3 ms·
Also video game companies. Maybe not the management part, but there's a lot of resistance by game programmers to STL because of: * Poor support in console env
by Ogre 15y ago
Also video game companies. Maybe not the management part, but there's a lot of resistance by game programmers to STL because of:
* Poor support in console environments, which often lag significantly behind their desktop equivalents (I'm not sure how relevant this is for PS3/X360/Wii, but it was definitely the case for the previous generation, and some things get deeply ingrained)
* Poor debug performance for some implementations
* Less control over low level implementation details, vs. rolling your own. Game developers stress out over this. STL is a general purpose library. Sometimes a special purpose library really is what you want.
Here's a relevant stackexchange discussion: http://gamedev.stackexchange.com/questions/268/stl-for-games-yea-or-nay http://gamedev.stackexchange.com/questions/268/stl-for-games...
And here's a paper discussing EA's STL replacement, with lots of justifications: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n227...
- deleted 15y ago[deleted]