We talked about my implementation of a math vector class and not about STL vector, in spite of that, you confirmed the answer of Roman and the previous answers. I should create my vectors as simple as able, still, it was a good excercise for me :)
Thanks fenor Robbert de Groot írta:
I wouldn't be too sure about that. A case has hit us not too recently at work. One of my co-workers used an STL Vector for storage and this code was to replace some C# equivalent code. The C++ STL Vector code was running about the same or slower than the C# code. Which made us wonder what was going on because we expected quite a significant improvement over the C# code which was not optimised in any way. We replaced the code with a straight 'C' implementation and that gave us a performance metric we were expecting, which was closer to taking half the time as the C# implementation. We tracked the issue down to some STL Vector usage. Admittedly it was a very simple implementation of the algorithm but we didn't expect such poor performance. We did eventually improve the performance but it was a little bit of playing around with how to do things. Like traversing the vector in reverse order or something like that. STL implementations can vary wildly. We were using MS VS 2005 and MS's STL implementation. Robbert de GrootFrom: Roman Hwang <hwang.roman@xxxxxxxxx> I'm not a professional, but I think vectors must be as efficient and optimized as possible. And inheritance is too much in this case.__________________________________________________________________ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com. --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html
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