[gameprogrammer] Re: Blog post on improving compile and link speeds of C++ projects
- From: Latimerius <pvl@xxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 11 Apr 2006 18:18:39 +0200
On Tue, Apr 11, 2006 at 08:49:27AM -0700, Kevin Jenkins wrote:
> 3. Split up your header into independent classes/structs/enums as much
> as possible.
Generally, I agree with this advice (and the others, too), but watch out
for going too far and having too many .h files. In that case, file
access times reportedly may begin to dominate the build time, possibly
neutralizing gains from not including more than needed. I don't have
links handy but see www.gamesfromwithin.com/articles/0403/000013.html
under "Single Compilation Unit" heading. The huge speedup gained by
that hack comes probably (among others) from not having to access disk
so often.
I haven't done any research myself, though.
latimerius
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- References:
- [gameprogrammer] Re: Level of detail rendering
- From: Bob Pendleton
- [gameprogrammer] Re: Level of detail rendering
- From: Charlie Lobo
- [gameprogrammer] Blog post on improving compile and link speeds of C++ projects
- From: Kevin Jenkins
Other related posts:
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- » [gameprogrammer] Re: Blog post on improving compile and link speeds of C++ projects
- [gameprogrammer] Re: Level of detail rendering
- From: Bob Pendleton
- [gameprogrammer] Re: Level of detail rendering
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- [gameprogrammer] Blog post on improving compile and link speeds of C++ projects
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