That is a really interesting article. How did you find it? Also, they do have some performance benchmarks buried at the bottom: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_20
Nate On Fri, Feb 15, 2008 at 9:55 AM, Paul Peloski <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Interesting, thanks for finding that. > > I wonder if eastl is actually faster, more portable, etc. I'm sure it > satisfies their desire for a simpler std::allocator. But, I would have liked > to see some performance comparisons in this paper. There's nothing like hard > numbers to justify the time they spent rewriting/redesigning the STL. > > Regards, > > Paul > > > On Fri, Feb 15, 2008 at 4:56 AM, Justin Krenz <[EMAIL PROTECTED]> wrote: > > > > > I found a good site that details EA's own version of STL and why game > > companies don't use STL. > > > > http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html > > > > Paul Peloski wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Why doesn't Valve use the STL, anyways? I've always wondered. I really > > like > > > the STL (and Boost). Is there some important consideration I missed > > about > > > their usage with the Source SDK? > > > > > > Regards, > > > > > > Paul > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

