@ericniebler others and myself might feel the same way.
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I might be wrong, but both Unreal Engine and Frostbite (which is where my previous 3 years were spent) doesn’t use (all) Standard STL features, though? C++ features, sure, but not the STL, which is what’s messing my mind up the most here.
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For example: The EASTL implementation is not “standard” (it mimics the standard but changes some things) I have NOT done the legwork to understand the full 20-standard, but I can’t easily parse the flow in the code examples, and I’m sure I’m not alone in that. It *IS* a problem.
End of conversation
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As someone who has only used C++ in academic settings, and who is otherwise very familiar with rust, could you explain why the range syntax is bad? Is the reasoning specific to C++ or more broadly applicable?
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It is a shame that the good work done in haskell translates so badly in c++...
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