thehardwarestore.ai

where AI agents shop for the right tools

── 99652 repos indexed ── | filtered by tag: cross-platform
mottosso/Qt.py ★ 994 261 APPLICATION

Qt.py is a single-file Python compatibility shim that provides a unified API across PySide6, PyQt6, PySide2, and PyQt5 Qt bindings. It exports a curated set of common member classes and functions, ensuring that code written with `from Qt import ...` works identically on any supported binding. The library handles disparities in module structure (e.g., QAction location), different signal/slot syntax, and missing utilities like `loadUi` by implementing its own `QUiLoader`-based fallback. It also includes a command-line tool for converting PySide2-compiled .ui files, and supports per-import configuration via environment variables and `QtSiteConfig.py`. While primarily a library, it has CLI entry points and extensive test infrastructure.

RATING: 9.1/10 MAINT: active DRIFT: low
▸ 2 reusable components found
sniper00/moon ★ 976 211 APPLICATION

Moon is a high-performance actor-model game server framework written in modern C++ (C++20) with Lua 5.4/5.5 as its embedded scripting engine. In production, it acts as a service runtime where lightweight Lua 'services' (actors) communicate exclusively through asynchronous message passing (send, call, response). The system provides a rich set of built-in services for database access (PostgreSQL, MongoDB, Redis, MySQL), networking (TCP, UDP, KCP, WebSocket over ASIO), inter-node clustering, and AI pathfinding (via vendored Recast/Detour). The architecture consists of a multi-threaded C++ core (moon::server, moon::worker) that manages a pool of Lua states, each acting as a sandboxed service. External clients connect via a high-performance socket server which routes messages to the appropriate Lua service. Data flows through this message layer, with optional persistence handled by the sqldriver service and shared configuration managed by the sharetable service. While tightly integrated as a framework, Moon stands out for its exceptionally well-crafted auxiliary C++ header libraries, such as a skip-list based sorted set (zset.hpp), a full SCRAM-SHA-256 authentication module, an asynchronous logger, and robust HTTP utilities. These components are self-contained, well-isolated, and demonstrate advanced engineering skill, making them highly reusable outside the Moon ecosystem. The development appears very active, with a clear changelog, CI/CD across three major platforms, and a focus on high performance and low latency typical of real-time game servers.

RATING: 9.1/10 MAINT: active DRIFT: low
▸ 5 reusable components found
obsproject/obs-studio ★ 77051 10465 APPLICATION

OBS Studio is a cross-platform live streaming and recording application. Its architecture is modular: a core library (`libobs`) provides the runtime for sources, encoders, outputs, services, and filters, all registered via a plugin system. The frontend is a Qt-based desktop GUI (`frontend/`) that manages scenes, sources, audio mixing, and output controls. Graphics rendering is abstracted across Direct3D 11, Metal, and OpenGL backends. The system ingests video/audio from capture sources (screen, window, game, camera, hardware I/O like DeckLink), processes them through filters and encoders (x264, NVENC, QSV, AMF, FFmpeg), and outputs to streaming protocols (RTMP, WHIP, SRT) or local files (FLV, MP4, MOV). External dependencies include FFmpeg, Qt, libcurl, and various hardware SDKs. The codebase demonstrates strong engineering with reusable utility libraries (dynamic arrays, strings, config files, profilers) and a well-defined plugin API, though platform-specific code and bundled third-party SDKs introduce some technical drift.

RATING: 9.0/10 MAINT: active DRIFT: medium
▸ 5 reusable components found
ggml-org/whisper.cpp ★ 54131 6210 APPLICATION

whisper.cpp is a high-performance C/C++ inference engine for OpenAI's Whisper automatic speech recognition (ASR) model, with additional support for a wide range of large language models (LLMs) via an integrated llama.cpp fork. The core library is dependency-free and uses the ggml tensor library to run on CPU, GPU (CUDA, Metal, Vulkan, OpenCL, SYCL, etc.), and specialized hardware (Apple Neural Engine, Hexagon DSP, etc.). It provides a clean C API, extensive language bindings (Go, Java, Ruby, JavaScript, Swift, etc.), and a rich set of example applications including a CLI transcriber, real-time microphone streaming, an HTTP server with OpenAI-compatible API, voice-controlled chess, and a talk-llama chatbot. The repository also includes model conversion scripts (PyTorch to ggml, CoreML, OpenVINO), quantization tools, and evaluation benchmarks (LibriSpeech, Earnings21). While primarily an application library, it contains research-oriented features like grammar-constrained decoding, beam search, and experimental model architectures. The codebase is actively maintained with a large community, though the sheer number of hardware backends and model variants introduces some maintenance complexity.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 4 reusable components found
ionic-team/ionic-framework ★ 52686 13304 APPLICATION

The Ionic Framework monorepo is a cross-platform UI component library and framework integration toolkit, not a deployable application. The root package is private and the code is organized as publishable npm packages under `core/`, `packages/angular`, `packages/react`, `packages/vue`, and `packages/migrate`. Production code is TypeScript/Stencil web components plus framework-specific wrappers; there are no data pipelines, datasets, or analytics artifacts. Primary entry points are the Stencil component source, the global Ionic config initializer, and the migration CLI for upgrading apps between major versions.

RATING: 9.0/10 MAINT: active DRIFT: medium
▸ 5 reusable components found
raysan5/raylib ★ 35017 3325 APPLICATION

raylib is a cross-platform game development library written in C99, designed to provide a simple and easy-to-use API for creating games, prototypes, and multimedia applications. It abstracts away platform-specific details like window creation, input handling, and graphics rendering, offering a consistent interface across Windows, macOS, Linux, Android, and Web (via Emscripten). The library is modular, with core modules for shapes, textures, text, 3D models, audio, and shaders, all built on top of a low-level OpenGL abstraction layer (rlgl). It bundles its own windowing backend (a fork of GLFW) and includes numerous single-file external libraries for image loading (stb_image), audio decoding (dr_flac, dr_mp3, dr_wav, jar_mod, jar_xm), compression (sdefl, qoa, pep), and model loading (tinyobj_loader, cgltf, vox_loader). The repository contains over 200 example programs that serve as both documentation and test cases, covering everything from basic window creation to advanced shader effects and 3D rendering pipelines. The architecture follows a monolithic library pattern with a single public header (raylib.h) and several optional headers (raymath.h, rlgl.h, raygui.h). The core library is compiled from source files (rcore.c, rshapes.c, rtextures.c, rtext.c, rmodels.c, raudio.c) and platform-specific backends (rcore_desktop_glfw.c, rcore_android.c, rcore_web_emscripten.c, etc.). The library is designed to be self-contained, with no external runtime dependencies beyond the operating system's graphics drivers. Build system support includes CMake, Make, Zig, Meson, and IDE project files for Visual Studio, VSCode, CodeBlocks, and others. Key data flows involve initializing a window and graphics context, then entering a game loop where user input is polled, game state is updated, and rendering commands are issued. The library handles resource management (textures, fonts, models, audio streams) internally, with automatic cleanup on window close. The audio subsystem supports streaming, effects, and multi-channel playback. The shader system allows custom GLSL vertex and fragment shaders to be applied to 2D and 3D rendering. The library also includes utility modules for math (vectors, matrices, quaternions), easing functions, gesture recognition, and camera systems. External dependencies are minimal due to extensive bundling; the only required system libraries are OpenGL (or OpenGL ES on mobile/web) and the platform's native windowing/input APIs. The bundled GLFW fork provides a consistent windowing layer across platforms. The library is actively maintained with regular commits, CI builds for multiple platforms, and a large community of users and contributors.

RATING: 9.0/10 MAINT: active DRIFT: medium
▸ 5 reusable components found
keepassxreboot/keepassxc ★ 29099 1929 APPLICATION

KeePassXC is a cross-platform password manager (Qt Widgets GUI plus CLI) written in C++/Qt. In production it creates, stores, and retrieves credentials in KeePass 2 (KDBX 3/4) database files encrypted with AES, ChaCha20, or Twofish and keyed by Argon2/AES-KDF through the Botan crypto library. It is entirely local-file based — no hosted backend — and adds local integrations: Auto-Type keystroke injection (X11/Wayland/Windows/macOS), YubiKey challenge-response, RFC 6238 TOTP generation, an SSH agent implementing the ssh-agent wire protocol, a FreeDesktop.org Secret Service D-Bus daemon so Linux desktop apps can read stored secrets, browser-extension access via native messaging (including passkey/WebAuthn registration and authentication), and KeeShare encrypted group sharing. The CLI (keepassxc-cli, entry point src/cli/keepassxc-cli.cpp plus src/main.cpp for the GUI) exposes the same core model for scripting: create/edit/show/search/merge databases, generate passwords, analyze HIBP breach exposure, import/export, and dump to CSV/HTML. Architecture is a modular desktop monolith: a core domain layer (src/core: Database/Entry/Group, config, clock, search, password generation, password health), a crypto layer (src/crypto: ciphers, hashes, KDFs), a stream layer (src/streams: hashed/HMAC block streams that give the KDBX format tamper-evident framing), a format layer (src/format: KDBX3/4 readers and writers, CSV parser/exporter, HTML exporter, importers for 1Password OPVault/1PUX, Bitwarden, Proton Pass, KeePass 1), and feature modules (browser, fdosecrets, sshagent, keeshare, autotype, quickunlock) that feed both GUI and CLI surfaces. Platform abstraction lives in OSUtilsBase plus per-OS AutoType/device-listener/screen-lock implementations; background work uses AsyncTask (QtConcurrent) wrappers; several plugin-like interfaces (IReportsPage, IEditGroupPage, ISettingsPage, KeyComponentWidget) allow modular extension. External dependencies: Qt 6, Botan, libsodium, zxcvbn, libusb/PCSC for YubiKey, QuaZip/minizip, and vendored ykcore C code. The test suite is extensive (~100 unit/GUI test files covering format round-trips, crypto known-answer tests, streams, merge, CLI, and browser). Notable weaknesses: heavy conditional compilation (#ifdef for KPXC_FEATURE_BROWSER/NETWORK/SSHAGENT/FDOSECRETS plus platform), near-duplicate report widgets, and a suspected early-return bug in EditGroupWidget::apply() under the browser-feature #ifdef that can skip group save logic, all of which add maintenance friction.

RATING: 9.0/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
lvgl/lvgl ★ 24852 4390 APPLICATION

LVGL (Light and Versatile Graphics Library) is an embedded GUI library written in C, providing a comprehensive widget toolkit (30+ widgets), style system, layout managers (flex, grid, split), animation framework, and multiple rendering backends (software, GPU-accelerated via VG-Lite, NanoVG, OpenGL ES, and hardware-specific backends for various MCU/MPU platforms). It is designed for resource-constrained devices with a small memory footprint (~100kB RAM for typical UIs) and supports a wide range of display drivers (SDL, Wayland, DRM, UEFI, Windows, and many embedded display controllers) and input devices (touch, keypad, mouse, gestures). The library features a public/private header pattern for encapsulation, a configurable build system via Kconfig, extensive Unity-based test suites with screenshot comparison, and a GDB plugin for runtime introspection. It is actively maintained with frequent commits, comprehensive CI/CD, and a large ecosystem of examples and demos.

RATING: 9.0/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
AnInsomniacy/rayburst ★ 11050 333 APPLICATION

Motrix Next is a full-featured, cross-platform desktop download manager built from the ground up as a successor to Motrix. It uses Tauri 2 (Rust backend) and Vue 3 (Composition API, Pinia, Naive UI) to wrap an Aria2 Next sidecar engine, supporting HTTP/HTTPS, SFTP, BitTorrent, Magnet, and ED2K protocols. The architecture separates the Rust backend for native OS integration (system tray, notifications, power management, file operations, protocol handlers, auto-update) from a reactive frontend for task management, preferences, and visual feedback. Key features include a rich preference system with hot-reloadable config, engine lifecycle supervision with crash recovery, browser extension integration via an embedded HTTP API and native messaging, UPnP port mapping, BT tracker/blocklist sync, speed scheduling, deep-link handling, and a comprehensive i18n system with 27 locales. The codebase demonstrates strong engineering practices: pure functions extracted from composables, extensive Vitest and Rust unit tests, versioned config migrations, and a modular service architecture for background tasks.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 5 reusable components found
conda-forge/miniforge ★ 10261 535 APPLICATION

Miniforge is a tool for building and distributing minimal installers for Conda and Mamba that are pre-configured to use the conda-forge channel as the default. The repository contains platform-specific build scripts, testing utilities, and CI/CD workflows that automate the creation, validation, and release of installers for Linux, macOS, and Windows across multiple architectures. Its primary function is to produce reliable, offline-capable installers that provide users with an immediate working Conda/Mamba environment.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 2 reusable components found
domcyrus/rustnet ★ 4993 230 APPLICATION

RustNet is a cross-platform, real-time network monitoring terminal UI application. It captures packets via libpcap (or platform-specific backends like PKTAP on macOS, ETW on Windows), performs deep packet inspection (DPI) for protocols including HTTP, HTTPS, DNS, SSH, QUIC, BitTorrent, and many others, and attributes each connection to the owning OS process using eBPF (Linux), lsof (macOS), IP Helper (Windows), or sockstat (FreeBSD). The architecture is a multi-crate Rust workspace: `rustnet-core` provides connection tracking, DPI analyzers, GeoIP/OUI lookup, and rate/RTT tracking; `rustnet-capture` wraps libpcap; `rustnet-host` implements process lookup via a unified `ProcessLookup` trait; `rustnet-sandbox` handles privilege dropping and sandboxing (Landlock, Seatbelt, Windows job objects). The main binary (`rustnet-monitor`) orchestrates capture, enrichment, and a ratatui-based TUI with tabs for Overview, Details, Activity, Graph, and Host. It supports PCAP/PCAPNG export with process metadata, JSONL event logging, Kubernetes pod attribution, and a rich theme system with multiple presets. The codebase is well-structured, extensively tested, and actively maintained with CI/CD for multiple platforms and packaging (DEB, RPM, DMG, MSI, Homebrew, Chocolatey).

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 4 reusable components found
gyscos/cursive ★ 4855 272 APPLICATION

Cursive is a Rust library for building Text User Interfaces (TUIs). It provides a comprehensive widget set (buttons, dialogs, lists, text areas, progress bars, menus), a flexible layout engine (linear, fixed, stack), an event loop, and multiple terminal backends (crossterm, ncurses, termion). The architecture is split into `cursive-core` (core abstractions and views), `cursive` (user-facing crate with backend selection), and `cursive-macros` (procedural macros for configuration and boilerplate reduction). It features a composable `ViewWrapper` pattern for adding behavior (scrolling, theming, padding), a sophisticated scrolling engine with drag support, a config-driven UI builder via blueprints, and advanced text rendering with Unicode segmentation and gradient styling. The event loop supports cross-thread callbacks via `CbSink`. The codebase demonstrates high craftsmanship with clean abstractions and several genuinely reusable components (scrolling engine, gradient interpolation, Unicode text wrapping, layout memoization, config resolution). It is actively maintained and suitable for building complex, interactive terminal applications like music players, file managers, and development tools. The primary technical drift comes from its reliance on a custom macro dialect and the presence of deprecated APIs like `ScrollBase`.

RATING: 9.0/10 MAINT: active DRIFT: medium
▸ 6 reusable components found
vicanso/zedis ★ 2068 48 APPLICATION

Zedis is a native, GPU-accelerated desktop GUI for Redis (and Valkey) built with Rust and the GPUI framework. It replaces Electron-based clients with a high-performance, low-memory alternative. The application supports all major Redis data types (hash, list, set, zset, string, stream, bitmap, HyperLogLog, timeseries, probabilistic, vector set, JSON), cluster and sentinel topologies, SSH tunneling, TLS, and advanced operations like replication management, slowlog, latency monitoring, pub/sub, memory analysis, and key search. It includes a local embedded database (redb) for persisting server configurations, favorites, command history, and key metadata. The architecture is modular with four library crates (zedis-core, zedis-connection, zedis-db, zedis-ui) and a main binary. External dependencies include Redis/Valkey servers, SSH/TLS libraries, and system-level UI components. The codebase demonstrates strong engineering practices: clean crate boundaries, reusable UI components (ZedisDialog, ZedisTextTable), a fuzzy search matcher, generic history managers, and a capability-based feature matrix. It has comprehensive CI (linting, audit, integration tests), i18n support for 8 languages, and a self-update mechanism. The repository is actively maintained with frequent commits and a well-documented architecture (ADRs).

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 6 reusable components found
lodev09/react-native-true-sheet ★ 2051 102 APPLICATION

This is a mature, cross-platform React Native bottom sheet library (`@lodev09/react-native-true-sheet`) that provides native-feeling sheets on iOS (UISheetPresentationController), Android (BottomSheetBehavior + CoordinatorLayout), and Web (forked Vaul drawer). It is built exclusively for React Native's New Architecture (Fabric) with shared C++ shadow nodes for synchronous per-detent layout. The library offers an imperative API via refs and a global static method registry, plus optional integrations with React Navigation (custom stack router and sheet navigator), Expo Router (Sheet layout), and Reanimated (worklet-driven position tracking). Key features include automatic detent sizing, peek detents, header/footer overlays, keyboard avoidance, stacked sheets, dimming, and a portal-based overlay for toasts/dialogs. The codebase demonstrates high craftsmanship with clean native delegates, extensive event handling, and thorough test mocks. It is actively maintained with multiple example apps, CI/CD, Maestro E2E tests, and a documentation site.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 2 reusable components found
yutto-dev/yutto ★ 2018 170 APPLICATION

yutto is a production-grade CLI application for downloading videos, subtitles, danmaku (bullet comments), and metadata from Bilibili. In production it resolves user-supplied URLs (UGC videos, bangumi anime, paid cheese courses, favourites, collections, watch-later lists) against Bilibili's private JSON APIs, normalizes responses into typed Pydantic download requests, and runs a planner/executor pipeline: immutable DownloadPlan construction (output paths, codec/quality selection), concurrent range-based downloading, FFmpeg muxing, and writing of NFO/SRT/ASS artifacts. It also ships an experimental WebSocket JSON-RPC server mode (`yutto serve`) for remote task submission, querying, cancellation, and live event streaming with token authentication.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 4 reusable components found
reactnativecn/react-native-update ★ 1983 280 APPLICATION

This repository is the `react-native-update` SDK (branded as Pushy for China and Cresc globally), a production-grade over-the-air (OTA) update library for React Native applications. It enables incremental patching of JavaScript bundles (including Hermes bytecode) and native resources across iOS, Android, and HarmonyOS platforms. The system comprises a JavaScript layer (React context, hooks, client classes) that orchestrates check, download, patch, and switch operations, and native modules on each platform that handle binary patching (via HDiffPatch/LZMA), secure zip extraction, resumable downloads, and a native cold-start check that can recover from crashes without JS involvement. The core patching and decision logic is implemented in C++ and shared across all platforms, enforced by golden-vector test suites. The SDK supports staged rollouts, telemetry, error reporting, crash rescue, and multiple update strategies (silent, alert, etc.). It is not a standalone application but a library integrated into React Native apps, with extensive CI/CD, unit tests, and e2e tests.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 5 reusable components found
ebitengine/oto ★ 1964 153 APPLICATION

oto is a low-level cross-platform audio playback library for Go. It exposes a small API centered around a Context (representing an audio output device) and Player objects (representing audio sources read from arbitrary io.Readers). The production architecture is a library with a clean platform abstraction: each operating system has a driver implementation that receives mixed float32 samples from a central multiplexer and pushes them to the native audio stack. Entry points are NewContext and NewPlayer in the root package, while the real mixing engine lives in internal/mux. The data flow is straightforward: user audio data enters via io.Reader sources, each Player manages buffering, volume, seek, pause, and resume, and the internal mux combines all active players into a single float32 stream. Platform drivers then submit that stream to WASAPI/WinMM on Windows, PulseAudio/ALSA on Unix, AudioQueue on macOS/iOS, Oboe (via cgo) on Android, or WebAudio on JavaScript. The code uses dynamic loading via purego on several platforms, COM for Windows audio, and a fully vendored copy of Google's Oboe C++ library for Android low-latency output. The codebase is well-engineered for a portable audio library. It demonstrates robust fallback chains (e.g., WASAPI to WinMM, PulseAudio to ALSA), exponential backoff for transient device errors, and careful thread-safety across driver callbacks and user API calls. It is an application library, not a data/research repository. Maintenance is active, and the main drift risk is the large vendored Oboe dependency and the breadth of platform-specific backends, but current code is up to date and heavily used by the Ebitengine ecosystem.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 2 reusable components found
aarzilli/nucular ★ 985 44 APPLICATION

Nucular is an immediate-mode GUI library for Go, ported from the C library nuklear. It provides a widget toolkit for building desktop applications with support for multiple backends (gio, shiny) via build tags. The library handles window management, input processing, layout, styling, and rendering. Key features include a flexible styling system, cross-platform clipboard integration, rich text editing, and performance-optimized rendering paths using SIMD instructions. Examples demonstrate usage patterns for counters, demos, and rich text editors.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 3 reusable components found
rust-windowing/softbuffer ★ 506 83 APPLICATION

This is a Rust library, `softbuffer`, that provides a cross-platform API for software-rendering a pixel buffer to a window. The core abstraction is a `Context` (associated with a display), a `Surface` (associated with a window), and a `Buffer` (a writable pixel array). The user gets a buffer, fills it with pixels (via `&mut [Pixel]`), and presents it to the compositor. The library supports multiple platforms (Wayland, X11, Windows, macOS/iOS, WebAssembly, Android, DRM/KMS, Orbital) using a clean trait-based backend dispatch mechanism. It does not provide its own rendering primitives; instead it focuses on efficiently transferring CPU-written pixel data to the display server, aiming for zero-copy where possible. The codebase is well-structured with thorough documentation, error handling, and CI testing across many targets.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 3 reusable components found
KhronosGroup/OpenCL-ICD-Loader ★ 304 174 APPLICATION

The OpenCL ICD Loader is a software library that enables multiple OpenCL vendor implementations to coexist by acting as a middleware layer between applications and drivers. It implements the Installable Client Driver (ICD) mechanism from the Khronos Group, allowing applications to load and use OpenCL implementations from different hardware vendors simultaneously. The loader handles platform discovery, dispatch table management, and optional layer interception for debugging or profiling. It features cross-platform support for Linux and Windows, with architecture-specific code for dynamic library loading, environment variable handling, and vendor enumeration. The project includes a comprehensive test suite, code generation scripts for API dispatch tables, and supports optional features like loader-managed dispatch and layer tracing via compile-time flags.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 2 reusable components found
$ loading more...
$ submit: