RE: preventing c++ and stl code bloat?

  • From: "Ken Perry" <whistler@xxxxxxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Sat, 1 Jan 2011 01:38:32 -0500

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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