EA Standard Template Library
etl
EA Standard Template Library | etl | |
---|---|---|
43 | 56 | |
8,621 | 2,440 | |
1.7% | 3.3% | |
4.0 | 9.6 | |
8 months ago | 4 days ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | MIT License |
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EA Standard Template Library
- Electronic Arts Standard Template Library
- Writing your own C++ standard library from scratch
- China Is Rapidly Becoming a Leading Innovator in Advanced Industries
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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.
etl
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Writing your own C++ standard library from scratch
Probably not as the way things are defined in the STL is often not in line with what C++ programmers want for their code base.
STL adheres to zero-cost-abstraction, which often puts safety in the backseat. Many programmers, myself included, prefer safety by default with an escape route, when its really needed.
Add to that things like exceptions, locale-dependent behavior, functions with a dozen overloads, an overly complex memory allocator interface (`std::vector` vs. `std::pmr::vector`), etc.
Personally, I'd prefer a common alternative to STL that focuses on these points. ETL [1] and abseil [2] come to mind, but it's not exactly what I envision.
1: https://github.com/ETLCPP/etl
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Modern C++ Programming Course
If you can't use the STL because of exceptions: https://www.etlcpp.com/
- How many of you do you actually use C++?
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Undefined Behavior?
You can also use ETL (https://www.etlcpp.com)
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As an embedded programmer which parts of C++ should I focus?
Use ETL for embedded standard library functionality: https://www.etlcpp.com/
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C++ on embedded studio
The best choice here is use embedded Template Library: https://www.etlcpp.com/
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C++20 for bare-metal microcontroller programming
If you can't get C++23, expected it's implemented in the ETL (it's also just a really amazing library for this kind of stuff - highly recommend!).
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Recompile C++ Standard library to only include classes that are embedded system friendly
I want to use some of C++ std library classes/functions in my embedded system library project that I'm writing. However as the environment has limited ressources I don't want to have use or expose classes or functions that do the following: * Dynamic memory allocations * RTTI * Runtime exceptions I will be rewriting some basic container and algorithms according to my needs. I know that there are other re writes of STL like ESTL but I don't want to have any external dependencies So my question is can I somehow compile/package a fork of C++ std library that only include embedded systems friendly classes such as: - array - tuple - variant - type_traits Etc This compiled library must be completely standalone. The compiler that I use can support upto C++17 standard.
- Looking for well written, modern C++ (17/20) example projects for microcontrollers
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What are some essential libraries for embedded systems everyone should learn?
I will never not recommend the Embedded Template Library
What are some alternatives?
STL - MSVC's implementation of the C++ Standard Library.
ordered-map - C++ hash map and hash set which preserve the order of insertion
xtensor - C++ tensors with broadcasting and lazy computing
libsrt - libsrt is a C library for writing fast and safe C code, faster. It provides string, vector, bit set, set, map, hash set, and hash map handling. Suitable for soft and hard real-time. Allows both heap and stack allocation. *BETA* (API still can change: suggestions are welcome)
dyno - Runtime polymorphism done right
MDAL - Mesh Data Abstraction Library