Essentially, listing all the hoops EA went through to have a useable STL for games. (And for programming purposes, AAA console games and OS kernels are pretty close)
Essentially, listing all the hoops EA went through to have a useable STL for games. (And for programming purposes, AAA console games and OS kernels are pretty close)
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n185...
I'd still like to see how both these papers influenced last C++ standard at the end (I admit I didn't try to follow) -- is there finally a "standard" way to do all that?
But I blame them when they insist that what they do is enough for everybody. It isn't.
As for the Lakos allocator model, two issues come up:
(1) You get an allocator pointer in everything.
(2) Each allocator still doesn't get to be simple: if the container passes the allocator down to its elements, the allocator has to worry about very differently-sized allocations. E.g. rb-tree nodes and the contained types.