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 __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind