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  1. EASTL was created by Paul Pedriana and he maintained the project for roughly 10 years. EASTL was subsequently maintained by Roberto Parolin for more than 8 years. He was the driver and proponent for getting EASTL opensourced. Rob was a mentor to all members of the team and taught us everything we ever wanted to know about C++ spookyness.

  2. There are two ways of doing this: Use the set_allocator function that is present in each container. Specify a new allocator type via the Allocator template parameter that is present in each container. For item #1, EASTL expects that you provide an instance of an allocator of the type that EASTL recognizes.

  3. EASTL Introduction. EASTL stands for Electronic Arts Standard Template Library. It is a C++ template library of containers, algorithms, and iterators useful for runtime and tool development across multiple platforms. It is a fairly extensive and robust implementation of such a library and has an emphasis on high performance above all other ...

  4. The Electronic Arts EASTL library's east::allocator requires the user to implement a special new operator (as shown in this sample). This new operator has a const char* name , which is supposed to be used to log application-specific information about memory allocations performed EASTL containers.

  5. Feb 11, 2016 · EASTL being freely available is very helpful as most of us can't exactly share our core engine code with the committee for their education, after all. We need to educate the committee here, too: the standard is misguided if the third-largest industry using C++ by a huge margin (that's us! games are neat!) feels the need to completely replace the standard library at almost every single company ...

  6. EA open sources EASTL. Some good stuff in there. And not over engineered either, which is rare in C++ libraries. I think C++ libs aren't usually over engineered. They're mostly badly engineered and full of C code. That said, C++11 and later are great for over engineering (I love it).

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  8. Sep 24, 2018 · Over the years, there have been various attempts at creating data containers in C++ that try to simplify the problem around managing "structure-of-arrays" data layouts in memory, and at the risk of this being "yet-another SoA vector", I wanted to introduce one take on this that has been recently added to the EA Standard Template Library, eastl::tuple_vector.