EA Standard Template Library
BDE
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EA Standard Template Library | BDE | |
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40 | 7 | |
7,658 | 1,609 | |
0.8% | 1.4% | |
2.9 | 9.5 | |
14 days ago | 1 day ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | Apache License 2.0 |
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EA Standard Template Library
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Sane C++ Libraries
> you can still use it with smart pointers provided by any other library
Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?
Certainly, not everyone needs it.
...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.
Was that no the point from the beginning?
unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.
This does seem like a very opinionated decision with reasonably unclear justification.
[1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
- EA Standard Template Library Design
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The joys of writing my own standard library
Can I introduce you to EASTL
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Are there any books or tutorials that teach C-Styled C++?
For games focused stuff have a look at EASTL https://github.com/electronicarts/EASTL also perhaps some of the Data Oriented Design stuff (see Mike Acton's CPP Con Talks). This also have loads of good stuff https://www.dataorienteddesign.com/dodbook/
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I want to start computer graphics programming
C++, but generally treat it as C. STL is pretty slow while debugging so we avoid it and write our own replacements. If you don't want to drive that deep use something like EASTL: https://github.com/electronicarts/EASTL
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January 2023 Rust Jobs Report
In my experience game devs don't eschew the STL because of compile times, but because (a) its memory management is not sufficiently tunable and (b) it uses exceptions heavily which many game engines disable entirely due to perceived performance problems. For this reason, some of the engines I've worked on have used their own forks of the STL in the spirit of EASTL to rectify these issues. Others like my current project just don't use the STL at all (outside of some third-party library code) and use custom libraries for everything.
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A container with set interface based on std::vector
In my opinion, you should also benchmark it against something like boost::container::flat_set or eastl::vector_set and you should expect the same performance as with your ordered functionality. Another interesting idea for organization of such flat and sorted container can be found here.
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Worth it making an own standard library?
finally, if you're worried about performance (a lot of aspiring game programmers seem to be, even though for anything but high-end engines the STL is likely fine if you know what you're doing..) you could look into the EA STL or other STL replacements..
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What are the hallmarks of well written and high quality C++ code?
check it out: https://github.com/electronicarts/EASTL
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Where to read about std library implementation?
I just took a look at their atomic.h and wow, "well-documented" is an understatement !
BDE
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A Modern High-Performance Open Source Message Queuing System
Hi, one of the authors here. BlazingMQ depends on two other open source C++ libraries: https://github.com/bloomberg/bde and https://github.com/bloomberg/ntf-core. I believe documentation writer wanted to highlight that BlazingMQ does not depend on frameworks like ZooKeeper, etc.
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Announcing YOMM2 version 1.3.1
It would be easy to make the runtime use polymorphic allocators, one for the temporary objects created by update_methods, and another for the hash and dispatch tables. The first allocator could use the stack (like this), and the second a block in the BSS segment.
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Bloomberg finally opensourced memray —a new versatile memory profile for Python
I'm pretty sure they use C++ very extensively. They have their own C++ standard library for example. I'm not aware of them using FORTRAN or C. Do you have a reference for that?
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What language best suits for fintech products and services?
No first-hand experience, but C++ is definitely a player. Check out John Lakos and bloomberg/bde. He was a force behind the improved allocators in C++11 and beyond. That repo I linked is a beast of a codebase (:
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Eastl: An Alternative C++ Standard Library from Electronic Arts
Specifying your own allocator is like a main feature of bde from Bloomberg:
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Bloomberg London
If I remember correctly, BDE ( https://github.com/bloomberg/bde ) is developed in London's office and definitely the team that works on it is one of the most experienced in the company.
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pmr allocators in Xcode / AppleClang
Libc++ hasn't implemented polymorphic containers and similar. You could take a look at what inspired PMR: https://github.com/bloomberg/bde/
What are some alternatives?
STL - MSVC's implementation of the C++ Standard Library.
abseil-cpp - Abseil Common Libraries (C++)
etl - Embedded Template Library
Boost - Super-project for modularized Boost
uSTL - A size-optimized STL implementation.
Qt - Qt Base (Core, Gui, Widgets, Network, ...)
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Folly - An open-source C++ library developed and used at Facebook.
xtensor - C++ tensors with broadcasting and lazy computing
MiLi
winapi - Windows API declarations without <windows.h>, for internal Boost use.
ffead-cpp - Framework for Enterprise Application Development in c++, HTTP1/HTTP2/HTTP3 compliant, Supports multiple server backends