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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. EASTL works on any C++ compiler that completely conforms the C++ language standard. Additionally, EASTL is 32 bit and 64 bit compatible. Since EASTL does not use the C or C++ standard library (with a couple small exceptions), it doesn't matter what kind of libraries are provided (or not provided) by the compiler vendor.

  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. Feb 11, 2016 · An example was that I was looking into getting "flat containers" (think Boost's flat_map/flat_set/etc. or what EASTL calls vector_map/vector_set/etc.) into a real proposal for the C++ standard library. There's also working being done on other new containers, intrusive containers, math libraries, and a ton of other stuff.

  5. 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.

  6. EASTL Best Practices. In this document we discuss best practices for using EASTL. The primary emphasis is on performance with a secondary emphasis on correctness and maintainability. Some best practices apply only to some situations, and these will be pointed out as we go along.

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  8. Feb 10, 2016 · EASTL is a very good fit for constrained embedded systems and hard real time systems. I spent quite some time at work implementing the same data structures for a hard real time system. While the STL is a good fit for general purpose systems, EASTL provides data structures with fixed memory usage (such as the fixed_* structures) and better performance (such as intrusive lists).

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