EA Standard Template Library
etl
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EA Standard Template Library | etl | |
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40 | 55 | |
7,658 | 1,942 | |
0.8% | 2.1% | |
2.9 | 9.2 | |
13 days ago | 1 day ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | MIT License |
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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 !
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
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What programming language should I pick up as a senior developer ?
STL containers use dynamic memory allocation which is often a no-no in embedded contexts. there is the ETL https://www.etlcpp.com/ but I haven't used it!
What are some alternatives?
STL - MSVC's implementation of the C++ Standard Library.
graphMat - A matrix header-only library, uses graphs internally, helpful when your matrix is part of a simulation where it needs to grow many times (or auto expand)
uSTL - A size-optimized STL implementation.
ordered-map - C++ hash map and hash set which preserve the order of insertion
linkedin-skill-assessments-quizzes - Full reference of LinkedIn answers 2023 for skill assessments (aws-lambda, rest-api, javascript, react, git, html, jquery, mongodb, java, Go, python, machine-learning, power-point) linkedin excel test lösungen, linkedin machine learning test LinkedIn test questions and answers
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)
xtensor - C++ tensors with broadcasting and lazy computing
RxCpp - Reactive Extensions for C++
winapi - Windows API declarations without <windows.h>, for internal Boost use.
MDAL - Mesh Data Abstraction Library
BDE - Basic Development Environment - a set of foundational C++ libraries used at Bloomberg.
Ygg - An intrusive C++17 implementation of a Red-Black-Tree, a Weight Balanced Tree, a Dynamic Segment Tree and much more!