Re: preventing c++ and stl code bloat?

  • From: "Littlefield, Tyler" <tyler@xxxxxxxxxxxxx>
  • To: programmingblind@xxxxxxxxxxxxx
  • Date: Fri, 31 Dec 2010 23:50:52 -0700

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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