Saskatchewan Junior Hockey League Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library Bfd3 core library

Bfd3 core library

Bfd3 Core Library Instant

Heap-allocated strings are a common source of fragmentation and performance issues. The Bfd3 core library provides a fixed-capacity string that lives entirely on the stack (or inside any other object).

bfd3::FixedString<64> filename = "config_";
filename.append("data.bin");
const char* cstr = filename.c_str(); // null-terminated
#include <bfd3/core.h>
#include <cassert>

int main() bfd3::FixedString<20> str = "Hello, Bfd3!"; assert(str.size() == 12);

bfd3::MemoryArena arena(4096);
int* data = (int*)arena.alloc(100 * sizeof(int));
data[0] = 42;
return 0;

  • DAW integration – Core Library can be triggered via MIDI in any DAW, but mixing requires BFD3 player (no raw WAV mixing from Core Library alone without the engine).

  • Even with a well-designed library like Bfd3, mistakes happen. Bfd3 core library

    Combine intrusive containers with pool allocators for zero-fragmentation dynamic objects.

    struct Entity : public bfd3::IntrusiveListNode<Entity> 
        float x, y;
        static bfd3::ObjectPool<Entity> Pool;
    ;
    bfd3::ObjectPool<Entity> Entity::Pool(1024); // pre-allocate 1024 entities
    

    Entity* e = Entity::Pool.allocate(); e->x = 100.0f; // ... use e ... Entity::Pool.deallocate(e); // O(1), no heap call Heap-allocated strings are a common source of fragmentation

    BFD3 uses a strict naming schema to map samples to articulations: #include &lt;bfd3/core

    [DrumName]_[Articulation]_[VelocityZone]_[Microphone]_v[Version].wav
    

    Example:
    Snare14x5.5_Rimshot_Med_Room_v2.wav

    Articulation codes you’ll see:


    Bfd3 core library