Open-source project
mayerui/sudoku avatar
mayerui/sudoku

mayerui/sudoku: A C++ Console Sudoku for Three Platforms

C++实现的跨平台数独游戏,命令行操作易上手,可以在开发间隙用来放松身心。数百行代码,初学者也可以轻松掌握。

1,438 stars303 forksC++GPL-3.0

At a glance

What is it?
mayerui/sudoku is a small C++17 console game with undo, saved-game loading, two input schemes, and no third-party library dependency. It suits developers who want a readable project to build and inspect, but it lacks documented difficulty controls and advanced Sudoku features.
Who is it for?
Adopt mayerui/sudoku if you want a compact C++17 console game to build on Linux, Windows, or macOS, or a small codebase to inspect. Do not choose it for difficulty configuration, graphical play, or mobile support.
Can I use it commercially?
Yes, with conditions. GPL-3.0 is a copyleft licence: if you distribute software that includes it, you must release that software's source code under the same licence. Running it internally without distributing it does not trigger that obligation.
Is it still maintained?
Activity is slowing. The repository last received commits 6 months ago.
What is it written in?
Mainly C++, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

Why mayerui/sudoku Targets a Small C++ Coding Break

mayerui/sudoku solves a narrow problem: it provides a terminal-based Sudoku game that can be compiled on Linux, Windows, or macOS without third-party libraries. The README positions it for developers who want a short break during development and for beginners who want to inspect an implementation consisting of several hundred lines of code. Its scope is limited. The project has no documented graphical interface, account system, online service, or packaged application format.

The repository requires C++17 and CMake 3.12 or later. The README lists English and Chinese interfaces, console operation, support for Linux, Windows, and macOS, and no third-party dependencies. Those constraints define its appeal. A project without external library dependencies can reduce setup work and keep the source tree compact, although the README does not document dependency lockfiles or package-manager installation beyond the CMake build sequence.

It is not presented as a comprehensive Sudoku application. The README does not describe difficulty selection, solving techniques, hints, candidate notes, timers, statistics, or custom puzzle imports. These omissions make mayerui/sudoku more suitable for building, reading, or casually playing a small C++ application than for replacing a dedicated Sudoku client with a larger control surface.

The Console Architecture of mayerui/sudoku

The documented project structure separates its responsibilities under `src`. The README identifies `block.cpp` and `block.h` as the Sudoku block class, which can represent a row, column, or three-by-three box. `command.cpp` and `command.h` implement commands and undo behavior. `scene.cpp` and `scene.h` represent the game scene, while `input.cpp` and `input.h` handle input. `main.cpp` is the entry point, `utility.inl` contains shared helper functions, and `color.h` supplies a color class. The repository also lists `test.cpp` and `test.h`.

This layout points to a compact object-oriented design rather than an application with external services. The README confirms the stated purpose of each main class, but it does not provide internal state diagrams, a puzzle-generation algorithm, or a complete description of board validation. Those implementation details therefore remain unconfirmed.

Interaction stays inside the console. Standard mode maps `w`, `a`, `s`, and `d` to upward, left, downward, and right cursor movement. Vim mode maps `k`, `h`, `j`, and `l` to the same directions. Every filled value can be removed with `0`, the previous operation can be reversed with `u`, `enter` attempts completion, and `esc` exits. Supporting two navigation schemes is useful on different keyboard habits, but the README does not identify a key for switching modes.

Undo support is also narrower than a full game-history interface. `command.cpp` is documented as implementing undo for an operation, but the README does not describe command grouping, initial puzzle setup, or whether every possible action can be reversed.

Building mayerui/sudoku with CMake

The documented build dependencies are CMake 3.12 or later and a toolchain with C++17 support. From the repository root, the README gives these configuration and compilation commands:

bash
cmake -B build -S .
cmake --build build

The first command configures the project and creates a build directory named `build`. The second compiles the project. Because the README states that Linux and macOS are supported and lists `build.sh` as a one-click compilation script, this is the documented build path for Unix-like systems. The README does not name particular compiler products or minimum operating-system versions.

The README says the generated `sudoku` executable is placed in the `bin` directory, while its examples invoke `./sudoku` without a directory prefix. Users should inspect the build output rather than assume which command applies in their checkout. The three documented launch forms are:

bash
./sudoku
./sudoku -l filename
./sudoku -h

The first starts the game directly. The `-l filename` option reads a saved progress file, and `-h` displays help. The README does not define the progress-file format or show a command for creating one. It also does not reproduce the contents of `build.bat`, so the exact Windows compilation procedure must be checked in that repository file.

Playing the First mayerui/sudoku Console Board

After launching `sudoku`, select the navigation scheme that fits the terminal session. In standard mode, move the cursor with `w`, `a`, `s`, and `d`. In Vim mode, use `k`, `h`, `j`, and `l`. The README does not explicitly document the key for entering a digit, so a first-time user should inspect the in-game prompt or run `./sudoku -h` before making assumptions about number entry.

To clear an entered value, use `0`. To reverse the previous operation, use `u`. Press `enter` when the board is ready for an attempt at completion, and use `esc` to leave the game. Because the README says `enter` attempts completion rather than solves the board automatically, users should not assume that the program generates hints, explains mistakes, or records incorrect-entry statistics.

A saved game can be selected at startup with the documented load option:

bash
./sudoku -l filename

Replace `filename` with the progress-file path expected by the program. The README calls this a game progress file but does not document its syntax, default directory, compatibility rules, or failure messages. It also omits how a progress file is created. Loading an existing file is documented, while creating and managing one requires information beyond the README.

The Limits of mayerui/sudoku’s Documented Feature Set

The first limitation is feature depth. The documented controls cover movement, deletion, undo, completion attempts, exit, and loading a progress file. There is no documented timer, hint system, candidate notes, difficulty menu, puzzle statistics, custom puzzle generator, graphical display, or touch control. A developer seeking those capabilities would need another application or would have to extend this codebase.

A second limitation concerns terminal behavior. The project supports three operating-system families, but the README does not promise identical behavior in every terminal emulator. It does not explain redirected input, resized consoles, terminal-dependent key handling, or compatibility with non-ASCII keyboard layouts. Because interaction is key based, support for a particular terminal may matter as much as the operating-system label.

The small codebase is useful for inspection, but the presence of `test.cpp` and `test.h` does not by itself establish broad platform coverage. The README links to CI workflows for Linux, Windows, and macOS, yet it does not summarize the commands or toolchains used by those workflows. Users who require signed packages, versioned binaries, or a predictable upgrade channel may also find the distribution story incomplete. GitHub has no releases for this repository, so the README remains the documented source for building and operating it.

mayerui/sudoku Versus a Reusable Sudoku Library

mayerui/sudoku and a reusable Sudoku library pursue different delivery models. This repository centers its documented architecture on an interactive console scene, input commands, undo commands, block representations, and a directly built executable. Its CMake configuration and lack of third-party libraries keep the application compact and approachable for readers who already know C++.

A reusable Sudoku library would ordinarily be consumed by another program rather than distributed primarily as a ready-to-run console game. Its interface could expose board representation, generation, validation, or solving as callable components. That is an architectural distinction, not a claim about any named competitor. The mayerui/sudoku README does not document a public library API, external integration contract, or plugin system.

The trade-off is directness versus capability. A focused executable can be straightforward to compile and inspect while retaining a modest command set. A dedicated Sudoku application may offer richer puzzle-management and guidance controls, but the mayerui/sudoku README does not identify or document such an alternative. For this project, the useful distinction is whether the goal is to build and study a terminal game or to integrate broader Sudoku functionality into another codebase.

Maintenance Signals and GPL-3.0 Upgrade Cost

The repository is not archived, and its last push was on 2026-04-22. That is a recent repository activity signal, but the README contains no release history, compatibility matrix, or upgrade policy. GitHub has no releases for mayerui/sudoku, so users should not expect versioned binaries from a published release channel. Upgrading requires comparing repository commits and rebuilding unless another distribution path exists outside the README.

The repository is licensed under GPL-3.0. People copying, modifying, or distributing the covered software must follow the applicable license terms, including relevant source and notice obligations. This is not legal advice. The practical step is to inspect `LICENSE` before embedding the code, combining it with another application, or redistributing a modified executable.

The absence of third-party library dependencies simplifies dependency management, but it does not remove build requirements. A compatible CMake installation and C++17 compiler are still required. Since no release artifacts are documented, the small library count is the clearest supported cost control. The README does not document progress-file migration, and there is no stated backward-compatibility policy for saved games.

Editorial conclusion

Adopt mayerui/sudoku if you want a compact C++17 console game to build on Linux, Windows, or macOS, or a small codebase to inspect. Do not choose it for difficulty configuration, graphical play, or mobile support. Verify first that your toolchain produces the `sudoku` executable and that your terminal handles its keyboard input. GPL-3.0 must also match the intended distribution model. The last push was on 2026-04-22, and there are no published GitHub releases.

Frequently asked questions

How do I build and run mayerui/sudoku?

Use CMake 3.12 or later with a C++17-capable toolchain, then run `cmake -B build -S .` followed by `cmake --build build`. The README locates the generated `sudoku` executable in the `bin` directory and documents `./sudoku`, `./sudoku -l filename`, and `./sudoku -h` as launch forms.

Which keyboard controls does mayerui/sudoku use?

Standard mode uses `w`, `a`, `s`, and `d` for cursor movement. Vim mode uses `k`, `h`, `j`, and `l`. Use `0` to delete a value, `u` to undo the previous operation, `enter` to attempt completion, and `esc` to exit.

Can mayerui/sudoku load a saved game?

The README documents `./sudoku -l filename` for loading a game progress file. It does not explain how to save a game, define the file format, or identify a portable save-file location.

Official sources

  1. Issues
  2. License: GPL-3.0
  3. mayerui/sudoku on GitHub
  4. README
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