
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. cheers Martin