Yahoo Canada Web Search

Search results

  1. File metadata and controls. EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance. - EASTL/doc/quick-reference.pdf at master · electronicarts/EASTL.

    • Overview
    • Usage
    • Package Managers
    • Compiling sources
    • Credits And Maintainers
    • Projects And Products Using EASTL
    • License

    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 considerations.

    If you are familiar with the C++ STL or have worked with other templated container/algorithm libraries, you probably don't need to read this. If you have no familiarity with C++ templates at all, then you probably will need more than this document to get you up to speed. In this case, you need to understand that templates, when used properly, are powerful vehicles for the ease of creation of optimized C++ code. A description of C++ templates is outside the scope of this documentation, but there is plenty of such documentation on the Internet.

    EASTL is suitable for any tools and shipping applications where the functionality of EASTL is useful. Modern compilers are capable of producing good code with templates and many people are using them in both current generation and future generation applications on multiple platforms from embedded systems to servers and mainframes.

    You can download and install EASTL using the Conan package manager:

    The EASTL package in conan is kept up to date by Conan team members and community contributors. If the version is out-of-date, please create an issue or pull request on the Conan Center Index repository.

    You can download and install EASTL using the vcpkg dependency manager:

    The EASTL port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please create an issue or pull request on the vcpkg repository.

    Please see CONTRIBUTING.md for details on compiling and testing the source.

    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.

    After Rob, maintenance of EASTL passed to Max Winkler for roughly a year, until landing with its current maintainer Liam Mitchell.

    Significant EASTL contributions were made by (in alphabetical order):

    •Avery Lee

    •Colin Andrews

    •Frostbite - Electronic Arts - [https://www.ea.com/frostbite]

    Modified BSD License (3-Clause BSD license) see the file LICENSE in the project root.

  2. 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 ...

  3. Exercises for Programming in C++ (Alpha Release, Version 2021-04-01) Michael D. Adams To obtain themost recent versionof this book (with functional hyperlinks) or for additional informa-

    • 2MB
    • 162
  4. 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).

  5. You might want to try some of the following: 1) switch the order of benchmarking of the eastl objects and the std object to see if the first loop is somehow 'priming' caches or memory; 2) at the end of the benchmark, print information (size, the contents of some elements, etc) from each vector to try to make sure operations aren't being elided due to the optimizer recognizing that the vec_Xxxx ...

  6. People also ask

  7. 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.

  1. People also search for