STL is maybe a bit missleading because it doesn't seem like it is a drop-in replacement for the STL. However, this is certainly interesting because the emphasis on speed (and thus also on simplicity) is what I'm sometimes missing in the real STL or in Boost. That's exactly what you need in a game but also in much other performance critical code. As far as I remember, Chrome has used the STL earlier. But I looked now…
What parts of the EASTL are faster than the normal STL? Does it have better maps? Edit: From a look at the source it definitely at least has some extra map classes for more specialized uses.
Electronic Arts Standard Template Library for C++ Open Sourced
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Re: Electronic Arts Standard Template Library for C++ Open Sourced
#22Why does "swap" use EASTL/move_help.h? There are things that can go wrong with a move that can't go wrong with a swap. Move is a swap with a constraint that the destination be empty.
(Doing things through swapping has its uses. It preserves single ownership, for example.)
Re: Electronic Arts Standard Template Library for C++ Open Sourced
#23Cute. It's fun to see game programmer code. This is really C with a little C++. Lots of pointer casts, comments like "The user must provide ample buffer space, preferably 256 chars or more." There's a lot of stuff in there to deal with Microsoft Visual C++'s interpretation of the language, which prior to 2010, was kind of off. Why does "swap" use EASTL/move_help.h? There are things that can go wrong with a move that…
This. I work almost exclusively with game programmers and it can be ... difficult at times. They seem to be largely unaware of the larger computer science community that's existed since the mid sixties, often "discovering" things that were solved by the science years ago.
Re: Electronic Arts Standard Template Library for C++ Open Sourced
#24Now we can at least explain with code examples why Electronic Arts Games suck so much.
Re: Electronic Arts Standard Template Library for C++ Open Sourced
#25STL is maybe a bit missleading because it doesn't seem like it is a drop-in replacement for the STL. However, this is certainly interesting because the emphasis on speed (and thus also on simplicity) is what I'm sometimes missing in the real STL or in Boost. That's exactly what you need in a game but also in much other performance critical code. As far as I remember, Chrome has used the STL earlier. But I looked now…
I've never had a problem shipping 60hz games with STL even on consoles.
Re: Electronic Arts Standard Template Library for C++ Open Sourced
#26STL is maybe a bit missleading because it doesn't seem like it is a drop-in replacement for the STL. However, this is certainly interesting because the emphasis on speed (and thus also on simplicity) is what I'm sometimes missing in the real STL or in Boost. That's exactly what you need in a game but also in much other performance critical code. As far as I remember, Chrome has used the STL earlier. But I looked now…
What parts of the EASTL are faster than the normal STL? Does it have better maps? Edit: From a look at the source it definitely at least has some extra map classes for more specialized uses.
Re: Electronic Arts Standard Template Library for C++ Open Sourced
#27And I thought my workplace was the last shop in the world to still write new code in hungarian notation ...
Re: Electronic Arts Standard Template Library for C++ Open Sourced
#28Note that EA had already released some of the code in 2010: https://github.com/paulhodge/EASTL
Re: Electronic Arts Standard Template Library for C++ Open Sourced
#29Re: Electronic Arts Standard Template Library for C++ Open Sourced
#30This was open sourced years ago on the EA open source page: http://j.mp/1Kh4L2C It's just on Github now.