I can't speak from experience about stl on consoles, haven't used it. But
one problem I see that you haven't mentioned and I haven't seen discussed is
symbol size. STL debug symbols tend to be big - I wrote a sample application
using luabind the other day, which uses boost and some funky template stuff
to create C++ bindings for lua. The executable was 400 K without debug
symbols, and 16 MB with debug symbols. That wouldn't have fit on a console,
ever.
I think that for XBOX at least, you can keep the debugging symbols off the
actual console, in a PDB file, but I'm not sure if that's the way all
consoles handle it - thinking about it, they probably do. Has anyone got
more console experience than me?
Even then, the excessive inlining you get eith STL code is going to bloat
your executable, and on some platforms you can't grow it much. On the
gamecube, Nintendo won't let you make executables bigger than 4MB, for
example, so this could conceivably become an issue.
Enno.
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