Dave Griffiths | 7 Aug 10:49 2007

STL (was Re: [piksel] DesireData 2007.07.30)


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> hi Mathieu,
>
> On Mon, Jul 30, 2007 at 01:22:10AM -0400, Mathieu Bouchard wrote:
>>  * beginning to use C++ standard library components
>
> i'm coding C++ since more than 10 years now and have been exploring and
> trying the usage of STL several times and for different projects, which
> lead always to a failure and a forced removal of all STL classes from
> the code.
>
> i suggest you reconsider using C++ STL since they hide a snakepit of
> problems for your code. i'm sorry i can't be more detailed now, if you
> are curious enough, as i guess, you'll try it yourself anyway.
>
> these are just my two cents of course,
> if a thread should start from this suggestion, then let me add we can
> revamp the usage of the piksel-devel list for it.

I'm up for that :)

To present another view, fluxus would not be possible without STL - vector
is the central container type for the vertex arrays, and I use strings,
maps and sets everywhere. I don't like "reinventing the wheel" at this
level.

(Continue reading)

jaromil | 10 Aug 00:31 2007

Re: STL (was Re: [piksel] DesireData 2007.07.30)


On Tue, Aug 07, 2007 at 09:49:15AM +0100, Dave Griffiths wrote:
> The places where the use of STL is debatable is in realtime audio or fixed
> memory situations (like embedded devices) as it doesn't encourage the
> philosophy of allocating fixed size buffers on startup, rather than using
> things like push_back. Still, you can override the allocators with your
> own versions and allocate from static pools of memory. The other problem
> with embedded devices is that code size is a big issue - but I've worked
> on PS2 games that used it.

i guess this matches pretty much the problems i encountered,
thanks for the good insights!  respect man
i didn't knew that well what affected me.

matju: i can't explain anything on the topic better than Dave

ciao

Dave Griffiths | 14 Aug 21:22 2007

Re: STL (was Re: [piksel] DesireData 2007.07.30)

On Thu, 2007-08-09 at 22:31 +0000, jaromil wrote:
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> On Tue, Aug 07, 2007 at 09:49:15AM +0100, Dave Griffiths wrote:
> > The places where the use of STL is debatable is in realtime audio or fixed
> > memory situations (like embedded devices) as it doesn't encourage the
> > philosophy of allocating fixed size buffers on startup, rather than using
> > things like push_back. Still, you can override the allocators with your
> > own versions and allocate from static pools of memory. The other problem
> > with embedded devices is that code size is a big issue - but I've worked
> > on PS2 games that used it.
> 
> i guess this matches pretty much the problems i encountered,
> thanks for the good insights!  respect man
> i didn't knew that well what affected me.
> 
> matju: i can't explain anything on the topic better than Dave

and I thought we were on the brink of a raging flame war ;)

I think like anything else STL can be use in evil ways, (eg if you go
too far with the generic programming) but if you keep it sensible and
out of sensitive places it can save a lot of time and debugging.

cheers,

dave

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(Continue reading)

salsaman | 21 Aug 15:48 2007
Picon
Picon

GPAC

Hi all,
I just happened upon this site:

http://gpac.sourceforge.net/index.php

The code looks pretty impressive. I was wondering if anybody had heard of
this/used it before ?

Cheers,
Salsaman.

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Gmane