EA Standard Template Library
rust
EA Standard Template Library | rust | |
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40 | 2,683 | |
7,672 | 93,041 | |
0.6% | 1.2% | |
2.1 | 10.0 | |
29 days ago | 4 days ago | |
C++ | Rust | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
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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 !
rust
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Create a Custom GitHub Action in Rust
If you haven't dipped your touch-typing fingers into Rust yet, you really owe it to yourself. Rust is a modern programming language with features that make it suitable not only for systems programming -- its original purpose, but just about any other environment, too; there are frameworks that let your build web services, web applications including user interfaces, software for embedded devices, machine learning solutions, and of course, command-line tools. Since a custom GitHub Action is essentially a command-line tool that interacts with the system through files and environment variables, Rust is perfectly suited for that as well.
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Why Does Windows Use Backslash as Path Separator?
Here's an example of someone citing a disagreement between CRT and shell32:
https://github.com/rust-lang/rust/issues/44650
This in addition to the Rust CVE mentioned elsewhere in the thread which was rooted in this issue:
https://blog.rust-lang.org/2024/04/09/cve-2024-24576.html
Here are some quick programs to test contrasting approaches. I don't have examples of inputs where they parse differently on hand right now, but I know they exist. This was also a problem that was frequently discussed internally when I worked at MSFT.
#include
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I hate Rust (programming language)
> instead of choosing a certain numbered version of the random library (if I remember correctly) I let cargo download the latest version which had a completely different API.
Yeah, they didn't follow the instructions and got burned. I still think that multiple things went wrong simultaneously for that experience. I wonder if more prevalent uses of `#[doc(alias = "name")]` being leveraged by https://github.com/rust-lang/rust/pull/120730 (which now that I check only accounts for methods and not functions, I should get on that!) so that when changing APIs around people at least get a slightly better experience.
- Rust Weird Exprs
- Critical safety flaw found in Rust on Windows (CVE-2024-24576)
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Unformat Rust code into perfect rectangles
Almost fixed the compiler: https://github.com/rust-lang/rust/pull/123325
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Implement React v18 from Scratch Using WASM and Rust - [1] Build the Project
Rust: A secure, efficient, and modern programming language (omitting ten thousand words). You can simply follow the installation instructions provided on the official website.
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Show HN: Fancy-ANSI – Small JavaScript library for converting ANSI to HTML
Recently did something similar in Rust but for generating SVGs. We've adopted it for snapshot testing of cargo and rustc's output. Don't have a good PR handy for showing Github's rendering of changes in the SVG (text, side-by-side, swiping) but https://github.com/rust-lang/rust/pull/121877/files has newly added SVGs.
To see what is supported, see the screenshot in the docs: https://docs.rs/anstyle-svg/latest/anstyle_svg/
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Upgrading Hundreds of Kubernetes Clusters
We strongly believe in Rust as a powerful language for building production-grade software, especially for systems like ours that run alongside Kubernetes.
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What Are Const Generics and How Are They Used in Rust?
The above Assert<{N % 2 == 1}> requires #![feature(generic_const_exprs)] and the nightly toolchain. See https://github.com/rust-lang/rust/issues/76560 for more info.
What are some alternatives?
STL - MSVC's implementation of the C++ Standard Library.
carbon-lang - Carbon Language's main repository: documents, design, implementation, and related tools. (NOTE: Carbon Language is experimental; see README)
etl - Embedded Template Library
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
uSTL - A size-optimized STL implementation.
Nim - Nim is a statically typed compiled systems programming language. It combines successful concepts from mature languages like Python, Ada and Modula. Its design focuses on efficiency, expressiveness, and elegance (in that order of priority).
xtensor - C++ tensors with broadcasting and lazy computing
Odin - Odin Programming Language
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Elixir - Elixir is a dynamic, functional language for building scalable and maintainable applications
winapi - Windows API declarations without <windows.h>, for internal Boost use.
Rustup - The Rust toolchain installer