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Show HN: Digger – Open Source Terraform automation and collaboration tool

Show HN: An index of all monthly dividend stocks

In my quest for finding high yield dividend stocks, I've noticed there isn't really a good tool for finding such stocks (that I can find, anyway), only pay-walled sites that are confusing and inaccessible. This little project seeks to remedy that.<p>I'm sharing this in the hopes that you'll find it useful, but also to get feedback, in particular, about monetizing. While I built this to be useful, I would like to make some money on it, so if you have any recommendations, I'm all eyeballs. I fear I may have to resort to advertisements to keep the barrier to entry low.

Show HN: Sitemap2Feed – Convert an online sitemap to Atom, RSS and JSON feeds

Show HN: My take on creating personal knowledge platform

Show HN: An Ethereum-authenticated community on Web3, science and technology

Show HN: An Ethereum-authenticated community on Web3, science and technology

Show HN: Matcheroni, a tiny C++20 header library for building lexers/parsers

Howdy HN, as part of my ongoing programming language experiments I've ended up creating my own C++20 lexing and parsing library of sorts.<p>Matcheroni is an alternative to parser generators and regular expressions that uses trees of C++ templates to implement highly customizable lexers and parsers that have minimal impact on build times or binary sizes, while still remaining comparable in performance to Boost regular expressions.<p>The repo includes two example projects - a simple regex parser in ~300 heavily documented lines of code, and a much larger but not quite finished C99 lexer and parser.<p>All feedback appreciated!

Show HN: Matcheroni, a tiny C++20 header library for building lexers/parsers

Howdy HN, as part of my ongoing programming language experiments I've ended up creating my own C++20 lexing and parsing library of sorts.<p>Matcheroni is an alternative to parser generators and regular expressions that uses trees of C++ templates to implement highly customizable lexers and parsers that have minimal impact on build times or binary sizes, while still remaining comparable in performance to Boost regular expressions.<p>The repo includes two example projects - a simple regex parser in ~300 heavily documented lines of code, and a much larger but not quite finished C99 lexer and parser.<p>All feedback appreciated!

Show HN: Matcheroni, a tiny C++20 header library for building lexers/parsers

Howdy HN, as part of my ongoing programming language experiments I've ended up creating my own C++20 lexing and parsing library of sorts.<p>Matcheroni is an alternative to parser generators and regular expressions that uses trees of C++ templates to implement highly customizable lexers and parsers that have minimal impact on build times or binary sizes, while still remaining comparable in performance to Boost regular expressions.<p>The repo includes two example projects - a simple regex parser in ~300 heavily documented lines of code, and a much larger but not quite finished C99 lexer and parser.<p>All feedback appreciated!

Show HN: My platforming game written in C 89

I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do.<p>One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it.<p>The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself.<p>I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I needed anything more involved or complicated.<p>Over time, the game’s code became complicated, and I decided to use advanced features such as coroutines and higher order procedures, besides general overly engineered abstractions.<p>But then, over time I grew to feel like a lot of those abstractions didn’t really add anything to it, and just made it more complicated (and oftentimes more buggy) than it really needed to be, so a few weeks ago, I made a significant refactoring to it to remove all of those abstractions without removing almost any features from the game.<p>Milestones are released effectively whenever I get the game’s code to a decently presentable state. Sometimes, this means there are a lot of changes and big refactorings, but sometimes it means there are only a few small changes.<p>The game uses a simple 2D model system to generate images for the character’s animations dynamically during initialisation. (The source code can be browsed using a web browser on its page.)<p>The character can be controlled using the arrow keys or “WASD” (“A” and “D”) (double-tap a direction to jump).

Show HN: My platforming game written in C 89

I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do.<p>One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it.<p>The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself.<p>I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I needed anything more involved or complicated.<p>Over time, the game’s code became complicated, and I decided to use advanced features such as coroutines and higher order procedures, besides general overly engineered abstractions.<p>But then, over time I grew to feel like a lot of those abstractions didn’t really add anything to it, and just made it more complicated (and oftentimes more buggy) than it really needed to be, so a few weeks ago, I made a significant refactoring to it to remove all of those abstractions without removing almost any features from the game.<p>Milestones are released effectively whenever I get the game’s code to a decently presentable state. Sometimes, this means there are a lot of changes and big refactorings, but sometimes it means there are only a few small changes.<p>The game uses a simple 2D model system to generate images for the character’s animations dynamically during initialisation. (The source code can be browsed using a web browser on its page.)<p>The character can be controlled using the arrow keys or “WASD” (“A” and “D”) (double-tap a direction to jump).

Show HN: My platforming game written in C 89

I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do.<p>One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it.<p>The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself.<p>I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I needed anything more involved or complicated.<p>Over time, the game’s code became complicated, and I decided to use advanced features such as coroutines and higher order procedures, besides general overly engineered abstractions.<p>But then, over time I grew to feel like a lot of those abstractions didn’t really add anything to it, and just made it more complicated (and oftentimes more buggy) than it really needed to be, so a few weeks ago, I made a significant refactoring to it to remove all of those abstractions without removing almost any features from the game.<p>Milestones are released effectively whenever I get the game’s code to a decently presentable state. Sometimes, this means there are a lot of changes and big refactorings, but sometimes it means there are only a few small changes.<p>The game uses a simple 2D model system to generate images for the character’s animations dynamically during initialisation. (The source code can be browsed using a web browser on its page.)<p>The character can be controlled using the arrow keys or “WASD” (“A” and “D”) (double-tap a direction to jump).

Show HN: Mystery-o-matic – A daily murder mystery to solve

Show HN: Mystery-o-matic – A daily murder mystery to solve

Show HN: Mystery-o-matic – A daily murder mystery to solve

Show HN: Day by Day – every day of my life

Show HN: Day by Day – every day of my life

Show HN: Day by Day – every day of my life

Show HN: Blogs.hn – tiny blog directory

Like others on here, I was inspired by the "personal blogs" post :)<p>[0] <a href="https://news.ycombinator.com/item?id=36575081">https://news.ycombinator.com/item?id=36575081</a><p>In proper HN fashion, the site is open-source and requires no JS!<p>There's instructions on how to add/edit a blog on the Github README.<p>[1] <a href="https://github.com/surprisetalk/blogs.hn">https://github.com/surprisetalk/blogs.hn</a><p>Note that your blog might appear in blogs.json, but not on the site! Right now I'm using the following code to filter out blogs. Your blog might appear if you add more metadata:<p><pre><code> if ( 3 > 0 + !!blog.title + (blog.desc.length > 40) + !!blog.about + !!blog.now + !!blog.feed + 3 * (blog.hn.length > 1) ) continue; </code></pre> As I mention on the /about page, if you don't already have a blog, I recently made a minimal static site generator! It's easier than ever to begin your writing journey :)<p>[2] <a href="https://github.com/surprisetalk/worstpress">https://github.com/surprisetalk/worstpress</a>

Show HN: Blogs.hn – tiny blog directory

Like others on here, I was inspired by the "personal blogs" post :)<p>[0] <a href="https://news.ycombinator.com/item?id=36575081">https://news.ycombinator.com/item?id=36575081</a><p>In proper HN fashion, the site is open-source and requires no JS!<p>There's instructions on how to add/edit a blog on the Github README.<p>[1] <a href="https://github.com/surprisetalk/blogs.hn">https://github.com/surprisetalk/blogs.hn</a><p>Note that your blog might appear in blogs.json, but not on the site! Right now I'm using the following code to filter out blogs. Your blog might appear if you add more metadata:<p><pre><code> if ( 3 > 0 + !!blog.title + (blog.desc.length > 40) + !!blog.about + !!blog.now + !!blog.feed + 3 * (blog.hn.length > 1) ) continue; </code></pre> As I mention on the /about page, if you don't already have a blog, I recently made a minimal static site generator! It's easier than ever to begin your writing journey :)<p>[2] <a href="https://github.com/surprisetalk/worstpress">https://github.com/surprisetalk/worstpress</a>

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