Existing STL implementations are hard to debug. A std STL allocator has no way of knowing the alignment requirements of the objects it is being asked to allocate, aside from compiler extensions. An empty container should allocate no memory. This topic is addressed separately within this document. Useful STL extensions e. Many current versions of std STL allocate memory in empty versions of at least some of their containers. References Throughout this document there are references to the Appendix.
It was nevertheless felt to be important that the Appendix exist in order to provide a better understanding of practical game development issues. This is not ideal and prevents optimizations such as container memory resets that can significantly increase performance in some situations. STL containers won't let you insert an entry into a container without supplying an entry to copy from. This is an understandable policy but in some cases particularly std:: References Throughout this document there are references to the Appendix. EASTL generally outperforms all existing STL implementations; it does so partly due to algorithmic improvements but mostly due to practical improvements that take into account compiler and hardware behavior. These are described in detail below. The STL puts an emphasis on correctness before practicality and performance. There are about 30 such extensions to the various entities in the library. For example, you typically cannot browse the contents of a std:: They include a programming philosophy that emphasizes readability, consistency, and optimal performance on limited hardware. The STL lacks functionality that game programmers find useful e. Existing STL implementations are hard to debug. Each of the items listed below deserves a document of its own, as a single sentence alone cannot fully convey the nature or significance of these items. This material is placed there in order to avoid getting in the way of the primary text, as the material is a bit verbose and is sometimes tangential to the discussion of EASTL. It would be best if these were discussed independently, but to many users this distinction is often of little practical significance because they have little choice but to use the standard library that comes with their compiler. A std STL allocator has no way of knowing the alignment requirements of the objects it is being asked to allocate, aside from compiler extensions. See Appendix item 3. Useful STL extensions e. There are additional reasons, but the list here should hopefully convey to you some sense of the situation. See Appendix item 15 and Appendix item STL containers have private implementations that don't allow you to work with their data structures in a portable way, yet sometimes this is an important thing to be able to do e. The Appendix contains supplementary material which provides more detail about some item of discussion. EASTL additionally provides and uses some of the TR1 functionality as well, including most significantly the smart pointers, type traits, and hashing containers. There are additional differences not related to the functional specification.
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