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From: Martin Slater (mslater_at_[hidden])
Date: 2005-04-04 07:51:56

> How is that policy working out for you? Some people I know are
> convinced that going that way leads to bad, slow code. Are your
> environments resource-constrained at all?

Just though I'd mention my experiences here as in our last project I
heavily used shared pointers (literally only wrote delete once or twice
in 6-12 months) and had absolutely no problems. In the industry I'm in
(games) performance is taken extremely seriously and there is much fud
about what is good / bad for performance. I spent many many hours with
vtune profiling every aspect of the game and at no point found any place
where shared pointers were the problem at all. This was a PC product, so
pretty much unconstrained but after this I would definately look at
using it in next generation console environments (embedded systems
really) with a suitable allocator to prevent fragmentation.



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