Is there a `std::` equivalent to libdispatch's `dispatch_data_t`? - c++

I'm fond of dispatch_data_t. It provides a useful abstraction on top of a range of memory: it provides reference counting, allows consumers to create arbitrary sub-ranges (which participate in the ref counting of the parent range), concatenate sub-ranges, etc. (I won't bother to get into the gory details -- the docs are right over here: Managing Dispatch Data Objects)
I've been trying to find out if there's a C++11 equivalent, but the terms "range", "memory" and "reference counting" are pretty generic, which is making googling for this a bit of a challenge. I suspect that someone who spends more time with the C++ Standard Library than I do might know off the top of their head.
Yes, I'm aware that I can use the dispatch_data_t API from C++ code, and yes, I'm aware that it would not be difficult to crank out a naive first pass implementation of such a thing, but I'm specifically looking for something idiomatic to C++, and with a high degree of polish/reliability. (Boost maybe?)

No.
Range views are being proposed for future standard revisions, but they are non-owning.
dispatch_data_t is highly tied to GCD in that cleanup occurs in a specified queue determined at creation: to duplicate that behaviour, we would need thread pools and queues in std, which we do not have.
As you have noted, an owning overlapping immutable range type into sparse or contiguous memory would not be hard to write up. Fully poished it would have to support allocators, some kind of raw input buffer system (type erasure on the owning/destruction mechanism?), have utlities for asynchronous iteration by block (with tuned block size), deal with errors and exceptions carefully, and some way to efficiently turn rc 1 views into mutable versions.
Something that complex would first have to show up in a library like boost and go through iterative improvements. And as it is quite many faceted, something with enough of its properties for your purposes may already be there.
If you roll your own I encourage you to submit it for boost consideration.

Related

What is are the advantages of a custom data structure?

What's the need to go for defining and implementing data structures (e.g. stack) ourselves if they are already available in C++ STL?
What are the differences between the two implementations?
First, implementing by your own an existing data structure is a useful exercise. You understand better what it does (so you can understand better what the standard containers do). In particular, you understand better why time complexity is so important.
Then, there is a quality of implementation issue. The standard implementation might not be suitable for you.
Let me give an example. Indeed, std::stack is implementing a stack. It is a general-purpose implementation. Have you measured sizeof(std::stack<char>)? Have you benchmarked it, in the case of a million of stacks of 3.2 elements on average with a Poisson distribution?
Perhaps in your case, you happen to know that you have millions of stacks of char-s (never NUL), and that 99% of them have less than 4 elements. With that additional knowledge, you probably should be able to implement something "better" than what the standard C++ stack provides. So std::stack<char> would work, but given that extra knowledge you'll be able to implement it differently. You still (for readability and maintenance) would use the same methods as in std::stack<char> - so your WeirdSmallStackOfChar would have a push method, etc. If (later during the project) you realize or that bigger stack might be useful (e.g. in 1% of cases) you'll reimplement your stack differently (e.g. if your code base grow to a million lines of C++ and you realize that you have quite often bigger stacks, you might "remove" your WeirdSmallStackOfChar class and add typedef std::stack<char> WeirdSmallStackOfChar; ....)
If you happen to know that all your stacks have less than 4 char-s and that \0 is not valid in them, representing such "stack"-s as a char w[4] field is probably the wisest approach. It is fast and easy to code.
So, if performance and memory space matters, you might perhaps code something as weird as
class MyWeirdStackOfChars {
bool small;
union {
std::stack<char>* bigstack;
char smallstack[4];
}
Of course, that is very incomplete. When small is true your implementation uses smallstack. For the 1% case where it is false, your implemention uses bigstack. The rest of MyWeirdStackOfChars is left as an exercise (not that easy) to the reader. Don't forget to follow the rule of five.
Ok, maybe the above example is not convincing. But what about std::map<int,double>? You might have millions of them, and you might know that 99.5% of them are smaller than 5. You obviously could optimize for that case. It is highly probable that representing small maps by an array of pairs of int & double is more efficient both in terms of memory and in terms of CPU time.
Sometimes, you even know that all your maps have less than 16 entries (and std::map<int,double> don't know that) and that the key is never 0. Then you might represent them differently. In that case, I guess that I am able to implement something much more efficient than what std::map<int,double> provides (probably, because of cache effects, an array of 16 entries with an int and a double is the fastest).
That is why any developer should know the classical algorithms (and have read some Introduction to Algorithms), even if in many cases he would use existing containers. Be also aware of the as-if rule.
STL implementation of Data Structures is not perfect for every possible use case.
I like the example of hash tables. I have been using STL implementation for a while, but I use it mainly for Competitive Programming contests.
Imagine that you are Google and you have billions of dollars in resources destined to storing and accessing hash tables. You would probably like to have the best possible implementation for the company use cases, since it will save resources and make search faster in general.
Oh, and I forgot to mention that you also have some of the best engineers on the planet working for you (:
(This video is made by Kulukundis talking about the new hash table made by his team at Google )
https://www.youtube.com/watch?v=ncHmEUmJZf4
Some other reasons that justify implementing your own version of Data Structures:
Test your understanding of a specific structure.
Customize part of the structure to some peculiar use case.
Seek better performance than STL for a specific data structure.
Hating STL errors.
Benchmarking STL against some simple implementation.

Can most of the data structures be implemented using vectors?

I used C++ vectors to implement stacks, queue, heaps, priority queue and directed weighted graphs. In the books and references, I have seen big classes for these data structures, all of which can be implemented in short using vectors. (May be there is more flexibility in using pointers)
Can we also implement even advanced data structures using vectors ?
If yes, why do C++ books still explain concepts with the long classes using pointers ?
Is it to keep in mind the lower level idea, if it is more vivid that way or it makes students equipped with such usage of pointers ?
It's true that many data structures can be implemented on top of a vector (array, for the sake of this answer), essentially all of them can, since every computation task can be implemented to run on a turing-machine which has a far more basic data access capability (or, in the real world, you may say that any program you implement with pointers eventually runs on a CPU with a simply array-like virtual memory space, so you could just call that a huge array). However, it's not always clever. Two main reasons :
performance / time complexity - a vector simply can't provide all basic operations that in O(1). There's a solution for fast initialization, but try to randomly insert values into a large vector and see how bad you perform - that's because you have to move all the elements by one place over and over. A list could do that in a single operation. Of course other structures have their own performance shortcomings, but that's the beauty of designing complicated data structures with these basic building blocks.
structural complexity - you can think of a list along the same line of a vector as an ordered container, and perhaps extend this into multidimensional matrices that can be implemented on top of them since they still retain some basic ordering, but there are more complicated structures. Take for e.g. a tree, a simple full binary tree one can be implemented with a vector very easily since the parent-child relations can be easily converted to index arithmetics, but what if the tree isn't full and has varying number of children per node? Now, you may say it can still be done (any graph can be implemented with vectors either through adjacency matrix or adjacency list for e.g.), but there's almost no sense in doing so when you can have a much simpler implementation using pointer links. Just think of doing an AVL roll with an array. :shudder:
Mind you that the second argument may very well boil down to performance ("hey, it's an awkward approach but I still managed to use a vector!"), but it's more than that - it would complicate your code, clutter your data structure design, and could make it far more prone to bugs.
Now, here comes the "but" - even though there's much sense in using all the possible tools the language provides you, it's very widely accepted to use vector-based structures for performance critical tasks. See almost all scientific CPU benchmarks, most of them ultimately rely on vectors (uncited, but I can elaborate further if anyone is interested. Suffice to say that even the well-known *graph*500 does that).
The reason is not that it's best programming practice, but that it's more suited with CPU internal structure and gets more "juice" out of the HW. That's due to spatial locality - CPUs are very fond of that as it allows the memory unit to parallelize accesses (in an array you always know where's the next element, in a list you have to wait until the current one is fetched), and also issue stream/stride prefetches that reduce latency of future requests.
I can't say this is always a good practice, when you run through a graph the accesses are still pretty irregular even if you use an array implementation, but it's still a very common practice.
To summarize, taking the question literally - most of them can, of sorts (for a given definition of "most", ok?), but if the intention was "why teach pointers", I believe you can see that in order to understand your limits and what you can and should use - you need to know a great deal more than just arrays and even pointers. A good programmer should know a bit about everything - OS design, CPU design, etc. You can't do anything decent unless you really understand the fabric you're running on, and that unfortunately (or not) includes lots of pointers
You can implement a kind of allocator using an std::vector as the backing store. If you do that, all the standard data structures from elementary computer science can be implemented on top of vectors. It will hardly free you from using pointers, though: vectors are really just chunks of memory with a few useful additional operations, most notably the ability to expand.
More to the point: if you don't understand pointers, you won't understand how to do use vector for advanced data structures either. vector is a useful abstraction, but it follows the C++ rule that "you don't get what you don't pay for", so it's also a very "thin" abstraction, and you do pay for the cost of abstraction in terms of the amount of code you have to write.
(Jonathan Wakely points out, in the comments, that you won't get the exact guarantees that the C++ standard library requires of allocators data structures when you implement them on top of vector. Put in principle, vectors are just a way of handling blocks of memory.)
If you are learning C++ you need to be familiar with pointers and how to use them even if there are more higher level concepts that does that job for you.
Yes, it is possible to implement most data structures with vectors or lists and if you just started learning programming it's probably a good idea that you'll know how to write these data structures yourself.
With that being said, production code should always use the standard library unless there is a good reason not to do so.

Should std::list be deprecated?

According to Bjarne Stroustrup's slides from his Going Native 2012 keynote, insertion and deletion in a std::list are terribly inefficient on modern hardware:
Vector beats list massively for insertion and deletion
If this is indeed true, what use cases are left for std::list? Shouldn't it be deprecated then?
Vector and list solve different problems. List provides the guarantee that iterators never become invalidated as you insert and remove other elements. Vector doesn't make that guarantee.
Its not all about performance. So the answer is no. List should not be deprecated.
Edit Beyond this, C++ isn't designed to work solely on "modern hardware." It is intended to be useful across a much wider range of hardware than that. I'm a programmer in the financial industries and I use C++, but other domains such as embedded devices, programmable controllers, heart-lung machines and myriad others are just as important. The C++ language should not be designed solely with the needs of certain domains and the performance of certain classes of hardware in mind. Just because I might not use a list doesn't mean it should be deprecated from the language.
Whether a vector outperforms a list or not also depends on the type of the elements. For example, for int elements vector is indeed very fast as most of the data fits inside the CPU cache and SIMD instructions can be used for the data copying. So the O(n) complexity of vector doesn't have much impact.
But what about larger data types, where copying doesn't translate to a stream operation, and instead data must be fetched from all over the place? Also, what about hardware that doesn't have large CPU caches and possibly also lacks SIMD instructions? C++ is used on much more than just modern desktop and workstation machines. Deprecating std::list is out of the question.
What Stroustrup is saying in that presentation is that before you pick std::list for your data, you should make sure that it's the right choice for your particular situation. In other words, benchmark and profile. It definitely doesn't say you should always pick std::vector.
No, and especially not based on one particular graph. There are instances where list will perform better than vector. See: http://www.baptiste-wicht.com/2012/12/cpp-benchmark-vector-list-deque/
And that's ignoring the non-performance differences, as others have mentioned.
Bjarne's point in that talk wasn't that you shouldn't use list. It was that people make too many assumptions about list's performance that often turn out to be wrong. He was simply justifying the stance that vector should always be your default go-to container type unless you actually find a need for the performance or other semantic characteristics of lists.
std::list is a deque, it has push_front() and pop_front(). It still has a niche role as such, though it may not be the best choice for a deque.
std::list does not reallocate memory, while std::vector may. Sometimes you don't want an item to move in memory (e.g. a stackful coroutine).
Linked lists are related to tree data structures. Both contain links. If we deprecate std::list, then what about tree-based containers?
Of course not. std::list is a different data structure. Comparing different data structure is good indication of its properties, advantages or disadvantages. But each data structure has its advantage.

When should the STL algorithms be used instead of using your own?

I frequently use the STL containers but have never used the STL algorithms that are to be used with the STL containers.
One benefit of using the STL algorithms is that they provide a method for removing loops so that code logic complexity is reduced. There are other benefits that I won't list here.
I have never seen C++ code that uses the STL algorithms. From sample code within web page articles to open source projects, I haven't seen their use.
Are they used more frequently than it seems?
Short answer: Always.
Long answer: Always. That's what they are there for. They're optimized for use with STL containers, and they're faster, clearer, and more idiomatic than anything you can write yourself. The only situation you should consider rolling your own is if you can articulate a very specific, mission-critical need that the STL algorithms don't satisfy.
Edited to add: (Okay, so not really really always, but if you have to ask whether you should use STL, the answer is "yes".)
You've gotten a number of answers already, but I can't really agree with any of them. A few come fairly close to the mark, but fail to mention the crucial point (IMO, of course).
At least to me, the crucial point is quite simple: you should use the standard algorithms when they help clarify the code you're writing.
It's really that simple. In some cases, what you're doing would require an arcane invocation using std::bind1st and std::mem_fun_ref (or something on that order) that's extremely dense and opaque, where a for loop would be almost trivially simple and straightforward. In such a case, go ahead and use the for loop.
If there is no standard algorithm that does what you want, take some care and look again -- you'll often have missed something that really will do what you want (one place that's often missed: the algorithms in <numeric> are often useful for non-numeric uses). Having looked a couple of times, and confirmed that there's really not a standard algorithm to do what you want, instead of writing that for loop (or whatever) inline, consider writing an generic algorithm to do what you need done. If you're using it one place, there's a pretty good chance you can use it two or three more, at which point it can be a big win in clarity.
Writing generic algorithms isn't all that hard -- in fact, it's often almost no extra work compared to writing a loop inline, so even if you can only use it twice you're already saving a little bit of work, even if you ignore the improvement in the code's readability and clarity.
STL algorithms should be used whenever they fit what you need to do. Which is almost all the time.
When should the STL algorithms be used instead of using your own?
When you value your time and sanity and have more fun things to do than reinventing the wheel again and again.
You need to use your own algorithms when project demands it, and there are no acceptable alternatives to writing stuff yourself, or if you identified STL algorithm as a bottleneck (using profiler, of course), or have some kind of restrictions STL doesn't conform to, or adapting STL for the task will take longer than writing algorithm from scratch (I had to use twisted version of binary search few times...). STL is not perfect and isn't fit for everything, but when you can, you should use it. When someone already did all the work for you, there is frequently no reason to do the same thing again.
I write performance critical applications. These are the kinds of things that need to process millions of pieces of information in as fast a time as possible. I wouldn't be able to do some of the things that I do now if it weren't for STL. Use them always.
There are many good algorithms besides stuff like std::foreach.
However there are lots of non-trivial and very useful algorithms:
Sorting: std::sort, std::upper_bound, std::lower_bound, std::binary_search
Min/Max std::max, std::min, std::partition, std::min_element, std::max_element
Search like std::find, std::find_first_of etc.
And many others.
Algorithms like std::transform are much useful with C++0x lambda expressions or stuff like boost::lambda or boost::bind
If I had to write something due this afternoon, and I knew how to do it using hand-made loops and would need to figure out how to do it in STL algorithms, I would write it using hand-made loops.
Having said that, I would work to make the STL algorithms a reliable part of my toolkit, for reasons articulated in the other answers.
--
Reasons you might not see it is in code is that it is either legacy code or written by legacy programmers. We had about 20 years of C++ programming before the STL came out, and at that point we had a community of programmers who knew how to do things the old way and had not yet learned the STL way. This will likely remain for a generation.
Bear in mind that the STL algorithms cover a lot of bases, but most C++ developers will probably end up coding something that does something equivalent to std::find(), std::find_if() and std::max() almost every day of their working lives (if they're not using the STL versions already). By using the STL versions you separate the algorithm from both the logical flow of your code and from the data representation.
For other less commonly used STL algorithms such as std::merge() or std::lower_bound() these are hugely useful routines (the first for merging two sorted containers, the second for working out where to insert an item in a container to keep it ordered). If you were to try to implement them yourself then it would probably take a few attempts (the algorithms aren't complicated, but you'd probably get off-by-one errors or the like).
I myself use them every day of my professional career. Some legacy codebases that predate a stable STL may not use it as extensively, but if there's a newer project that is intentionally avoiding it I would be inclined to think it was by a part-time hacker who was still labouring under the mid-90's assumption that templates are slow and therefore to be avoided.
The only time I don't use STL algorithms is when the cross-platform implementation differences affect the outcome of my program. This has only happened in one or two rare cases (on the PlayStation 3). Although the interface of the STL is standardized across platforms, the implementation is not.
Also, in certain extremely high performance applications (think: video games, video game servers) we replaced a some STL structures with our own to eke out a bit more efficiency.
However, the vast majority of the time using STL is the way to go. And in my other (non-video game) jobs, I used the STL exclusively.
The main problem with STL algorithms until now was that, even though the algorithm call itself clearer, defining the functors that you'd need to pass to them would make your code longer and more complex, due to the way the language forced you to do it. C++0x is expected to change that, with its support for lambda expressions.
I've been using STL heavily for the past six years and although I tried to use STL algorithms anywhere I could, in most instances it would make my code more obscure, so I got back to a simple loop. Now with C++0x is the opposite, the code seems to always look simpler with them.
The problem is that by now C++0x support is still limited to a few compilers, even because the standard is not completely finished yet. So probably we will have to wait a few years to really see widespread use of STL algorithms in production code.
I would not use STL in two cases:
When STL is not designed for your task. STL is nearly the best for general purposes. However, for specific applications STL may not always be the best. For example, in one of my programs, I need a huge hash table while STL/tr1's hashmap equivalence takes too much memory.
When you are learning algorithms. I am one of the few who enjoy reinventing the wheels and learn a lot in this process. For that program, I reimplemented a hash table. It really took me a lot of time, but in the end all the efforts paid off. I have learned many things that greatly benefit my future career as a programmer.
When you think you can code it better than a really clever coder who spent weeks researching and testing and trying to cope with every conceivable set of inputs.
For most Earthlings the answer is never!
I want to answer the "when not to use STL" case, with a clear example.
(as a challenge to all of you, show me that you can solve this with any STL algorithm until C++17)
Convert a vector of integers std::vector<int> into a vector of std::pair<int,int>, i.e.:
Convert
std::vector<int> values = {1,2,3,4,5,6,7,8,9,10};
to
std::vector<std::pair<int,int>> values = { {1,2}, {3,4} , {5,6}, {7,8} ,{9,10} };
And guess what? It's impossible with any STL algorithm until C++17.
See the complete discussion on solving this problem here:
How can I convert std::vector<T> to a vector of pairs std::vector<std::pair<T,T>> using an STL algorithm?
So to answer your question: Use STL algorithm always only when it perfectly fits your problem. Don't hack an STL algorithm to make it fit your problem.
Are they used more frequently than it seems?
I've never seen them used; except in books. Maybe they're used in the implementation of the STL itself. Maybe they'll become more used because easier to use (see for example Lambda functions and expressions), or even become obsoleted (see for example the Range-based for-loop), in the next version of C++ .

In game programming, what are the specific C++ or STL features that causes performance hogs? [closed]

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 12 years ago.
My question is mostly about STL than the rest of the C++ that can be compared (I guess) to be as much fast as C a long as classes aren't used at every corner.
STL is standard for games and in engines like OGRE3D, but I was wondering that if STL's features are nice to use, the problem is while I don't really know how they work, I should know first what features can cause serious hogs before using them.
I'm very excited to begin that game programming school, and apparently there is no way I am going to not use those advanced features.
Using STL tends to generate as good if not more efficient code than hand written code for many cases.
Use a profiler to see where you have problems.
Even where C++ STL might perform worse its code is likely to be less error prone. So only write code if the profiler shows there is an issue
1) Debug builds. Severaly slow down many stl containers due to excessive error checking. At least on Microsoft compilers.
2) Excessive dynamic memory allocation. If you have routine that contains std::vector within it AND if you'll call it few thousand times per frame, it will be very slow and bottleneck will be somewhere within operator new or another memory allocation routine. If you'll turn this vector into some kind of static buffer (so you won't have to recreate it every time), it will be much faster. Memory allocation is slow. If you have a buffer, it is normally better to reuse it instead of making a new one during each call.
3) Using inefficient algorithms. For example, using linear search instead of binary search, using wrong sort algorithms (for example, quick sort, heap sort are faster than bubble sort on unsorted data but insertion sort can be faster than quicksort on partially sorted data). Searching instead of using std::map, and so on.
4) Using wrong kind of container. For example, std::vector isn't suitable for inserting elements at random places. std::deque, while is comparable with std::vector (random access), allows fast push_front and push_back, can be 10 times slower than std::vector if you subtract two iterators (on MSVC, again).
Unless you're building the entire engine from scratch, you're not going to notice a difference in using or not using C++ classes or STL. In general, most of the time the CPU is going to be running code that's not even written by you anyway. Plus the overhead imposed by any scripting languages you implement (Lua, Python, etc) will eclipse any small performance penalty you may incur by using C++/STL.
In short, don't worry about it. Writing good OOP code is better than trying to write super-fast code from the get-go. "Premature optimization is the root of much programming evil."
Actually, you can use classes everywhere, and still get as good of performance as C (and often better performance than typical C).
Most STL is designed to do most of its "tricky" parts at compile time, so the run-time performance is excellent. The main thing to look out for (especially if you write for things like game consoles or mobile phones, that have less capable graphics hardware) is structuring your data to work well with a cache.
Here are, in my opinion, the key points to writing performant C++/STL code:
Learn what memory allocation strategies are for each STL container,
Learn what algorithms work best with what iterator categories,
Learn run-time polymorphism vs compile-time polymorphism.
Good starting points are:
SGI STL Programmer's Guide,
STL Reference,
The Definitive C++ Book Guide and List (SO).
I recommend Effective STL by Scott Myers. The biggest performance hog of STL, is the lack of understanding of it. Please learn it well!
Also see Optimizing software in C++ by Agner Fog for C++ specific performance related topics.
The other answers are all accurate: the problems with STL and game programming are mostly with misuse.
My general approach is the following:
1. Write it with STL and carefully choose the appropriate algorithm, container, etc.
2. Profile for bottlenecks.
3. If it's STL causing the problem, replace it.
Optimizing too early can really slow you down and only cause more problems later.
Of course, it depends on platform as well. Sometimes, you have to write all of your own stuff because you simply can't afford the extra CPU/RAM overhead of STL.
Stroustrup talks about the design and performance of the STL in general, and specifically about the different performance characteristics of the various different container types, in his book The C++ Programming Language (3rd edition).
I don't have experience in gaming, but Electronic Arts developed their own (non-conforming) implementation of the STL. There is an extensive article explaining the motives and design of the library here.
Note that in many cases, you will be better off by using the STL that comes with your implementation, then measure, then measure again and make sure that you understand what is going on and what is really a performance problem. Then, only then, and if the problem is within the STL (and not in how the STL is used), I would use unstandard libraries.
These rarely become performance hogs if used correctly. A profiler should always be your primary means of finding bottlenecks in your code short of obvious algorithmic inefficiencies (in which case it's still good practice to use a profiler to make sure if you are on a tight deadline).
There are some legitimate efficiency concerns, however, if you do come across STL usage to show up as a profiler hotspot.
vector<ExpensiveElement> v;
// insert a lot of elements to v
v.push_back(ExpensiveElement(...) );
This push_back immediately above has the worst case scenario of having to linearly copy all the ExpensiveElements inserted so far (if we've exceeded the current capacity). In the best case scenario, we still have to copy ExpensiveElement one time unnecessarily.
We can mitigate the issue by making vector store shared_ptr, but now we pay for two additional heap allocations per ExpensiveElement inserted (one for the reference counter in boost::shared_ptr, and one for ExpensiveElement) along with the overhead of a pointer indirection each time we want to access ExpensiveElement stored in the vector.
To mitigate the memory allocation/deallocation overhead (generally more likely to be a hotspot than an additional level of indirection), we can implement a fast memory allocator for ExpensiveElement. Nevertheless, imagine if std::vector provided an alloc_back method:
new (v.alloc_back()) ExpensiveElement(...);
This would avoid any copy ctor overhead, but is unsafe and prone to abuse. Nevertheless, that's exactly what I did with our vector-clone in response to hotspots. Note that I work in raytracing which is a field where performance is often one of the highest measures of quality (other than correctness) and we profile our code daily so it's not like we just decided out of the blue that vector wasn't efficient enough for our purposes.
We also had no choice but to implement a vector clone because we provide a software development kit where other people's std::vector implementations may be incompatible with our own. I don't want to give you the wrong idea: explore these kinds of solutions only if your profiler sessions really call for it!
Another common source of inefficiency is when using linked STL containers like set, multiset, map, multimap, and list. However, that's not necessarily their fault, but rather the fault of the default std::allocator being used. These perform a separate memory allocation/deallocation per node so the default allocator can be pretty slow for these purposes, especially across multiple threads (thread contention, better off with per-thread memory pools). You can really get a speed boost by writing your own memory allocator (though this is not a trivial thing to do and don't forget alignment if you do).
I can't emphasize enough that these kinds of optimizations should only be applied in response to the profiler. You'll make your code harder to use and maintain this way, so you should be doing it only in exchange for a solid, demonstrable boost in your application's performance.
This book covers what issues you face when using C++ in games.