, v.y); }, semver.Comparison.Equal =&gt; { warn("{} == {}\n", v.x, v.y); }, semver.Comparison.GreaterThan =&gt; { warn("{} &gt; {}\n", v.x, v.y); }, else =&gt; unreachable, } } </code> } // $ zig test example.zig // Test 1/2 parse version string to a struct... // Version{ .major = 1, .minor = 2, .patch = 3, .pre_release = pre, .build = meta } // OK // Test 2/2 compare two version strings... // 1.2.3 &lt; 3.2.1 // v5.2.3 &gt; v3.2.1 // OK // All tests passed. ```
[]
https://avatars.githubusercontent.com/u/8798829?v=4
zRc
suirad/zRc
2018-11-20T06:35:56Z
Pointer Reference counting in Zig
master
0
4
1
4
https://api.github.com/repos/suirad/zRc/tags
MIT
[ "reference-counting", "shared-ptr", "zig", "ziglang" ]
3
false
2020-10-27T22:34:13Z
false
false
unknown
github
[]
zRc Pointer Reference counting in Zig
[]
https://avatars.githubusercontent.com/u/3759175?v=4
sab
Hejsil/sab
2019-01-04T13:23:42Z
null
master
1
4
0
4
https://api.github.com/repos/Hejsil/sab/tags
MIT
[ "cli", "command-line-tool", "zig" ]
55
false
2025-05-08T07:01:57Z
true
false
unknown
github
[]
sab (Spinners And Bars) A simple program for printing spinners and bars to stdout. ``` Usage: sab [OPTION]... sab will draw bars/spinners based on the values piped in through stdin. To draw a simple bar, simply pipe a value between 0-100 into sab: echo 35 | sab ==== You can customize your bar with the '-s, --steps' option: echo 35 | sab -s ' ,-,=' ===- <code>sab</code> has two ways of drawing bars, which can be chosen with the <code>-t, --type</code> option: echo 50 | sab -s ' ,|,=' ===== echo 55 | sab -s ' ,|,=' =====| echo 50 | sab -s ' ,|,=' -t mark-center ====| echo 55 | sab -s ' ,|,=' -t mark-center =====| To draw a simple spinner, simply set the length of the bar to 1 and set max to be the last step: echo 2 | sab -l 1 -M 3 -s '/,-,\,|' \ sab will draw multible lines, one for each line piped into it. echo -e '0\n1\n2\n3' | sab -l 1 -M 3 -s '/,-,\,|' / - \ | Options: -h, --help print this message to stdout -l, --length the length of the bar (default: 10) -m, --min minimum value (default: 0) -M, --max maximum value (default: 100) -s, --steps a comma separated list of the steps used to draw the bar (default: ' ,=') -t, --type the type of bar to draw (default: normal) ```
[ "https://github.com/Hejsil/lemonbar-maker" ]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-dlmalloc
tiehuis/zig-dlmalloc
2018-01-20T01:09:19Z
Work in progress port of dlmalloc-2.8.6 to Zig
master
0
4
0
4
https://api.github.com/repos/tiehuis/zig-dlmalloc/tags
MIT
[ "zig" ]
77
false
2021-05-09T06:22:21Z
false
false
unknown
github
[]
A <a>zig</a> implementation of dlmalloc.
[]
https://avatars.githubusercontent.com/u/8798829?v=4
uMutex
suirad/uMutex
2018-11-16T01:30:59Z
Platform Independant Mutex for the Zig programming language
master
0
4
1
4
https://api.github.com/repos/suirad/uMutex/tags
MIT
[ "atomics", "mutex", "mutex-lock", "zig", "zig-lang", "ziglang" ]
7
false
2021-04-01T19:02:01Z
false
false
unknown
github
[]
uMutex Platform Independant Mutex for the Zig language See <code>example.zig</code> for example of usage.
[]
https://avatars.githubusercontent.com/u/7611409?v=4
nucleOS
abelleisle/nucleOS
2018-12-10T23:58:56Z
The nucleOS Operating System
x86
0
2
1
2
https://api.github.com/repos/abelleisle/nucleOS/tags
GPL-3.0
[ "arm", "arm-cortex-m7", "assembly", "c", "rtos", "stm32", "stm32h743zi", "zig", "ziglang" ]
7,673
false
2024-01-20T18:50:58Z
false
false
unknown
github
[]
NucleOS What is this? nucleOS is my rendition of a operating system (OS) that's both architecture and board agnostic. Features None at the moment, check back later :) Directory Structure <ul> <li><code>boot</code> - Basic bootloader or bootup sequence code</li> <li><code>kernel</code> - The kernel itself. Only handles kernel tasks, no hardware drivers, etc..:</li> <li>Task scheduling</li> <li>Timers/callbacks</li> <li>Priviledge management</li> <li>Memory management</li> <li>IPC</li> <li> <code>system</code> - The system code used to create a "distro" of sorts. Hardware initializtion, entrypoint from bootloader, linker script generation, initramfs, file system loader, etc.. </li> <li> <code>docs</code> - NucleOS documentation (augmented with code docs) </li> <li><code>examples</code> - Example system code that is used to provide examples (and test) the use of NucleOS</li> </ul> Building NucleOS uses a root <code>build.zig</code> to package and build NucleOS how the user feels. It can either be used to expose just the kernel to the user, or build a system image (with or without packaged bootloader).
[]
https://avatars.githubusercontent.com/u/127971?v=4
zig-unicode
daurnimator/zig-unicode
2018-11-25T14:40:19Z
A Zig unicode library
master
1
2
0
2
https://api.github.com/repos/daurnimator/zig-unicode/tags
-
[ "unicode", "zig" ]
9
false
2022-09-18T20:09:08Z
true
false
unknown
github
[]
A <a>Zig</a> unicode library Status This project is in its infancy. Aims <ul> <li>Provide the functionality of <a>unistring</a> </li> <li>Provide the functionality of <a>libidn2</a></li> <li>Provide primitives required for <a>PRECIS</a></li> <li>Do all the above by parsing the <a>official Unicode data tables</a> using compiletime/runtime agnostic functions</li> </ul>
[]
https://avatars.githubusercontent.com/u/5731661?v=4
aoc-2018-zig
meheleventyone/aoc-2018-zig
2018-12-01T14:05:40Z
My solutions to the Advent of Code 2018 written in Zig.
master
0
2
0
2
https://api.github.com/repos/meheleventyone/aoc-2018-zig/tags
-
[ "advent-of-code-2018", "zig", "ziglang" ]
88
false
2019-04-24T01:49:25Z
false
false
unknown
github
[]
aoc-2018-zig My solutions to the Advent of Code 2018 written in Zig.
[]
https://avatars.githubusercontent.com/u/6039952?v=4
matrix
gernest/matrix
2018-10-29T20:23:30Z
null
master
0
1
0
1
https://api.github.com/repos/gernest/matrix/tags
MIT
[ "zig", "ziglang" ]
711
false
2022-01-23T04:42:57Z
false
false
unknown
github
[]
matrix Port of useful go library and utilities to zig. package | status --------|-------- image | WIP unicode | WIP
[]
https://avatars.githubusercontent.com/u/3759175?v=4
zig-bf
Hejsil/zig-bf
2018-03-07T11:51:05Z
null
master
0
1
0
1
https://api.github.com/repos/Hejsil/zig-bf/tags
Unlicense
[ "brainfuck", "zig" ]
8
false
2023-01-04T09:55:18Z
false
false
unknown
github
[]
zig-bf
[]
https://avatars.githubusercontent.com/u/30243134?v=4
posix-implementations
Summertime/posix-implementations
2018-11-05T01:48:31Z
Implementations of POSIX utilities in various languages
master
0
1
0
1
https://api.github.com/repos/Summertime/posix-implementations/tags
Unlicense
[ "hacktoberfest", "language", "nim", "posix", "zig" ]
13
false
2024-08-31T15:34:11Z
false
false
unknown
github
[]
Posix Implementations This repo is meant to serve as a comparison of various languages in doing relatively simple real-world tasks, by implementing in each language, the <a>"POSIX" standard utilities</a> The goal is to have a modern maintained implementation of each utility, for each popular programming language (if practical!) Languages <ul> <li>Nim : ./nimix</li> <li>Zig : ./pozig</li> <li>Raku Perl 6 : ./rakix</li> <li>Your favorite language! (we welcome contributions!)</li> </ul>
[]
https://avatars.githubusercontent.com/u/4605603?v=4
zig-cli-experiment
tiehuis/zig-cli-experiment
2018-04-01T03:41:24Z
Experiment in how to handle the cli interface for zig
master
0
1
0
1
https://api.github.com/repos/tiehuis/zig-cli-experiment/tags
MIT
[ "cli", "zig" ]
106
false
2020-10-27T23:50:34Z
true
false
unknown
github
[]
Experimenting with how we can structure the cli of the zig compiler and its associated sub-commands. The current method is quite unwieldy and I'd like to see a clean implementation for the self-hosted compiler. We will probably pull out any useful argument parsing into a library/file maybe in std depending on if its useful enough.
[]
https://avatars.githubusercontent.com/u/1832671?v=4
hello-zig
mpiannucci/hello-zig
2018-12-10T00:02:30Z
Test project for integrating zig with ios, android, macos, etc
master
0
1
0
1
https://api.github.com/repos/mpiannucci/hello-zig/tags
-
[ "ios", "xcode", "zig" ]
279
false
2021-12-05T23:50:23Z
true
false
unknown
github
[]
Hello Zig Attempt at getting a zig library compiled for use on ios and other platforms Building Using the zig build script (DOESNT WORK FOR IOS YET): <code>bash IPHONEOS_DEPLOYMENT_TARGET=9.0 zig build</code> Manually build for ios: <code>bash bash build_ios_fat_lib.sh</code> Then open <code>Hello Zig/HelloZig.xcproject</code> and build for ios from there NOTES <ul> <li>The build script wont work cross compiling for ios, but <code>build-lib</code> directly does.. no idea why yet, looks like a linker issue. </li> <li>Use https://github.com/mpiannucci/zig until the changes I made to enable ios support are pushed upstream</li> </ul>
[]
https://avatars.githubusercontent.com/u/3768010?v=4
advent-of-code-2018
ManDeJan/advent-of-code-2018
2018-12-02T19:59:04Z
https://adventofcode.com/2018
master
0
0
0
0
https://api.github.com/repos/ManDeJan/advent-of-code-2018/tags
-
[ "advent-of-code", "advent-of-code-2018", "zig" ]
2
false
2018-12-03T12:14:00Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/23312691?v=4
blockchain
lavrd/blockchain
2017-12-23T22:55:32Z
PoW blockchain implementation
main
0
0
0
0
https://api.github.com/repos/lavrd/blockchain/tags
MIT
[ "blockchain", "blockchain-demo", "blockchain-demos", "blockchain-technology", "demo", "demo-app", "example", "explanation", "p2p", "p2p-network", "pow", "proof-of-work", "simple", "udp", "zig", "ziglang" ]
168
false
2024-08-07T05:14:03Z
true
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unknown
github
[]
Blockchain Simple blockchain implementation for demo purposes. Usage See <a>make targets</a> for available commands. ```shell PORT=33400 GENESIS=00000000000000000000000000000000c4a55b5a7d0d89586e37238ca05362389e0dd85157d8652bd24fc483f66c22c0000000000000000000000000000000000000000000000000000000000000000003068fab900100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 \ make run MINING=1 NODES=127.0.0.1:33400 GENESIS=00000000000000000000000000000000c4a55b5a7d0d89586e37238ca05362389e0dd85157d8652bd24fc483f66c22c0000000000000000000000000000000000000000000000000000000000000000003068fab900100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 \ make run ``` Or you can use predefined commands: <code>shell make run_ln make run_fn</code> Docker ```shell make build_docker -it to use ctrl+c docker run --rm -it blockchain ``` ```shell make build_docker &amp;&amp; docker run --rm -it -e PORT=33400 -e GENESIS=00000000000000000000000000000000c4a55b5a7d0d89586e37238ca05362389e0dd85157d8652bd24fc483f66c22c0000000000000000000000000000000000000000000000000000000000000000003068fab900100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 \ --name light-node --net host blockchain docker run --rm -it -e MINING=1 -e NODES=127.0.0.1:33400 -e GENESIS=00000000000000000000000000000000c4a55b5a7d0d89586e37238ca05362389e0dd85157d8652bd24fc483f66c22c0000000000000000000000000000000000000000000000000000000000000000003068fab900100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 \ --name full-node --net host blockchain ``` Or you can use predefined commands: <code>shell make run_docker_ln make run_docker_fn</code> Graph In order to generate blockchain graph use following command: <code>shell make gen_graph</code> Example Troubleshooting To test UDP server use following command: <code>echo "test" | nc -u -w 1 127.0.0.1 44600</code>.
[]
https://avatars.githubusercontent.com/u/107689?v=4
doomsday
jshholland/doomsday
2016-05-16T12:11:44Z
null
master
0
0
0
0
https://api.github.com/repos/jshholland/doomsday/tags
BSD-3-Clause
[ "date", "zig" ]
23
false
2023-07-08T22:34:54Z
true
false
unknown
github
[]
Doomsday Doomsday is a small utility that uses Conway's <a>Doomsday</a> method to compute the day of the week of a given day.
[]
https://avatars.githubusercontent.com/u/1266011?v=4
advent-of-code
danprince/advent-of-code
2017-12-03T14:07:27Z
🎄 Solutions to puzzles from Advent of Code
master
1
0
0
0
https://api.github.com/repos/danprince/advent-of-code/tags
-
[ "advent-of-code", "clojure", "golang", "julia", "nim", "rust", "zig" ]
926
false
2024-12-09T04:39:49Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/4605603?v=4
advent-of-code-2018
tiehuis/advent-of-code-2018
2018-12-02T00:50:54Z
https://adventofcode.com/2018
master
0
0
0
0
https://api.github.com/repos/tiehuis/advent-of-code-2018/tags
-
[ "zig" ]
20
false
2018-12-04T05:54:45Z
false
false
unknown
github
[]
Solutions for <a>Advent of Code 2018</a> in the <a>Zig Programming Language</a>.
[]
https://avatars.githubusercontent.com/u/6039952?v=4
zson
gernest/zson
2018-11-10T11:59:21Z
null
master
0
0
0
0
https://api.github.com/repos/gernest/zson/tags
-
[ "json", "zig", "ziglang" ]
21
false
2020-10-27T22:39:49Z
true
false
unknown
github
[]
zson json for zig.
[]
https://avatars.githubusercontent.com/u/6039952?v=4
znet
gernest/znet
2018-11-10T18:50:54Z
null
master
0
0
0
0
https://api.github.com/repos/gernest/znet/tags
-
[ "http", "http2", "networking", "url", "zig", "ziglang" ]
15
false
2018-11-13T14:41:18Z
true
false
unknown
github
[]
zig networking
[]
https://avatars.githubusercontent.com/u/6039952?v=4
baki
gernest/baki
2018-11-10T22:31:12Z
null
master
0
0
0
0
https://api.github.com/repos/gernest/baki/tags
MIT
[ "markdown", "zig", "ziglang" ]
180
false
2020-10-27T22:34:49Z
true
false
unknown
github
[]
<em>markdown</em> for zig.
[]
https://avatars.githubusercontent.com/u/460371?v=4
aoc
wooky/aoc
2018-12-07T06:46:14Z
Advent of Code solutions
master
4
0
0
0
https://api.github.com/repos/wooky/aoc/tags
Unlicense
[ "ada", "advent-of-code", "advent-of-code-2016", "advent-of-code-2017", "advent-of-code-2018", "advent-of-code-2019", "advent-of-code-2020", "advent-of-code-2021", "advent-of-code-2022", "advent-of-code-2023", "adventofcode", "cpp", "nim", "zig", "ziglang" ]
1,227
false
2024-12-17T05:23:14Z
false
false
unknown
github
[]
404
[]
https://avatars.githubusercontent.com/u/11783095?v=4
awesome-zig
nrdmn/awesome-zig
2019-08-12T18:50:22Z
null
master
21
1,294
87
1,294
https://api.github.com/repos/nrdmn/awesome-zig/tags
-
[ "awesome-list", "zig", "ziglang" ]
57
false
2025-05-21T21:23:50Z
false
false
unknown
github
[]
Awesome Zig Algorithms and data structures <ul> <li><a>BarabasGitHub/LZig4</a> Implementing lz4 in zig.</li> <li><a>DutchGhost/ArrayVec</a> An array with a vector feeling in Zig</li> <li><a>emekoi/deque.zig</a> a lock free chase-lev deque for zig</li> <li><a>kristoff-it/zig-cuckoofilter</a> Production-ready Cuckoo Filters for any C ABI compatible target.</li> <li><a>marijnfs/zigtimsort</a> TimSort implementation for Zig</li> <li><a>Sahnvour/zig-containers</a> A container library for Zig.</li> <li><a>Srekel/zig-sparse-set</a> Sparse sets for zig, supporting both SOA and AOS style</li> <li><a>v1zix/zig-string</a> Strings for Zig</li> </ul> Allocators <ul> <li><a>dbandstra/zig-hunk</a> Basic stack allocator for Zig</li> <li><a>fengb/zee_alloc</a> tiny Zig allocator primarily targeting WebAssembly</li> <li><a>mdsteele/ziegfried</a> A general-purpose memory allocator for Zig</li> <li><a>suirad/Seal</a> An allocator that wraps another allocator and detects if memory is leaked after usage</li> </ul> Audio <ul> <li><a>dbandstra/zang</a> Audio synthesis for Zig</li> <li><a>dbandstra/zig-wav</a></li> <li><a>Hejsil/zig-midi</a></li> </ul> Bootables <ul> <li><a>AndreaOrru/zen</a> Experimental operating system written in Zig</li> <li><a>andrewrk/clashos</a> multiplayer arcade game for bare metal Raspberry Pi 3 B+</li> <li><a>andrewrk/HellOS</a> "hello world" x86 kernel example</li> <li><a>DorianXGH/Lukarnel</a> A microkernel in zig with rust microservices</li> <li><a>iguessthislldo/georgios</a> Hobby Operating System</li> <li><a>jzck/kernel-zig</a> 💾 hobby x86 kernel zig</li> <li><a>liampwll/zig-efi-os</a></li> <li><a>markfirmware/zig-bare-metal-microbit</a> Bare metal microbit program written in zig</li> <li><a>markfirmware/zig-bare-metal-raspberry-pi</a> Bare metal raspberry pi program written in zig</li> <li><a>MasterQ32/RetrOS</a> A retro-style gaming console running on bare x86 metal written in Zig</li> <li><a>nrdmn/uefi-examples</a> UEFI examples in Zig</li> <li><a>nrdmn/uefi-paint</a> UEFI-bootable touch paint app</li> <li><a>SamTebbs33/pluto</a> An x86 kernel written in Zig</li> <li><a>sjdh02/trOS</a> tiny aarch64 baremetal OS thingy</li> <li><a>tralamazza/embedded_zig</a> minimal Zig embedded ARM example (STM32F103 blue pill)</li> <li><a>yvt/zig-armv8m-test</a> Example Zig-based app for Armv8-M + TrustZone</li> <li><a>ZeeBoppityZagZiggity/ZBZZ.OS</a> An operating system built with RISCV and Zig</li> </ul> Compilers and interpreters <ul> <li><a>CurtisFenner/zsmol</a> The new Smol compiler and reference.</li> <li><a>squeek502/zua</a> An implementation of Lua 5.1 in Zig, for learning purposes</li> <li><a>Vexu/bog</a> Small, strongly typed, embeddable language.</li> </ul> Database <ul> <li><a>kristoff-it/redis-cuckoofilter</a> Hashing-function agnostic Cuckoo filters for Redis</li> <li><a>kristoff-it/zig-okredis</a> Zero-allocation Client for Redis 6+</li> <li><a>leroycep/sqlite-zig</a></li> <li><a>vrischmann/zig-cassandra</a> Client for Cassandra 2.1+</li> </ul> Editor plugins <ul> <li><a>ice1000/intellij-zig</a> The IntelliJ IDEA plugin for the Zig programming language ┗😃┛ ┏😃┓ ┗😃┛ ┏😃┓</li> <li><a>isaachier/ztags</a> ctags implementation for Zig written in Zig</li> <li><a>Tetralux/sublime-zig</a> My own, more lightweight, syntax highlighting for the Zig Programming Language.</li> <li><a>ziglang/sublime-zig-language</a> Zig language support for Sublime Text</li> <li><a>ziglang/vscode-zig</a> Zig language support for VSCode</li> <li><a>ziglang/zig-mode</a> Zig mode for Emacs</li> <li><a>ziglang/zig.vim</a> Vim configuration for Zig</li> <li><a>zigtools/zls</a> Zig LSP implementation + Zig Language Server</li> </ul> Emulators <ul> <li><a>emekoi/c8</a> chip 8 emulator in zig</li> <li><a>fengb/fundude</a> Gameboy emulator: Zig -&gt; wasm</li> <li><a>GrooveStomp/chip8-zig</a> CHIP-8 emulator in Zig</li> <li><a>isaachier/gbemu</a> Zig Game Boy emulator</li> <li><a>sourgrasses/fishnchips</a> [WIP] 🐟 CHIP-8 emulator implemented in Zig for leeeearning</li> <li><a>sourgrasses/ichigo</a> [WIP] 🍓 Virtual Boy emulator</li> <li><a>Srekel/zag</a> Game dev project written in Zig and C</li> <li><a>tiehuis/zig-gameboy</a> A gameboy emulator in zig</li> </ul> Game tools and libraries <ul> <li><a>danielabbott/Game-Engine</a></li> <li><a>emekoi/ziglet</a> a small zig game library</li> <li><a>kristianhasselknippe/zig-game-engine</a> Learning zig through game engine</li> <li><a>TM35-Metronome/metronome</a> A set of tools for modifying and randomizing Pokémon games</li> <li><a>TM35-Metronome/tm35-nds</a> A library for working with Nintendo DS roms</li> <li><a>user00e00/sudokuinzig</a></li> <li><a>wendigojaeger/ZigGBA</a> Work in progress SDK for creating Game Boy Advance games using Zig programming language.</li> </ul> Games <ul> <li><a>Akuli/curses-minesweeper</a> Minesweeper game written in curses with zig</li> <li><a>andrewrk/clashos</a> multiplayer arcade game for bare metal Raspberry Pi 3 B+</li> <li><a>andrewrk/tetris</a> A simple tetris clone written in zig programming language.</li> <li><a>dbandstra/oxid</a> Arcade style game written in Zig</li> <li><a>fabioarnold/snake-zig</a></li> <li><a>Stenodyon/blink</a> A game about building logic with lasers</li> <li><a>thejoshwolfe/legend-of-swarkland</a> Hack-n-slash roguelike inspired by NetHack</li> <li><a>tiehuis/zstack</a> Line-race tetris mode in Zig</li> <li><a>kooparse/zalgebra</a> Linear algebra library for games and real-time computer graphics.</li> </ul> GUI <ul> <li><a>andrewrk/zig-mandelbrot-gl</a> mandelbrot set in zig</li> <li><a>andrewrk/zig-sdl</a> self-contained SDL2 package for Zig</li> <li><a>andrewrk/zig-vulkan-triangle</a> simple triangle displayed using vulkan, glfw, and zig</li> <li><a>cshenton/learnopengl</a> https://learnopengl.com tutorials ported to zig</li> <li><a>dbandstra/zig-pcx</a> Load and save PCX images in Zig</li> <li><a>ifreund/river</a> dynamic wayland compositor that takes inspiration from dwm and bspwm</li> <li><a>Nelarius/weekend-raytracer-zig</a> A Zig implementation of the "Ray Tracing in One Weekend" book</li> <li><a>SpexGuy/Zig-Gltf-Display</a> A program that displays glTF files using Vulkan, written in Zig.</li> <li><a>tiehuis/zig-raytrace</a> simple raytracer in zig</li> <li><a>tiehuis/zig-sdl2</a> SDL2 bindings for Zig</li> <li><a>winksaville/zig-3d-soft-engine</a> An attempt to create a 3D engine in software using zig.</li> </ul> Misc libraries <ul> <li><a>BraedonWooding/Lazy-Zig</a> Linq in Zig</li> <li><a>DutchGhost/maybeuninit</a> MaybeUninit in Zig.</li> <li><a>emekoi/log.zig</a> a thread-safe logging library for zig.</li> <li><a>gernest/time</a></li> <li><a>kprotty/zap</a> A collection of zig libraries which provide interfaces over the system for writing high performance applications</li> <li><a>mlarouche/zigimg</a> Zig library for reading and writing different image formats</li> <li><a>ziglibs/known-folders</a> Provides access to well-known folders across several operating systems</li> </ul> Network <ul> <li><a>connectFree/ZigZag</a> Noise Framework implementation in Zig Language for use in EVER/IP and WireGuard</li> <li><a>ducdetronquito/h11</a> I/O-free HTTP/1.1 implementation inspired by hyper/h11</li> <li><a>euantorano/ip.zig</a> A Zig library for working with IP Addresses</li> <li><a>lun-4/zigdig</a> naive dns client library in zig</li> <li><a>lun-4/ziget</a> simple wget in zig without libc</li> <li><a>marler8997/netpunch</a> Outbound proxy protocol</li> <li><a>mstroecker/zig-robotstxt</a> Lightweight docker image for serving a disallow robots.txt file using the zig programming language.</li> <li><a>Vexu/routez</a> Http server for Zig</li> <li><a>Vexu/zuri</a> URI parser for Zig</li> <li><a>remeh/statsd-zig</a> Basic DogStatsD UDP server</li> </ul> System tools <ul> <li><a>pbui-project/pbui-main</a> BSD/Linux core utilities written in Zig</li> <li><a>hspak/brightnessztl</a> A CLI to control device backlight</li> <li><a>thejoshwolfe/hexdump-zip</a> produce an annotated hexdump of a zipfile</li> </ul> Other <ul> <li><a>andersfr/zig-lsp</a> Language Server Protocol for Zig</li> <li><a>belse-de/zig-tut</a> A collection of small projects and tutorials to learn ZIG; may it be inspiration for others as well.</li> <li><a>donpdonp/zootdeck</a> Zootdeck Fediverse GTK Desktop Reader</li> <li><a>fengb/zig-protobuf</a></li> <li><a>gernest/base32</a> base32 encoding/decoding for ziglang</li> <li><a>gernest/hoodie</a> pure zig language server with swagger and bling bling</li> <li><a>Hejsil/zig-gc</a> A super simple mark-and-sweep garbage collector written in Zig.</li> <li><a>hspak/geteltorito-zig</a> geteltorito re-write in Zig</li> <li><a>lun-4/zig-docsearch</a> search over zig stdlib doc comments (with rudimentary html gen)</li> <li><a>MasterQ32/ZigPaint</a> A simple paint application written in Zig. Used to create an OpenGL loader/wrapper and a minimal UI system.</li> <li><a>meta-leap/langserv</a> LSP implementation lib plus demo / dummy language server showcasing usage (WIP)</li> <li><a>momumi/x86-zig</a> library for assembling x86 in zig (WIP)</li> <li><a>nrdmn/ilo_license_key</a> iLO license key library</li> <li><a>vegecode/svd2zig</a> Convert System View Description (svd) files to Zig headers for baremetal development</li> <li><a>zigtools/zpm</a> Unofficial Zig package manager</li> <li><a>Sobeston/ziglearn</a> Zig learning resources</li> <li><a>mqttiotstuff/iotmonitor</a> Zig MQTT IotMonitor tools, save time to monitor mqtt agents or devices</li> </ul> Parser <ul> <li><a>darithorn/zig-toml</a> A TOML parser written in Zig</li> <li><a>ducdetronquito/hppy</a> The happy HTML parser ᕕ( ᐛ )ᕗ</li> <li><a>gernest/url</a></li> <li><a>goto-bus-stop/ziguid</a> GUID parsing/stringifying with zig</li> <li><a>Hejsil/zig-clap</a> Simple command line argument parsing library</li> <li><a>kivikakk/libpcre.zig</a> Bindings to libpcre for Perl-compatible regular expressions</li> <li><a>kivikakk/koino</a> CommonMark/GitHub Flavored Markdown parser and HTML renderer</li> <li><a>m-r-hunt/tjp</a></li> <li><a>prostomarkeloff/zigini</a> Simple, small (~220 loc) library for parsing .INI files in Zig.</li> <li><a>tiehuis/zig-regex</a> A regex implementation for the zig programming language</li> <li><a>tiehuis/zig-ryu</a> Zig port of https://github.com/ulfjack/ryu</li> <li><a>Vexu/zuri</a> URI parser for Zig</li> <li><a>vi/zigmkv</a> [wip] Matroska/webm (mkv) parser in Zig</li> <li><a>winksaville/zig-parse-args</a> Parse command line arguments.</li> <li><a>winksaville/zig-parse-number</a> Implement ParseNumber which can parse any TypeId.Int or TypeId.Float.</li> <li><a>demizer/markzig</a> Pure Zig Markdown Parser</li> </ul> Web <ul> <li><a>andrewrk/lua-in-the-browser</a> using zig to build lua for webassembly</li> <li><a>fengb/fundude</a> Gameboy emulator: Zig -&gt; wasm</li> <li><a>fengb/zee_alloc</a> tiny Zig allocator primarily targeting WebAssembly</li> <li><a>gernest/url</a></li> <li><a>kivikakk/htmlentities.zig</a> HTML5 entity data.</li> <li><a>meheleventyone/zig-wasm-test</a> A minimal Web Assembly example using Zig's build system.</li> <li><a>shritesh/zig-wasm-dom</a> Zig + WebAssembly + JS + DOM</li> <li><a>shritesh/zigfmt-web</a> zig fmt on the web</li> <li><a>Vexu/routez</a> Http server for Zig</li> </ul>
[]
https://avatars.githubusercontent.com/u/68711141?v=4
pluto
ZystemOS/pluto
2019-03-22T10:49:28Z
An x86 kernel written in Zig
develop
34
641
28
641
https://api.github.com/repos/ZystemOS/pluto/tags
-
[ "hacktoberfest", "kernel", "operating-system", "x86", "zig" ]
2,907
false
2025-05-21T08:34:40Z
true
false
unknown
github
[]
Pluto <a></a> Pluto is a kernel written almost entirely in <a>Zig</a> and supports x86, with aarch64 and x64 backends being planned. Goals <ul> <li><strong>Should be written in Zig as much as possible</strong>. Assembly should only be used where required for functionality or performance reasons.</li> <li><strong>Light and performant</strong>. The kernel should be usable both on embedded and desktop class CPUs, made possible by it being lightweight and modular.</li> <li><strong>Basic utilities will be written in Zig</strong>. This includes a basic text editor and shell, and will be part of the filesystem external to the kernel itself.</li> <li><strong>Easy to port</strong>. The kernel is oblivious to the underlying architecture, meaning that ports only need to implement the defined interface and they should work without a hitch.</li> </ul> All of these goals will benefit from the features of Zig. Build Requires a master build of Zig (<a>downloaded</a> or <a>built from source</a>) <em>xorriso</em> and the grub tools (such as <em>grub-mkrescue</em>). A <em>qemu-system</em> binary compatible with your chosen target is required to run the kernel (e.g. <em>qemu-system-i386</em>). <code>Shell zig build</code> Run <code>Shell zig build run</code> or if you want to wait for a gdb connection: <code>Shell zig build debug-run</code> Debug Launch a gdb-multiarch instance and connect to qemu. <code>Shell zig build debug</code> Unit testing Run the unit tests. <code>Shell zig build test</code> Runtime testing Run the runtime tests. <code>Shell zig build rt-test -Dtest-mode=&lt;MODE&gt;</code> Available test modes: <ul> <li><code>None</code>: This is the default, this will run the OS normally.</li> <li><code>Initialisation</code>: Run the OS's initialisation runtime tests to ensure the OS is properly set up.</li> <li><code>Panic</code>: Run the panic runtime test.</li> </ul> Options <ul> <li><code>-D[build-mode]=</code>: Boolean (default <code>false</code>).</li> <li><strong>build</strong>: Build a certain build mode (<em>release-safe</em>, <em>release-fast</em>, <em>release-small</em>). Don't set in order to use the <em>debug</em> build mode.</li> <li><strong>test</strong>: Test a certain build mode (<em>release-safe</em>, <em>release-fast</em>, <em>release-small</em>). Don't set in order to use the <em>debug</em> build mode.</li> <li><code>-Dtarget=</code>: String (default <code>i386-freestanding</code>). The standard target options for building with zig. Currently supported targets:</li> <li><code>i386-freestanding</code></li> <li><code>-Ddisable-display</code>: Boolean (default <code>false</code>)</li> <li>This disables the display output of QEMU.</li> </ul> Contribution We welcome all contributions, be it bug reports, feature suggestions or pull requests. We follow the style mandated by zig fmt so make sure you've run <code>zig fmt</code> on your code before submitting it. We also like to order a file's members (public after non-public): <ol> <li>imports</li> <li>type definitions</li> <li>constants</li> <li>variables</li> <li>inline functions</li> <li>functions</li> <li>entry point/init function</li> </ol> More styling information is available on the <a>wiki</a>
[]
https://avatars.githubusercontent.com/u/62312094?v=4
zigimg
zigimg/zigimg
2019-12-29T22:52:29Z
Zig library for reading and writing different image formats
master
43
607
100
607
https://api.github.com/repos/zigimg/zigimg/tags
MIT
[ "bitmap", "bmp", "image", "image-processing", "netpbm", "pcx", "png", "png-decoder", "zig", "zig-library", "zig-package" ]
1,100
false
2025-05-21T20:54:56Z
true
true
unknown
github
[]
Zig Image library This is a work in progress library to create, process, read and write different image formats with <a>Zig</a> programming language. <a></a> Install &amp; Build This library uses zig nominated <a>2024.11.0-mach</a>. To install using <a><code>zigup</code></a>: <code>sh zigup 0.14.0-dev.2577+271452d22</code> Use zigimg in your project How to add to your project: As a submodule <ol> <li>Clone this repository or add as a submodule</li> <li>Add to your <code>build.zig</code> <code>pub fn build(b: *std.Build) void { exe.root_module.addAnonymousModule("zigimg", .{ .root_source_file = b.path("zigimg.zig") }); }</code></li> </ol> Through the package manager <ol> <li>Run this command in your project folder to add <code>zigimg</code> to your <code>build.zig.zon</code></li> </ol> <code>sh zig fetch --save git+https://github.com/zigimg/zigimg.git</code> <ol> <li>Get the module in your <code>build.zig</code> file</li> </ol> ```zig const zigimg_dependency = b.dependency("zigimg", .{ .target = target, .optimize = optimize, }); exe.root_module.addImport("zigimg", zigimg_dependency.module("zigimg")); ``` After you are done setting up, you can look at the user guide below. Test suite To run the test suite, checkout the <a>test suite</a> and run <ol> <li>Checkout zigimg</li> <li>Go back one folder and checkout the <a>test suite</a> </li> <li>Run the tests with <code>zig build</code> <code>zig build test</code></li> </ol> Supported image formats | Image Format | Read | Write | | ------------- |:-------------:|:--------------:| | ANIM | ❌ | ❌ | | BMP | ✔️ (Partial) | ✔️ (Partial) | | Farbfeld | ✔️ | ✔️ | | GIF | ✔️ | ❌ | | ICO | ❌ | ❌ | | IFF | ✔️ | ❌ | | JPEG | ✔️ (Partial) | ❌ | | PAM | ✔️ | ✔️ | | PBM | ✔️ | ✔️ | | PCX | ✔️ | ✔️ | | PGM | ✔️ (Partial) | ✔️ (Partial) | | PNG | ✔️ | ✔️ (Partial) | | PPM | ✔️ (Partial) | ✔️ (Partial) | | QOI | ✔️ | ✔️ | | SGI | ✔️ | ❌ | | SUN | ✔️ | ❌ | | TGA | ✔️ | ✔️ | | TIFF | ✔️ (Partial) | ❌ | | XBM | ❌ | ❌ | | XPM | ❌ | ❌ | BMP - Bitmap <ul> <li>version 4 BMP</li> <li>version 5 BMP</li> <li>24-bit RGB read &amp; write</li> <li>32-bit RGBA read &amp; write</li> <li>Doesn't support any compression</li> </ul> GIF - Graphics Interchange Format <ul> <li>Support GIF87a and GIF89a</li> <li>Support animated GIF with Netscape application extension for looping information</li> <li>Supports interlaced</li> <li>Supports tiled and layered images used to achieve pseudo true color and more.</li> <li>The plain text extension is not supported</li> </ul> IFF - InterchangeFileFormat <ul> <li>Supports 1-8 bit, 24 bit, HAM6/8, EHB ILBM files</li> <li>Supports uncompressed, byterun 1 &amp; 2 (Atari) compressed ILBM files</li> <li>Supports PBM (Deluxe Paint DOS) encoded files</li> <li>Supports ACBM (Amiga Basic) files</li> <li>Color cycle chunks are ignored</li> <li>Mask is not supported (skipped)</li> </ul> JPEG - Joint Photographic Experts Group <ul> <li>8-bit baseline and progressive</li> </ul> PAM - Portable Arbitrary Map Currently, this only supports a subset of PAMs where: * The tuple type is official (see <code>man 5 pam</code>) or easily inferred (and by extension, depth is 4 or less) * All the images in a sequence have the same dimensions and maxval (it is technically possible to support animations with different maxvals and tuple types as each <code>AnimationFrame</code> has its own <code>PixelStorage</code>, however, this is likely not expected by users of the library) * Grayscale, * Grayscale with alpha * Rgb555 * Rgb24 and Rgba32 * Bgr24 and Bgra32 * Rgb48 and Rgba64 PBM - Portable Bitmap format <ul> <li>Everything is supported</li> </ul> PCX - ZSoft Picture Exchange format <ul> <li>Support monochrome, 4 color, 16 color and 256 color indexed images</li> <li>Support 24-bit RGB images</li> </ul> PGM - Portable Graymap format <ul> <li>Support 8-bit and 16-bit grayscale images</li> <li>16-bit ascii grayscale loading not tested</li> </ul> PNG - Portable Network Graphics <ul> <li>Support all pixel formats supported by PNG (grayscale, grayscale+alpha, indexed, truecolor, truecolor with alpha) in 8-bit or 16-bit.</li> <li>Support the mininal chunks in order to decode the image.</li> <li>Can write all supported pixel formats but writing interlaced images is not supported yet.</li> </ul> PPM - Portable Pixmap format <ul> <li>Support 24-bit RGB (8-bit per channel)</li> <li>Missing 48-bit RGB (16-bit per channel)</li> </ul> QOI - Quite OK Image format <ul> <li>Imported from https://github.com/MasterQ32/zig-qoi with blessing of the author</li> </ul> SGI - Silicon Graphics Image <ul> <li>Supports 8-bit, RGB (24/48-bit), RGBA(32/64-bit) files</li> <li>Supports RLE and uncompressed files</li> </ul> SUN - Sun Raster format <ul> <li>Supports 1/8/24/32-bit files</li> <li>Supports uncompressed &amp; RLE files</li> <li>Supports BGR/RGB encoding</li> <li>TIFF/IFF/Experimental encoding is not supported</li> </ul> TGA - Truevision TGA format <ul> <li>Supports uncompressed and compressed 8-bit grayscale, indexed with 16-bit and 24-bit colormap, truecolor with 16-bit(RGB555), 24-bit or 32-bit bit depth.</li> <li>Supports reading version 1 and version 2</li> <li>Supports writing version 2</li> </ul> TIFF - Tagged Image File Format What's supported: <ul> <li>bilevel, grayscale, palette and RGB(A) files</li> <li>most <em>baseline</em> tags</li> <li>Raw, LZW, Deflate, PackBits, CCITT 1D files</li> <li>big-endian (MM) and little-endian (II) files should both be decoded fine</li> </ul> What's missing: <ul> <li>Tile-based files are not supported</li> <li>YCbCr, CMJN and CIE Lab files are not supported</li> <li>JPEG, CCITT Fax 3 / 4 are not supported yet</li> </ul> Notes <ul> <li>Only the first IFD is decoded</li> <li>Orientation tag is not supported yet</li> </ul> Supported Pixel formats <ul> <li><strong>Indexed</strong>: 1bpp (bit per pixel), 2bpp, 4bpp, 8bpp, 16bpp</li> <li><strong>Grayscale</strong>: 1bpp, 2bpp, 4bpp, 8bpp, 16bpp, 8bpp with alpha, 16bpp with alpha</li> <li><strong>Truecolor</strong>: RGB332, RGB555, RGB565, RGB24 (8-bit per channel), RGBA32 (8-bit per channel), BGR555, BGR24 (8-bit per channel), BGRA32 (8-bit per channel), RGB48 (16-bit per channel), RGBA64 (16-bit per channel)</li> <li><strong>float</strong>: 32-bit float RGBA, this is the neutral format.</li> </ul> User Guide Design philosophy zigimg offers color and image functionality. The library is designed around either using the convenient <code>Image</code> (or <code>ImageUnmanaged</code>) struct that can read and write image formats no matter the format. Or you can also use the image format directly in case you want to extract more data from the image format. So if you find that <code>Image</code> does not give you the information that you need from a PNG or other format, you can use the PNG format albeit with a more manual API that <code>Image</code> hide from you. <code>Image</code> vs <code>ImageUnmanaged</code> <code>Image</code> bundle a memory allocator and <code>ImageUnmanaged</code> does not. Similar to <code>std.ArrayList()</code> and <code>std.ArrayListUnmanaged()</code> in Zig standard library. For all the examples we are going to use <code>Image</code> but it is similar with <code>ImageUnmanaged</code>. Read an image It is pretty straightforward to read an image using the <code>Image</code> struct. From a file You can use either a file path ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); <code>const allocator = gpa.allocator(); var image = try zigimg.Image.fromFilePath(allocator, "my_image.png"); defer image.deinit(); // Do something with your image </code> } ``` or a <code>std.fs.File</code> directly ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); <code>const allocator = gpa.allocator(); var file = try std.fs.cwd().openFile(file_path, .{}); defer file.close(); var image = try zigimg.Image.fromFile(allocator, file); defer image.deinit(); // Do something with your image </code> } ``` From memory ```zig const std = @import("std"); const zigimg = @import("zigimg"); const image_data = @embedFile("test.bmp"); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); <code>const allocator = gpa.allocator(); const image = try zigimg.Image.fromMemory(allocator, image_data[0..]); defer image.deinit(); // Do something with your image </code> } ``` Accessing pixel data For a single image, they are two ways to get access to the pixel data. Accessing a specific format directly You can access the pixel data directly using <code>Image.pixels</code>. <code>pixels</code> is an union of all supported pixel formats. For RGB pixel formats, just use the pixel format enum value and addresss the data directly. ```zig pub fn example() void { // [...] // Assuming you already have an image loaded <code>const first_pixel = image.pixels.rgb24[0]; </code> } ``` For grayscale formats, you need to use .value to get the grayscale value. It can also contain the alpha value if you use the grayscale with alpha. ```zig pub fn example() void { // [...] // Assuming you already have an image loaded <code>const first_pixel = image.pixels.grayscale8Alpha[0]; const grayscale = first_pixel.value; const alpha = grayscale.alpha; </code> } ``` For indexed formats, you need to first access the union value then either the indices or the palette. The palette color are stored in the <code>Rgba32</code> pixel format. ```zig pub fn example() void { // [...] // Assuming you already have an image loaded <code>const first_color_palette = image.pixels.indexed8.palette[0]; const first_pixel = image.pixels.indexed8.indices[0]; </code> } ``` If you want to know the current pixel format use <code>Image.pixelFormat()</code>. Using the color iterator You can use the iterator to get each pixel as the universal <code>Colorf32</code> pixel format. (32-bit floating ploint RGBA) ```zig pub fn example() void { // [...] // Assuming you already have an image loaded <code>const color_it = image.iterator(); while (color_it.next()) |color| { // Do something with color } </code> } ``` Accessing animation frames In the case of an <code>Image</code> containing multiple frames, you can use <code>Image.animation</code> to get access to the animation information. Use <code>Image.animation.frames</code> to access each indivial frame. Each frame contain the pixel data and a frame duration in seconds (32-bit floating point). <code>Image.pixels</code> will always point to the first frame of an animation also. ```zig pub fn example() void { // [...] // Assuming you already have an image loaded <code>const loop_count = image.animation.loop_count; for (image.animation.frames) |frame| { const rgb24_data = frame.pixels.rgb24; const frame_duration = frame.duration; } </code> } ``` Get raw bytes for texture transfer <code>Image</code> has helper functions to help you get the right data to upload your image to the GPU. ```zig pub fn example() void { // [...] // Assuming you already have an image loaded <code>const image_data = image.rawBytes(); const row_pitch = image.rowByteSize(); const image_byte_size = image.imageByteSize(); </code> } ``` Detect image format You can query the image format used by a file or a memory buffer. From a file You can use either a file path ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { const image_format = try zigimg.Image.detectFormatFromFilePath(allocator, "my_image.png"); <code>// Will print png std.log.debug("Image format: {}", .{image_format}); </code> } ``` or a <code>std.fs.File</code> directly ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { var file = try std.fs.cwd().openFile("my_image.gif", .{}); defer file.close(); <code>const image_format = try zigimg.Image.detectFormatFromFile(allocator, file); // Will print gif std.log.debug("Image format: {}", .{image_format}); </code> } ``` From memory ```zig const std = @import("std"); const zigimg = @import("zigimg"); const image_data = @embedFile("test.bmp"); pub fn main() !void { const image_format = try zigimg.Image.detectFormatFromMemory(allocator, image_data[0..]); <code>// Will print bmp std.log.debug("Image format: {}", .{image_format}); </code> } ``` Write an image Each 3 functions to write an image take a union of encoder options for the target format. To know the actual options you'll need to consult the source code. The active tag of the union determine the target format, not the file extension. Write to a file path ```zig pub fn example() !void { // [...] // Assuming you already have an image loaded <code>try image.writeToFilePath("my_new_image.png", .{ .png = .{} }); // Or with encoder options try image.writeToFilePath("my_new_image.png", .{ .png = .{ .interlaced = true } }); </code> } ``` Write to <code>std.fs.File</code> ```zig pub fn example() !void { // [...] // Assuming you already have an image loaded and the file already created <code>try image.writeToFile(file, .{ .bmp = .{} }); </code> } ``` Write to a memory buffer Ensure that you have enough place in your buffer before calling <code>writeToMemory()</code> ```zig pub fn example() !void { // [...] // Assuming you already have an image loaded and the buffer already allocated <code>try image.writeToMemory(buffer[0..], .{ .tga = .{} }); </code> } ``` Create an image Use <code>Image.create()</code> and pass the width, height and the pixel format that you want. ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); <code>const allocator = gpa.allocator(); var image = try zigimg.Image.create(allocator, 1920, 1080, .rgba32); defer image.deinit(); // Do something with your image </code> } ``` Interpret raw pixels If you are not dealing with a image format, you can import your pixel data using <code>Image.fromRawPixels()</code>. It will create a copy of the pixels data. If you want the image to take ownership or just pass the data along to write it to a image format, use <code>ImageUnmanaged.fromRawPixelsOwned()</code>. Using <code>fromRawPixel()</code>: ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); <code>const allocator = gpa.allocator(); const my_raw_pixels = @embedData("raw_bgra32.bin"); var image = try zigimg.Image.fromRawPixels(allocator, 1920, 1080, my_raw_pixels[0..], .bgra32); defer image.deinit(); // Do something with your image </code> } ``` Using <code>fromRawPixelsOwned()</code>: ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); <code>const allocator = gpa.allocator(); const my_raw_pixels = @embedData("raw_bgra32.bin"); var image = try zigimg.ImageUnmanaged.fromRawPixelsOwned(1920, 1080, my_raw_pixels[0..], .bgra32); // Do something with your image </code> } ``` Use image format directly In the case you want more direct access to the image format, all the image formats are accessible from the <code>zigimg</code> module. However, you'll need to do a bit more manual steps in order to retrieve the pixel data. ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); <code>const allocator = gpa.allocator(); const image_data = @embedFile("windows_rgba_v5.bmp"); var stream_source = std.io.StreamSource{ .const_buffer = std.io.fixedBufferStream(image_data) }; var bmp = zigimg.formats.bmp.BMP{}; const pixels = try bmp.read(allocator, &amp;stream_source); defer pixels.deinit(allocator); std.log.info("BMP info header: {}", .{bmp.info_header}); </code> } ``` For the curious, the program above generate the following output: <code>info: BMP info header: src.formats.bmp.BitmapInfoHeader{ .v5 = src.formats.bmp.BitmapInfoHeaderV5{ .header_size = 124, .width = 240, .height = 160, .color_plane = 1, .bit_count = 32, .compression_method = src.formats.bmp.CompressionMethod.bitfields, .image_raw_size = 153600, .horizontal_resolution = 2835, .vertical_resolution = 2835, .palette_size = 0, .important_colors = 0, .red_mask = 16711680, .green_mask = 65280, .blue_mask = 255, .alpha_mask = 4278190080, .color_space = src.formats.bmp.BitmapColorSpace.srgb, .cie_end_points = src.formats.bmp.CieXyzTriple{ .red = src.formats.bmp.CieXyz{ ... }, .green = src.formats.bmp.CieXyz{ ... }, .blue = src.formats.bmp.CieXyz{ ... } }, .gamma_red = 0, .gamma_green = 0, .gamma_blue = 0, .intent = src.formats.bmp.BitmapIntent.graphics, .profile_data = 0, .profile_size = 0, .reserved = 0 } }</code> Convert between pixel formats You can use <code>Image.convert()</code> to convert between pixel formats. It will allocate the new pixel data and free the old one for you. It supports conversion from and to any pixel format. When converting down to indexed format, no dithering is done. ```zig pub fn example() !void { // [...] // Assuming you already have an image loaded <code>try image.convert(.float32); </code> } ``` PixelFormatConverter If you prefer, you can use <code>PixelFormatConverter</code> directly. ```zig pub fn example(allocator: std.mem.Allocator) !void { const indexed2_pixels = try zigimg.color.PixelStorage.init(allocator, .indexed2, 4); defer indexed2_pixels.deinit(allocator); <code>// [...] Setup your indexed2 pixel data const bgr24_pixels = try zigimg.PixelFormatConverter.convert(allocator, &amp;indexed2_pixels, .bgr24); defer bgr24_pixels.deinit(allocator); </code> } ``` OctTreeQuantizer If you prefer more granular control to create an indexed image, you can use the <code>OctTreeQuantizer</code> directly. ```zig pub fn example(allocator: std.mem.Allocator) !void { const image_data = @embedFile("windows_rgba_v5.bmp"); <code>var image = try zigimg.Image.fromMemory(allocator, image_data[0..]); defer image.deinit(); var quantizer = zigimg.OctTreeQuantizer.init(allocator); defer quantizer.deinit(); var color_it = image.iterator(); while (color_it.next()) |pixel| { try quantizer.addColor(pixel); } var palette_storage: [256]zigimg.color.Rgba32 = undefined; const palette = quantizer.makePalette(255, palette_storage[0..]); const palette_index = try quantizer.getPaletteIndex(zigimg.color.Rgba32.initRgba(110, 0, 0, 255)); </code> } ``` Get a color from a HTML hex string You can get a color from a HTML hex string. The alpha component is always last. It also supports the shorthand version. ```zig pub fn example() !void { const rgb24 = try zigimg.color.Rgb24.fromHtmlHex("#123499"); const rgba32 = try zigimg.color.Rgba32.fromHtmlHex("FF000045"); <code>const red_rgb24 = try zigimg.color.Rgb24.fromHtmlHex("#F00"); const blue_rgba32 = try zigimg.clor.Rgba32.fromHtmlHex("#00FA"); </code> } ``` Predefined colors You can access predefined colors for any pixel format using <code>Colors()</code>. ```zig const std = @import("std"); const zigimg = @import("zigimg"); pub fn main() !void { const red_float32 = zigimg.Colors(zigimg.color.Colorf32).Red; const blue_rgb24 = zigimg.Colors(zigimg.color.Rgb24).Blue; } ``` Color management &amp; color space While zigimg does not support ICC profile yet (see #36) it does support a variety of color models and color spaces. All color space and color model are done in 32-bit floating point. So if you are not using <code>Colorf32</code> / <code>float32</code> as your pixel format, you'll need to convert to that format first. The following device-dependent color model are supported: * HSL (Hue, Saturation, Luminance) * HSV (Hue, Saturation, Value) or also known as HSB (Hue, Saturation, Brightness) * CMYK (Cyan-Magenta-Yellow-Black) The following device-inpendent color spaces are supported, with or without alpha: * CIE XYZ * CIE Lab * CIE LCh(ab), the cylindral representation of CIE Lab * CIE Luv * CIE LCh(uv), the cylindral representation of CIE Luv * <a>HSLuv</a>, a HSL representation of CIE LCh(uv) which is a cylindrical representation of CIE Luv color space * <a>Oklab</a> * Oklch, the cylindrical representation of Oklab Convert between linear and gamma-corrected color All color space transformation are done assuming a linear version of the color. To convert between gamma-converted and linear, you need to use any RGB colorspace and then call <code>toGamma()</code> or <code>toLinear()</code>, in this example I'm using both <code>sRGB</code> and <code>BT709</code> (aka Rec.709). You can use either the accurate version or the fast version. For example the sRGB transfer function is linear below a threshold and an exponent curve above the threshold but the fast version will use the approximate exponent curve for the whole range. ```zig pub fn example(linear_color: zigimg.color.Colorf32) { const gamma_srgb = zigimg.color.sRGB.toGamma(linear_color); const gamma_bt709 = zigimg.color.BT709.toGammaFast(linear_color); <code>const linear_srgb = zigimg.color.sRGB.toLinearFast(gamma_srgb); const linear_bt709 = zigimg.color.BT709.toLinear(gamma_bt609); </code> } ``` Convert a single color to a different color space To convert to a device independant color space, you need first to use a reference RGB color space. Usually the most common for computer purposes is <code>sRGB</code>. Then each RGB colorspace has functions to convert from and to various color spaces. They support both non-alpha and alpha of the color space. To a color space: <code>zig pub fn example(linear_color: zigimg.color.Colorf32) void { const xyz = zigimg.color.sRGB.toXYZ(linear_color); const lab_alpha = zigimg.color.sRGB.toLabAlpha(linear_color); const lch_ab = zigimg.color.sRGB.toLCHab(linear_color); const luv_alpha = zigimg.color.sRGB.toLuvAlpha(linear_color); const lch_uv = zigimg.color.sRGB.toLCHuv(linear_color); const hsluv = zigimg.color.sRGB.toHSLuv(linear_color); const oklab = zigimg.color.sRGB.toOklab(linear_color); const oklch = zigimg.color.sRGB.toOkLCh(linear_color); }</code> When converting from a color space to a RGB color space, you need to specify if you want the color to be clamped inside the RGB colorspace or not because the resulting color could be outside of the RGB color space. <code>zig pub fn example(oklab: zigimg.color.Oklab) { const linear_srgb_clamped = zigimg.color.sRGB.fromOklab(oklab, .clamp); const linear_srgb = zigimg.color.sRGB.fromOklab(oklab, .none); }</code> Convert a slice of color to a different color space Converting each pixel individually will be tedious if you want to use image processing on the CPU. Almost all color space conversion offer an slice in-place conversion or a slice copy conversion. The in-place will reuse the same memory but interpret the color data differently. When you are conversion from a color space to a RGB color space, you need to specify if you want clamping or not. Those conversions are only available with the alpha version of each color space. ```zig pub fn exampleInPlace(linear_srgb_image: []zigimg.color.Colorf32) void { const slice_lab_alpha = zigimg.color.sRGB.sliceToLabAlphaInPlace(linear_srgb_image); <code>// Do your image manipulation in CIE L*a*b* // Convert back to linear sRGB _ = zigimg.color.sRGB.sliceFromLabAlphaInPlace(slice_lab_alpha, .clamp); // or without clamping _ = zigimg.color.sRGB.sliceFromLabAlphaInPlace(slice_lab_alpha, .none); </code> } pub fn exampleCopy(allocator: std.mem.Allocator, linear_srgb_image: []const zigimg.color.Colorf32) ![]zigimg.color.Colorf32 { const slice_oklab_alpha = try zigimg.color.sRGB.sliceToOklabCopy(allocator, linear_srgb_image); <code>// Do your image manipulatioon in Oklab // Convert back to linear sRGB return try zigimg.color.sRGB.sliceFromOklabCopy(allocator, slice_oklab_alpha, .clamp); // Or without clamping return try zigimg.color.sRGB.sliceFromOklabCopy(allocator, slice_oklab_alpha, .none); </code> } ``` Convert between some cylindrical representation CIE Lab, CIE Luv and Oklab have cylindrical representation of their color space, each color has functions to convert from and to the cylindrical version. ```zig pub fn example() void { const lab = zigimg.color.CIELab{ .l = 0.12, .a = -0.23, .b = 0.56 }; const luv_alpha = zigimg.color.CIELuvAlpha { .l = 0.4, .u = 0.5, .v = -0.2, .alpha = 0.8 }; const oklab = zigimg.color.Oklab{ .l = 0.67, .a = 0.1, .b = 0.56 }; <code>const lch_ab = lab.toLCHab(); const lch_uv_alpha = luv_alpha.toLCHuvAlpha(); const oklch = oklab.toOkLCh(); const result_lab = lch_ab.toLab(); const result_luv_alpha = lch_uv_alpha.toLuvAlpha(); const result_oklab = oklch.toOklab(); </code> } ``` Convert color between RGB color spaces To convert a single color, use the <code>convertColor()</code> function on the <code>RgbColorspace</code> struct: <code>zig pub fn example(linear_color: zigimg.color.Colorf32) void { const pro_photo_color = zigimg.color.sRGB.convertColor(zigimg.color.ProPhotoRGB, linear_color); }</code> If you want to convert a whole slice of pixels, use <code>convertColors()</code>, it will apply the conversion in-place: <code>zig pub fn example(linear_image: []zigimg.color.Colorf32) void { const adobe_image = zigimg.color.sRGB.convertColors(zigimg.color.AdobeRGB, linear_image); }</code> If the target RGB colorspace have a different white point, it will do the <a>chromatic adapdation</a> for you using the Bradford method. Predefined RGB color spaces Here the list of predefined RGB color spaces, all accessible from <code>zigimg.color</code> struct: <ul> <li><code>BT601_NTSC</code></li> <li><code>BT601_PAL</code></li> <li><code>BT709</code></li> <li><code>sRGB</code></li> <li><code>DCIP3.Display</code></li> <li><code>DCIP3.Theater</code></li> <li><code>DCIP3.ACES</code></li> <li><code>BT2020</code></li> <li><code>AdobeRGB</code></li> <li><code>AdobeWideGamutRGB</code></li> <li><code>ProPhotoRGB</code></li> </ul> Predefined white points All predefined white point are accessed with <code>zigimg.color.WhitePoints</code>. All the standard illuminants are defined there. Create your own RGB color space You can create your own RGB color space using <code>zigimg.color.RgbColorspace.init()</code>. Each coordinate is in the 2D version of the CIE xyY color space. If you don't care about linear and gamma conversion, just ignore those functions in the init struct. ```zig fn myColorSpaceToGamma(value: f32) f32 { return std.math.pow(f32, value, 1.0 / 2.4); } fn myColorSpaceToLinear(value: f32) f32 { return std.math.pow(f32, value, 2.4); } pub fn example() void { pub const my_color_space = zigimg.color.RgbColorspace.init(.{ .red = .{ .x = 0.6400, .y = 0.3300 }, .green = .{ .x = 0.3000, .y = 0.6000 }, .blue = .{ .x = 0.1500, .y = 0.0600 }, .white = zigimg.color.WhitePoints.D50, .to_gamma = myColorSpaceToGamma, .to_gamma_fast = myColorSpaceToGamma, .to_linear = myColorSpaceToLinear, .to_linear_fast = myColorSpaceToLinear, }); } ```
[ "https://github.com/ATTron/astroz", "https://github.com/Harry-Heath/micro", "https://github.com/Khitiara/imaginarium", "https://github.com/PhantomUIx/core", "https://github.com/SinclaM/ray-tracer-challenge", "https://github.com/capy-ui/capy", "https://github.com/chadwain/zss", "https://github.com/deckarep/CosmicInvaders", "https://github.com/griush/CoreX", "https://github.com/hexops/mach", "https://github.com/ndrean/mandelbrot", "https://github.com/nfginola/vk-zig", "https://github.com/rockorager/libvaxis", "https://github.com/zenith391/Stella-Dei" ]
https://avatars.githubusercontent.com/u/475362?v=4
polygon_coverage_planning
ethz-asl/polygon_coverage_planning
2019-04-10T15:35:33Z
Coverage planning in general polygons with holes.
master
14
585
163
585
https://api.github.com/repos/ethz-asl/polygon_coverage_planning/tags
GPL-3.0
[ "boustrophedon", "cleaning", "coverage", "drone", "mapping", "mav", "navigation", "obstacles", "path", "photogrammetry", "planning", "polygon", "robotics", "ros", "uav", "zag", "zig" ]
1,172
false
2025-05-21T05:45:51Z
false
false
unknown
github
[]
polygon_coverage_planning This package contains implementations to compute coverage patterns and shortest paths in general polygon with holes. Please cite our <a>accompanying publication</a> when using it. <code>Bähnemann, Rik, et al. "Revisiting boustrophedon coverage path planning as a generalized traveling salesman problem." Field and Service Robotics. Springer, Singapore, 2021.</code> <a>Watch the application video</a>: <a></a> Installation on Ubuntu 20.04 and ROS noetic Install <a>ROS noetic</a>. Install <a>mono</a>. Create a workspace and download the package. <code>cd ~ mkdir -p catkin_ws/src cd catkin_ws catkin init catkin config --cmake-args -DCMAKE_BUILD_TYPE=Release catkin config --extend /opt/ros/noetic cd src git clone [email protected]:ethz-asl/polygon_coverage_planning.git</code> Install all <a>remaining dependencies</a>: <code>cd polygon_coverage_planning/install ./prepare-jenkins-slave.sh</code> Finally, build the workspace. <code>catkin build</code> Getting Started The package has a ROS interface for shortest path planning and coverage planning. First source your workspace to execute any of the nodes. <code>source ~/catkin_ws/devel/setup.bash</code> Coverage Planning <code>roslaunch polygon_coverage_ros coverage_planner.launch</code> The polygon can be set via - ROS <a>service</a> call <code>rosservice call /coverage_planner/set_polygon</code> - ROS <a>parameter</a> <code>/coverage_planner/polygon</code> or - RVIZ Polygon Tool as in the video above. The plan is generated via - ROS <a>service</a> call <code>rosservice call /coverage_planner/plan_path</code> or - clicking start and goal points using the RVIZ clicked_point tool as in the video above. The resulting waypointlist is published as <a>geometry_msgs/PoseArray</a> on topic <code>/waypoint_list</code>. To publish the waypoint list - call <code>rosservice call /coverage_planner/publish_path_points</code> or - set <code>publish_plan_on_planning_complete: true</code> in <a>coverage.yaml</a> Euclidean Shortest Path Planning <code>roslaunch polygon_coverage_ros shortest_path_planner.launch</code> Setting the polygon and planning the path is the same as for Coverage Planning. Licensing This repository is subject to GNU General Public License version 3 or later due to its dependencies. CGAL dependencies The underlying (exact) geometric operations rely on <a>CGAL 5.0.3</a> which is restricted by GNU General Public License version 3 or later. In particular the dependencies are: - Algebraic Foundations (LGPL) - 2D and 3D Linear Geometry Kernel (LPGL) - 2D Polygon (LPGL) - Geometric Object Generators (LPGL) - STL Extensions (LGPL) - 2D Triangulation (GPL) - 2D Regularized Boolean Set-Operations (GPL) - 2D Straight Skeleton and Polygon Offsetting (GPL) - 2D Arrangement (GPL), see also <code>Fogel, Efi, Dan Halperin, and Ron Wein. CGAL arrangements and their applications: A step-by-step guide. Vol. 7. Springer Science &amp; Business Media, 2012.</code> <code>Bungiu, Francisc, et al. "Efficient computation of visibility polygons." arXiv preprint arXiv:1403.3905 (2014).</code> GTSP solver The underlying optimization uses the <a>memetic solver</a> presented in <code>Gutin, Gregory, and Daniel Karapetyan. "A memetic algorithm for the generalized traveling salesman problem." Natural Computing 9.1 (2010): 47-60.</code> It is free of charge for non-commercial purposes only.
[]
https://avatars.githubusercontent.com/u/45520026?v=4
zap
kprotty/zap
2019-07-23T16:50:25Z
An asynchronous runtime with a focus on performance and resource efficiency.
blog
2
519
20
519
https://api.github.com/repos/kprotty/zap/tags
MIT
[ "asynchronous", "io", "networking", "performance", "runtime", "rust", "scheduler", "unix", "windows", "zig" ]
8,598
false
2025-05-20T21:56:51Z
false
false
unknown
github
[]
zap <a></a> <a></a> A collection of resource efficient tools for writing scalable software. Design Goals This project explicitly makes an effort to optimize for resource efficiency and customizability when possible as opposed to the more standard goal of performance and ease of use. This has two simultaneous, but sometimes conflicting, meanings: <ul> <li>In order to achieve resource efficiency, maximum performance or ease of use may be sacrificed when reasonable.</li> <li>Optimizing for resource efficiency should not completely neglect performance and ease of use as these are practically important.</li> </ul> The term "resource efficiency" here refers to using the least amount of system resources (i.e. Compute, Memory, IO, etc.) to achieve similar functionality. This often includes tricks such as caching computed values, using special CPU instructions, favoring intrusively provided memory and amortizing synchronization or syscalls. Aligning with the <a>Zen of Ziglang</a>, this should aid in easing the ability to program software which utilizes the hardware better on average than before. License Licensed under either of <a>Apache License, Version 2.0</a> or <a>MIT license</a> at your option. Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this crate by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
[]
https://avatars.githubusercontent.com/u/14085211?v=4
Reia
Quaint-Studios/Reia
2019-11-10T03:11:24Z
RPG game action-adventure MMO built with Godot, Rust, and Zig.
master
11
446
21
446
https://api.github.com/repos/Quaint-Studios/Reia/tags
AGPL-3.0
[ "3d", "3d-game", "action-game", "adventure", "crossplatform", "desktop", "fantasy", "game", "godot", "godot4", "mmo", "mmorpg", "mobile-game", "multiplayer", "rpg", "rust-game", "singleplayer", "story", "video-game", "zig" ]
759,543
false
2025-05-22T02:26:21Z
false
false
unknown
github
[]
<a></a> <a></a> <a></a> Reia Explore endless worlds and embark on a magical adventure of a lifetime! Reia is an action-adventure RPG, also open-source. Play offline or online with friends, or login for an MMO experience! Create and explore worlds, manage your own economy and products, and restore Reia's world via the story. Choose the way you want to play. Info <blockquote> <strong>Website:</strong> Visit the website over at <a>https://www.playreia.com</a>. <strong>Discord:</strong> Our Discord server is now finally more open! <a>Join our Discord now</a>. ❤️ <strong>Sustenet:</strong> Visit <a>https://github.com/Quaint-Studios/Sustenet</a> to see the netcode designed specifically for this project and made in Rust &amp; Zig. <strong>Jobs:</strong> Check out the list of <a>jobs</a> for this project. You can also visit the <a>jobs page</a> on our website to learn more information. </blockquote> Table of Contents <ol> <li><a>Roadmap</a></li> <li><a>Contributing</a></li> <li><a>About this Project</a> <ol> <li><a>Overview</a></li> <li><a>Play the way you want</a></li> <li><a>Why this project was created</a></li> <li><a>Lore</a> <ol> <li><a>Realms</a></li> <li><a>Combat Statuses</a></li> <li><a>Ascension</a></li> <li><a>Rough Story</a></li> </ol> </li> <li><a>Gameplay</a> <ol> <li><a>Overview</a></li> </ol> </li> </ol> </li> <li><a>FAQs</a></li> </ol> Contributing If there's anything in the <a>Roadmap</a> you want to work on then here's how you can help. <ol> <li>Create an issue specifically for that task.</li> <li>Fork the repository.</li> <li> Create a branch with the following format: <ul> <li>❌ makosai</li> <li>❌ makosai/change-the-layout-of-buttons</li> <li>✔️ makosai/main-menu</li> <li>✔️ makosai/keybindings</li> <li>✔️ makosai/multiplayer</li> <li>✔️ makosai/art</li> </ul> <blockquote> <strong>a.</strong> Your username/the-root-focus where the root focus is something that you could build upon in the future. <strong>b.</strong> You can add more art, you can improve the multiplayer, there will sometimes be more keybindings, and the main-menu may change over time. <strong>c.</strong> It shouldn't be overly specific either. 3. Follow the existing commit patterns: - ❌ fix the attack state - ❌ Fixed the attack state - ❌ Fix the attack state (missing period) - ✔️ Fix the attack state. - ✔️ Update the Main Menu UI. - ✔️ Change the player speed. - ✔️ Read the player position on load. - ✔️ Remove the ability to walk. The length of the commit doesn't matter. Just don't go overboard. If it's a long commit the summarize it and then put the rest of the information in the description of the commit. 5. Create a pull-request and done! </blockquote> </li> </ol> About this Project Overview Reia is an open-source oRPG where four Ethereals, the deities of this world have a conflict. One of them, their sister, is Reia herself. This universe is a world where magic is capable, that includes your standard elements and more. Every Ethereal can create their own realm, what would be the equivalent of a giant planet that continues to grow in size as they consume ether from their surroundings &amp; other realms. Player-owned floating islands, raids of varying sizes (even server-wide raids), Bosses, PvP zones, and custom mini-games! Play the way you want We want you to be able to focus on whatever sort of content you choose to. Whether that's the story, the combat, playing or the economy and getting rich. And it doesn't end there. Customize your own Island, explore Infinite Dungeons, and do so much more! That's the vision. Why this project was created One of the main reasons why this project exists is to provide you with a game that you can have fun in. Another reason is a way to get myself outside of my 20 years of experience in programming. Migrating from Unity into Godot head first was definitely an experience. And making shaders, scripts, and art have all been an enjoyable process in the Godot engine. I'll have to say, going forward will be a fun ride. Wish both me and this project luck! And be sure to check out the <a>website</a>. Lore Realms In this world are the Ethereals. These entities are the equivalent of deities. They create their own realms and govern them according to their unique gifts. When a realm is created, the Ethereal that rules over it can use the energy within the realm to form occupants. These occupants can become anything; mindless zombies or being of free will -- including a love or hate for their creator. Combat Statuses A realm can be ruled in several ways at this stage; neutrally, passively, aggressively, and defensively. This determines how fast the realm will grow. In a neutral realm, the Ethereal keeps their size as is. This prevents them from growing rapidly. But, it's not impossible. The realm can still grow by absorbing pure ether from the void, an area of emptiness between realms. A passive realm will passively take energy from both the void and neighboring realms. Both of these options are still slow. This still poses some risk. Taking from other realms is considered hostile and can spark wars. Compared to taking ether from the void, siphoning from neighboring realms is much faster but still slow. An aggressive realm is one that actively attacks other realms. When realms are at war with each other, they can send invasions. Ether can be stole from the realm itself, occupants, and directly from the Ethereal when at war. This can result in killing an Ethereal. There's an instance where a realm may be under attack by an aggressive realm. This realm can take a defensive stance where any invader can have their occupants taken in as food, absorbing their ether and making the Ethereal's realm stronger. But there's another way that doesn't involve any conflicts. Instead, it involves collaboration. Ethereals can choose to merge. Thsi s where two Ethereals come to an agreement for cohabitation. Their realms merge and they become one being. Their consciousness' are still separate and they can always split their body. But they are now existing as one being. A single Ethereal. Just 3 times as strong. Their abilities increase this much as a result of the merge itself, it ends up pulling in more ether, increasing their power in the process. Realm States A realm has four states: faulted, normal, stimulated, and ascended. These determine how much the realm has matured via absorbing ether. A faulted state is a realm that is below the average strength. Normal realms are those that have naturally grown larger by absorbing the empty space around it. It factors in age. A stimulated realm is one that has chosen a path that accelerates its growth, such as attacking or defending. Lastly, an ascended realm is one that has been stimulated enough to have two times as much ether equal to that of their normal state. Ascension When a realm ascends, a phenomenon occurs. Two, four during a merge, new occupants are created in that realm and become Ethereals. These occupants will have free will, no matter what. These new Ethereals eventually take on a physical shape. The form they take on is typically a humanoid one. But it's not an explicit decision. Nor is it a permanent one. It's a preference and identity. Each newborn Ethereal will have a unique power at birth but can still use ether to perform basic elemental <em>magic</em>. Once the children become teenagers, aging every 100 years, or a rate of 1:100, they're taught how to make their own realms. They aren't particularly age-restricted in this process. But their energy to do so is usually enough at this stage. A prodigy could make a realm at birth. <em>Much like how a 2 year old could be the world's greatest mathematician.</em> Ridiculously unlikely, but not entirely impossible! Once the children make their own realm, they move out of their parents' realm and transfer to their new home. At this point, they can make their own choices on how they'd like to govern. This includes how they choose to grow their realms &amp; what type of occupants they may have. Rough Story The game instantly throws the player in an intense situation. Once they login for the first time, they're presented with a "Delve into the deep..." button that pulses and a "Sleep for a while longer." button. Immediately, this lets you know that your choices changes your outcome. Sleeping for a while longer just allows the player to play as Reia and view how she interacted with her realm's occupants. It also depicts how much they loved and worshiped her. There's no conflict during this timeline. It's just extra story. Delving into the deep starts the Nightmare of Reia. Reia, much like in the initial login view, is posted up on a hill. The player zooms into her, getting into the standard 3rd person perspective. They player will also be allowed to use all of Reia's abilities. Giving them her full arsenal. But the skill bar will only have a limited amount of abilities. Changing abilities is possible, but not something told to the player since they have no real need for it. The sky turns dark and a fleet of enemy occupants can be seen raining down from the sky. They seem like small meteors. But when a larger one lands, along with a large tower crashing down, she knows what's happening. She's being invaded by one of her siblings. After the player finishes fending off the invasion, the vision backs out, a clock can be seen, it spins forward in time, it zooms in again, Reia can be seen fighting ferociously, time speeds up again, Reia can be seen in her crystal, it zooms out and the player wakes up in 1st person. They're panting, get out of bed, and walk up to a mirror where character customization now happens. It should be noted that every outcome can be replayed and alternate choices can be played through without creating a new account. But, in reality, you're still stuck with your real choices. This process is just to allow you to experience alternate possibilities and unlock items from them as well. Gameplay Overview You play as an occupant of Reia's realm. One of your main tasks is to find spirits that are fragments of Reia. They possess unique elements and can be leveled up. Your individual levels and your spirit level are separate. But your individual levels can have an impact on your spirit form. There are player-owned floating islands where you can customize them &amp; govern them with trainable NPCs. Upgradeable gear with replacable parts is also a feature for versaility in combat. Players can sell books, music, and in-game goods (skins) in a marketplace. This allows people to have a way to creatively express themselves and gives their island a way to act as an actual store. There are endless open-world areas that are procedurally generated. Puzzles and mini-games are also included, with mini-games potentially being player-created. Day night cycles &amp; regions means that certain cities will have different time zones. This overview is very roughly written, but more will be added eventually. FAQs What's the progress on Reia? <ol> <li> What's left to do? We actually have a <a>roadmap</a>! It's taking time because it's self-funded so we can give it the love and passion it deserves. </li> <li> What features are currently being developed? Oh, where do I start? How about the not-so-technical stuff first. We're working on designing new locations for you to explore, drawing pretty art with awesome colors to make you drool, a Map system, a new UI system, and a custom quest system so you get intricate questing much like <em>Old School Runescape</em> and other great titles! Now for the slightly technical side of things -- our tech stack! We're using Godot-Zig to prepare ourselves for high-performant situations, we're designing our our own <a>networking solution</a>, we're working on implementing Turso into Zig so we can support Databases both offline and offline, we're also developing and contributing to Godot Supabase for authentication. And obviously, GDScript for the bulk of the game! </li> <li> Are there upcoming alpha or beta tests? Yep! There's no date yet. But you can <a>subscribe</a> to our newsletter to get notified. We know how annoying emails can get. So you can always decide what you want to hear and how frequent! We respect that. </li> <li> Are there any planned expansions or DLCs? Ooo... This is something we're excited about. We obviously want to monitize the game but we also want the barrier for entry to be low. You can read more about it in our <a>Monetization README</a>. How is multiplayer and singleplayer handled in Reia? <ol> <li>Will this be online or offline?</li> </ol> Reia will be both! You have three options: <ul> <li>Play on the main server with your friends and family, leveling up and questing together or on your own.</li> <li>Adventure solo, enjoying an offline experience. Start a brand new character locally or clone your online character to your computer, continuing solo.</li> <li>Use your local characters to host your own private server, playing with a small group of friends. Or join existing private servers to try out modded versions of the game.</li> </ul> </li> <li> If I migrate my online character to my local machine, can I migrate it back online? Sadly, no. And there's a good reason for this. Once the character is on your local machine, you're free to edit your currency and many other things. This means you're free to cheat. Go ahead! Just do it locally. Have fun. </li> <li> Will migrating from online to offline delete my online character? No. While it's a one-way migration, the migration doesn't delete your online character. So you can take your online progress to offline mode but you can't take your offline progress back to the main online game. </li> <li> Can I use my offline characters on all private servers? Private servers are just like the official servers. They can choose whether to force you to use a character that has only ever been online on either their server or the main servers, one that's only ever been on their servers alone, or they can allow all types of characters. </li> </ol> How will mods work in Reia? <ol> <li> What type of mods are there? There are two types of mods: Server and Local. Just keep in mind when you're playing offline, you are the server. But there are different categories. </li> <li> So what are the cetegories of mods? <strong>Gameplay Mods</strong> (Server): These mods can alter game mechanics, add new features, or change existing ones. Examples include altered combat systems, harder or easier content, additional minigames, or new events. <strong>Visual Mods</strong> (Server, Local): This can These mods focus on the aesthetics of the game. They can include new character skins, improved textures, custom animations, and enhanced visual effects. <strong>Content Mods</strong> (Server): These mods add new content to the game, such as new characters, items, weapons, and locations. They can also include new storylines, quests, or expansions to the existing game world. <strong>Quality of Life Mods</strong> (Server): These mods aim to improve the overall user experience by adding features like better inventory management, enhanced user interfaces, or tracking tools. <strong>Utility Mods</strong> (Local): These mods provide additional tools and functionalities, such as mod management systems, debugging tools, or performance optimizers. <strong>Sound Mods</strong> (Server, Local): These mods can change or enhance the game's audio, including new soundtracks, sound effects, or voiceovers. <blockquote> <em>This entire mod section is still in progress. So some things may be added and removed. Like a category for lore or other things.</em> </blockquote> </li> <li> How do I install mods in Reia? You can do so via our <a>Mod.io</a> page or in-game since we integrate Mod.io in the Godot Engine too! It's still under construction so you'll have to login to access it. </li> <li> Are there any restrictions on the type of mods I can use? As of right now, no. But, there are some smart people out there. I'm sure someone will find something that needs a rule. Other than that, have fun with the mods. They're locked down in a way that we try not to make them influence other people's gameplay too much. </li> <li> Are theyre any restrictions on the type of modes I can submit? Nothing explicit and nothing that infringes on someone else's copyrights. That should cover everything. But, just like the previous question, someone is bound to eventually cause this rule to change. </li> <li> Can mods be used in both online and offline modes? In the second FAQ item for this section, it covers where you can use each mod type. So yeah, you can use them in those areas! </li> </ol>
[]
https://avatars.githubusercontent.com/u/13424259?v=4
kernel-zig
jzck/kernel-zig
2019-05-10T23:12:21Z
:floppy_disk: hobby x86 kernel zig
master
2
430
15
430
https://api.github.com/repos/jzck/kernel-zig/tags
-
[ "kernel", "x86", "zig" ]
175
false
2025-04-28T03:27:02Z
true
false
unknown
github
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hobby kernel in zig WARNING: this project was written for zig 0.5, it doesn't compile for future versions features <ul> <li>80x25 frame buffer</li> <li>ps2 keyboard driver</li> <li>terminal console</li> <li>lspci</li> <li>x86</li> <li>MMU</li> <li>interrupts</li> <li>pit timer</li> <li>scheduler</li> <li>time slice preemption with round robin</li> <li>sleep()</li> <li>block()/unblock()</li> <li>Storage</li> <li>IDE ATA driver (in progress)</li> </ul> dependencies <ul> <li><a>ziglang</a> 0.5.0</li> </ul> compiling <code>zig build</code> compiles and links the multiboot kernel (without a bootloader) running <ul> <li><code>./qemu.sh start</code></li> <li><code>./qemu.sh monitor</code></li> <li><code>./qemu.sh quit</code></li> <li><code>gdb</code> (see provided <code>.gdbinit</code>)</li> </ul> Notes interrupt call chain <code>interrupt</code> -&gt; <code>idt[n]</code> -&gt; <code>isrN</code> -&gt; <code>isrDispatch</code> -&gt; <code>handlers[n]</code> (default <code>unhandled()</code>) References <ul> <li>zig microkernel: https://github.com/AndreaOrru/zen</li> <li>scheduling tutorial: https://wiki.osdev.org/Brendan%27s_Multi-tasking_Tutorial</li> <li>booting/paging/interrupts: https://os.phil-opp.com/</li> </ul>
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