RE: preventing c++ and stl code bloat?

  • From: "Ken Perry" <whistler@xxxxxxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Sat, 1 Jan 2011 15:40:59 -0500

Ok one thing is my server is cross platform all the file system stuff is
very useful.  So is the regular expression library.  I will also be using
the any library but I have not had time and will not till the summer.  If
you're doing cross platform with c++ though that is what boost is really
going to improve.  For example I also use the thread library.  One library I
would really like to switch to is wave but the problem is I currently use
bison and flex to create our compiler and switching that to wave grammar
would be a nightmare.  Before I did that I would just switch to a multi
scripting language library that would support things like python, lua, and
others.  I do like our functional language though so that is one reason I
have not done it.  I have been thinking of doing a side by side where I
support all those languages and my own but again I can't do that till after
this summer probably.\


-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Littlefield,
Tyler
Sent: Saturday, January 01, 2011 2:51 AM
To: programmingblind@xxxxxxxxxxxxx
Subject: Re: preventing c++ and stl code bloat?

I am curious where you find boost useful? I've tried numerous times to 
look at it and play with it, but I haven't really seen anything I can 
use out of it. Maybe it's just lack of experience with the library, but 
things like serialization is done (though I want to use tinyxml), and 
I'm not seeing where the rest of the library could be useful, so I'm 
curious how you use it to help in mud development.
On 1/1/2011 12:18 AM, Ken Perry wrote:
> I have started using boost and stl more which is why the code base has
> shrunk but the binary has not grown that much you have to understand stl
is
> mostly templates and compilers do a pretty good job now days if you are
> already using a list for example you don't get a whole other code segment
of
> list if you use two.  You pretty much should only get a data section if
the
> compiler is working right.
>
> Ken
>
> -----Original Message-----
> From: programmingblind-bounce@xxxxxxxxxxxxx
> [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Littlefield,
> Tyler
> Sent: Saturday, January 01, 2011 1:51 AM
> To: programmingblind@xxxxxxxxxxxxx
> Subject: Re: preventing c++ and stl code bloat?
>
> How much do you make use of the stl? I use it everywhere. From holding
> options to holding lists of players, rooms, zones, sockets, etc. I could
> use libraries (and may at some point, possibly for some other stuff),
> but only if I really need to worry about code size. Right now I was just
> getting kind of worried that the use of the stl is going to cause
> headaches and problems at some point sooner or later.
> On 12/31/2010 11:38 PM, Ken Perry wrote:
>> I have 67,000 lines and I am at 11 mb debug and 900kb stripped.
>>
>> I was not much bigger when I was at 100,000 lines of code.  I have shrunk
> it
>> by using libraries but the binary comes out about the same.
>>
>> ken
>>
>> -----Original Message-----
>> From: programmingblind-bounce@xxxxxxxxxxxxx
>> [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Littlefield,
>> Tyler
>> Sent: Saturday, January 01, 2011 1:16 AM
>> To: programmingblind@xxxxxxxxxxxxx
>> Subject: preventing c++ and stl code bloat?
>>
>> Hello all,
>> I've been doing some googling, and I have a quick question. With my mud
>> engine nearing 10k lines of code, I'm starting to get worried about the
>> fact that with debugging I'm looking at a 3.5m executable. without
>> debugging symbols, we're at about 600 kb. Now, while this isn't a whole
>> lot, where will I be in twice the amount of code? three times? 5 times?
>> I believe a huge problem is the STL, I'm just not really sure how to cut
>> down on the massive amount of code that was apparently generated as part
>> of my lists and vectors that I use. Ideas here would be welcome. I was
>> told (or read somewhere) that game engines just write their own types,
>> which makes sense, but I see multiple problems with this. 1) you're
>> basically defeating the purpose of templates just to rewrite code, and
>> each new type you rewrite to handle a list of sockets, a list of
>> players, etc etc may or may not be more or less bloated and have bugs.
>>
>> As always, you can grab the code from:
>> svn://tds-solutions.net/branches/unstable/aspen if you care to peek at
>> it. It's still in early development phases, though it's coming along
>> quite nicely every day I add to it, so be ware lack of documentation in
>> some places, bad code, bugs, etc etc.
>>
>


-- 

Thanks,
Ty

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