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Electronic Arts Standard Template Library for C++ Open Sourced

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Re: Electronic Arts Standard Template Library for C++ Open Sourced

#51
post #15

I just upvoted the same news just 4 days ago: https://news.ycombinator.com/item?id=11069305 There is some issue with duplicates in HN, I think points should go to the original poster, more if it's recent.

Eh, is it really that big a deal? I have a few times posted something which gets no attention and is then reposted with up votes and comments (sometimes only a few hours later). Maybe a little irksome, but I don't think HN karma/score/points should be that big of a concern.

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#52
post #23

Earlier quoted context omitted.

> Cute. It's fun to see game programmer code. 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.

On the other hand, game programmers are just as frequently the only ones exercising anything close to the full functionality of today's hardware. It's kind of depressing how little use SIMD, multicore, and GPU (compute or otherwise) get outside of games. Games have done a pretty good job keeping up with the ending of Moore's Law for sequential code, but we continue to use our old sequential libraries and leave so muc…

This is a really good counterpoint, and I think it reflects how the client's nature can very much shape the development process.

Big-budget video games often have very different feature requirements compared to ofter types of software, not to mention especially strict deadlines, so their attitudes towards shipping products is going to be different.

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#53
post #23

Earlier quoted context omitted.

> Cute. It's fun to see game programmer code. 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.

On the other hand, game programmers are just as frequently the only ones exercising anything close to the full functionality of today's hardware. It's kind of depressing how little use SIMD, multicore, and GPU (compute or otherwise) get outside of games. Games have done a pretty good job keeping up with the ending of Moore's Law for sequential code, but we continue to use our old sequential libraries and leave so muc…

The problem is that the majority of applications we get hired to develop are either some kind of CRUD or data transformation project.

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#54
post #5

And I thought my workplace was the last shop in the world to still write new code in hungarian notation ...

A lot of C++ code I see is in Hungarian notation. Less true for pure C.

Even Microsoft is now recommending against it in their style guides.

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#56

I have worked for game companies making large console games both with the STL and without. One thing I noticed about STL is that it really bloats the build times because the STL headers are so massive. I did some analysis of the preprocessor output one time and found that just including a couple of headers like vector.h and string.h would increase the size of the preprocessor output by 80000 to 100000 lines, even for…

Isn't part of this addressed by taking advantage of the new C++ 11 extern template feature? http://www.stroustrup.com/C++11FAQ.html#extern-templates

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#57

I have worked for game companies making large console games both with the STL and without. One thing I noticed about STL is that it really bloats the build times because the STL headers are so massive. I did some analysis of the preprocessor output one time and found that just including a couple of headers like vector.h and string.h would increase the size of the preprocessor output by 80000 to 100000 lines, even for…

The real solution is 'import' but we probably won't see that in ++17

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#58

Earlier quoted context omitted.

On the other hand, game programmers are just as frequently the only ones exercising anything close to the full functionality of today's hardware. It's kind of depressing how little use SIMD, multicore, and GPU (compute or otherwise) get outside of games. Games have done a pretty good job keeping up with the ending of Moore's Law for sequential code, but we continue to use our old sequential libraries and leave so muc…

I was re-exploring that issue recently. It wasn't obvious to me which of two strategies I commonly saw are best: extend existing languages with parallel constructs as in Cilk/C, ParaSail/Ada, or Lime/Java; create custom languages + compilers like Cray's Chapel or academic Triolet whose output cleanly integrates with apps in an existing language. My uncertainty comes from the fact that general-purpose languages founde…

Anything and everything. I don't believe there's a one-size-fits-all solution for parallelism.

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#59
post #55

Scott Wardle gave an interesting talk at CppCon 2015 which mentions EASTL a bit, with the reasons they use it (and other non-standard tools): “Memory and C++ debugging at Electronic Arts” https://youtu.be/8KIvWJUYbDA

CppCon 2015 was also the site of the first formal meeting of SG14, the game developer study group of the C++ standards committee. Michael Wong has just announced that it will meet again at CppCon 2016: https://groups.google.com/a/isocpp.org/forum/?fromgroups#!to...

Re: Electronic Arts Standard Template Library for C++ Open Sourced

#60

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.

http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n227... search for "20 - Performance comparison"
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