The C++ standard template library (STL) is a collection of common containers and algorithms in template form. Unfortunately, it can be large and bloat-filled, as its standard incarnation shipped with gcc demonstrates. Not only is the library itself large, with the current version over a megabyte in size, but with all the code you instantiate by using a vector for each of your containers, it is easy to become fearful and opt for using static arrays instead. This is especially painful to former DOS assembly programmers like myself, who fret endlessly when the size of the executable crosses the magic 64k boundary, forgetting that nobody cares about memory anymore.
Of course, these days everyone has gigabytes of RAM (I have 4G myself) and has no compunction about loading up OpenOffice, whose source tree is over a gigabyte in size. Why then bother with saving a kilobyte of code here and there? I can't really say. Maybe it's that warm fuzzy knowledge that you are making maximum possible use of your computer's resources. Maybe it's that thrill you get after expressing your program's functionality in the fewest possible instructions and the minimum imaginable overhead. Or maybe it really is of no importance and any code bloat will be easily overcome by faster processors in some near future. I just know what I like, and it's the sight of clean, concise, and fast code. Therefore this library.
To start with you'll need a decent compiler. Although uSTL will compile under gcc 2.95, some features require at least gcc 3.4 and are simply turned off with an older version. C++ support is vastly improved in the recent compiler versions, and I strongly recommend gcc 4 for best possible code.
The latest version of uSTL can always be downloaded from its SourceForge project files page. If you like living dangerously, you can pull the working branch directly from git://ustl.git.sourceforge.net/gitroot/ustl. The mainline source should build on any unix-based system, including Linux, BSD, MacOS, SunOS, and Solaris. A separate port for Symbian OS is maintained by Penrillian. Windows-based systems and weird embedded platforms, are not, and will not be supported by the mainline. However, if you make a port, I'll be happy to mention it here. After unpacking:
./configure make install
configure is not autoconf, but rather a custom program with similar functionality. ./configure --help lists available options. You might want to specify a different installation prefix with --prefix=/usr; the default destination is /usr/local. Developers will want to build with --with-debug to get a lot of assert error checking, which I highly recommend. If you are the type to edit configuration manually, it's in Config.mk and config.h. When it's built, you can run the included tests with make check. Finally, here's a simple hello world application:
#include <ustl.h> using namespace ustl; int main (void) { cout << "Hello world!\n"; return (EXIT_SUCCESS); }
If you have at least gcc 3.4, uSTL is built as a standalone library, without linking to libstdc++ (except on BSD platforms where gcc does not support it) Because g++ links to it by default, you'll need to link your applications with gcc, or to pass -nodefaultlibs -lc to g++ if you want to use uSTL to completely replace libstdc++. This is where the actual space savings happen. (If you want to see just how much you can save, skip to the Template Bloat Be Gone section)
Are you still programming with malloc'ed arrays and iterating with pointers? Such pains you must be going through every time you need some memory. You must dread the very thought of variable-sized arrays and live in constant fear of memory leaks and dangling pointers. You wake up in cold sweat every night wondering whether you freed that pointer you allocated and keep wondering why in the world you're still using C++ instead of some comfy language with garbage collection, like Java or Python. In STL, you will find your salvation and rebirth! Free those mallocs and discover containers! STL containers are, um... well, they are basically, uh... malloc'ed blocks of memory. And iterators are, um... basically pointers into those blocks. But don't run away yet! It's all different, I promise. Honest!
The first rule you should learn before switching to STL is: "never use new". That's right. Just forget about ever manually allocating memory again. The one and only exception to it is too advanced for you now; I'll mention it later. From now on you should be thinking in resizable memory blocks instead. These blocks know how take care of themselves, allocating memory when it is needed and freeing it when it is now. They do all the hard work so you don't have to. The first one you should know about is the vector object. (Additional information on all the classes is available in the header files and in the Doxygen reference available on this website and which could be built from source by executing make dox if you have doxygen installed)
vector<int> v; v.push_back (1); v.push_back (2); v[1] = 0; v.erase (v.begin() + 1); v.pop_back(); v.insert (v.begin(), 4); v.resize (15);
As you can see, a vector is basically the same thing as the arrays you use now, except that it is resizable. The function names ought to be self-explanatory with the exception of the addressing arguments. You can do index addressing and get free bounds checking with asserts. Incidentally, I highly recommend you work with a debug build when writing code; uSTL is chock full of various asserts checking for error conditions. In the optimized build, most such errors will be silently ignored where possible and will cause crashes where not. That is so because they are programmer errors, existing because you have a bug in your code, not because the user did something wrong, or because of some system failure. Programmer errors assert. User or system errors throw exceptions.
Vectors are addressed with iterators, which are just like pointers (and usually are). Calling begin() gives you the pointer to the first element, calling end() gives you the pointer to the end of the last element. No, not the last element, the end of it, or, more accurately, the end of the array. It's that way so you can keep incrementing an iterator until it is equal to the end() value, at which point you know you have processed all the elements in the list. This brings me to demonstrate how you ought to do that:
foreach (vector<int>::iterator, i, v) if (*i < 5 || *i > 10) *i = 99;
Although the foreach macro is a uSTL-only extension, it is a one-liner you can easily copy out of uutility.h if you ever want to switch back to regular STL. It is a great way to ensure you don't forget to increment the counter or run past the end of the vector. The only catch to be aware of, when inside an iterator loop, is that if you modify the container, by adding or removing entries, you have to update the iterator, since the container memory storage may have moved when resized. So, for example, if you wish to remove certain types of elements, you'd need to do use an index loop or something like:
foreach (vector<CEmployee>::iterator, i, employees) if (i->m_Salary > 50000 || i->m_Performance < 100) --(i = employees.erase (i));
This is pretty much all there is to say about containers. Create them,
use them, resize them, that's what they are for. There are other
container types, but you will probably not use them much. There's
set
, which is a perpetually sorted vector, useful when you
want to binary_search a large collection. There's map
which
is an associative container where you can look up entries by key. Its
utility goes down drastically when you have complex objects that need to
be searched with more than one parameter, in which cast you are better
off with vector and foreach. I have never needed the others, and do
not recommend their use. Their implementations are fully functional,
but do not conform to STL complexity guarantees and are implemented as
aliases to vector, which naturally changes their performance parameters.
Every program uses strings, and STL was kind enough to provide a
specification. uSTL deviates a bit from the standard by not implementing
wchar strings. There is only one string
class, which assumes
all your strings will be UTF8-encoded, and provides some additional
functionality to make working with those easier. I did that for the same
reason I dropped the locale classes; bloat. It is simply too expensive to
implement the standard locale classes, as the enormous size of libstdc++
illustrates. If you need them, you can still include them from libstdc++,
but it may be just as simple to use the locale support provided by libc
through printf, which may be called through format
functions
in string and ostringstream.
Anyway, back to strings. You can think of the string object as a char vector with some additional operations built-in, like searching, concatenation, etc.
string s ("Hello"); s += ' '; s += "world?"; s.replace (s.find ('?'), 1, "!"); s[3] = s[s.find_first_of("lxy")]; s[s.rfind('w')] = 'W'; s.format ("A long %zd number of 0x%08lX\n", 345u, 0x12345); cout << s << endl;
A nonstandard behaviour you may encounter is from linked strings created by the string constructor when given a null-terminated const string. In the above example, the constructor links when given a const string and stays as a const link until the space is added. If you try to write to it, you'll get an assert telling you to use copy_link first to convert the link into a copy. Resizing the linked object automatically does that for you, so most of the time it is transparent. You may also encounter another instance of this if you try getting iterators from such an object. The compiler uses the non-const accessors by default for local objects, so you may need to declare it as a const string if you don't wish to copy_link. Why does uSTL string link instead of copying? To save space and time. All those strings are already in memory, so why waste heap space and processor time to copy them if you just want to read them? I thought it a good tradeoff, considering that it is trasparent for the most common uses.
Other nonstandard extensions include a format
function to
give you the functionality of sprintf for string objects. Another is
the UTF8 stuff. Differing a bit from the standard, size
returns the string length in bytes, length
in characters.
You can iterate by characters instead of bytes with a special utf8
iterator:
for (string::utf8_iterator i = s.utf8_begin(); i < s.utf8_end(); ++ i) DrawChar (*i);
or just copy all the chars into an array and iterate over that:
vector<wchar_t> result (s.length()); copy (s.utf8_begin(), s.utf8_end(), result.begin());
To write wide characters to the string, wchar_t values can be directly given to push_back, insert, append, or assign, in the same way as the char ones.
A few words must be said regarding reading wide characters. The shortest possible rule to follow is "don't!" I have received a few complaints about the fact that all offsets given to and returned by string functions are byte offsets and not character offsets. The problem with modifying or even looking for specific wide characters is that you are not supposed to know what they are. Your strings will be localized into many languages and it is impossible for you to know how the translation will be accomplished. As a result, whenever you are hardcoding a specific character value, or a specific character length (like a three-character extension), you are effectively hardcoding yourself into a locale. The only valid operation on localized strings is parsing it via standard delimiters, treating anything between those delimiters as opaque blocks. For this reason, whenever you think you need to do something at a particular character offset, you should recognize it as a mistake and find the offset by the content that is supposed to be there.
If this philosophy is consistently followed, it becomes clear that actual character boundaries are entirely irrelevant. There are only two exceptions to this: first occurs if you are writing a text editor and want to insert user data at a character position, the second occurs if you are writing a font renderer and want to translate characters to glyphs. In both cases you should make use of the utf8_iterator to find character boundaries and values. Given that these two cases apply to just a handful of people who are involved in implementing user interface frameworks, I believe that the opacity restriction is well justified by the amount of code space it saves for the vast majority of library users.
Algorithms are the other half of STL. They are simply templated common tasks that take iterator arguments, and as a result, work with any container. Most will take an iterator range, like (v.begin(), v.end()), but you can, of course operate on a subset of a container by giving a different one. Because the usual operation is to use the whole container, uSTL provides versions of most algorithms that take container arguments instead of the iterator range. Here are the algorithms you will actually find useful:
copy (v1, v2.begin()); // Copies vector v1 to vector v2. fill (v, 5); // Fills v with fives. copy_n (v1, 5, v2.begin()); // Copies first five elements only. fill_n (v.begin() + 5, 10, 5); // Fills elements 5-15 with fives. sort (v); // Sorts v. find (v, 14); // Finds 14 in v, returning its iterator. binary_search (v, 13); // Looks up 13 with binary search in a sorted vector. lower_bound (v, 13); // Returns the iterator to where you want to insert 13. iota (v.begin(), v.end(), 0); // Puts 0,1,2,3,4,... into v. reverse (v); // Reverses all the elements in v.
The rest you can discover for yourself. There are obscure mathematical
operations, like inner_product, set operations, heap operations, and
lots and lots of predicate algorithms. The latter are algorithms that
take a functor (an object that can be called like a function) and were
supposed to help promote code reuse by encapsulating common operations.
For example, STL expects you to use the for_each
algorithm and
write a little functor for all your iterative tasks:
class CCompareAndReplace { public: CCompareAndReplace (int minValue, int maxValue, int badValue) : m_MinValue (minValue), m_MaxValue (maxValue), m_BadValue (badValue) {} void operator (int& v) { if (v < m_MinValue || v > m_MaxValue) v = m_BadValue; } private: int m_MinValue; int m_MaxValue; int m_BadValue; }; for_each (v.begin(), v.end(), CCompareAndReplace (5, 10, 99));
And yes, it really does work. Doesn't always generate much bloat either, since the compiler can often see right through all this trickery and expand the for_each into a loop without actually creating the functor object. However, the compiler has a much harder time when you start using containers of complex objects or operating on member variables and member functions. Since that is what you will most likely have in any real code outside the academic world, the utility of predicate algorithms is highly questionable. Their readability is even more so, considering that the above fifteen line example can be written as a three line iterative foreach loop. Finally, there is the problem of where to put the functor. It just doesn't seem to "belong" anywhere in the object-oriented world. Sorry, Stepanov, I just don't see how these things can be anything but an ugly, bloated hindrance.
The STL specification is only about containers and algorithms, the stuff described from here on is totally non-standard, so by using them you'll have to stick with uSTL as your STL implementation. I think it's worth it, but, of course, the choice is up to you.
The major difference between the standart STL implementation and uSTL is
that the former has memory management stuff all over the place, while
the latter keeps it all together in the memblock
class. Normally
STL containers are resized by calling new
to create more storage
and then copying the elements there from the old one. This method wastes
space by fragmenting memory, wastes time by copying all the existing data
to the new location, and wastes codespace by having to instantiate all
the resizing code for each and every container type you have. This method
is also absolutely necessary to do this resizing in a perfectly object-safe
way. The uSTL way is to manage memory as an opaque, typeless block, and
then use the container templates to cast it to an appropriate pointer type.
This works just fine, except for one little catch: there is one type of object you can't store in uSTL containers -- the kind that has pointers to itself. In other implementations, resizing actually creates new objects in the new location and destroys them in the old location. uSTL simply memcpys them there without calling the copy constructor. In other words, the object can not rely on staying at the same address. Most objects really don't care. Note that this is not the same thing as doing a bitwise copy, that you were rightly warned against before! It's a bitwise move that doesn't create a new object, but simply relocates an existing one.
What this one small concession does is allow aggregation of all memory
management in one place, namely, the memblock
class. All the
containers are thus converted mostly into typecasting wrappers that
exist to ensure type safety. Look at the assembly code and you'll see
mostly calls to memblock's functions. This is precisely the feature
that allows reduction in code instantiated by container templates.
However, memblock's usefulness doesn't end there! It can now replace all your dynamically allocated buffers that you use for unstructured data. Need to read a file? Don't use new to allocate memory; use a memblock! It even has a friendly read_file member function for just that purpose. Need to write a file? Use the write_file call! Unless you are working with a database or some really large archive, you should be able to load all your files this way. Imagine, not having to worry about file I/O again! It's much nicer to work with data in memory; you know how long it is, so you know when to stop. You can seek with impunity, and any operations have the cost of a memcpy.
Memblock is derived from memlink, an object for linking to a memory block. Now you get to store a pointer and the size of whatever it points to, but with uSTL you can use a memlink object to keep them together, reducing source clutter and making your code easier to read and maintain. You can link to constant blocks too with cmemlink, from which memlink is derived. Because all three are in a single hierarchy, you never need to care whether you're working on an allocated block or on somebody else's allocated block. Pointers are kept together with block sizes, memory is freed when necessary, and you never have to call new or delete again. Who needs garbage collection? Memblocks give you the same functionality at a fraction of the cost.
Linking is not limited to memlink. You can link memblock objects.
You can link string objects. You can even link containers! Now
you can use alloca to create a vector on the stack; use the
typed_alloca_link(v,int,99)
macro. All linked objects
will allocate memory and copy the linked data when you increase their
size. You can also do it explicitly by calling copy_link
.
Why link? It's cheaper than copying and easier than keeping track
of pointers. For example, here's a line parser:
string buf, line; buf.read_file ("some_config_file.txt"); for (uoff_t i = 0; i < buf.size(); i += line.size() + 1) { line.link (buf.iat(i), buf.iat (buf.find ('\n',i))); process_line (line); }
This way process_line gets a string object instead of a pointer and a size. If you don't rely on the string being null-terminated, which basically means not using libc functions on it, this is all you need. Otherwise buf will have to be writable and you can replace the newline with a null. In either case you are using no extra heap. The overhead of link is negligible in most cases, but if you really want to do this in a tight loop, you can use relink call, which expands completely inline into one or two instructions, avoiding the virtual unlink() call.
The C++ standard library provides global stream objects called cin,
cout, and cerr to replace printf and friends for accessing stdin, stdout,
and stderr, respectively. uSTL versions work mostly the same as the
standard ones (yes, the format
call is a uSTL extension). Most
calls use snprintf for output and thus use whatever locale libc uses.
cout << "Hello world!" << endl; cout << 456 << ios::hex << 0x1234 << endl; cerr.format ("You objects are at 0x%08X\n", &o);
String-writing streams are also available:
ostringstream os; os << "Writing " << n << " objects somewhere" << endl; cout << os.str() << endl;
fstream is a file access interface with exception handling for errors:
fstream f; // C++ standard says that fstream does not throw by default, f.exceptions (fstream::allbadbits); // so this enables throwing. f.open ("file.dat", ios::in | ios::out); // throws file_exception f.read (buf, bufSize); // let's read something f.seek (334455); // go somewhere f.write (buf2, buf2Size); // and write something f.fnctl (FCNTLID(F_SETFL), O_NONBLOCK); // yup, ALL file operations memlink l = f.mmap (bufSize, offset); // even mmap fill (l, 0); f.msync (l); f.munmap (l); f.close(); // also throws file_exception (with filename!)
istream and ostream, which are not really usable by themselves in the standard implementation, are hijacked by uSTL to implement binary data input and output:
const size_t writtenSize = Align (stream_size_of(number) + stream_size_of(ctr)) + stream_size_of(n) + stream_size_of(v); memblock buf (writtenSize); ostream os (buf); os << number << ctr; os.align(); os << n << v;
These operations are all very efficient, approaching a straight memcpy in performance. ostream will not resize the buffer, hence the necessity to estimate the final size. Most stream_size_of calls are computed at compile time and thus produce no code. Because the data is written as is, it is necessary to consider proper data alignment; for example, a 4 byte int can not be written at stream offset 2. Some architectures (Macs) actually crash when doing it; Intel processors just do it slowly. Hence the need to pack the data to a proper "grain". The default align call will pack to the maximum necessary grain, but can be given an argument to change that. In case you're wondering, the reason for all these idiosyncracies is optimization. The smallest and fastest possible code to dump your stuff into a binary file is produced by this method. uSTL defines flow operators to write integral values, strings, and containers, but you can custom-serialize your objects like this:
namespace myns { /// Some class I want to serialize class CMyClass { public: void read (istream& is); void write (ostream& os) const; size_t stream_size (void) const; private: vector<int> m_Elements; ///< A bunch of elements. size_t m_SomeSize; ///< Some integral value. MyObject m_SomeObject; ///< Some other streamable object. } /// Reads the object from stream \p is. void CMyClass::read (istream& is) { is >> m_Elements >> m_SomeSize >> m_SomeObject; } /// Writes the object to stream \p os. void CMyClass::write (ostream& os) const { os << m_Elements << m_SomeSize << m_SomeObject; } /// Returns the size of the written object. size_t CMyClass::stream_size (void) const { return (stream_size_of (m_Elements) + stream_size_of (m_SomeSize) + stream_size_of (m_SomeObject)); } } // namespace myns
One last container I'll mention is a tuple
, which is a
fixed-size array of identical elements. No, it's not the same as the tuple
in boost, which is more like a template-defined struct. This one should
have been named "array", which is what it will be called in the next STL
standard, but I guess I'm stuck with the name now. What are they good
for? Graphical objects. Points, sizes, rectangles, triangles, etc. As a
bonus, operations on tuples can automatically use SIMD instructions if
they are available. Any fixed size-array also works better as a tuple,
since it becomes a standard STL container, which you can use with any
algorithm, copy by assignment, initialize in the constructor, etc.
typedef int32_t coord_t; typedef tuple<2, coord_t> Point2d; typedef tuple<2, coord_t> Size2d; typedef tuple<2, Point2d> Rect; Rect r (Point2d (1,2), Point2d (3,4)); r += Size2d (4, 4); r[1] -= Size2d (1, 1); foreach (Rect::iterator, i, r) TransformPoint (*i); Point2d pt (1, 2); pt += r[0]; pt *= 2;
uSTL implements all the standard exception classes defined by the C++ standard. The exception tree is standalone, but is derived from std::exception when compiling with libstdc++ for ease of catching everything. uSTL exceptions implement some additional useful features. First, they are completely serializable. You can write them as a binary blob into a file, send them over a network, and handle them somewhere else. Each exception will print an informative error message directly to a text stream, reducing your try/catch block to:
try { DoSomething(); } catch (exception& e) { cerr << "Error: " << e << endl; #ifndef NDEBUG cerr << e.backtrace(); #endif } catch (...) { cerr << "Unexpected fatal error has occured.\n"; }
Second, each exception stores a backtrace (callstack) at the time of throwing and can print that backtrace as easily as the above example illustrates. While it is indeed a good practice to design your exceptions so that you should not care where it was thrown from, situations occasionally arise while debugging where knowing the thrower is useful to fix the bug a little faster than otherwise.
Finally, there are additional exception classes for dealing with libc function errors, file errors, and stream classes. libc_exception can be thrown whenever a libc function fails, immediately telling you what the function call was and the errno description of the failure. file_exception, thrown by fstream operations, also contains the file name, which can be pretty darn useful. stream_bounds_exception is extremely useful in debugging corrupted data, as it tells you exactly where the corruption starts and what you were trying to read there.
So how much space are you going to save and where? Allow me to demonstrate with the following small program. I'm basically creating a vector and exercise the most common operations. Those are resize, push_back, insert, and erase, which you use pretty much every time you have a vector.
#if USING_USTL #include <ustl.h> using namespace ustl; #else #include <vector> using namespace std; #endif int main (void) { vector<int> v; v.resize (30); for (size_t i = 0; i < v.size(); ++ i) v[i] = i; v.push_back (57); v.insert (v.begin() + 20, 555); v.erase (v.begin() + 3); return (EXIT_SUCCESS); }
Feel free to compile it and see for yourself. I'm compiling on a Core i7 with gcc 4.4.1 and -Os -DNDEBUG=1. The libstdc++ version is linked implicitly with it, and uSTL version is linked with gcc (instead of g++) and -lustl. Both executables are stripped. The libstdc++ version looks like this:
% ls -l std/tes 7040 tes* % size std/tes text data bss dec hex filename 3311 632 16 3959 f77 tes % size -A std/tes.o std/tes.o : section size addr .group 8 0 .group 8 0 .group 8 0 .group 8 0 .group 8 0 .group 8 0 .text 285 0 .data 0 0 .bss 0 0 .text._ZSt13copy_backwardIPiS0_ET0_T_S2_S1_ 33 0 .text._ZSt13__copy_move_aILb0EPiS0_ET1_T0_S2_S1_ 42 0 .text._ZNKSt6vectorIiSaIiEE12_M_check_lenEmPKc 82 0 .text._ZNSt12_Vector_baseIiSaIiEE11_M_allocateEm 47 0 .rodata.str1.1 45 0 .text._ZNSt6vectorIiSaIiEE14_M_fill_insertEN9__gnu_cxx17__normal_iteratorIPiS1_EEmRKi 366 0 .text._ZNSt6vectorIiSaIiEE13_M_insert_auxEN9__gnu_cxx17__normal_iteratorIPiS1_EERKi 204 0 .gcc_except_table 20 0 .comment 18 0 .note.GNU-stack 0 0 .eh_frame 304 0 Total 1494
The uSTL version looks like this:
% ls -l ustl/tes 5760 tes* % size ustl/tes text data bss dec hex filename 2302 616 16 2934 b76 tes % size -A ustl/tes.o ustl/tes.o : section size addr .text 217 0 .data 0 0 .bss 0 0 .gcc_except_table 19 0 .comment 18 0 .note.GNU-stack 0 0 .eh_frame 64 0 Total 318
Let's see what's going on here. The .text size in the std version is 31% larger, indicating more inlined functionality. This version of gcc libstdc++ instantiates four vector functions and two copy functions, totalling That's 774 bytes total for just one vector type. These functions will become larger for containers with objects, but about 1k in savings that you see as the difference in execuable size is a good measure. The uSTL version inlines everything and calls memblock functions instead.
1k doesn't seem like much, but consider that you get it for every type of container you instantiate! An int vector here, a float vector here, a bunch of object containers there, and before you know it you are using half your executable just for container overhead.
But wait, there is more! Let's look at the total memory footprint:
% ldd std/tes libstdc++.so.6 => /usr/lib/libstdc++.so.6 libm.so.6 => /lib/libm.so.6 libgcc_s.so.1 => /usr/lib/libgcc_s.so.1 libc.so.6 => /lib/libc.so.6 /lib64/ld-linux-x86-64.so.2 % ldd ustl/tes libustl.so.1 => /usr/local/lib/libustl.so.1 libc.so.6 => /lib/libc.so.6 libgcc_s.so.1 => /usr/lib/libgcc_s.so.1 /lib64/ld-linux-x86-64.so.2 % size of each lib text data bss dec filename 1346264 17960 19136 1383360 libc.so.6 980584 33880 84664 1099128 libstdc++.so.6 524718 720 72 525510 libm.so.6 123386 7752 73248 204386 libustl.so.1 86645 936 632 88213 libgcc_s.so.1
After adding up the numbers (from the dec column) std/tes loads 3100170 bytes of shared libraries and ustl/tes loads 1678893 bytes, saving 1421277 bytes or 45%! If you don't count libc, measuring only the C++-specific overhead, libstdc++ loads 1716810 while libustl only 295533, six times less! Finally, much of uSTL's size comes from gcc's support libraries; if you compile uSTL configured --with-libstdc++ option, then you'll see that it only takes up 73592 bytes, of which only 23014 are used by .text, meaning that only about a third of the library size is my fault. gcc developers will have to reduce the size of libsupc++ before any further size reduction would be practical.
Report bugs through the SourceForge.net uSTL project page with the standard bugtracker.