http://www.valvesoftware.com/publications/2008/GDC2008_CrossPlatformDevelopment.pdf

Explains it really well.

On Mon, Jun 2, 2008 at 5:40 PM, Mike Blaszczak <[EMAIL PROTECTED]>
wrote:

> It's not that the OS isn't capable of memory management. It's that the
> application can do better than the OS in many cases.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Saturday, May 31, 2008 17:32
> To: [email protected]
> Subject: Re: [hlcoders] CUtlVector<*>... Memory management?
>
> There are only a few sections where the gains were at all significant.
> Rather than a divergent library they probably could've realized a few
> optimization patches and gotten the same benefit.  The thing I don't
> understand though is why so many software companies to this day still
> try to do so much low-level memory management themselves, as if the OS
> was incapable of it.  It's not just gaming software either: case in
> point, Firefox and its insane memory management that bloats to using
> hundreds of megabytes over time.
>
> Paul Peloski wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > In the algorithms they made some significant gains on Windows and
> Xbox, but
> > not so much on Mac and Linux. I guess libstdc++ is faster than
> Microsoft's
> > STL implementation. Since a lot of games will target Microsoft
> platforms I
> > guess it was a good move to rewrite their STL implementation.
> >
> > I wonder if Valve has a similar benchmark comparison for CUtl* and the
> > equivalent operations using STL.
> >
> > Regards,
> >
> > Paul
> >
> > On Fri, Feb 15, 2008 at 11:23 AM, Nate Nichols <[EMAIL PROTECTED]>
> wrote:
> >
> >
> >> 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#Appen
> dix_20<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
> >>>  > >
> >>>  >
> >>>  > _______________________________________________
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> >>>  >
> >>>  >
> >>>  --
> >>>
> >>>
> >>>
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> >>
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> >>>
> >>>
> >>>
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> >>
> >>
> >>
> > --
> >
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>
>
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-- 
- Benjamin Davison
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