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