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;
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 callHeap-allocated strings are a common source of fragmentation
BFD3 uses a strict naming schema to map samples to articulations: #include <bfd3/core
[DrumName]_[Articulation]_[VelocityZone]_[Microphone]_v[Version].wav
Example:
Snare14x5.5_Rimshot_Med_Room_v2.wav
Articulation codes you’ll see:













